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The Thrustmaster eSwap X2 H.E. is, by default, the best Xbox controller from the brand to date – but the lack of improvements is disappointing
4:00 am | November 6, 2025

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

Thrustmaster eSwap X2 H.E.: one-minute review

We’re big fans of Thrustmaster’s eSwap products at TechRadar Gaming but the Thrustmaster eSwap X2 H.E. isn’t exactly the big leap forward the brand’s controller lineup needs. As for changes, the clue’s in the name. The H.E. packs in a pair of Thrustmaster’s H.E.A.R.T. Hall effect thumbsticks, which is nice, and means you won’t need to buy them separately. It's one of the best Xbox controllers, but slightly better.

If you’re buying an eSwap controller for the first time, then the H.E. is definitely the one to get. By default, it is the best eSwap gamepad to date by packing those Hall effect sticks in with the already excellent eSwap X2. And yes, you can still expect brilliant build quality and Thrustmaster’s commitment to accessibility and customizability through its swappable stick and D-pad modules.

But don’t expect any changes beyond that, which also means issues that we had with the Thrustmaster eSwap X2 are still present here. It’s a bulky controller that, while ideal for big-handed players, can be a bit unwieldy for anyone else. I also found the D-pad to be a little uncomfortable over long play sessions.

Finally, I’m still baffled by the lack of a wireless connectivity option, given the relatively high price of the controller. This is a competitive-facing controller, and naturally wired connections offer little to no input latency. However, as we see in rival controllers like the Razer Wolverine V3 Pro, wireless polling rates are improving, further reducing input lag over 2.4GHz wireless connections on PC. It’s something I’d like to see Thrustmaster at least consider if and when it gets around to making the eSwap X3.

Thrustmaster eSwap X2 H.E

(Image credit: Future)

Thrustmaster eSwap X2 H.E.: price and availability

  • List price: $169.99 / £139.99 (around AU$260)
  • Cheaper than the eSwap X2 in the UK
  • Price remains identical to the eSwap X2 in the US

The Thrustmaster eSwap X2 H.E. launched on October 1, 2025, and is available to buy from Thrustmaster’s website and other stocking retailers for $169.99 / £139.99 (around AU$260). In terms of price, it’s on par with the original Thrustmaster eSwap X2 in the US. In the UK, the eSwap X2 H.E. is £10 cheaper than the first eSwap X2, coming in at £149.99 as opposed to the prior model’s £169.99. Bonus.

Looking at the wider controller market, when it comes to pads compatible with Xbox Series X, Xbox Series S, and PC, the Thrustmaster eSwap X2 H.E. finds itself among a busy crowd. While cheaper than the excellent Razer Wolverine V3 Pro ($199.99 / £199.99), it finds company with the Xbox Elite Wireless Controller Series 2 ($179.99 / £159.99).

And frankly, I’d recommend the eSwap X2 H.E. over that official Xbox pad in a heartbeat, due to the former’s Hall effect sticks and generally superior build quality.

Thrustmaster eSwap X2 H.E. review: Specs

Price

$169.99 / £139.99 (around AU$260)

Weight

10.6oz / 0.3kg

Dimensions

6.3 x 4.7 x 2.4in / 160 x 120 x 60mm

Compatibility

Xbox Series X, Xbox Series S, Xbox One, PC

Connection type

Wired (USB-C)

Battery life

N/A

Thrustmaster eSwap X2 H.E

(Image credit: Future)

Thrustmaster eSwap X2 H.E. review: design and features

The Thrustmaster eSwap X2 H.E. remains largely identical to the original eSwap X2 in design. It’s the exact same shape and has all the same features. That includes swappable thumbstick and D-pad modules, trigger locks, and four remappable buttons on the rear of the pad.

You also have a row of on-board function buttons at the bottom of the controller, and these are for headset volume and mic muting, as well as swapping between custom button profiles. You can hit a ‘map’ button to customize the rear remappable buttons, too, if you don’t like the fact that they’re assigned to the four face buttons by default.

The controller does feel quite bulky in the hands, and the thumbsticks rest higher than what you’ll find on the average pad. As such, it really benefits players with larger hands, or those looking for an especially sturdy grip. It’s not quite to my personal preference, but I absolutely can see it being many players’ go-to pad for specifically this reason.

Much like the Victrix Pro BFG Reloaded, the Thrustmaster eSwap X2 H.E. supports swappable stick and d-pad modules. These are magnetic, and pop out either by pulling them (don’t worry, you’re not at risk of breaking these as they’re especially sturdy and there’s no physical connection), or the included screwdriver which slots into the D-pad. This makes it easy to adopt a symmetrical stick layout if you prefer, or to swap out with other Thrustmaster modules that are sold separately.

As was the case with the eSwap X2, you can expect build quality to be solid here. After all, it is for all intents and purposes also an eSwap X2, just with the addition of those Hall effect sticks included in the box. So no movement or changes on that front.

Thrustmaster eSwap X2 H.E

(Image credit: Future)

Thrustmaster eSwap X2 H.E. review: Performance

The inclusion of Thrustmaster H.E.A.R.T. thumbsticks really is the selling point here. These resist stick drift and are a massive improvement over the eSwap X2’s default sticks. They feel super smooth, too, reminding me greatly of the Nintendo Switch 2 Pro Controller’s sublime stick feel.

Like the original X2, the face buttons here are impressively responsive and tactile, offering a mouse click-esque press. You’ll feel the difference immediately if you’re used to the softer, spongier button presses of cheaper pads like the Xbox Wireless Controller. The immediacy of presses here are super satisfying, and that also goes for the clicky bumpers and D-pad.

Speaking of, the D-pad here actually isn’t among my favorites. While I appreciate its responsiveness, the raised, bumpy design is something I found to be quite uncomfortable to use over longer stretches of time. It’s far from horrible, but for platformers, arcade-style games, and the best fighting games, it’s not a great fit.

One other thing to note is that the H.E. is still a strictly wired controller. To an extent, this is to be expected, as what we have here is essentially a slight revision of the eSwap X2. The ‘definitive’ version, quite possibly. I’d definitely like to see Thrustmaster offer a wireless solution for its next big gamepad release, though, as I strongly feel the option should be there when your controller is north of the $120 / £120 mark.

Thrustmaster eSwap X2 H.E

(Image credit: Future)

Should I buy the Thrustmaster eSwap X2 H.E.?

Buy it if...

You’re new to the eSwap line
If you’re looking to buy an eSwap controller for the first time, then the H.E. really is the only choice you need to make. Depending on where you live, it’s the same price or slightly cheaper than the standard eSwap X2, and offers Hall effect sticks in the box.

You want a chunky, sizable controller
There aren’t many controllers that seem designed primarily for larger hands. This may not have been the intended design goal with the eSwap X2 H.E., but its chunky build and high quality make it extra comfortable if your hands are on the larger size.

Don't buy it if...

You own an eSwap X2
Quite simply, if you already have a Thrustmaster eSwap X2 controller, there’s no reason to buy this latest revision. Instead, you should consider picking up the H.E.A.R.T. modules from Thrustmaster’s website.

Thrustmaster eSwap X2 H.E. review: Also consider

Not too keen on the Thrustmaster eSwap X2 H.E.? Here are a couple more controllers worth considering if you’re planning to upgrade from the stock Xbox Wireless Controller, or otherwise.

Thrustmaster eSwap X2 H.E.

Victrix Pro BFG Reloaded

Nacon Revolution X Unlimited

Price

$169.99 / £139.99 (around AU$260)

$209.99 / £179.99 (around AU$322)

$199.99 / £179.99 (around AU$300)

Weight

10.6oz / 300g

9.3oz / 265g

11.53oz / 327g

Dimensions

6.3 x 4.1 x 2.4in / 160 x 105 x 60mm

6.3 x 4.2 x 2.6in / 160 x 106 x 66mm

7.5 x 7.4 x 3.5in / 190 x 189 x 89mm

Compatibility

Xbox Series X, Xbox Series S, Xbox One, PC

Xbox Series X, Xbox Series S, Xbox One, PC (PlayStation version sold separately)

Xbox Series X, Xbox Series S, Xbox One, PC

Connection type

Wired (USB-C)

Wireless (2.4GHz), Wired (USB-C)

Wireless (2.4Ghz, Bluetooth), Wired (USB-C)

Battery life

N/A

Around 20 hours

Around 10 hours

Victrix Pro BFG Reloaded
The Victrix Pro BFG Reloaded is more expensive, but offers wireless connectivity and a similar module-swapping tech to the eSwap X2 H.E. You’re even getting a ‘fightpad’ module in the box that works excellently with fighting games or your favorite arcade classics.

Read our full Victrix Pro BFG Reloaded review

Nacon Revolution X Unlimited
Certainly a strange one at first glance with its built-in LCD display. But this ends up being the Revolution X Unlimited’s best feature, offering plenty of convenient options and features right on the deck without needing to open any external software. A real winner and one of my favorites.

Read our full Nacon Revolution X Unlimited review

How I tested the Thrustmaster eSwap X2 H.E.

  • Tested for a week
  • Played a variety of games across Xbox and PC
  • Compared to the previous eSwap X2, and the Victrix BFG Pro Reloaded among others

I tested the eSwap X2 H.E. for about a week for this review. I was already familiar with the original eSwap X2 via its excellent Elden Ring: Shadow of the Erdtree special edition, and I found the H.E. to be completely identical in design and performance, with the addition of those included Hall effect sticks.

I played games across Xbox Series X Digital Edition and PC, including Final Fantasy 14 Online, Tekken 8, Ninja Gaiden 4, The Outer Worlds 2, and Virtua Fighter 5 R.E.V.O. World Stage.

I compared my time with the eSwap X2 H.E. primarily with that of the Victrix Pro BFG Reloaded. Victrix’s pad is the most similar to Thrustmaster’s with its swappable modules. While I do prefer the Pro BFG Reloaded overall, that mainly comes down to personal preference given its aptitude for fighting games and a comfier build for my smaller hands. Still, the eSwap X2 H.E. is more affordable, which is a strong reason to consider it here.

First reviewed October/November 2025

Read more about how we test

I tested Kodak’s cheap and cheerful PixPro C1 compact camera – it was like going back in time, and not in a good way
4:00 pm | November 5, 2025

Author: admin | Category: Cameras Compact Cameras Computers Gadgets | Tags: | Comments: Off

Kodak PixPro C1: Two-minute review

Compact cameras are suddenly trending, including simple pocket-sized point and shoot cameras, and Kodak is riding the wave with the PixPro C1. It’s pretty, it’s cheap and it looks like the perfect antidote to complex mirrorless cameras or expensive smartphones. But can a camera this cheap be any good?

Sadly, it doesn’t take long to answer that question. The PixPro C1 is pretty plasticky, as you would expect at this price, but it looks the part and it has a flip-up selfie screen and a basic but effective set of controls that makes it easy to use. It’s what’s inside that’s the problem.

The C1 uses a very small 13MP 1/1.3-inch sensor of unknown vintage that exhibits all the characteristics of old point and shoot cameras that we’ve conveniently forgotten, with image quality that’s OK in good light but rapidly disintegrates if you need to use a higher ISO in low light or if you use the digital zoom.

Kodak PixPro C1

The PixPro C1 looks smart, but inside is a tiny 13MP sensor and a digital, not optical zoom. (Image credit: Rod Lawton)

Yes, it’s a digital zoom not an optical one. The tiny sensor’s image quality is already stretched to the limit in perfect conditions, so the digital zoom just magnifies its limitations. At the maximum 4x zoom setting you get photos that might look OK on a phone screen, but not so much on a tablet and definitely not in a print. You really are better off sticking to the native focal length, and at 26mm equivalent, this is pretty wide, much like the main camera on a phone.

This camera’s other major issue is its slow response. The single (center) point autofocus can take half a second or a second to lock on, and when you press the shutter release there’s a further delay of a second while the screen goes black… and then you get the shutter sound. It’s very difficult to time your exposures with moving subjects, and the Kodak’s slim, slippery shape makes it difficult to keep it steady – there’s no image stabilization.

So from the outside the Kodak PixPro C1 is quite smart, but inside it uses tech that could have come straight from an old phone or a very cheap point and shoot compact from ten years ago. It’s very disappointing.

Kodak PixPro C1: price

  • Priced at $99 / £79 / AU$154
  • USB cable and wrist strap included
  • Available now

The Kodak PixPro C1 sells for around $99 / £79 (about AU$154). That doesn’t sound much for a fully-functioning pocket-sized digital camera, but it’s quite a lot to spend on something that you end up not using because your smartphone is so much better. That price doesn’t include a memory card, though our sample included a microSD card and card reader, so bundles may vary.

