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Apple announces M3 iPad Airs
6:27 pm | March 4, 2025

Author: admin | Category: Mobile phones news | Comments: Off

Apple unveiled its latest iPads today with the 11” and 13” iPad Air (2025) getting the Apple M3 chip. They are joined by the new baseline iPad (2025), which features an updated A16 Bionic chipset and 128GB base storage. The new chipsets are pretty much the only meaningful additions for the trio of new iPads. The Air 11” and 13” models get the M3 series chip (8-core CPU, 9-core GPU, 16-core NPU) which replaces the M2 in last year’s models. The SoC is paired with 8GB RAM. Apple says the M3 iPad Airs offer 2x faster performance than the M1 iPad Air, which was launched back in 2022. We...

Samsung Galaxy A36 and Galaxy A56 launch in India with free storage upgrade
5:09 pm |

Author: admin | Category: Mobile phones news | Tags: | Comments: Off

Samsung’s new Galaxy A36 and Galaxy A56 were unveiled at the MWC in Barcelona this Saturday and, a couple of days later, they have arrived in India as well. Just those two, though, the Galaxy A26 is not joining them. You can find the A56 over on Samsung.com, the first units should be in stock in the next few days. The phone is available in three configurations ranging from 8/128GB to 12/256GB. There are three colorways to choose from: Awesome Olive, Awesome Lightgray and Awesome Graphite. The A36 is also on Samsung.com, but there is no stock just yet. The RAM and storage configurations...

Samsung Galaxy A36 and Galaxy A56 launch in India with free storage upgrade
5:09 pm |

Author: admin | Category: Mobile phones news | Tags: | Comments: Off

Samsung’s new Galaxy A36 and Galaxy A56 were unveiled at the MWC in Barcelona this Saturday and, a couple of days later, they have arrived in India as well. Just those two, though, the Galaxy A26 is not joining them. You can find the A56 over on Samsung.com, the first units should be in stock in the next few days. The phone is available in three configurations ranging from 8/128GB to 12/256GB. There are three colorways to choose from: Awesome Olive, Awesome Lightgray and Awesome Graphite. The A36 is also on Samsung.com, but there is no stock just yet. The RAM and storage configurations...

I really wanted to like the Nvidia GeForce RTX 5070, but it broke my heart and it shouldn’t have to break yours, too
5:00 pm |

Author: admin | Category: Computers Computing Computing Components Gadgets | Tags: , , , , | Comments: Off

Nvidia GeForce RTX 5070: Two-minute review

A lot of promises were made about the Nvidia GeForce RTX 5070, and in some narrow sense, those promises are fulfilled with Nvidia's mainstream GPU. But the gulf between what was expected and what the RTX 5070 actually delivers is simply too wide a gap to bridge for me and the legion of gamers and enthusiasts out there who won't be able to afford—or even find, frankly—Nvidia's best graphics cards from this generation.

Launching on March 5, 2025, at an MSRP of $549 / £549 / AU$1,109 in the US, UK, and Australia, respectively, this might be one of the few Nvidia Blackwell GPUs you'll find at MSRP (along with available stock), but only for lack of substantial demand. As the middle-tier GPU in Nvidia's lineup, the RTX 5070 is meant to have broader appeal and more accessible pricing and specs than the enthusiast-grade Nvidia GeForce RTX 5090, Nvidia GeForce RTX 5080, and Nvidia GeForce RTX 5070 Ti, but of all the cards this generation, this is the one that seems to have the least to offer prospective buyers over what's already on the market at this price point.

That's not to say there is nothing to commend this card. The RTX 5070 does get up to native Nvidia GeForce RTX 4090 performance in some games thanks to Nvidia Blackwell's exclusive Multi-Frame Generation (MFG) technology. And, to be fair, the RTX 5070 is a substantial improvement over the Nvidia GeForce RTX 4070, so at least in direct gen-on-gen uplift, there is a roughly 20-25% performance gain.

But this card is a far, far cry from the promise of RTX 4090 performance that Nvidia CEO Jensen Huang presented on stage at CES 2025, even with the qualifier that such an achievement would be "impossible without artificial intelligence," which implies a heavy reliance on DLSS 4 and MFG to get this card over the line.

If we're just talking framerates, then in some very narrow cases this card can do that, but at 4K with ray tracing and cranked-up settings, the input latency for the RTX 5070 with MFG can be noticeable depending on your settings, and it can become distracting. Nvidia Reflex helps, but if you take RTX 4090 performance to mean the same experience as the RTX 4090, you simply won't get that with MFG, even in the 80 or so games that support it currently.

An Nvidia GeForce RTX 5070

(Image credit: Future / John Loeffler)

Add to all this the fact that the RTX 5070 barely outpaces the Nvidia GeForce RTX 4070 Super when you take MFG off the table (which will be the case for the vast majority of games played on this card) and you really don't have anything to show for the extra 30W of power this card pulls down over the RTX 4070 Super.

With the RTX 5070 coming in at less than four percent faster in gaming without MFG than the non-OC RTX 4070 Super, and roughly 5% faster overall, that means that the RTX 5070 is essentially a stock-overclocked RTX 4070 Super, performance-wise, with the added feature of MFG. An overclocked RTX 4070 Super might even match or exceed the RTX 5070's overall performance in all but a handful of games, and that doesn't even touch upon AMD's various offerings in this price range, like the AMD Radeon RX 7900 GRE or AMD's upcoming RX 9070 XT and RX 9070 cards.

Given that the RTX 4070 Super is still generally available on the market (at least for the time being) at a price where you're likely to find it for less than available RTX 5070 cards, and competing AMD cards are often available for less, easier to find, and offer roughly the same level of performance, I really struggle to find any reason to recommend this card, even without the questionable-at-best marketing for this card to sour my feelings about it.

I caught a lot of flack from enthusiasts for praising the RTX 5080 despite its 8-10% performance uplift over the Nvidia GeForce RTX 4080 Super, but at the level of the RTX 5080, there is no real competition and you're still getting the third-best graphics card on the market with a noticeable performance boost over the RTX 4080 Super for the same MSRP. Was it what enthusiasts wanted? No, but it's still a fantastic card with few peers, and the base performance of the RTX 5080 was so good that the latency problem of MFG just wasn't an issue, making it a strong value-add for the card.

You just can't claim that for the RTX 5070. There are simply too many other options for gamers to consider at this price point, and MFG just isn't a strong enough selling point at this performance level to move the needle. If the RTX 5070 is the only card you have available to you for purchase and you need a great 1440p graphics card and can't wait for something better (and you're only paying MSRP), then you'll ultimately be happy with this card. But the Nvidia GeForce RTX 5070 could have and should have been so much better than it ultimately is.

Nvidia GeForce RTX 5070: Price & availability

An Nvidia GeForce RTX 5070 sitting on top of its retail packaging

(Image credit: Future / John Loeffler)
  • How much is it? MSRP/RRP starting at $549 / £549 / AU$1,109
  • When can you get it? The RTX 5070 goes on sale on March 5, 2025
  • Where is it available? The RTX 5070 will be available in the US, UK, and Australia at launch

The Nvidia GeForce RTX 5070 is available starting March 5, 2025, with an MSRP of $549 / £549 / AU$1,109 in the US, UK, and Australia, respectively.

This puts it at the same price as the current RTX 4070 MSRP, and slightly less than that of the RTX 4070 Super. It's also the same MSRP as the AMD's RX 7900 GRE and upcoming RX 9070, and slightly cheaper than the AMD RX 9070 XT's MSRP.

The relatively low MSRP for the RTX 5070 is one of the bright spots for this card, as well as the existence of the RTX 5070 Founders Edition card, which Nvidia will sell directly at MSRP. This will at least put something of an anchor on the card's price in the face of scalping and general price inflation.

  • Value: 4 / 5

Nvidia GeForce RTX 5070: Specs

  • GDDR7 VRAM and PCIe 5.0
  • Higher power consumption
  • Still just 12GB VRAM, and fewer compute units

The Nvidia GeForce RTX 5070 is a mixed bag when it comes to specs. On the one hand, you have advanced technology like the new PCIe 5.0 interface and new GDDR7 VRAM, both of which appear great on paper.

On the other hand, it feels like every other spec was configured and tweaked to make sure that it compensated for any performance benefit these technologies would impart to keep the overall package more or less the same as the previous generation GPUs.

For instance, while the RTX 5070 sports faster GDDR7 memory, it doesn't expand the VRAM pool beyond 12GB, unlike its competitors. If Nvidia was hoping that the faster memory would make up for keeping the amount of VRAM the same, it only makes a modest increase in the number of compute units in the GPU (48 compared to the RTX 4070's 46), and a noticeable decrease from the RTX 4070 Super's (56).

Whatever performance gains the RTX 5070 makes with its faster memory, then, is completely neutralized by the larger number of compute units (along with the requisite number of CUDA cores, RT cores, and Tensor cores) in the RTX 4070 Super.

An Nvidia GeForce RTX 5070

(Image credit: Future / John Loeffler)

The base clock on the RTX 5070 is notably higher, but its boost clock is only slightly increased, which is ultimately where it counts while playing games or running intensive workloads.

Likewise, whatever gains the more advanced TSMC N4P node offers the RTX 5070's GPU over the TSMC N4 node of its predecessors seems to be eaten up by the cutting down of the die. If there was a power or cost reason for this, I have no idea, but I think that this decision is what ultimately sinks the RTX 5070.

It seems like every decision was made to keep things right where they are rather than move things forward. That would be acceptable, honestly, if there was some other major benefit like a greatly reduced power draw or much lower price (I've argued for both rather than pushing for more performance every gen), but somehow the RTX 5070 manages to pull down an extra 30W of power over the RTX 4070 Super and a full 50W over the RTX 4070, and the price is only slightly lower than the RTX 4070 was at launch.

Finally, this is a PCIe 5.0 x16 GPU, which means that if you have a motherboard with 16 PCIe lanes or less, and you're using a PCIe 5.0 SSD, one of these two components is going to get nerfed down to PCIe 4.0, and most motherboards default to prioritizing the GPU.

You might be able to set your PCIe 5.0 priority to your SSD in your motherboard's BIOS settings and put the RTX 5070 into PCIe 4.0, but I haven't tested how this would affect the performance of the RTX 5070, so be mindful that this might be an issue with this card.

  • Specs: 2.5 / 5

Nvidia GeForce RTX 5070: Design

An Nvidia GeForce RTX 5070

(Image credit: Future / John Loeffler)
  • No dual-pass-through cooling
  • FE card is the same size as the RTX 4070 and RTX 4070 Super FE cards

The Nvidia GeForce RTX 5070 Founders Edition looks identical to the RTX 5090 and RTX 5080 that preceeded it, but with some very key differences, both inside and out.

One of the best things about the RTX 5090 and RTX 5080 FE cards was the innovative dual pass-through cooling solution on those cards, which improved thermals so much that Nvidia was able to shrink the size of those cards from the gargantuan bricks of the last generation to something far more manageable and practical.

An Nvidia GeForce RTX 5070

(Image credit: Future / John Loeffler)

It would have been nice to see what such a solution could have done for the RTX 5070, but maybe it just wasn't possible to engineer it so it made any sense. Regardless, it's unfortunate that it wasn't an option here, even though the RTX 5070 is hardly unwieldy (at least for the Founders Edition card).