Kodak PixPro C1: specs

Kodak PixPro C1 specs

Type:

Pocket sized compact camera

Sensor:

13MP 1/1.3-in CMOS

Lens:

3.57mm (26mm equivalent) f/2, up to 4x digital zoom

Focus range:

0.6m-infinity, 0.08m macro

ISO:

100-1600

Video

1920x1080 up to 60fps

Storage:

microSD, up to 32GB

EVF:

No

Stabilization:

No

Flash/light:

Built in

Screen:

180-degree tilting, 2.8-in, 230k-dot

Battery:

Built in, non-removable, 200 shots approx.

Size:

103 x 60 x 20.3mm, 115g

Kodak PixPro C1: design

  • Slim, light, smart styling
  • Plasticky feel but solid enough at the price
  • Memory card slot exposed in the base – no door
  • Phone-style LED ‘flash’

Kodak PixPro C1

The Kodak's rear screen flips upwards to face the front, so it's ideal for selfies. (Image credit: Rod Lawton)

Kodak PixPro C1

The menu system has only a few basic options, but that's ideal for a beginner audience. (Image credit: Rod Lawton)

Kodak PixPro C1

The battery is good for around 200 shots. It's non-removable, so you charge it via the USB-C port on the side. (Image credit: Rod Lawton)

Kodak PixPro C1

The PixPro C1 takes micro SD cards up to 32GB. Unusually, they just slot into the base, with no door or cover. (Image credit: Rod Lawton)

We forget how small point and shoot cameras used to be! The Kodak PixPro C1 will easily slip into a shirt pocket or a trouser pocket, and because it weighs just 115g, you’ll hardly know it’s there. It’s available in a black or tan or brown finish – mine came in brown, and it does look pretty classy.

It does feel plasticky when you pick it up, however, especially round the back where the screen and the controls are. The top edge of the screen has a hinge so that you can flip it up to face forward for selfies, and to the right you’ve got a four-way controller, menu, playback, mode and record buttons, plus a rocker for the zoom.

You can shoot in full auto mode, switch to program mode for a little more control, or use a small selection of ‘scene’ modes. The menu button displays options for picture styles, metering pattern, resolution (just in case you want less than 13 megapixels!), white balance and continuous versus single shot mode. The menus are basic but clear.

There is a built in flash – well, sort of, as it’s actually a phone-style LED, but that’s fine. Underneath, in the base of the camera, you’ll find the memory card slot, which takes microSD cards. There’s no door or cover of any sort – the card just pushes into the slot, where it’s flush with the base so you can still stand the camera on a flat surface.

It’s all very basic but effective, and exactly what you would expect from a cheap camera. It’s not too daunting for beginners, either.

Kodak PixPro C1: performance

  • Sluggish shutter action
  • Poor image quality at higher ISOs
  • Digital zoom not worth using
  • Autofocus struggles/fails in low light

The Kodak PixPro C1 delivers decent enough image quality in good light, but not really on a par with a modern smartphone. (Image credit: Rod Lawton)

The metering system did a good job with the tricky lighting in this shot. The brightest parts of the sky might be a little blown out, but you can see all the detail in the foreground. (Image credit: Rod Lawton)

The sensor can go up to ISO 1600, but by this point any fine detail in the image has been swallowed up by heavy noise reduction. (Image credit: Rod Lawton)

Physically, the PixPro C1 is pretty decent at this price. It’s the performance that’s disappointing. You could argue that you shouldn’t expect much for this money, but there comes a point where a product just isn’t good enough to use, regardless of how cheap it is, and the PixPro C1 sails pretty close to the wind here.

Before you even get to look at its images, its operation feels very vague and sluggish. The AF is not particularly quick, but the worst part is the shutter action, which takes about a second to complete and only makes a shutter sound at the end. This is not a camera for fast action or grabbed shots. Not only that, the rear screen gets quite hard to see in bright light.

It's best to use the PixPro at its native 26mm equivalent zoom setting, which is pretty wide and a bit like the main camera on a smartphone. (Image credit: Rod Lawton)

With smaller subjects like this, you can switch to the macro mode to get a whole lot closer. (Image credit: Rod Lawton)

As for the pictures… well, it depends on what you are expecting. The resolution, dynamic range and noise are just what you would expect from a small sensor of the old days, and not a patch on what a modern smartphone camera array would produce. In good outdoor light where you don’t need a higher ISO and there’s little risk of camera shake, the images are OK. But in poor light at higher ISOs the detail smudges and object edges become hyper-processed and things aren’t good at all.

Just so that you can get an idea of what the digital zoom does, here is a shot taken without the zoom. Sorry about the weather, by the way. I live in the seaside tow Weston-super-Mare in the UK. This is what it looks like between October and March... (Image credit: Rod Lawton)

Kodak PixPro C1 sample image

Here is the same subject captured with the 4x digital zoom. Click the gadget, bottom left of the photo, to see the full size version if you dare. (Image credit: Rod Lawton)

If you do use the zoom, you quickly realize that the 13MP sensor really can’t stand a lot of cropping. Or any cropping, to be honest.

I did try the ‘flash’ indoors. There’s nothing wrong with the illumination it provides, but it only comes on when the camera has focused, and in my tests the autofocus struggled if it was too dark, and without sharp focus the flash wasn’t much help.

Kodak PixPro C1 sample image

The inbuilt lamp does a good job of illuminating indoor scenes. Unfortunately, it was too dark for the AF system to focus, so the shot isn't sharp. (Image credit: Rod Lawton)

Should you buy the Kodak PixPro C1?

Kodak PixPro C1

(Image credit: Rod Lawton)

Buy it if...

You just need a cheap camera

The PixPro C1 makes a certain amount of sense as a basic camera you don’t need to worry about for school trips, as a gift, or as a ‘just in case’ camera to keep in your vehicle’s glovebox or your coat pocket

You want a lightweight pocket camera

The Kodak is lighter than a smartphone, probably won’t fall out of your pocket as easily and has a simple clarity of purpose that a lot of people like in their gadgets

You want to relive those retro point-and-shoot years

This is a big thing at the moment, as modern photographers yearn for the simplicity of the old days and the flawed but characterful look of old digital cameras. If character is the word

Don't buy it if...

You’re expecting modern digital quality

The PixPro C1 uses very old, very basic sensor technology that would have earned it a bit of a roasting even ten years ago

You want a cheap and effective ‘street snapper’

The Kodak’s responses are way too slow for any kind of ‘snap reaction’ photography. It’s actually quite difficult to time your shots, and you have to hope your subjects will wait

You need the versatility of a zoom

I’ve seen the PixPro C1 advertised (mistakenly) in some places as having a 4x ‘optical’ zoom. It doesn’t. It’s digital, and the sensor really doesn’t have the resolution or quality to make the digital zoom feature useful.

Also consider

Akaso Brave Lite

Yes, the Akaso Brave Lite is an action, camera, but hear me out. It’s small, it’s rugged, it takes 20MP stills and shoots 4K video. An action camera is like a point and shoot but with added versatility. The Brave Lite doesn’t even cost a whole lot more than the PixPro C1.

Read our Akaso Brave Lite review

CampSnap camera

Think the Kodak PixPro C1 is cheap? How about the cheaper-still CampSnap camera? It's essentially a digital reimagining of the single-use disposable film cameras, with a memory card already inside that can hold up to 2,000 pictures.

Read our CampSnap camera review

Fujifilm X Half

The Fujifilm X Half is perfect if you’re serious about re-living those retro shooting vibes and you don’t want to take a big drop in image quality and responsiveness. Yes, it costs a LOT more than the PixPro C1, but it will take far better pictures and probably give you a lot more pleasure.

Read our Fujifilm X Half review

How I tested the Kodak PixPro C1

Kodak PixPro C1

(Image credit: Rod Lawton)
  • I tested it over a period of two weeks
  • I tried it with a variety of subjects and lighting conditions
  • I also assessed its responsiveness and ease of use

I’ve had the Kodak PixPro C1 for a couple of weeks, which has given me the chance to try it out in all kinds of situations where a camera like this might be used, including outdoor shots, close-ups, indoor scenes and pet pictures. I wanted to give it every chance to show what it could do and how it would react to typical point and shoot situations.

Obviously I wasn’t expecting top image quality, just pictures that were good enough for the purpose. I did feel the Kodak needed to prove it was better than a smartphone or at least as good. Most poeple already have a smartphone with a decent camera, so the Kodak did need to bring something else to the table.

It’s not just the image quality that’s important, but overall handling, usability and responsiveness, and that’s how I approached the PixPro C1.

  • First reviewed November 2025
Virtua Fighter 5 R.E.V.O. World Stage is a marvelous appetizer to the series’ grand return
2:06 pm |

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

It’s almost hard to believe that the original release of Virtua Fighter 5 is 20 years old. Sega’s 3D fighter has had almost as much staying power as Street Fighter 2, with a dedicated fan base that’s continued to keep the torch lit for two decades now.

Review info

Platform reviewed: PS5, PC
Available on: PS5, Xbox Series X, Xbox Series S, PC (Nintendo Switch 2 coming soon)
Release date: October 30, 2025

It’s a title that has received not one, but two revisions in 2025 alone, as part of a series revival that will culminate in a brand new entry expected to arrive sometime over the next couple of years. Virtua Fighter 5 R.E.V.O. World Stage is the latest rendition, bringing the Steam release of R.E.V.O. earlier this year to modern platforms, including PS5, Xbox Series X, Xbox Series S, and soon on Nintendo Switch 2.

While mostly a straight port of said PC version (which has also received a free update adding in the new content), World Stage does bring new elements worth checking out. The titular World Stage mode is a substantial piece of single-player content, and it’s joined by a new playable character (who is unfortunately paid downloadable content), full crossplay between consoles and PC, and the reintroduction of customization items from earlier versions of Virtua Fighter 5.

Virtua Fighter 5 R.E.V.O. World Stage

(Image credit: Sega)

It’s an impressive package for the low price of $19.99 / £15.99 / AU$27.95, and an easy sell for folks looking for a new 3D fighter to get into; perhaps even those who’re burned out on Tekken 8’s controversial Season 2 changes.

Virtua Fighter 5 R.E.V.O. World Stage isn’t brimming with content necessarily, but I have been enjoying World Stage mode in short bursts. And ultimately, in terms of play, VF5 simply remains one of the best fighting games out there, with bogglingly complex and technical gameplay that stretches far beyond what its three-button system might initially imply.

Virtua insanity

Virtua Fighter 5 R.E.V.O. World Stage

(Image credit: Sega)

So first, a quick introduction for those who might be largely unfamiliar with Virtua Fighter 5. It - along with the series in general - is a 3D fighter with just three main buttons: punch, kick, and guard. It sounds simple, but the game’s overt complexity comes from its characters’ incredibly diverse move sets, and what it does with various combinations of those buttons.

Each of the game’s 20 playable characters are masters of a specific martial art and largely plays wholly differently from one another. Jeffry, for example, hits like a truck with his Pankration style, while Pai’s Ensei-Ken is faster and more elegant.

Then you have more specialist characters. Vanessa is essentially two characters in one, able to switch between stances for two completely different move sets. Aoi’s Aiki Ju-Jutsu is more of a defensive style, prioritizing parries and reversals for big damage cashouts. And if you’re looking for something flashier, Wolf and El Blaze fill out the pro wrestling and Lucha Libre styles, respectively. Then there’s Taka Arashi, a sumo wrestler whose large size makes him entirely unique in both offense and defense.

Virtua Fighter 5 is much more grounded than other 3D fighters like Tekken or Dead or Alive, with relatively few fantastical aspects. A decidedly more ‘realistic’ fighting game experience, matches can be over in a matter of seconds thanks to small health bars, quick round times, and blisteringly fast-paced gameplay. Button mashing and input mistakes are heavily punished, as is forgetting to guard, given that’s an action assigned to its own button here.

Around the world (stage)

Virtua Fighter 5 R.E.V.O. World Stage

(Image credit: Sega)

Let’s talk about the new, then. Virtua Fighter 5 R.E.V.O. World Stage’s biggest addition is the titular World Stage mode. This is an entirely single-player piece of content that aims to emulate Virtua Fighter 4’s excellent Quest mode. In World Stage, you travel to various venues from a menu where you’re pitted against random AI opponents. Each new venue scales upwards in difficulty, with some opponents even being based on real-world players’ signature playstyles.

Best bit

Virtua Fighter 5 R.E.V.O. World Stage

(Image credit: Sega)

Virtua Fighter 5 is a three-button fighting game that does a lot with a little. The complexity can be utterly mind-boggling for newcomers, but within lies one of the most satisfying learning experiences you can have with any fighter on the market.

It starts off simple enough for beginners to enjoy, and keeps the training wheels on while encouraging them to try out a bunch of characters. You’re even incentivized to do so, as there are hundreds of challenges that each unlock a piece of clothing or an accessory for you to customize characters with. It’s a snappy, fast-paced mode that queues up fights one after another in rapid succession, and it’s really enjoyable in short bursts.

Virtua Fighter 5 R.E.V.O. World Stage also adds ‘Costume E’ - a fifth outfit for each playable character, and the bulk of World Stage mode’s unlocks are related to these outfits. Sadly, customization still feels lacking overall, with most options being simple recolors, and there aren’t all that many different styles per character. You can’t mix and match pieces of clothing between characters (you can only do so with certain accessories) either, and there are no custom color options for clothing or hairstyles.

That’s a real shame, especially because older versions of VF5 had even more customization options that are still absent in World Stage. It’s a step in the right direction with the addition of Costume E, for sure, but I’d like to see future patches potentially adding more. Of course, it’s not the end of the world; VF5 remains an unbelievably fun and rewarding fighting game to just play, and nowhere is that more apparent than in its online suite.

Hop on VF

Virtua Fighter 5 R.E.V.O. World Stage

(Image credit: Sega)

Online play in Virtua Fighter 5 R.E.V.O. World Stage is stronger than it’s ever been, thanks to its release on modern platforms with full crossplay support. That means PlayStation and Xbox players (and soon to be Switch 2) can play against each other as well as with those on Steam.

Rollback netcode is also great here, allowing for smoother connections between players online. Though I’d still recommend investing in an Ethernet cable if you haven’t already, Wi-Fi and fighting games just don’t mix well, no matter how good the netcode here is, due to the inherent instability of wireless connections, and especially when fighting players who live overseas.

The suite of online options is pretty standard, but not really missing anything major except for unranked quickplay. You have ranked matches, as well as room matches, for when you want to set up a lobby with multiple players. There are also tournaments that happen periodically that you can sign up for.

I’ve been playing on PC on and off since the release of Virtua Fighter 5 R.E.V.O. back in January. Now that I’ve tested the game on PS5 via the World Stage revision, I’m happy to say that online connectivity holds up just as well on that console as it does on PC.

The only real issue I’ve run into is occasionally slow matchmaking times. The playerbase here isn’t as lively as it is for, say, Street Fighter 6 or Tekken 8, so it’s not uncommon to be waiting upwards of a minute to get into a match. But now that the game is available across all platforms, I hope this issue diminishes as more people discover the game.

Should you play Virtua Fighter 5 R.E.V.O. World Stage?

Virtua Fighter 5 R.E.V.O. World Stage

(Image credit: Sega)

Play it if...

You’re burned out on Tekken 8
As 3D fighters go, VF5 is refreshing in its grounded design. It could not be further from Tekken’s fantastical elements or its agonizingly long combo strings. Overall, it’s a brilliant palette cleanser and significantly less stressful right now than the state Bandai Namco’s fighter finds itself in.

You want to be a part of a close-knit fighting game community
I can say with confidence that the Virtua Fighter community is an incredibly nice and welcoming one. The official Discord server is full of folks willing to help out beginners, offer tips, and generally make the intimidating task of learning VF5 that much more manageable.

You like single-player content in fighting games
World Stage does have a standard arcade mode, but the addition of the titular World Stage mode adds tens of hours of play time for casual players who like ticking off challenges and collecting customization goodies in an offline environment.

Don't play it if...

You were hoping for the next big 3D fighter
As I’ve already said, World Stage is not a blockbuster, full-priced premium release. While a brand new Virtua Fighter is in development at Ryu Ga Gotoku Studios, World Stage is more of an affordable appetizer to tide folks over until the next big game.

Accessibility

There aren’t any dedicated accessibility settings in Virtua Fighter 5 R.E.V.O. World Stage; nothing in the way of things like colorblind modes or visual or audio cues like we see in other modern fighting games like Tekken 8 and Street Fighter 6.

How I reviewed Virtua Fighter 5 R.E.V.O. World Stage

I’ve played Virtua Fighter 5 R.E.V.O. World Stage for a combined 25 hours across PC and PS5. Some of that playtime also came from R.E.V.O.’s initial release back in January. For World Stage specifically, I played a whole bunch of the new World Stage mode and tried out the new crossplay features, which open the game up to console players.

My controllers of choice were primarily the Razer Raiju V3 Pro on PlayStation 5, as well as the 8BitDo Ultimate 2 and Corsair Novablade Pro on PC.

First reviewed November 2025

I’m a big fan of the new Dyson Hot+Cool HF1 – but there are a couple of drawbacks you should consider before buying
11:16 am |

Author: admin | Category: Air Quality Computers Gadgets Home Small Appliances | Tags: | Comments: Off

Dyson Hot+Cool HF1: two-minute review

The Dyson Hot+Cool HF1 is a sleek and smart fan heater with the bladeless and aesthetically pleasing design we expect to see from the brand.

Availability in other regions

At the time of publishing, the Dyson Hot+Cool HF1 has only been released in the UK, and we’ve had no response regarding when it will be released elsewhere as yet.

In the meantime, I recommend taking a look at the previous model, the Dyson Hot+Cool Fan Heater AM09, or the purifying Dyson Purifier Hot+Cool Gen1 HP10.

With a premium list price of £399.99, the Dyson Hot+Cool HF1 can be found at Dyson and a few other retailers. Sadly, it’s only available in the UK at the time of publishing, but I’ll provide an update if it ever makes its way off the island.

The HF1 offers ten fan speeds, three oscillation options of up to 70 degrees, a heater that can kick out up to 90ºF / 32ºC, and, most excitingly, some desirable smart features.

During testing, I found the HF1 to be very efficient in both Cool and Hot modes. The lowest setting delivered a delicately cooling breeze to me as I sat on my couch six feet away.

There are plenty of ways to control the HF1, with a few onboard controls, a remote, and the MyDyson app, which gave me access to the whole suite of settings and features.

I could perform most actions with the remote, but its communication with the HF1 was a bit patchy at times. The MyDyson app made controlling the HF1 delightfully easy and offered me a wider range of timer options, as well as scheduling, historical ambient temperature data, and, pleasingly, the option to turn on heat mode remotely so I could return to a warm living room.

The remote control is placed on top of the Dyson Hot and Cool HF1.

(Image credit: Future)

The fan’s volume was perfectly acceptable and on par with most of the similar fans I’ve tested. Sleeping with the HF1 a few feet from the bed was a smooth ride, for the most part. However, when it came to using Hot mode, I found that it would go through a period of being particularly noisy for a few moments as it got up to temperature, which it would do whenever the ambient temperature dropped below the target I’d set.

This wasn’t so bad in the daytime, but as one of its selling points is that you can use it in your bedroom overnight to keep the temperature at a desirable level, it’s worth bearing in mind if you’re a light sleeper.

Someone is using the dial to adjust the temperature of the Dyson Hot and Cool HF1.

(Image credit: Future)

If you have children or inquisitive pets, it’s also worth noting that the metallic edging at the front of the air purifier can get very hot very quickly, and that the child lock only applies to the onboard controls. So if you have a rampaging toddler or a clumsy cat, this could potentially prove inconvenient.

Overall, though, the Hot+Cool HF1 is a satisfyingly efficient fan heater. While it has a high price tag, it’s worth it for the performance and convenience, especially with those clever smart features.

If you’d like to explore more options, our guide to the best fans has our top recommendations.

Dyson Hot+Cool HF1 review: price & availability

  • List price: £399.99
  • Launch date: October 2025 (UK)
  • Availability: UK only at time of publishing

The HF1 is a premium option packed with some fantastic features, but as is often the case with Dyson, it has a premium price tag to match, costing £399.99.

The Dyson Hot+Cool HF1 is currently only available in the UK, and can be purchased from Dyson, Currys, and a few other retailers.

There’s a price difference of £150 between the HF1 and the Dyson Cool CF1, which is actually pretty reasonable considering the addition of Hot mode and the fantastic smart features.

Overall, with its good performance and a number of convenient features, the Dyson Hot+Cool HF1 won't disappoint if you have the money to spare. However, it’s worth considering the drawbacks I’ve covered in my review to ensure they won’t pose an inconvenience before you stretch your budget.

  • Value for money score: 4 / 5

Dyson Hot+Cool HF1 review: specs

Type

Fan heater

Speeds

10

Oscillation

15, 40, 70 degrees

Dimensions

8 x 8 x 23 inches / 20.4 x 20.4 x 58.5cm

Weight

5.12 1bs / 2.6kg

Control

Onboard buttons, remote, app

Timer

Yes

Additional modes

Sleep mode

Dyson Hot+Cool HF1 review: design and features

  • Small and lightweight design, which can be tilted
  • The HF1 has 10 fan speeds and outputs temperatures up to 90ºF / 32ºC
  • MyDyson app offers extra settings and features, including a pre-heat function

Setting up the Dyson Hot+Cool HF1 was a quick and simple process of attaching the plastic base plate and connecting the HF1 to the MyDyson app.

The Dyson Hot+Cool HF1 is conveniently sized, with a max diameter of 8 inches / 20.4cm once the base is attached; however, at 23 inches / 58.5cm, it might feel a smidge tall for desktop use.

Though it feels a little wrong, as I’m used to using larger-scale formats like the Dyson HP10, it worked perfectly well on the floor. Whether you place it on a tabletop or the floor, the vertical angle of the airflow can be adjusted slightly by shifting the fan’s body backwards or forward to tilt it.

The Dyson Hot and Cool HF1 tilted back.

(Image credit: Future)

Predictably, the Dyson Hot+Cool HF1 fan features a bladeless design, making it easier to clean and a safer option to bladed fans for those who happen to have curious offspring or pets.

In addition to its 10 fan speeds, the HF1 can oscillate 15, 40, or 70 degrees. Both of these functions can be adjusted via the onboard controls, with a power button/dial combo that can be turned to increase or decrease the fan speed, a button to cycle through oscillation angles, and another button that enables Hot mode.

Hot mode offers a temperature range of up to 90ºF / 32ºC, and the combination of the ceramic heater plates and Air Multiplier technology can apparently increase whole-room temperature by one degree in as little as one hundred seconds.

Someone is holding the remote of the Dyson Hot and Cool HF1.

(Image credit: Future)

Like the Dyson Cool CF1, the Hot+Cool HF1 also comes with the standard Dyson-style magnetic remote control, which can be stored on top of the loop amplifier. It features power, oscillation, fan speed, and temperature control buttons, as well as ones to enable sleep mode, set the timer, and engage the child lock.

One advantage the HF1 has over the Cool CF1 is its app integration, which gives access to an advanced range of settings, historical temperature readings, outdoor air quality data, and easy remote control, whether you’re out and about or sitting on the couch. Plus, there’s the option to connect the HF1 to your smart home system, so it can be controlled without lifting a finger.

Perhaps the most exciting aspect of the HF1's smart capabilities is the ability to preheat a room to your desired temperature, ready for when you return home.

  • Design score: 4 / 5

Dyson Hot+Cool HF1 review: performance

  • Good performance for its size in both Cool and Hot modes
  • Very easy to control, thanks to the MyDyson app
  • Quiet overall, but noisy while getting up to temperature in Hot mode

The Dyson Hot+Cool HF1 was simple and straightforward to use, especially when using the app. I often used the remote, too, but there was a bit of a lag whenever I made an adjustment, and the HF1 didn’t register the command at all at times.

When testing from my couch, which was around 6ft / 1.8m away from where I’d placed the HF1, the breeze from speed one wasn’t really detectable when the fan was static, which isn’t really a surprise considering its size. However, when I set it to oscillate at 40 degrees, it was enough to give a gentle and surprisingly effective cooling breeze.

As you’d imagine, the breeze felt a little more prominent with each setting increase, until speed five, when the airflow felt noticeably amplified, and I could hear a quiet windrush past my ears.

Someone is using the dial to increase the fan speed of the Dyson Hot and Cool HF1.

(Image credit: Future)

The airflow was satisfyingly strong at top speed 10, though it was a little noisy at 45dB from 6 feet away, which was loud enough for me to need to turn the volume up on my TV.

When I measured the sound output of the HF1 in Cool mode from the usual 2ft distance, I found that it produced a similar volume to the Dyson Cool CF1 and the Levoit Circulair. However, its readings of 29dB at speed one, 36dB at speed five, and 50dB at speed ten, conveyed that the HF1 is a whole 10dB louder at its top speed than the Meacofan Sefte 8in.

These aren’t bad volumes, though, with the HF1 operating as quietly as a whisper, to as loud as moderate rainfall when in Cool mode. Some may find the oscillation sound mildly distracting because, as I discovered when reviewing the Cool CF1, it’s reminiscent of the droning of a document scanner. The oscillation itself is only around 28dB, however, and the whirring was subtle enough that I could fall asleep to it.

The Dyson Hot and Cool HF1 is sitting on a coffee table in a pink living room.

(Image credit: Future)

As it’s getting mighty chilly in the UK as I write this, I’ve been very grateful to have the opportunity to test out Hot mode.