Otherwise, it sports the same 16-pin power connector placement as the RTX 5090 and RTX 5080, so 90-degree power connectors won't fit the Founders Edition, though you will have better luck with most, if not all, AIB partner cards which will likely stick to the same power connector placement of the RTX 40 series.

The RTX 5070 FE will easily fit inside even a SFF case with ease, and its lighter power draw means that even if you have to rely on the included two-to-one cable adapter to plug in two free 8-pin cables from your power supply, it will still be a fairly manageable affair.

Lastly, like all the Founders Edition cards before it, the RTX 5070 has no RGB, with only the white backlight GeForce RTX logo on the top edge of the card to provide any 'flair' of that sort.

  • Design: 3.5 / 5

Nvidia GeForce RTX 5070: Performance

An Nvidia GeForce RTX 5070

(Image credit: Future / John Loeffler)
  • Almost no difference in performance over the RTX 4070 Super without MFG
  • Using MFG can get you native RTX 4090 framerates in some games
  • Significantly faster performance over the RTX 4070
A note on my data

The charts shown below offer the most recent data I have for the cards tested for this review. They may change over time as more card results are added and cards are retested. The 'average of all cards tested' includes cards not shown in these charts for readability purposes.

Boy howdy, here we go.

The best thing I can say about the performance of this card is that it is just barely the best 1440p graphics card on the market as of this review, and that DLSS 4's Multi Frame Generation can deliver the kind of framerates Nvidia promises in those games where the technology is available, either natively or through the Nvidia App's DLSS override feature.

Both of those statements come with a lot of caveats, though, and the RTX 5070 doesn't make enough progress from the last gen to make a compelling case for itself performance-wise, especially since its signature feature is only available in a smattering of games at the moment.

On the synthetic side of things, the RTX 5070 looks strong against the card it's replacing, the RTX 4070, and generally offers about 25% better performance on synthetic benchmarks like 3DMark Steel Nomad or Speed Way. It also has higher compute performance in Geekbench 6 than its direct predecessor, though not be as drastic a margin (about 10% better).

Compared to the RTX 4070 Super, however, the RTX 5070's performance is only about 6% better overall, and only about 12% better than the AMD RX 7900 GRE's overall synthetic performance.

Again, a win is a win, but it's much closer than it should be gen-on-gen.

The RTX 5070 runs into similar issues on the creative side, where it only outperforms the RTX 4070 Super by about 3% overall, with its best performance coming in PugetBench for Creators' Adobe Premiere benchmark (~13% better than the RTX 4070 Super), but faltering somewhat with Blender Benchmark 4.3.0.

This isn't too surprising, as the RTX 5070 hasn't been released yet and GPUs tend to perform better in Blender several weeks or months after the card's release when the devs can better optimize things for new releases.

All in all, for this class of cards, the RTX 5070 is a solid choice for those who might want to dabble in creative work without much of a financial commitment, but real pros are better off with the Nvidia GeForce RTX 5070 Ti if you're looking to upgrade without spending a fortune.

It's with gaming, though, where the real heartbreak comes with this card.

Technically, with just 12GB VRAM, this isn't a 4K graphics card, but both the RTX 4070 Super and RTX 5070 are strong enough cards that you can get playable native 4K in pretty much every game so long as you never, ever touch ray tracing, global illumination, or the like. Unfortunately, both cards perform roughly the same under these conditions at 4K, with the RTX 5070 pulling into a slight >5 fps lead in a few games like Returnal and Dying Light 2.

However, in some titles like F1 2024, the RTX 4070 Super actually outperforms the RTX 5070 when ray tracing is turned on, or when DLSS is set to balanced and without any Frame Generation. Overall and across different setting configurations, the RTX 5070 only musters a roughly 4.5% better average FPS at 4K than the RTX 4070 Super.

It's pretty much the same story at 1440p, as well, with the RTX 5070 outperforming the RTX 4070 Super by about 2.7% across configurations at 1440p. We're really in the realm of what a good overclock can get you on an RTX 4070 Super rather than a generational leap, despite all the next-gen specs that the RTX 5070 brings to bear.

OK, but what about the RTX 4090? Can the RTX 5070 with DLSS 4 Multi Frame Generation match the native 4K performance of the RTX 4090?

Yes, it can, at least if you're only concerned with average FPS. The only game with an in-game benchmark that I can use to measure the RTX 5070's MFG performance is Cyberpunk 2077, and I've included those results here, but in Indiana Jones and the Great Circle and Dragon Age: Veilguard (using the Nvidia App's override function) I pretty much found MFG to perform consistently as promised, delivering substantially faster FPS than DLSS 4 alone and landing in the ballpark of where the RTX 4090's native 4K performance ends up.

And so long as you stay far away from ray tracing, the base framerate at 4K will be high enough on the RTX 5070 that you won't notice too much, if any, latency in many games. But when you turn ray tracing on, even the RTX 5090's native frame rate tanks, and it's those baseline rendered frames that handle changes based on your input, and the three AI-generated frames based on that initial rendered frame don't factor in whatever input changes you've made at all.

As such, even though you can get up to 129 FPS at 4K with Psycho RT and Ultra preset in Cyberpunk 2077 on the RTX 5070 (blowing way past the RTX 5090's native 51 average FPS on the Ultra preset with Psycho RT), only 44 of the RTX 5070's 129 frames per second are reflecting active input. This leads to a situation where your game looks like its flying by at 129 FPS, but feels like it's still a sluggish 44 FPS.

For most games, this isn't going to be a deal breaker. While I haven't tried the RTX 5070 with 4x MFG on Satisfactory, I'm absolutely positive I will not feel the difference, as it's not the kind of game where you need fast reflexes (other than dealing with the effing Stingers), but Marvel Rivals? You're going to feel it.