I could easily find out the current room temperature by looking at the fan’s display or checking the app, and the temperature was very straightforward to adjust a degree at a time using the buttons or the slider in the app.

It’s important to note that, while Dyson states that the HF1 is safe for family and pets as there are no exposed heater elements, it would appear this doesn’t eliminate the chance of scalding, as I found that the metallic edging around the air outlets became too hot to touch within just a couple of minutes in Hot mode at 73ºF / 23ºC.

Hot mode starts off noticeably louder than Cool mode. The HF1 is fairly quiet for the first few moments, then quickly ramps up before settling down to a consistent volume. For example, when using Hot mode at fan speed five, the volume quickly rose to 42dB, then settled down to 37dB.

The display of the Dyson Hot and Cool HF1 shows a padlock to indicate the child lock has been engaged.

(Image credit: Future)

True to Dyson’s claim, the HF1 did increase the temperature by a degree in less than two minutes, though I’m not sure how accurate the temperature reading is when it comes to the ambient temperature across a large room.

As the ambient temperature is monitored for Hot mode, I would have liked to see Dyson use it for an auto function for Cool mode so that it could adjust the fan speed based on how hot the room is, as I loved this feature in the Meacofan Sefte 8in.

Another change I’d love to see is the extension of the child lock beyond the onboard controls, so the remote cannot be used either. Having access to the app should mean this wouldn't cause inconvenience for adults, but even if not, Dyson could take a leaf out of other brands’ books and assign a combination of buttons to unlock the remote.

A view of the back of the Dyson Hot and Cool HF1.

(Image credit: Future)

When I set the HF1 to sleep mode at bedtime, it turned off the display and reduced the fan speed to four, which has a volume of 29dB, though I could still adjust the speed if required.

Due to the weather in the UK right now, I mostly used the hot mode overnight. Aware that a key feature of the HF1 is that it will start up whenever the temperature drops, and having witnessed how noisy Hot mode can get, I set it to fan speed one to minimize disturbances.

The display of the Dyson Hot and Cool HF1 shows a crescent moon to indicate that it's in sleep mode.

(Image credit: Future)

I can recall it waking me up at one point in the early hours of the morning, but it wasn’t loud enough to shock me awake, and I fell back to sleep once it had settled down. It should hopefully be bearable enough for most people, but I definitely wouldn’t recommend it if you’re a particularly light sleeper.

While the hot mode might be good for speedy heating, it would be great if the sleep mode could increase the heat gradually, so there wouldn't be such a sudden volume increase. It’s also worth noting that the display doesn’t appear to turn off when in sleep mode if you’re using the heat function.

Overall, though, I quite like the Dyson Hot+Cool HF1. I appreciate how no fan speed felt redundant from six feet away, and that it was light enough to relocate without much effort. So, while the HF1 may not be the right fan heater for you if you’re a light sleeper who intends to use Hot mode overnight, for everyone else its smart features, effortless remote control, energy-saving Hot mode, and satisfying airflow make it a great choice.

  • Performance score: 4 / 5

Should I buy the Dyson Hot+Cool HF1?

Section

Notes

Score

Value for money

The HF1 is a premium-priced fan heater, but it’s worth it for the convenient smart features and well-performing functions.

4/5

Design

This bladeless fan heater is satisfyingly compact and easy to control, thanks mainly to the MyDyson app, which houses a host of settings and smart features.

4/5

Performance

The HF1 performed well during testing, delivering surprisingly strong airflow for its size. The smart features proved convenient, especially the pre-heating function. However, the heater’s louder volumes and the hot surface of the air outlet might be a cause for concern for some.

4/5

Buy it if...

You want to preheat a room ready for when you arrive home
Having the opportunity to set off Hot mode remotely is fantastic, as it ensures a toasty welcome once you’re in and ready to slump down on the couch.

You love smart appliances
With smart home integration, remote app control, and temperature data, the HF1 is a great choice for anyone who wants to get the most out of their devices.

Don't buy it if...

You’re a light sleeper
While I appreciated not waking up to a freezing cold room, I was woken by the noise of the fan starting up to maintain the target temperature.

You’re on a budget
While the HF1 is well-performing and convenient, its price tag is undeniably high. Therefore, it would be cheaper to buy a separate fan and heater from a more affordable brand.

Dyson Hot+Cool HF1 review: Also consider

Dyson Hot+Cool HF1

Shark TurboBlade Cool + Heat

Dyson Purifier Hot+Cool Gen1 HP10

Type

Fan heater

Fan heater

Purifying fan heater

Price

£399.99

$399.99 / £349.99

$529.99 / £549.99

Speed settings

10

10

10

Oscillation

Up to 70 degrees

Up to 180 degrees

Up to 350 degrees

Timer

Up to 9 hours

Up to 8 hours

Up to 8 hours

Controls

Onboard buttons, remote, app

Touchscreen buttons, remote

Onboard buttons, remote

Companion app

Yes

No

No

Additional modes

Sleep mode

Natural Breeze, Sleep, BreezeBoost, Thermo IQ, Focus, and Comfort mode

Auto purifying, Sleep mode

Dimensions

8 x 8 x 23 inches / 20.4 x 20.4 x 58.5cm

13.8 x 11.8 x 45.9 in / 35.1 x 30 x 116.6cm

9.8 x 9.8 x 30.2 inches / 25 x 25 x 77cm

Weight

5.12 lbs / 2.6kg

19.8 lbs / 9kg

11.7 lbs / 5.3kg

Shark TurboBlade Cool + Heat
If you want something a little more powerful that can distribute the airflow over a larger space, it’s worth looking at this Shark fan heater. The fan’s arms can be positioned horizontally, vertically, and diagonally, and the vents can be adjusted so that they slant up, down, or straight forward, offering plenty of opportunity to perfect the airflow direction. It also has a broader range of oscillation than the HF1, as it can oscillate up to 180 degrees. If you’d like to learn more, check out our full Shark TurboBlade Cool + Heat review.

Dyson Purifier Hot+Cool Gen1 HP10
The HP10 is practically a larger version of the HF1 without the smart features and temperature sensor, but it has the added benefit of air purifying, which makes it a good choice if you’re trying to save space. It’s also a great choice if you’re concerned about the hot edging of the HF1, as I didn’t find the all-plastic casing of the loop amplifier to get anywhere near as toasty. It operates quietly for its size, and I’ve become particularly fond of its heat functions over the last few months. If you’re in the market for an air purifier alongside your fan heater, take a look at my full Dyson Purifier Hot+Cool Gen1 HP10 review.

How I tested the Dyson Hot+Cool HF1

  • I used the Dyson Hot+Cool HF1 in multiple locations
  • I explored the features and settings in the MyDyson app
  • I evaluated the strength of the airflow and the sound levels

I unboxed the Dyson Hot+Cool HF1, attached its base, and set it up on the MyDyson app. I tested it out on different surface heights, on the floor, and next to my bed. I did most of my testing with the HF1 where I usually place my table fans, about six feet away from my couch and near my bed at nighttime.

I adjusted the settings using the onboard controls, the remote control, and the MyDyson app. In the app, I went through the setup process before exploring the different settings and sections.

I used all the fan speeds in Hot and Cool mode, and measured the sound output. I used it in Hot mode on my bedroom windowsill when I went to bed at night, using the timer so that I didn’t get too toasty after I fell asleep.

I spent a week with the Samsung Galaxy XR and Apple’s Vision Pro has nothing to worry about – yet
8:54 pm | November 4, 2025

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Samsung Galaxy XR: Two-minute review

I think I finally understand why Apple's Vision Pro costs so darn much. The Samsung Galaxy XR delivers moments of beauty and inspiration, but it's also stuffed full of disappointment, from the sound of fans on your face to imprecision of gestures to a total lack of 'wow' apps and experiences.

Yes, Gemini is in there, and I spent a lot of time with it riding side-saddle during my testing; but I soon grew tired of hearing it say, "Let me check that for you." Instead of a smart companion, it often felt like a slightly inexperienced assistant who covers that lack of expertise with long pauses, as if it's doing a Google search before responding.

It's not just in the operation that there are shortcomings. The headset feels lighter and overall more comfortable than the Vision Pro, but also manages to feel less premium. If anything, the design looks and feels mixed-reality headset retro, like something Microsoft and its partners might have introduced five years ago.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

The lack of a way to integrate my Windows desktop workflow was also frustrating (the headset currently only works with Samsung Galaxy Books) and forced me to be more intentional in my use. I could be inside Android XR or I could be productive on my laptop, but never both.

There is some elegance in the overall Android XR platform, but I also felt like it wasn't nearly as cohesive as, say, visionOS.

Among the positives are the video viewing experience and Dolby audio. It all looked and sounded great, and I could see watching a movie on that big virtual screen.

The immersive environments are impressive, but no more so than Apple's. Overall, I wondered, "Where are the dinosaurs? Where's the virtual butterfly landing on my fingertip? Where's the magic?"

So, yes, the Samsung Galaxy XR is way cheaper than the Vision Pro, but it has not arrived fully realized, or with any of the excitement I expect from a next-gen spatial computer.

Samsung Galaxy XR: Price and availability

Half the price of the Vision Pro

Still expensive compared to VR headsets

Samsung unveiled the Galaxy XR mixed reality headset on October 21 in the US and South Korea. It's priced at $1,799 (availability and pricing for other regions is TBC, but that price converts to about £1,340 or AU$2,770).

For those who wear prescription glasses, Kodak lens inserts start at $99. Samsung is also selling optional controllers for $249, and an optional carrying case for $249.

Value score: 4.5

Samsung Galaxy XR: What's in the box

  • The Samsung Galaxy XR mixed reality headset
  • Extra forehead spanner
  • Battery with an attached cable
  • USB-C charging cable and adapter
  • Rubber light seals
  • Rubber and felt cover
  • A polishing cloth

Samsung Galaxy XR: Specs

Samsung Galaxy XR

Apple Vision Pro M5

Meta Quest 3

Meta Quest Pro

Dimensions

170mm wide x 280mm long

Est: 152 x 101 x 101mm / 6 x 4 x 4 inches

184 x 160 x 98mm / 7.2 x 6.3 x 3.9 inches

265 x 127 x 196mm / 10.4 x 5 x 7.7 inches

Weight

545g

From 1.3lbs / 600g

1.14lbs / 515g

1.6lbs / 722g

Display

micro-OLED 

Dual micro-OLED

Two LCD displays

Two LCD displays

Display resolution

3552 x 3840 dual (27M pixels)

4K per eye (23 million pixels)

2064 x 2208 pixels per eye

1920 x 1080 per eye

FOV

109-degree

Est 100-degree

110-degree horizontal, 96-degree vertical

120-degree

Refresh rate

60Hz, 72Hz, 90Hz

90Hz, 96Hz, 120Hz

72Hz, 80Hz, 90Hz, 120Hz

90Hz

Chipset

Qualcomm Snapdragon® XR2+ Gen 2 Platform 

Apple silicon M2, R1

Qualcomm Snapdragon XR2 Gen 2

Qualcomm Snapdragon XR2+

RAM

16GB

16GB

8GB

12GB

Storage

256GB

256GB, 512GB, 1TB

128GB or 512GB

256GB

Battery life

2 hours

3 hours (rated for video)

2 hours 12 minutes

2 hours

Samsung Galaxy XR: Design and display

  • Decent if slightly retro design
  • A lot of plastic, and doesn't exude a premium feel
  • Comparatively lightweight, and better balanced than the Vision Pro
  • External battery pack and cable

There's naturally going to be a trade-off between weight and premium materials with a device such as this. With the Vision Pro, Apple took the 'no expense spared' approach, and the result is a beautiful set of goggles that balance glass, magnesium, aluminum, and more – mostly on your face. With the Galaxy XR, Samsung focused, I think, on comfort. That means while we have some glass, all those cameras, and components, we also have a minimal amount of metal, some soft fabric, and a whole lot of plastic.

It looks like a mashup of the Vision Pro and classic VR headsets of a bygone era. The thick stalks jutting out of either side and connecting to the thick, flexible plastic adjustable band remind me of the Microsoft HoloLens, although that headset was far less comfortable, to be fair.

Inside the headset is a removable forehead rest, which comes in two parts: you can use them together for more support (but your eyes are further away from the lenses) or remove the spanner and use just the main cushion part, which has the same magnetic back, which keeps your eyes closer to the lenses. In either case, the Galaxy XR is smart enough to know if your gaze is too far away, and will recommend the right forehead rest.

Opposite that is a brace that cradles the back of your head. There's just one large aluminum knob on the back that you tighten – pulling the flexible stems into the body – for adjustment.

On the left stem is the proprietary power port where you connect the external battery pack. On the right stem is a thin touch-sensitive control bar (which you can double-tap to enter and exit an immersive environment). Each stem features microphone holes so that the headset – or more specifically Gemini – can listen for your prompts.

The stem also features the rather loud and robust speakers, and a sensor on the left side so that the Galaxy XR knows instantly when you're putting it on.

The face area is dark glass through which you can faintly make out six camera lenses (there's no Vision Pro-style external display). The frame is aluminum, with cutouts along the bottom for two more lenses near the nose bridge, speakers, vents, and more microphones. The top features a pair of wide vents and two buttons. On the left is a button you can use to summon the main menu or Gemini, and on the other is a volume rocker.

The Galaxy XR also ships with a rubber cover to protect the glass, and a pair of light shields that magnetically snap into the headset, cutting off much of the light leaking in from below, and are useful for when you want to enjoy a fully immersive experience like a movie or game. They're not as effective as the Vision Pro's more cohesive light seal, but they may be more comfortable.

Even though the Galaxy XR is only 65g lighter than the Vision Pro, it feels significantly lighter on my head. This is due, in part, to how Samsung has balanced the weight across the entire body of the device, and also to those aforementioned materials, and the lack of an external display.

I'd say Samsung and its partners (Qualcomm and Google) made all the right choices when it comes to comfort. Don't misunderstand me though – I've come to accept that even with this level of comfort, there's nothing natural about wearing a headset for any significant length of time. The Galaxy XR can still get uncomfortable after a while (say 45 minutes), and my wife called me "space man" every time she caught me wearing it.

In general, the Samsung Galaxy XR is not as elegant as the Vision Pro, but it's otherwise fit for purpose.

Inside the headset are the two round lenses behind which sit a pair of micro-OLED displays together supporting 27 million pixels (the Vision Pro, by contrast, supports 23 million pixels). It's a stereo display system that supports up to a 90Hz refresh rate (below the Vision Pro M5's 120Hz) and a 109-degree field of view (better than the Vision Pro's 100 degrees).

Samsung failed to provide my lens inserts in time for this review, so I arrived at a somewhat novel solution to continue my tests: I used the lens inserts from the Vision Pro M5 I just finished testing. They're not a perfect fit, in that the shape of the lenses in the Vision Pro is more aviator style, and the insets for the XR appear to be circular. Even so, this effectively corrected my vision and made everything crystal clear. I did try to use my glasses, but my thick frames blocked some of the imagery.

After almost a week of testing, the Kodak lens inserts arrived, but they did not change my experience in any noticeable way.

Design and Display score 4

Samsung Galaxy XR: Set-up

Like the Vision Pro, the Samsung Galaxy XR is an intelligent wearable that works with you to calibrate your experience. As soon as I put on the headset, and after I struggled a bit to find the best and most comfortable fit, it started to adjust the lenses for my pupilary distance (I could actually hear the motors moving things around).

If you have the optional lens inserts, the system automatically recognizes them as soon as you put them in, then it asks you to scan a QR code that came with the lens inserts (ostensibly containing the prescription info) so that adjustments can be made accordingly.

Early on, the system walks you through its control metaphors, and lets you use your hands to virtually squish floating blobs. But this is really just the beginning.

There are a couple of ways to control the Galaxy XR, with just your hands or with your gaze and hands. For the former, you reach out and touch virtual elements, pushing buttons and squeezing objects. For the latter, you look at the object and, while keeping your hands in your lap, pinch, pull, or subtly move.

If you choose gaze-based control, the Galaxy XR system walks you through a visual calibration process that's quite similar to what I experienced with the Vision Pro, having me look at a series of floating dots and pinch my fingers as my eyes rested on each one.

You can secure the Galaxy XR through a password, PIN, or iris recognition. I chose the eye scanning, after which the XR had me stare at a pair of overlapping green and blue dots.

Samsung calls the Galaxy XR an "AI" device, so it's no surprise that Gemini is part of the setup process. There are three ways to summon Gemini: through the on-board app, by long-pressing the button on he right side, or via voice, which requires you to begin a conversation with "Hey Google" (no, not "Hey, Gemini").

You can also press the button to pause Gemini's listening mode.

Samsung Galaxy XR: Software and experience

  • Generally intuitive
  • Occasional lack of gesture and gaze precision can prove frustrating
  • Gemini integration doesn't feel fully realized
  • It sometimes feels more like a Samsung phone than a next-gen spatial experience
  • Almost total lack of 'wow' software

The Samsung Galaxy XR home screen is familiar as a competitor to the Vision Pro. It's not as pretty, but the configuration of round icons is similar. It's also, though, clearly a Samsung Android device, with apps for Samsung's Internet, Notes, Gallery (please, why not just Google Photos?), and other recognizable phone-like elements.

Above the app grid is a home button, a capsule containing Google and Gemini logos, and another capsule with open apps, alerts, and quick settings (there's also a full settings app icon in the main menu).

Above that are the time, date, Gemini's current mode ('Listening' or 'Paused'), Wi-Fi status, and percentage of battery life remaining.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Samsung and its partners designed the Galaxy XR to be an intuitive system, where a look and a subtle gesture will get the job done.

As I looked around, I noticed various interface elements highlighted with gray boxes around them. I think I prefer the Vision Pro's more starkly animated selection metaphor.

You can grab entire screens and move them around; you just have to look at a corner, and a wide swath of area will start to glow around the window. Grab that, and you can move the window around in 3D space. Alternatively, you can look at a corner and grab a glowing white circle near it to stretch and shrink the window.

That's how it should work anyway. In practice, I sometimes struggled mightily to properly grab these screen elements.

More problematically, the system seems to have trouble settling on an object. I had to be quite precise with my gaze and pinch gestures. Sometimes, I would try to help by reaching out and moving my hand, which triggered the system's glowing white dot mouse selector. Other times, when I intended to access an interface element, I accidentally grabbed the window and threw it behind me.

There were far too many instances where I was muttering to myself, "No, that, not that… wait, that's wrong."

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini is an intrinsic part of the Galaxy XR experience. When you enable Gemini Live, you can let it see what you see and then interrogate it about whatever's in front of you. That sounds amazing, but since most of us will not be walking around outside our home or offices when wearing the Galaxy XR, it'll mostly be telling you about a world you already know.

It may, though, come in handy for tasks like putting together a new bike, if you're comfortable wearing a $1,799 headset while performing that task.

Gemini can be a help for navigating the system, opening apps, and even finding the right content. I asked Gemini to open YouTube and find me some DIY content, and it quickly complied.

Samsung Galaxy XR REVIEW

(Image credit: Future)

When I played an XR-designed game called 'Inside Job,' I asked Gemini to describe what was on screen. It accurately described the simulated workplace scene, but was less helpful when it came to gameplay and strategy.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini Live can't generate images, but when I opened the Gemini app and asked for a picture of a donkey driving a car, it quickly complied and generated the image. I then used gestures to copy the image, open Gmail, paste the image, and mail it to myself.

Samsung Galaxy XR REVIEW

(Image credit: Future)

If you leave Gemini on all the time you can just keep a running conversation going, but it can get kind of annoying to have Gemini constantly interjecting, and I did not enjoy the fact that almost every time I asked it to do something, it would repeat the phrase, "Let me check that for you." Fortunately, you can pause Gemini with a press of one of the top buttons.

Google Circle to Search is also present, but enabling it takes some practice. First, you have to look at your palm. Then you pinch your thumb and index finger until the Google 'G' logo appears. Then you turn your hand back toward the virtual screen and circle what you want to search on. After that, Google runs a quick search, and a floating results box appears next to the circled item. In my case, I circled a chair laden with bed sheets, and Google accurately identified the exact chair. Aside from the convoluted process, it's a pretty impressive feature.

Like the Vision Pro, this is a wearable computer, rich with pre-installed apps and connected to a world of app options in the Google Play Store. Not all are designed for the XR experience, so I did my best to find ones that at least understood the platform and its control metaphors. Apps like YouTube and Gmail work smoothly, but third-party apps like, for instance, Spatial TV can be disappointing, especially when they do not follow interface control metaphors.

On YouTube, I watched a Red Bull-produced 3D video called World’s Fastest Drone Camera vs F1 car. While the screen didn't fill my view, I found I could use the quick settings to turn on Virtual Environments and then settle in to watch a video in a daytime or nighttime mountain landscape.

Samsung Galaxy XR REVIEW

(Image credit: Future)

The video was fun and compelling, but I never felt like I got as up-close to the action as I do when viewing some of Apple's Immersive content. I think more people have to shoot content specifically for the Galaxy XR and take better advantage of all those millions of pixels.

I also watched a 3D trailer for Avatar: The Way of Water that looked excellent.

Samsung Galaxy XR Review

(Image credit: Lance Ulanoff / Future)

You have the option to create a 3D, cartoonish avatar of yourself for interactive play and activities. These are not very compelling, and I await the life-like avatars Samsung showed off during the Samsung Galaxy XR launch event.

The headset is also a great way to view photos and to convert them into spatial (stereo) experiences. While I wish the spatial conversion icon in the Google Photos App was more than a graphic (a 'Make 3D' label would be nice), the effect works well on virtually any photo – and the effect is even better when you go 'Immersive' and remove the photo borders.

One of the best experiences is Google Maps, an app nearly perfectly built for voice, gaze, and gesture control. I loved asking Gemini to whisk me off to a faraway place in Maps, then I used my eyes and hands to fly around. I could drop down to street level, and use gaze and gestures to virtually walk around a city. I could even go inside some businesses.

After some back and forth with Samsung I did figure out how to connect the Galaxy XR to a Samsung Galaxy Book. You start by selecting PC Link in the XR's quick settings, then you go into the display settings on the laptop and choose to connect to it as a wireless display. The virtual screen that appears is sharp, and can be as big as you want it, but it's not curved like the Vision Pro's virtual MacBook display. Plus, since the pass-through isn't as clear (I need to see the laptop's real keyboard after all), I can't imagine myself working for any length of time in this setup.

Throughout my time using the Samsung Galaxy XR I could hear the fan running. It's not that anyone else could hear it, but since it was on my face and close to my ears, well, I could hear it almost anytime I wore the headset. On the one hand, I know this means that a powerful chip is running inside. On the other hand, isn't there a more elegant and less noisy way to dissipate system heat?

Perhaps if I hadn't spent the last two years using the original Vision Pro, and hadn't just reviewed the M5 model, I might feel differently; this would all feel new to me, after all. But you can't turn back the clock, and the Samsung Galaxy XR has arrived after the first and best spatial computer. Its interface metaphors are well known, and virtually perfect. Samsung's interface and level of control feel, at times, like a cheap imitation – it is indeed a lot cheaper, and does feel at least somewhat influenced by the Vision Pro.

Overall, the experience does show promise, but it needs more bespoke apps, fewer duplicate Samsung apps (Bixby? Really?), even deeper integration of Gemini, better hand and eye tracking, and maybe an interface upgrade.

Software and Experience score: 3.5

Samsung Galaxy XR: Battery and performance

  • The external battery is a bit heavy and will need a pocket
  • Long-lasting
  • The cable is long enough
  • The proprietary attachment system is dependable

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

When it comes to powering its spatial computer, Samsung made the same decision as Apple: keep the weight of the battery off the head. So even though the Samsung Galaxy XR looks a little bit like a HoloLens, there's no weighty battery on the back of your head.

Instead, you get a roughly half-pound battery pack attached to a roughly 3.5-foot woven cable that ends in a proprietary adapter. There's a little button on the top that you use to release it from the headset. The battery pack also includes a USB-C-in charge port for recharging the brick.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

As for longevity, the pack is pretty impressive. It got me through a full day of intermittent use, although it's rated for about two hours of continuous use, which is slightly less than the Vision Pro's battery pack.

You might attribute the battery life to, in part, a rather efficient and AR/VR/AI-ready bit of silicon, the Qualcomm Snapdragon XR2+ Gen 2 Platform (backed by 16GB of RAM and 256GB of storage), which, while obviously generating some serious heat (see my comments re the fan noise above), seems to be rather efficient. As for the overall power, I don't have benchmarks, but as I noted, AI image creation was pretty fast, and all other operations were smooth, including web browsing, video watching, and game-play.

Battery and Performance score: 4.5

Should you buy the Samsung Galaxy XR?

Attributes

Notes

Rating

Value

Far cheaper than the competition and generally good value for the price

4

Battery and Performance

Backed by 16GB of RAM, the Qualcomm Snapdragon XR2+ Gen 2 Platform  provides plenty of power for smooth performance throughout, but obviously needs a fan to keep it cool. Battery life is impressive

4.5/5

Design and Display

It's a decent if slightly retro design with good-enough materials, but Samsung gets major points for the device's light weight and balance. The displays are sharp, and provide more pixels than a Vision Pro

4/5

Software and Experience

Samsung needs to take a long hard look at the gaze and eye tracking, which were not nearly precise enough for my tastes. The interface is good but also a little reductive. I would not have kept so many Samsung-specific apps in there, and Samsung needs more eye-popping XR-specific experiences.