Nvidia Reflex definitely helps take the edge off MFG's latency, but it doesn't completely eliminate it, and for some games (and gamers) that is going to matter, leaving the RTX 5070's MFG experience too much of a mixed bag to be a categorical selling point. I think the hate directed at 'fake frames' is wildly overblown, but in the case of the RTX 5070, it's not entirely without merit.

So where does that leave the RTX 5070? Overall, it's the best 1440p card on the market right now, and it's relatively low MSRP makes it the best value proposition in its class. It's also much more likely that you'll actually be able to find this card at MSRP, making the question of value more than just academic.

For most gamers out there, Multi Frame Generation is going to be great, and so long as you go easy on the ray tracing, you'll probably never run into any practical latency in your games, so in those instances, the RTX 5070 might feel like black magic in a circuit board.

But my problem with the RTX 5070 is that it is absolutely not the RTX 4090, and for the vast majority of the games you're going to be playing, it never will be, and that's essentially what was promised when the RTX 5070 was announced. Instead, the RTX 5070 is an RTX 4070 Super with a few games running MFG slapped to its side that look like they're playing on an RTX 4090, but may or may not feel like they are, and that's just not good enough.

It's not what we were promised, not by a long shot.

  • Performance: 3 / 5

Should you buy the Nvidia GeForce RTX 5070?

An Nvidia GeForce RTX 5070

(Image credit: Future / John Loeffler)

Buy the Nvidia GeForce RTX 5070 if...

You don't have the money for (or cannot find) an RTX 5070 Ti or RTX 4070 Super
This isn't a bad graphics card, but there are so many better cards that offer better value or better performance within its price range.

You want to dabble in creative or AI work without investing a lot of money
The creative and AI performance of this card is great for the price.

Don't buy it if...

You can afford to wait for better
Whether it's this generation or the next, this card offers very little that you won't be able to find elsewhere within the next two years.

Also consider

Nvidia GeForce RTX 5070 Ti
The RTX 5070 Ti is a good bit more expensive, especially with price inflation, but if you can get it at a reasonable price, it is a much better card than the RTX 5070.

Read the full Nvidia GeForce RTX 5070 Ti review

Nvidia GeForce RTX 4070 Super
With Nvidia RTX 50 series cards getting scalped to heck, if you can find an RTX 4070 Super for a good price, it offers pretty much identical performance to the RTX 5070, minus the Multi Frame Generation.

Read the full Nvidia GeForce RTX 4070 Super review

How I tested the Nvidia GeForce RTX 5070

  • I spent about a week with the RTX 5070
  • I used my complete GPU testing suite to analyze the card's performance
  • I tested the card in everyday, gaming, creative, and AI workload usage
Test System Specs

Here are the specs on the system I used for testing:

Motherboard: ASRock Z790i Lightning WiFi
CPU: Intel Core i9-14900K
CPU Cooler:
Gigabyte Auros Waterforce II 360 ICE
RAM: Corsair Dominator DDR5-6600 (2 x 16GB)
SSD:
Crucial T705
PSU: Thermaltake Toughpower PF3 1050W Platinum
Case: Praxis Wetbench

I spent about a week testing the Nvidia GeForce RTX 5070, using it as my main workstation GPU for creative content work, gaming, and other testing.

I used my updated testing suite including industry standard tools like 3DMark and PugetBench for Creators, as well as built-in game benchmarks like Cyberpunk 2077, Civilization VII, and others.

I've reviewed more than 30 graphics cards for TechRadar in the last two and a half years, as well as extensively testing and retesting graphics cards throughout the year for features, analysis, and other content, so you can trust that my reviews are based on experience and data, as well as my desire to make sure you get the best GPU for your hard earned money.

  • Originally reviewed March 2025
A Way Out is a gritty co-op game that challenged me to make the right choice in a world full of bad ones
4:36 pm |

Author: admin | Category: Computers Gadgets Gaming | Comments: Off

Early in co-op game A Way Out, my partner and I found ourselves starving in a forest after a taxing escape from the police. While a burger was definitely out of the question, we came across a riverside camp with fish rushing in its shallow waters. To catch our lunch, one of us needed to splash the water and funnel the fish into a tight spot, while the other used a wooden spear to finish the job. It was an archaic process that made for a thoughtful moment in a game occupied by chaos, and put into focus the clarifying themes of teamwork and survival that define Hazelight’s prison-breaking adventure game.

Review info

Platform reviewed: PS5 (PS4 via backward compatibility)
Available on:
PS4, Xbox One, Xbox Series X|S, PC
Release date:
March 23, 2018

In A Way Out, you and a partner play as the criminals Leo Carusa and Vincent Moretti as they seek to escape their incarceration after being led astray by the same rotten apple. Landing somewhere between a playable film and an action-packed adventure game, A Way Out’s opening act sets the tone for its silver-screen story. Introduced in tandem, Leo’s character is confident despite being locked in a corrupt system and surrounded by danger. He wanders the halls, chatting and nearly getting into fights as if it’s nothing new.

In contrast, Vincent is just learning about the starkness of his new home, as he is hosed down and marched through the concrete trappings, talking to other new prisoners who have abandoned all hope. The difference in their personalities becomes a central theme throughout the prison-breaking plot, despite their shared goal of escape and ultimate freedom.

A split-screen screenshot of co-op game A Way Out and the characters in the prison

(Image credit: Hazelight Studios)

Wrong place, wrong time

Across A Way Out’s mayhem-tinged levels, you’ll choose dialogue threads to follow and perform an array of actions like stealthily taking down cops or commandeering getaway cars. Most tasks require the other player to create a distraction or assemble to lift doors and clear obstacles, though there are many pursuits that can be enjoyed on your own. The shared workload works well for the most part, but on a few occasions, one character's exploits can be cut off by the other if they accidentally trigger a key cutscene or interaction, which can be frustrating if you want to immerse yourself in A Way Out’s detailed environment.