Gemini integration is good but feels like it could go further

3.5/5

Buy it if... 

You want a spatial computer that doesn't rely on Apple

The Vision Pro has owned this space for two years, but the exorbitant price and overbearing weight made it a non-starter for many. Maybe a cheaper, lighter, Android-friendly headset is more your style.

You love Gemini and want the immersive experience

The Samsung Galaxy XR headset brings the generative platform to mixed reality. This is your chance to get in on the ground floor of a very new experience.

You want to see what Samsung, Qualcomm, and Google can accomplish
These three tech amigos put their heads together to make this one-of-a-kind multi-modal AI headset.

Don’t buy it if… 

You don't want to spend more than $1,000 for a mixed-reality experience
The Samsung Galaxy XR is far cheaper than the Vision Pro, but it's still $1,799, and that's without the $249 case.

You use a Mac or Intel-PC
For now, there's no way to integrate a virtual desktop experience unless you own a Samsung Galaxy Book.

Also consider

Apple Vision Pro M5
Expensive? Yes. Heavy? It can be, but the new band helps. Plus, there's still no better mixed-reality, spatial computing experience on the market. This is the apex predator of the category, with the best interface, best looks, and best experiences on the market. What it doesn't have is any truly decent AI. For that, the Galaxy XR is really your only choice.View Deal

PlayStation VR 2
TechRadar Gaming called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset, this is the headset to check out.

Check out TRG's PSVR 2 review

Meta Quest Pro
An excellent VR headset with great passthrough, mixed reality, and some hand-tracking that's also a fraction of the Vision Pro's price, and is supported by a well-baked ecosystem and a rich collection of apps.

Meta Quest 3
We call this the "best VR headset for most people", and considering the far more affordable price and vast number of apps built specifically for the platform, this might be, even with its less-impressive visual quality, a more attainable and reasonable option than the Vision Pro.

Nreal Air AR Glasses
The Nreal Air AR Glasses are nothing like the Vision Pro (or any other VR headset, for that matter), but they're nevertheless an intriguing AR gadget that effectively offers you your own private theater viewing of whatever is happening on your connected device's screen. It's pretty neat, and potentially a great pick for commuters.

How we test

For my Samsung Galaxy XR review, I spent a week wearing the headset. I watched movies, played games, drew, and used Gemini

Read more about how we test

  • First reviewed November 2025
I spent a week with the Samsung Galaxy XR and Apple’s Vision Pro has nothing to worry about – yet
8:54 pm |

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Samsung Galaxy XR: Two-minute review

I think I finally understand why Apple's Vision Pro costs so darn much. The Samsung Galaxy XR delivers moments of beauty and inspiration, but it's also stuffed full of disappointment, from the sound of fans on your face to imprecision of gestures to a total lack of 'wow' apps and experiences.

Yes, Gemini is in there, and I spent a lot of time with it riding side-saddle during my testing; but I soon grew tired of hearing it say, "Let me check that for you." Instead of a smart companion, it often felt like a slightly inexperienced assistant who covers that lack of expertise with long pauses, as if it's doing a Google search before responding.

It's not just in the operation that there are shortcomings. The headset feels lighter and overall more comfortable than the Vision Pro, but also manages to feel less premium. If anything, the design looks and feels mixed-reality headset retro, like something Microsoft and its partners might have introduced five years ago.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

The lack of a way to integrate my Windows desktop workflow was also frustrating (the headset currently only works with Samsung Galaxy Books) and forced me to be more intentional in my use. I could be inside Android XR or I could be productive on my laptop, but never both.

There is some elegance in the overall Android XR platform, but I also felt like it wasn't nearly as cohesive as, say, visionOS.

Among the positives are the video viewing experience and Dolby audio. It all looked and sounded great, and I could see watching a movie on that big virtual screen.

The immersive environments are impressive, but no more so than Apple's. Overall, I wondered, "Where are the dinosaurs? Where's the virtual butterfly landing on my fingertip? Where's the magic?"

So, yes, the Samsung Galaxy XR is way cheaper than the Vision Pro, but it has not arrived fully realized, or with any of the excitement I expect from a next-gen spatial computer.

Samsung Galaxy XR: Price and availability

Half the price of the Vision Pro

Still expensive compared to VR headsets

Samsung unveiled the Galaxy XR mixed reality headset on October 21 in the US and South Korea. It's priced at $1,799 (availability and pricing for other regions is TBC, but that price converts to about £1,340 or AU$2,770).

For those who wear prescription glasses, Kodak lens inserts start at $99. Samsung is also selling optional controllers for $249, and an optional carrying case for $249.

Value score: 4.5

Samsung Galaxy XR: What's in the box

  • The Samsung Galaxy XR mixed reality headset
  • Extra forehead spanner
  • Battery with an attached cable
  • USB-C charging cable and adapter
  • Rubber light seals
  • Rubber and felt cover
  • A polishing cloth

Samsung Galaxy XR: Specs

Samsung Galaxy XR

Apple Vision Pro M5

Meta Quest 3

Meta Quest Pro

Dimensions

170mm wide x 280mm long

Est: 152 x 101 x 101mm / 6 x 4 x 4 inches

184 x 160 x 98mm / 7.2 x 6.3 x 3.9 inches

265 x 127 x 196mm / 10.4 x 5 x 7.7 inches

Weight

545g

From 1.3lbs / 600g

1.14lbs / 515g

1.6lbs / 722g

Display

micro-OLED 

Dual micro-OLED

Two LCD displays

Two LCD displays

Display resolution

3552 x 3840 dual (27M pixels)

4K per eye (23 million pixels)

2064 x 2208 pixels per eye

1920 x 1080 per eye

FOV

109-degree

Est 100-degree

110-degree horizontal, 96-degree vertical

120-degree

Refresh rate

60Hz, 72Hz, 90Hz

90Hz, 96Hz, 120Hz

72Hz, 80Hz, 90Hz, 120Hz

90Hz

Chipset

Qualcomm Snapdragon® XR2+ Gen 2 Platform 

Apple silicon M2, R1

Qualcomm Snapdragon XR2 Gen 2

Qualcomm Snapdragon XR2+

RAM

16GB

16GB

8GB

12GB

Storage

256GB

256GB, 512GB, 1TB

128GB or 512GB

256GB

Battery life

2 hours

3 hours (rated for video)

2 hours 12 minutes

2 hours

Samsung Galaxy XR: Design and display

  • Decent if slightly retro design
  • A lot of plastic, and doesn't exude a premium feel
  • Comparatively lightweight, and better balanced than the Vision Pro
  • External battery pack and cable

There's naturally going to be a trade-off between weight and premium materials with a device such as this. With the Vision Pro, Apple took the 'no expense spared' approach, and the result is a beautiful set of goggles that balance glass, magnesium, aluminum, and more – mostly on your face. With the Galaxy XR, Samsung focused, I think, on comfort. That means while we have some glass, all those cameras, and components, we also have a minimal amount of metal, some soft fabric, and a whole lot of plastic.

It looks like a mashup of the Vision Pro and classic VR headsets of a bygone era. The thick stalks jutting out of either side and connecting to the thick, flexible plastic adjustable band remind me of the Microsoft HoloLens, although that headset was far less comfortable, to be fair.

Inside the headset is a removable forehead rest, which comes in two parts: you can use them together for more support (but your eyes are further away from the lenses) or remove the spanner and use just the main cushion part, which has the same magnetic back, which keeps your eyes closer to the lenses. In either case, the Galaxy XR is smart enough to know if your gaze is too far away, and will recommend the right forehead rest.

Opposite that is a brace that cradles the back of your head. There's just one large aluminum knob on the back that you tighten – pulling the flexible stems into the body – for adjustment.

On the left stem is the proprietary power port where you connect the external battery pack. On the right stem is a thin touch-sensitive control bar (which you can double-tap to enter and exit an immersive environment). Each stem features microphone holes so that the headset – or more specifically Gemini – can listen for your prompts.

The stem also features the rather loud and robust speakers, and a sensor on the left side so that the Galaxy XR knows instantly when you're putting it on.

The face area is dark glass through which you can faintly make out six camera lenses (there's no Vision Pro-style external display). The frame is aluminum, with cutouts along the bottom for two more lenses near the nose bridge, speakers, vents, and more microphones. The top features a pair of wide vents and two buttons. On the left is a button you can use to summon the main menu or Gemini, and on the other is a volume rocker.

The Galaxy XR also ships with a rubber cover to protect the glass, and a pair of light shields that magnetically snap into the headset, cutting off much of the light leaking in from below, and are useful for when you want to enjoy a fully immersive experience like a movie or game. They're not as effective as the Vision Pro's more cohesive light seal, but they may be more comfortable.

Even though the Galaxy XR is only 65g lighter than the Vision Pro, it feels significantly lighter on my head. This is due, in part, to how Samsung has balanced the weight across the entire body of the device, and also to those aforementioned materials, and the lack of an external display.

I'd say Samsung and its partners (Qualcomm and Google) made all the right choices when it comes to comfort. Don't misunderstand me though – I've come to accept that even with this level of comfort, there's nothing natural about wearing a headset for any significant length of time. The Galaxy XR can still get uncomfortable after a while (say 45 minutes), and my wife called me "space man" every time she caught me wearing it.

In general, the Samsung Galaxy XR is not as elegant as the Vision Pro, but it's otherwise fit for purpose.

Inside the headset are the two round lenses behind which sit a pair of micro-OLED displays together supporting 27 million pixels (the Vision Pro, by contrast, supports 23 million pixels). It's a stereo display system that supports up to a 90Hz refresh rate (below the Vision Pro M5's 120Hz) and a 109-degree field of view (better than the Vision Pro's 100 degrees).

Samsung failed to provide my lens inserts in time for this review, so I arrived at a somewhat novel solution to continue my tests: I used the lens inserts from the Vision Pro M5 I just finished testing. They're not a perfect fit, in that the shape of the lenses in the Vision Pro is more aviator style, and the insets for the XR appear to be circular. Even so, this effectively corrected my vision and made everything crystal clear. I did try to use my glasses, but my thick frames blocked some of the imagery.

After almost a week of testing, the Kodak lens inserts arrived, but they did not change my experience in any noticeable way.

Design and Display score 4

Samsung Galaxy XR: Set-up

Like the Vision Pro, the Samsung Galaxy XR is an intelligent wearable that works with you to calibrate your experience. As soon as I put on the headset, and after I struggled a bit to find the best and most comfortable fit, it started to adjust the lenses for my pupilary distance (I could actually hear the motors moving things around).

If you have the optional lens inserts, the system automatically recognizes them as soon as you put them in, then it asks you to scan a QR code that came with the lens inserts (ostensibly containing the prescription info) so that adjustments can be made accordingly.

Early on, the system walks you through its control metaphors, and lets you use your hands to virtually squish floating blobs. But this is really just the beginning.

There are a couple of ways to control the Galaxy XR, with just your hands or with your gaze and hands. For the former, you reach out and touch virtual elements, pushing buttons and squeezing objects. For the latter, you look at the object and, while keeping your hands in your lap, pinch, pull, or subtly move.

If you choose gaze-based control, the Galaxy XR system walks you through a visual calibration process that's quite similar to what I experienced with the Vision Pro, having me look at a series of floating dots and pinch my fingers as my eyes rested on each one.

You can secure the Galaxy XR through a password, PIN, or iris recognition. I chose the eye scanning, after which the XR had me stare at a pair of overlapping green and blue dots.

Samsung calls the Galaxy XR an "AI" device, so it's no surprise that Gemini is part of the setup process. There are three ways to summon Gemini: through the on-board app, by long-pressing the button on he right side, or via voice, which requires you to begin a conversation with "Hey Google" (no, not "Hey, Gemini").

You can also press the button to pause Gemini's listening mode.

Samsung Galaxy XR: Software and experience

  • Generally intuitive
  • Occasional lack of gesture and gaze precision can prove frustrating
  • Gemini integration doesn't feel fully realized
  • It sometimes feels more like a Samsung phone than a next-gen spatial experience
  • Almost total lack of 'wow' software

The Samsung Galaxy XR home screen is familiar as a competitor to the Vision Pro. It's not as pretty, but the configuration of round icons is similar. It's also, though, clearly a Samsung Android device, with apps for Samsung's Internet, Notes, Gallery (please, why not just Google Photos?), and other recognizable phone-like elements.

Above the app grid is a home button, a capsule containing Google and Gemini logos, and another capsule with open apps, alerts, and quick settings (there's also a full settings app icon in the main menu).

Above that are the time, date, Gemini's current mode ('Listening' or 'Paused'), Wi-Fi status, and percentage of battery life remaining.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Samsung and its partners designed the Galaxy XR to be an intuitive system, where a look and a subtle gesture will get the job done.