Additional quick-time events also crop up in moments of heightened tension and require precision to succeed, like tapping the right button to avoid taking a punch or holding down a trigger to catch yourself before falling from a great height. To account for the shifting attention between the pair, A Way Out trades between a classic 50/50 screen split and a flexible one that offers more display real estate to the player performing a key action. This dynamic blend of perspectives meant that my partner and I both had a chance to feel like the central anti-hero. Occasionally, other characters can also claim a space on the screen for themselves, which adds palpable tension to your actions. Seeing this pressure manifest as a gun-wielding menace pervades the screen is an electric feeling and enough to get you sweating as you force solutions and desperately try to proceed.

Levels are broken up by story events that require you and your co-op buddy to vote and follow a particular narrative path – Leo’s or Vincent’s. Your choices shape the story and give each playthrough a more bespoke feel, even if the overarching narrative remains largely the same. Many of the differences in their personality can feel intangible. However, these impactful decisions help to give them depth by weaving those differences into the gameplay. In my playthrough, I was confident in my choice to play as Vincent, as I thought his analytical mind was more reasonable than Leo’s brash one. However, as the story played out and I became acquainted with them, I began questioning Vincent's motives. A Way Out is keen to keep you in the dark just enough to make you unsure what to choose without making you feel disconnected from the characters or the decision – an aspect I thoroughly enjoyed.

A split-screen screenshot of co-op game A Way Out and the characters escaping an enemy

(Image credit: Hazelight Studios)

Brains or brawn

A Way Out’s world is a harsh and unforgiving one. The prison is cement and grey, with sparse spotlighting offering little escape from the oppressive mood. Metal bars and staircases shine between tarnish, with matte posters hanging from walls, faded with age. Outside, the surrounding farmland and rural areas feel hazy and vulnerable. Throughout A Way Out, you dance between these cold and warm spaces, with each location thoughtfully dressed with accessories like leaking aircon vents and playable mahogany pianos. Moreover, while many objects are just there to gawk at, some kick-off competitive games like wheelchair balancing or horseshoe pitching. While unnecessary to the story, these optional side objectives do well to offset A Way Out’s heavier themes with some lighthearted fun.

Best bit

A split-screen screenshot of co-op game A Way Out and the characters in the prison yard

(Image credit: Hazelight Studios)

On the surface, Vincent and Leo are two protagonists who could not be more different. Leo’s short-tempered sharpness rubs against Vincent’s careful eye, resulting in tense moments as well as warm ones. As you learn more about them and watch their relationship unfold, it’s hard not to be drawn into their strange chemistry.

Whether you’re mainlining the plot or goofing off in a minigame, A Way Out is made all the better courtesy of Vincent and Leo’s voice actors, Fares Fares and Eric Krogh, who deliver their lines with attitude and grit. And despite solid writing throughout, some of my favorite deliveries came from the casual one-liners rather than the more significant and plot-relevant cutscenes. During the initial prison break, you can find an antique globe in one of the rooms. While interacting with it doesn’t offer anything substantial to the plot, if you spin it enough, Leo dreamily mutters, “Ah, the Pacific Ocean… that sounds nice.” Later, in the hospital, Vincent encounters an old couple bickering about a car accident. After asking their age, the old man makes a poor guess and quickly admits fault. Instead of showing empathy, Vincent sarcastically agrees that he is actually too old to drive. These small, punchy moments offer comic relief to A Way Out’s otherwise heady story and champion the protagonist’s humanity, despite the game’s often unforgiving setting.

A Way Out feels like playing through all the twists and turns of a high-end HBO show – emotionally taxing but very hard to put down. The game’s simple prison break premise quickly gives way to a complicated story about family and friendship, and I thoroughly enjoyed struggling through its immersive set pieces with the help of a friend.

Should you play A Way Out?

Play it if...

You like classic dramas
A Way Out
strikes a careful balance between dramatic storytelling and game mechanics, putting players in pole position to not only impact the story but also sit back and enjoy their choices in intense and rewarding ways.

You want to stress test your friendship
It turns out escaping prison takes a lot more than just blind belief, and you’ll need to think your way through many complex situations, often deliberating with your co-op partner about which path to take. Due to the high-stakes nature of the story, disagreements are likely to come up, giving you a measure of how close you and your co-conspirator are under pressure.

Don't play it if...

You want a lighthearted co-op game
A Way Out
is packed with emotive themes, violence, and plenty of swearing. While it features Hazelight’s well-curated cooperative gameplay, the story leans much darker than the likes of It Takes Two.

Accessibility

When it comes to controls in A Way Out, many settings can be toggled per character, so one player can play with different preferences. Inversion horizontal and vertical) and aim/focus sensitivity can be toggled individually. Vibration can be toggled on and off from the settings menu as well. Where audio is concerned, players can toggle on and off subtitles, as well as choose their audio preset (TV, Headphones, and Home Theatre).

A split-screen screenshot of co-op game A Way Out and the characters escaping on bikes

(Image credit: Hazelight Studios)

How I reviewed A Way Out

I reviewed A Way Out in a local co-op on a PlayStation 5 playing the PlayStation 4 release via backward compatibility and did so alongside It Takes Two, in the run-up to Hazelight's latest game, Split Fiction.

I teamed my PS5 with an AOC CQ27G2 27-inch QHD VA 144Hz gaming monitor and external Creative Pebble V2 computer speakers.

First reviewed February-March 2025

It Takes Two pushed me to the limit with clever platforming puzzles and moreish co-op challenges
4:35 pm |

Author: admin | Category: Computers Gadgets Gaming | Comments: Off

A couples counselling puzzle platformer might sound like a strange elevator pitch. Yet, this quizzical pairing is the backbone of Hazelight Studios' co-op game. Following the studio's success with its prison-breaking simulator A Way Out, It Takes Two inspects a new kind of high-stakes relationship… marriage.

Review info

Platform reviewed: PlayStation 5
Available on: PC, PlayStation 5, Xbox X, Xbox Series S, Nintendo Switch
Release date: March 25, 2021

Here, you play as a separated couple, Cody and May, whose consciousness is magically transported into doll versions of themselves after their daughter makes an unorthodox wish to a secret magic romance book. From this sudden transformation, the duo are forced to navigate a jumbo-sized version of their home, where inanimate objects and carelessly tossed junk have gained sassy omnipotence. As they determine bric-a-brac friend from foe, their issues frequently rear their head, giving you an impression of how their marriage slid towards breakdown not by one incident but rather a series of slow nudges.

In co-op, players split control, working through the couple's issues in a literal and metaphorical sense by communicating their way across increasingly complex platforming levels. To navigate this danger-filled toy box, you can sprint, jump, dash and equip yourself with level-contextual tools that complement each other. Platforming across the game has a fluid and floaty feel, hammering home the plaything nature of the pair’s new doll bodies.

What’s your love language?

Both characters use firey weapons in It Takes Two.

(Image credit: Electronic Arts)

Despite levels being so full of detail, Hazelight manages a sense of progression and flow well. Points of interest like breakable glass bottles draw your attention, naturally calling you towards the next checkpoint. While it's not always the case, the obstacles often require you to use your special attack to interact with them, which also helps set the tone for future boss battles and teases puzzle solutions within the level.

Bouts of platforming are bookended with multi-stage boss battles based on the surrounding clutter of the area. The connection between each particular boss and the level made the world feel cohesive and thoughtful and helped to immerse me in Cody and May’s tragic love story. The grumbling, rusted toolbox that marks the end of the first zone requires players to work together using their respective hammer and nail tools to deal damage as it cuts away at your fragile metal stage one attack at a time.

This casually instructive style is especially noticeable as puzzles grew in complexity. Despite stopping and starting play sessions, my partner and I maintained solid momentum throughout It Takes Two. That’s not to say we were without arguments or mistakes when navigating the levels, though.

Best bit

It Takes Two

(Image credit: Electronic Arts)

There’s nothing more hilariously frustrating than trying to time and execute a specific move with your co-op partner, especially when it keeps going wrong. It Takes Two frequently requires you to synchronise carefully, whether it be one player throwing a nail for another to swing on or grinding across electrical wires to turn off switches. No matter how often my co-op partner and I prepared for a sequence, we always fell into the same disorganised traps, laughing or accosting each other as we hit the reset button.

What did cause irreparable damage to my co-op relationship, however, were the PVP minigames that allow you and your partner to take on challenges head-to-head. Found across the map, the parlour games allow you to vent frustrations and brutally thwart your bestie.

Early in the campaign, my partner and I happened upon a game called ‘Flip the Switch’, which involved one player hammering buttons while the other shoots them with nails from an aerial perspective. The player who shoots the most within the timer wins – simple, right? Wrong. What ensued was a series of upsets that ended in a solemn vow not to engage with these distractions ever again — until the next one arrived, and it was just as challenging and interesting. Toys-out-of-the-pram moment aside, It Takes Two does well to surprise you with these unique offshoots throughout its story.

Trust fall

A snowy environment in It Takes Two.

(Image credit: Electronic Arts)

The thoughtful set dressing and character designs are a standout feature across It Takes Two, with precious tidbits of lore hidden throughout the levels. For example, if you turn up a pathway in their daughter's room, you can find action figures that pay homage to the protagonists of Hazelight’s previous co-op prison-breaking game, A Way Out. Other hidden areas reveal more tender references to games from the past, such as Super Mario and The Legend of Zelda. As I explored each micro world, I was often reminded of The Borrowers or Stuart Little, gawking at how everyday objects could be repurposed as obstacles or idiosyncratic decor.

The care for world-building applies to Cody and May’s doll designs, too, which were clearly handmade by their creative daughter, Rose. May’s fuzzy wooden tendrils and Cody’s rope belt feel haphazardly crafty in a way that represents Rose’s endearing affection for them. The softened, comforting nature of the dolls also feels like a sharp contrast to the couple’s real-world attitude, which is often barbed and biting. The longer they spend outside their bitter, bickering bodies and in their patchwork personas, the more they resemble Rose’s view of them, which feels like a warm visual metaphor for the overarching themes.

Hazelight has built its newest puzzler with plenty of care, allowing you to immerse yourselves in gorgeous fantasy worlds with considerable depth. In exploring Cody and May’s family home and interpersonal trouble, It Takes Two is a surprisingly grounded game, and I adored flipping and dashing through the family's tricky lives.

Should I play It Takes Two?

A cutscene still from It Takes Two.

(Image credit: Electronic Arts)

Play it if…

You want a challenging co-op adventure
From a surprisingly violent vacuum cleaner with a vengeance to a sequence of agility testing time-sensitive platforming puzzles, It Takes Two doesn’t pull punches when testing your dexterity

You want a co-op game that mixes up its gameplay
As you progress through It Takes Two’s shifting levels, Cody and May are awarded new weapons that diversify how you can solve puzzles, keeping the gameplay fresh across the familiar base platforming elements.

Don’t play it if…

You aren’t a forgiving person
No matter how much you care for your co-op partner, It Takes Two will inevitably lead to moments of anger as either of you make a mistake. No matter how often you become mulch, you’ll need to swallow pride and forgive each other to survive the ordeal.