As I looked around, I noticed various interface elements highlighted with gray boxes around them. I think I prefer the Vision Pro's more starkly animated selection metaphor.

You can grab entire screens and move them around; you just have to look at a corner, and a wide swath of area will start to glow around the window. Grab that, and you can move the window around in 3D space. Alternatively, you can look at a corner and grab a glowing white circle near it to stretch and shrink the window.

That's how it should work anyway. In practice, I sometimes struggled mightily to properly grab these screen elements.

More problematically, the system seems to have trouble settling on an object. I had to be quite precise with my gaze and pinch gestures. Sometimes, I would try to help by reaching out and moving my hand, which triggered the system's glowing white dot mouse selector. Other times, when I intended to access an interface element, I accidentally grabbed the window and threw it behind me.

There were far too many instances where I was muttering to myself, "No, that, not that… wait, that's wrong."

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini is an intrinsic part of the Galaxy XR experience. When you enable Gemini Live, you can let it see what you see and then interrogate it about whatever's in front of you. That sounds amazing, but since most of us will not be walking around outside our home or offices when wearing the Galaxy XR, it'll mostly be telling you about a world you already know.

It may, though, come in handy for tasks like putting together a new bike, if you're comfortable wearing a $1,799 headset while performing that task.

Gemini can be a help for navigating the system, opening apps, and even finding the right content. I asked Gemini to open YouTube and find me some DIY content, and it quickly complied.

Samsung Galaxy XR REVIEW

(Image credit: Future)

When I played an XR-designed game called 'Inside Job,' I asked Gemini to describe what was on screen. It accurately described the simulated workplace scene, but was less helpful when it came to gameplay and strategy.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini Live can't generate images, but when I opened the Gemini app and asked for a picture of a donkey driving a car, it quickly complied and generated the image. I then used gestures to copy the image, open Gmail, paste the image, and mail it to myself.

Samsung Galaxy XR REVIEW

(Image credit: Future)

If you leave Gemini on all the time you can just keep a running conversation going, but it can get kind of annoying to have Gemini constantly interjecting, and I did not enjoy the fact that almost every time I asked it to do something, it would repeat the phrase, "Let me check that for you." Fortunately, you can pause Gemini with a press of one of the top buttons.

Google Circle to Search is also present, but enabling it takes some practice. First, you have to look at your palm. Then you pinch your thumb and index finger until the Google 'G' logo appears. Then you turn your hand back toward the virtual screen and circle what you want to search on. After that, Google runs a quick search, and a floating results box appears next to the circled item. In my case, I circled a chair laden with bed sheets, and Google accurately identified the exact chair. Aside from the convoluted process, it's a pretty impressive feature.

Like the Vision Pro, this is a wearable computer, rich with pre-installed apps and connected to a world of app options in the Google Play Store. Not all are designed for the XR experience, so I did my best to find ones that at least understood the platform and its control metaphors. Apps like YouTube and Gmail work smoothly, but third-party apps like, for instance, Spatial TV can be disappointing, especially when they do not follow interface control metaphors.

On YouTube, I watched a Red Bull-produced 3D video called World’s Fastest Drone Camera vs F1 car. While the screen didn't fill my view, I found I could use the quick settings to turn on Virtual Environments and then settle in to watch a video in a daytime or nighttime mountain landscape.

Samsung Galaxy XR REVIEW

(Image credit: Future)

The video was fun and compelling, but I never felt like I got as up-close to the action as I do when viewing some of Apple's Immersive content. I think more people have to shoot content specifically for the Galaxy XR and take better advantage of all those millions of pixels.

I also watched a 3D trailer for Avatar: The Way of Water that looked excellent.

Samsung Galaxy XR Review

(Image credit: Lance Ulanoff / Future)

You have the option to create a 3D, cartoonish avatar of yourself for interactive play and activities. These are not very compelling, and I await the life-like avatars Samsung showed off during the Samsung Galaxy XR launch event.

The headset is also a great way to view photos and to convert them into spatial (stereo) experiences. While I wish the spatial conversion icon in the Google Photos App was more than a graphic (a 'Make 3D' label would be nice), the effect works well on virtually any photo – and the effect is even better when you go 'Immersive' and remove the photo borders.

One of the best experiences is Google Maps, an app nearly perfectly built for voice, gaze, and gesture control. I loved asking Gemini to whisk me off to a faraway place in Maps, then I used my eyes and hands to fly around. I could drop down to street level, and use gaze and gestures to virtually walk around a city. I could even go inside some businesses.

After some back and forth with Samsung I did figure out how to connect the Galaxy XR to a Samsung Galaxy Book. You start by selecting PC Link in the XR's quick settings, then you go into the display settings on the laptop and choose to connect to it as a wireless display. The virtual screen that appears is sharp, and can be as big as you want it, but it's not curved like the Vision Pro's virtual MacBook display. Plus, since the pass-through isn't as clear (I need to see the laptop's real keyboard after all), I can't imagine myself working for any length of time in this setup.

Throughout my time using the Samsung Galaxy XR I could hear the fan running. It's not that anyone else could hear it, but since it was on my face and close to my ears, well, I could hear it almost anytime I wore the headset. On the one hand, I know this means that a powerful chip is running inside. On the other hand, isn't there a more elegant and less noisy way to dissipate system heat?

Perhaps if I hadn't spent the last two years using the original Vision Pro, and hadn't just reviewed the M5 model, I might feel differently; this would all feel new to me, after all. But you can't turn back the clock, and the Samsung Galaxy XR has arrived after the first and best spatial computer. Its interface metaphors are well known, and virtually perfect. Samsung's interface and level of control feel, at times, like a cheap imitation – it is indeed a lot cheaper, and does feel at least somewhat influenced by the Vision Pro.

Overall, the experience does show promise, but it needs more bespoke apps, fewer duplicate Samsung apps (Bixby? Really?), even deeper integration of Gemini, better hand and eye tracking, and maybe an interface upgrade.

Software and Experience score: 3.5

Samsung Galaxy XR: Battery and performance

  • The external battery is a bit heavy and will need a pocket
  • Long-lasting
  • The cable is long enough
  • The proprietary attachment system is dependable

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

When it comes to powering its spatial computer, Samsung made the same decision as Apple: keep the weight of the battery off the head. So even though the Samsung Galaxy XR looks a little bit like a HoloLens, there's no weighty battery on the back of your head.

Instead, you get a roughly half-pound battery pack attached to a roughly 3.5-foot woven cable that ends in a proprietary adapter. There's a little button on the top that you use to release it from the headset. The battery pack also includes a USB-C-in charge port for recharging the brick.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

As for longevity, the pack is pretty impressive. It got me through a full day of intermittent use, although it's rated for about two hours of continuous use, which is slightly less than the Vision Pro's battery pack.

You might attribute the battery life to, in part, a rather efficient and AR/VR/AI-ready bit of silicon, the Qualcomm Snapdragon XR2+ Gen 2 Platform (backed by 16GB of RAM and 256GB of storage), which, while obviously generating some serious heat (see my comments re the fan noise above), seems to be rather efficient. As for the overall power, I don't have benchmarks, but as I noted, AI image creation was pretty fast, and all other operations were smooth, including web browsing, video watching, and game-play.

Battery and Performance score: 4.5

Should you buy the Samsung Galaxy XR?

Attributes

Notes

Rating

Value

Far cheaper than the competition and generally good value for the price

4

Battery and Performance

Backed by 16GB of RAM, the Qualcomm Snapdragon XR2+ Gen 2 Platform  provides plenty of power for smooth performance throughout, but obviously needs a fan to keep it cool. Battery life is impressive

4.5/5

Design and Display

It's a decent if slightly retro design with good-enough materials, but Samsung gets major points for the device's light weight and balance. The displays are sharp, and provide more pixels than a Vision Pro

4/5

Software and Experience

Samsung needs to take a long hard look at the gaze and eye tracking, which were not nearly precise enough for my tastes. The interface is good but also a little reductive. I would not have kept so many Samsung-specific apps in there, and Samsung needs more eye-popping XR-specific experiences.

Gemini integration is good but feels like it could go further

3.5/5

Buy it if... 

You want a spatial computer that doesn't rely on Apple

The Vision Pro has owned this space for two years, but the exorbitant price and overbearing weight made it a non-starter for many. Maybe a cheaper, lighter, Android-friendly headset is more your style.

You love Gemini and want the immersive experience

The Samsung Galaxy XR headset brings the generative platform to mixed reality. This is your chance to get in on the ground floor of a very new experience.

You want to see what Samsung, Qualcomm, and Google can accomplish
These three tech amigos put their heads together to make this one-of-a-kind multi-modal AI headset.

Don’t buy it if… 

You don't want to spend more than $1,000 for a mixed-reality experience
The Samsung Galaxy XR is far cheaper than the Vision Pro, but it's still $1,799, and that's without the $249 case.

You use a Mac or Intel-PC
For now, there's no way to integrate a virtual desktop experience unless you own a Samsung Galaxy Book.

Also consider

Apple Vision Pro M5
Expensive? Yes. Heavy? It can be, but the new band helps. Plus, there's still no better mixed-reality, spatial computing experience on the market. This is the apex predator of the category, with the best interface, best looks, and best experiences on the market. What it doesn't have is any truly decent AI. For that, the Galaxy XR is really your only choice.View Deal

PlayStation VR 2
TechRadar Gaming called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset, this is the headset to check out.

Check out TRG's PSVR 2 review

Meta Quest Pro
An excellent VR headset with great passthrough, mixed reality, and some hand-tracking that's also a fraction of the Vision Pro's price, and is supported by a well-baked ecosystem and a rich collection of apps.

Meta Quest 3
We call this the "best VR headset for most people", and considering the far more affordable price and vast number of apps built specifically for the platform, this might be, even with its less-impressive visual quality, a more attainable and reasonable option than the Vision Pro.

Nreal Air AR Glasses
The Nreal Air AR Glasses are nothing like the Vision Pro (or any other VR headset, for that matter), but they're nevertheless an intriguing AR gadget that effectively offers you your own private theater viewing of whatever is happening on your connected device's screen. It's pretty neat, and potentially a great pick for commuters.

How we test

For my Samsung Galaxy XR review, I spent a week wearing the headset. I watched movies, played games, drew, and used Gemini

Read more about how we test

  • First reviewed November 2025
After 30 hours with Hyrule Warriors: Age of Imprisonment, it might just be my favorite Nintendo Switch 2 game of 2025
5:00 pm |

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

Hyrule Warriors: Age of Imprisonment is the third game in this Koei Tecmo-developed subseries, following non-canonical Breath of the Wild side story Hyrule Warriors: Age of Calamity and the excellent original Hyrule Warriors that acted more like a celebration of the franchise as a whole. It's also another much-needed Nintendo Switch 2 game exclusive for the platform's first year.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: November 6, 2025

Age of Imprisonment differs from its predecessors in that it adheres to the canon of the series, specifically acting as a prequel to the events of The Legend of Zelda: Tears of the Kingdom. The Imprisoning War is something we learn much about in that game, and the premise is a match made in heaven for the Warriors franchise’s ‘1 vs 1,000’ brand of hack n’ slash combat.

Age of Imprisonment is handily the most refined, polished, and satisfying Zelda-flavored Musou to date. For one, it’s a game I’m thankful is exclusive to Nintendo Switch 2, completely avoiding the subpar resolution and glacial frame rate of its predecessor, Age of Calamity, on the original Switch hardware.

Hyrule Warriors: Age of Imprisonment

(Image credit: Nintendo)

It’s also a vast improvement in terms of combat in general. So much creativity has been squeezed out of the simple ‘light into strong attack’ combo strings the Warriors franchise is known for. But on top of that, there are powerful Sync Strikes between characters, multiple weapon types, Tears of the Kingdom-esque Fuse attacks with monster parts, and elemental reactions with the environment.

At around 30 hours (or less if you just beeline the main story missions), it’s pretty compact by Warriors game standards, too. While there’s plenty to do after the credits roll, Age of Imprisonment thankfully does not overstay its welcome, and I felt immensely satisfied with my time with the game overall.

Can’t believe that Ganondorf fella

Hyrule Warriors: Age of Imprisonment

(Image credit: Nintendo)

If you’ve played Tears of the Kingdom and experienced its flashbacks to the Imprisoning War, then you know what to expect in terms of story in Hyrule Warriors: Age of Imprisonment. What this game does is flesh out that conflict, focusing on individual battles across the land of Hyrule, and the rebellion that helped quell Ganondorf’s invasion - however temporarily.