Accessibility

In the accessibility menu, you can adjust both the contrast and brightness. From here, there are also three color blindness options to choose between (Tritanopia-Blue Weak, Protanopia-Red Weak, and Deuteranopia-Green Weak). You can toggle on Text-To-Speech and toggle the option to convert voice chat to text. Subtitles and vibrations can additionally be toggled on for either May or Cody.

Where camera settings are concerned, you can toggle settings per character. You can invert the vertical and horizontal cameras and choose how strong the automatic camera rotation is (None, Weak, or Strong). You can also adjust the camera and aim sensitivity for both the horizontal and vertical camera from 1 to 100.

How I reviewed It Takes Two

In anticipation of the launch of Spit Fiction, I played through the entirety of It Takes Two in local co-op on a PlayStation 5 and also replayed A Way Out for comparison.

I used an AOC CQ27G2 27-inch QHD VA 144Hz gaming monitor with my PS5, and for audio, I used my external Creative Pebble V2 computer speakers.

First reviewed February-March 2025

Deutsche Telekom’s AI Phone is launching later this year
3:24 pm |

Author: admin | Category: Mobile phones news | Comments: Off

Deutsche Telekom shared more details about its AI Phone at MWC 2025. The T-Mobile parent company previously teased the AI Phone as a concept at last year’s MWC. We now get confirmation that the device will be powered by Perplexity AI and it is set to officially launch in the second half of this year with plans to roll out to key European markets in 2026. The AI Phone will boot a custom Magenta AI operating system which replaces the traditional app-based user interface with Perplexity Assistant. The device relies on multimodal input – you can use your voice or type out your requests or...

Assassin’s Creed Nexus VR finally let me perform a leap of faith in virtual reality and I didn’t even throw up
2:31 pm |

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The biggest problem with Assassin's Creed Nexus VR, a VR (virtual reality) entry on the long-running stealth action series exclusively for Meta Quest headsets, is that it feels more supplemental than any fully-fledged Assassin’s Creed installment. All the franchise’s key mechanics are well represented, be that the trademark parkour, delightfully slick hidden blades, or those iconic leaps of faith from high vantage points into nearby piles of hay, but the focus on existing protagonists and familiar settings holds it back.

Review info

Platform reviewed: Meta Quest 2
Available on: Meta Quest 2, Meta Quest 3, Meta Quest Pro
Release date: November 16, 2023

This is a game that doesn’t really have its own distinct identity, seeming more like a ‘best of’ compilation geared towards existing fans rather than something that, like many of the best VR games, newcomers might be incentivized to pick up a new VR headset in order to play. It’s a shame as, otherwise, this is a remarkably solid VR experience elevated by some seriously impressive elements like its massive maps, formidable length, and abundance of side content, and only a handful of frustrations to overcome.

Clip compilation

Tailing a target in Italy in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

Unlike a traditional Assassin’s Creed experience, Nexus VR is divided into distinct episodes that alternate between protagonists from some of the best Assassin’s Creed games.

You begin in 1500s Italy, catching up with fan-favorite Ezio Auditore years after the events of Assassin’s Creed 2. Your home has been infiltrated by bandits and your first task is to navigate through its hidden passages and retrieve your stolen gear. These early segments are very linear, introducing you to the parkour systems (the most impressive part of which sees you able to grab onto practically any surface and hoist yourself along like some kind of spider monkey) and outlining the combat mechanics in some encounters with basic armed goons.

The parkour works fantastically, channeling that simulated physicality that makes VR climbing experiences like Horizon Call of the Mountain so satisfying, but the combat never felt quite right to me. It’s fine on paper, at its most basic level it challenges you to hold your sword in the correct direction of an incoming hit to block it or swing as an enemy strikes for a parry.

Unfortunately, the collision detection seems off and no matter how hard I focus on holding my sword in the right places, it always seems like a fifty percent chance that it would actually register properly. This was despite multiple attempts to recalibrate the game to my height and position in the settings menu.

There’s a chance that this was due to the fact that I was playing on the slightly older Meta Quest 2 headset, which doesn’t have as advanced tracking capabilities as the Meta Quest 3, but it’s not something that I’ve experienced while trying any other VR game thus far.

Lots to do

Exploring colonial America in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

Mercifully, you’re not expected to fight your way through every single encounter and you’re soon thrust into the ancient sandals of Kassandra - the protagonist from Assassin’s Creed Odyssey. Exploring the Greek island of Delos in about 400 BC, her sections are easily the best of the bunch and impressively open despite their small size. While you always have an objective on screen to pursue, there are loads of optional side activities that mean that you can easily squeeze much more out of the already meaty 13 or so-hour runtime.

There are fantastic parkour challenges which have you racing through a series of checkpoints on tight time limits, collectibles that unlock interesting historical facts to browse, and plenty of hidden relics to track down in secret chests. Even if you only focus on the main tasks, you’re completely free to approach objectives as you wish which is where the stealth really starts to shine. It’s nothing hugely complex, but crouching behind boxes and throwing distractions to lure nearby guards over for a one-hit hidden blade takedown was never not satisfying, and truly felt like I was embodying an assassin.

There’s a lot of mileage in experimenting with your arsenal of useful tools like smoke bombs, throwing knives, or your bow too, and I’m still keen to dive back in for more sneaking action even now that the credits have rolled. On top of Ezio and Kassandra’s stories, there are a handful of missions where you play as Ratonhnhaké:ton, or Connor, in the build-up to the American Revolution.

Connor was always my least favorite Assassin’s Creed protagonist and, unfortunately, he is still just as unappealing in Assassin's Creed Nexus VR. His monotone voice lines are faithful to his original characterization in Assassin’s Creed 3 but are glaringly uncharismatic when presented between the amusing innuendos dispensed by Ezio and the brash confidence of Kassandra. His aggressive, edgy attitude to even the most inoffensive non-playable characters (NPCs) often made me cringe too - this is one hero probably best left in 2012.

Best bit

Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

When playing as Connor you have access to his tomahawk rather than your usual sword. This opens up some great new gameplay possibilities, like throwing it in the middle of a fight to stun your opponent or tossing it at unsuspecting guard patrols from a hidden location for long-range stealth takedowns.

These three plotlines are all brought together by an overarching storyline set in the real world that’s centered around the futuristic Animus (the device that lets you look into the past) and the seemingly endless battle between the ancient order of Assassins and the evil Templars. It’s a thread that has run through the series since the beginning and, while it starts engaging enough in Nexus (and makes interesting use of your headset’s front camera for a novel augmented reality effect), it soon devolves into characters standing in practically blank environments lecturing you on the conflict for extended periods of time when you’d much rather be doing literally anything else.

I often resorted to sitting on the floor of my living room while these played out and would have likely skipped them entirely were I not evaluating the game for the purpose of this review. The real-world storyline has always been a sticking point in Assassin’s Creed games, so much so that the upcoming Assassin’s Creed Shadows has simply opted to relegate it entirely to a separate menu, but it’s still a big shame that it’s just so uninteresting here.

Ancient Greece in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

As I’ve previously mentioned, I experienced the whole of Assassin’s Creed Nexus VR on the Meta Quest 2 headset. This is far from the company’s latest offering (the flagship Meta Quest 3 or even more budget-oriented Meta Quest 3S), but the visuals still manage to be a highlight.

It's not perfect, with a few cutbacks to overall image quality and the resolution of textures, but the bright sunny streets of Italy or Greece and the moody fog of colonial America oozes with atmosphere. This would, however, seem even more impressive if these weren’t well-worn settings that we have seen represented in even more life-like detail by other games in the series.

This all raises the question, is Assassin's Creed Nexus VR worth playing? The great graphics and stellar stealth would definitely suggest so in spite of the wonky combat, especially given the relatively low $39.99 / £34.99 price of admission. If you’re an existing fan of Assassin’s Creed like me, there’s also some extra enjoyment in revisiting familiar characters from games gone by (yes, even Connor) - though an original setting and cast would undeniably be much more appealing and approachable to newcomers.

Should I play Assassin's Creed Nexus VR?

Receiving the crossbow in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

Play it if…

You love all things Assassin’s Creed
Assassin's Creed Nexus VR is a solid VR take on the Assassin’s Creed series, letting you live out your assassin fantasy with first-person leaps of faith, lots of sneaking around, and historical settings to explore.

You’ve played the old games
With protagonists returning from Assassin’s Creed 2, 3, and Odyssey, Assassin's Creed Nexus VR is a treat for long-time series fans.

You want a lengthy VR experience
Many VR games tend to be on the shorter side, so the 13+ hour length of Assassin's Creed Nexus VR helps it stand out from the crowd. It’s brimming with side content to help get that number up even further too.

Don’t play it if…

You down yet own a Meta Quest 2 or 3
Is it worth running out to buy a Meta Quest 2 or 3 to play Assassin's Creed Nexus VR? Definitely not. This is very much an optional spinoff, not a system-selling must-play VR installment à la Half-Life: Alyx over on PC.

Accessibility

Assassin’s Creed Nexus VR has lots of accessibility features designed to improve your comfort in VR. There is a dedicated accessibility menu with features such as hand stabilization, multiple control layouts, and more. The game has four different comfort presets to choose from, with the option for continuous motion or teleportation movement. The game also offers a fear of heights mode, which adds a visible floor beneath your character when you’re high up in the virtual world. On top of this, the entire game can be played while seated.

You also have the option of turning on a vignette or virtual nose, which can help prevent motion sickness. There is a dedicated crouch button and the game can also be played either seated or standing. There are also multiple difficulty levels to choose from. As far as VR games go, these are some of the most fully-featured and comprehensive accessibility options that I’ve ever seen - so props to Ubisoft here.

How I reviewed Assassin's Creed Nexus VR

I played Assassin’s Creed Nexus VR for over 13 hours using a Meta Quest 2 headset. During that time I completed the missions of the main story and also spent a bit of extra time exploring the more open areas of the world to track down collectibles.

My playthrough mainly focused on stealth, though I was also careful to evaluate the quality of the combat by engaging in a few head-on fights.

First reviewed March 2025

Samsung Galaxy Tab S10 FE and Tab S10 FE+ renders show changes to screen size and cameras
2:29 pm |

Author: admin | Category: Mobile phones news | Comments: Off

Samsung will release the next Tab FE slates later this year – we still don’t know the exact date, but now we have a better idea of what they will look like. The new models will be largely similar to the Tab S9 FE and Tab S9 FE+, though with several key differences, the first of which is visible in the images. Here are renders of the Samsung Galaxy Tab S10 FE and the larger Tab S10 FE+ created by YTECHB. Notice that the plus model has only a single camera on the back – the Tab S9 FE+ also included an ultra-wide module. Other than that, they look similar enough, down to the thick antenna...

Samsung Galaxy Tab S10 FE and Tab S10 FE+ renders show changes to screen size and cameras
2:29 pm |

Author: admin | Category: Mobile phones news | Comments: Off

Samsung will release the next Tab FE slates later this year – we still don’t know the exact date, but now we have a better idea of what they will look like. The new models will be largely similar to the Tab S9 FE and Tab S9 FE+, though with several key differences, the first of which is visible in the images. Here are renders of the Samsung Galaxy Tab S10 FE and the larger Tab S10 FE+ created by YTECHB. Notice that the plus model has only a single camera on the back – the Tab S9 FE+ also included an ultra-wide module. Other than that, they look similar enough, down to the thick antenna...

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