The game begins right after Princess Zelda is transported back in time after encountering Ganondorf’s ancient husk at the start of Tears of the Kingdom. We’re quickly introduced to King Rauru, Queen Sonia, and Rauru’s scholarly sister Mineru, the resident expert on ancient Zonai technology. From there, we set out to recruit the leaders of Hyrule’s various races to form a united front against the King of Evil.

One complaint I have, though, is that this feels like the safest way of going about showing a Tears of the Kingdom prequel. Outside of one or two endearing characters, there’s very little in the way of character development or interesting lore elements built upon here. Even Zelda herself largely takes a backseat, with much of the plot revolving around King Rauru and a mysterious construct that totally, definitely isn’t a way of shoehorning a Link-style character into the game. Ultimately, it’s another round of ‘Ganondorf has been a very naughty boy.’

That’s not to say the story in Age of Imprisonment doesn’t have its high points. Said mysterious construct is the most interesting aspect of the game’s plot, and its inclusion is handled in a deft and satisfying way, narratively speaking. But I was definitely hoping for more moments for Zelda herself to shine. Instead, she’s very much an afterthought once the plot gets moving properly, and that’s a massive shame given how integral she is to the events of both Breath of the Wild and its sequel.

Bring the light

Hyrule Warriors: Age of Imprisonment

(Image credit: Nintendo)

But okay, I hear you; this is a Warriors game first and foremost. Surely any shortcomings brought by the story can be made up for in the gameplay department, right? Well, if you’re here simply to know whether or not Age of Imprisonment is a better game than Age of Calamity, the answer to that is a resounding yes. And it’s not close.

Best bit

Hyrule Warriors: Age of Imprisonment

(Image credit: Nintendo)

Koei Tecmo has done a brilliant job fleshing out the playable roster of Age of Imprisonment. While most were made exclusively for this game and have little in the way of personal story, they all have unique move sets and abilities that are generally tons of fun to play as and improve through the game’s progression systems.

Obviously, it helps that Age of Imprisonment is running on better hardware. Image quality can be just a touch soupy at times (it appears to be using dynamic resolution to keep things smooth), but the game does a great job of maintaining a solidly high frame rate most of the time. I only ever encountered dips during the most bombastic special attacks, and really, that kind of slowdown is all good in my books.

Performance aside, Age of Imprisonment just does so much to make combat more interesting than both prior Hyrule Warriors games. It still uses that ‘light and strong attack’ combo system that governs most Warriors titles, but this game is far from a one-trick pony in that regard.

Most missions in Age of Imprisonment will have you controlling a team of two to four heroes, which you can switch between with a quick press of the d-pad. Large-scale maps usually encourage you to give orders to your roster of allies, which you can do easily by accessing the map from the pause menu.

Hyrule Warriors: Age of Imprisonment

(Image credit: Nintendo)

It’s here where each of your heroes’ strengths can really come into play. Zelda and Rauru, for example, have many light-element attacks, and thus are great against shades or gloom-inflicted enemies. Meanwhile, Qia, princess of the Zora, can use water to quickly demolish fire-shielded enemies or ones coated in sludge. You can even cause elemental chain effects, such as electrifying bodies of water or setting Rito sage Raphica’s bow-generated whirlwinds ablaze with fire.

Beyond that, you’ve got Sync Strikes, something of a coup de grace and the most satisfying abilities to pull off in Age of Imprisonment. When two characters have their Sync gauges maxed, they can team up (punctuated by an incredibly cool high-five cut-in animation) to perform a devastating Chrono Trigger-esque coordinated attack. Some pairs have unique, more powerful Sync Strike synergies to make use of - something to think about when putting together your team for any given mission.

But it doesn’t even stop there. Your warriors can also make use of Zonai devices to exploit enemy elemental weaknesses or counter certain powerful (and unblockable) attacks. These are always so fun to use, and are easily the best way of diminishing enemy weak point gauges for a critical strike. There’s just so much any given character can do, and I’m glad Koei Tecmo leveraged some of Tears of the Kingdom’s coolest mechanics and put its own unique spin on them.

Motley crew

Hyrule Warriors: Age of Imprisonment

(Image credit: Nintendo)

About half of Age of Imprisonment’s roster are characters unique to this game. These are pretty much background characters with little in the way of personal story beats, but they’re nonetheless incredibly fun to play as. These heroes, along with the mysterious construct, are actually able to make use of different weapons like greatswords and spears.

Furthermore, most can access the Fuse system, returning here from Tears of the Kingdom. Monster parts you collect from enemies can be attached to these weapons, and like in that game, they offer a variety of effects here. Some can dish out elemental damage, while others are great for quick weak point gauge breaking.

You’ll want to use these sparingly, however, as monster parts - as well as other materials gathered in missions - can be used to upgrade your heroes. The overworld map screen contains a smattering of side quests and ability-improving nodes that you pump required resources into to unlock enhancements. These range from granting extra health or special attack gauges to entirely new moves and features. If you don’t meet a node’s requirements, you can mark it with the Zonai sensor, which will show you all the missions, shops, and side activities where you can gather the necessary materials.

Progression is generally breezy in Age of Imprisonment, though one type of side mission that did irk me was the defensive engagements. These frequently show up on the map and are essentially contested territory. If not cleared within a certain amount of time, the territory will be reclaimed by Ganondorf’s forces, thus locking out any outposts or ability nodes until you win it back.

Defensive missions can show up at an alarmingly quick rate, and while they do offer materials, it just starts to feel like busy work after a few. Especially when you have to divert your attention from other side missions and upgrades to prioritize them. I’d be a bit more forgiving if they happened only every now and then, but you’ll almost always have one on the map to deal with at any given time.

Should you play Hyrule Warriors: Age of Imprisonment?

Hyrule Warriors: Age of Imprisonment

(Image credit: Nintendo)

Play it if...

You love Tears of the Kingdom
If you simply want more from the Breath of the Wild/Tears of the Kingdom rendition of Hyrule, you’ll find it here. This isn’t a giant open sandbox by any means, but if you really like the vibe of those recent mainline Zelda titles, Age of Imprisonment successfully recaptures that.

You were disappointed by Dynasty Warriors: Origins
While I loved Origins’ gameplay, its reliance on a sole character was a huge sore point for me. Age of Imprisonment, meanwhile, has plenty of heroes to play as, all with unique move sets and abilities.

Don't play it if...

You're hoping for extra modes
Sadly, there’s nothing like the original Hyrule Warriors’ awesome Adventure Mode, where you could unlock new weapons, characters, and costumes. Granted, it probably wouldn’t fit as well here, but outside of some post-game missions, there’s not much to keep you coming back after the credits roll.

You want a satisfying story
Age of Imprisonment does bridge the gap between the Imprisoning War and Tears of the Kingdom, but it does so in a largely uninteresting manner. Don’t expect much in the way of fun or heartfelt character moments, or an engaging plot overall.

Accessibility

There isn't much in the way of substantial accessibility settings in Hyrule Warriors: Age of Imprisonment. Options to display combo guidance on screen are nice, as are text and voice options for several languages, including English, French, German, Spanish, Latin American, Dutch, Japanese, and more.

How I reviewed Hyrule Warriors: Age of Imprisonment

I played Hyrule Warriors: Age of Imprisonment for 30 hours for this review. That play time encompassed the entirety of the main campaign, as well as around 60-70% of side missions and activities.

I played on Nintendo Switch 2 in both docked and handheld modes, though I ultimately preferred docked mode with a Nintendo Switch 2 Pro Controller thanks to its more stable performance. The game is by no means bad or unplayable portably, but the larger screen size of my LG CX OLED TV helped the busy on-screen action become much easier to parse.

I’m a huge fan of both the Warriors and Zelda franchises, and I’ve poured hundreds of hours into the original Hyrule Warriors and other titles in the series besides. In that sense, I can see where Age of Imprisonment improves on its predecessors, as well as areas I think it could have handled better.

First reviewed October/November 2025

Squid Game: The Challenge season 2 has already lost steam – just like the Netflix Original series
3:32 pm |

Author: admin | Category: Computers Gadgets Netflix Streaming | Comments: Off

When the first season of Squid Game: The Challenge came out, I thought it was the best reality competition show I’d seen in years outside of The Traitors. But in just two short years, the Netflix gameshow has fallen from the best to the worst.

The recipe for why is actually very simple – in 2023, we were enthralled by the idea that Netflix’s biggest K-drama could be replicated with everyday people and exceptionally detailed gameplay following in the footsteps of what we saw in each episode of Squid Game season 1.

The new games that were introduced fused dynamic action with familiar tactics (e.g. the use of Battleships in the third game) and we genuinely grew to love the alliances and band of characters we saw on screen.

Almost none of that is represented in Squid Game: The Challenge season 2. The original show's games are still well replicated, but they’re mundane compared to the big classics we saw in season 1. New twists and turns mostly fall flat, and our cast is too weak to be memorable or build an invisible rapport with the audience.

And if that all isn’t bad enough, where on earth is Red Light, Green Light?

All of the reality TV sparkle has gone in Squid Game: The Challenge season 2

Squid Game: The Challenge season 2 has taken a risk by getting rid of the show’s most famous games (think Red Light, Green Light and Dalgona) and replacing them with brand-new gameplay. Half of our cast of 456 players are immediately eliminated by the new game Count, which is merely comprised of two teams counting 456 seconds before pressing a button.

It makes for the most anti-climactic premiere episode of TV I’ve seen this year, and I’m absolutely baffled for why Netflix would choose to use a counting game over the brutal run-and-stop elimination we’re all looking forward to. Annoyingly, it’s not coming any later in the series either.

Games such as Mingle in episode 4 win back some level of tension, but it might be too little, too late. In the first four episodes alone, we only see two and a half games played out, with dorm challenges or recordings of the contestants filling our screens in the meantime. Normally, if there is a strong cast and genuinely shrewd surprises, this wouldn’t be a problem.

However, we’re presented with labored and anti-climactic developments between cast members we can’t remember from one minute to the next.

Let’s address the changes first. There are a variety of new dorm challenges introduced to try and stoke up drama between players – the most successful of these being a secret boiler room where players are sent to enact eliminations or receive coins to use in a snack-filled vending machine. We also see players presented with a chance to swap meals for “scratchers” or pass around Russian dolls, both of with lead to potential disadvantages in the next game.

Despite the fact that none of these make the level of impact that Netflix is hoping for, it all feels too pre-meditated – and that’s the same problem we see with the casting. In short, it’s all gone a bit too X Factor, putting the pedal to the emotional medal so hard that nothing feels genuine. Everything we’re seeing feels overly contrived, and Netflix is trying far too hard to keep our attention.

Where season 1 introduced players we could connect with (think mother-son duo Leanne and Trey), Netflix is clearly trying to fit the same character profiles, but with less success. As soon as I can remember that somebody exists, they’re killed off, and that’s always been the downside of a gameshow with such a big cast. The finalists don’t become clear until the last moment, but this time there’s nobody in the interim to tide us over.

What does this mean for Squid Game: The Challenge season 3?

Some Squid Game players stand in shock

(Image credit: Netflix)

In short, this all isn’t amazing news for the already-renewed Squid Game: The Challenge season 3. It feels as though season 2 is following the original series slump that came at the same point (at least, in my opinion), which wasn’t completely clawed back by the time season 3 dropped six months later.

But it’s not all hopeless. Game stalwarts like Marbles returns, offering up the most emotional turning point we’ve seen across all iterations of the game, and the production design is still beyond astounding. We know season 3 will likely replicate the jump rope horror from the first season of Squid Game, and that’s got the opportunity to be the jewel in Netflix’s reality TV crown.

In the meantime, I’d rather rewatch the original series than get ready for the rest of Squid Game: The Challenge season 2 in the coming weeks.

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I tested the Bluetti Pioneer Na and found it to be an exceptional and innovative sodium-powered portable power station
2:29 pm |

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

The Bluetti Pioneer Na isn’t just another grey box of portable power — it’s a signpost to the future.

At a glance

Capacity: 900 Wh

Battery: Sodium-ion (Na-ion)

AC Output: 1,500 W (2,250 W surge)

Weight: ~16 kg

Charging: AC + solar combo (0–80% in ~35 min)

Operating Temp: Charge to –15 °C, discharge to –25 °C

Ports: AC, USB-C (100 W), USB-A, 12 V, wireless pad

Price: £799 / ~$899

The Bluetti Pioneer Na isn’t just another grey box of portable power station — it’s a signpost to the future.

As the world’s first sodium-ion portable power station, it challenges the lithium-ion status quo with a chemistry that’s cheaper, safer, and performs far better in freezing temperatures.

While most power stations give up when the mercury plunges, Bluetti’s Pioneer Na is designed to charge at –15 °C and discharge down to –25 °C. That’s huge news for campers, off-grid explorers, or anyone living where winter bites hard.

With 900 Wh of capacity and 1,500 W output (2,250 W surge), it’s more than enough to keep laptops, fridges, routers, and power tools humming. It’s not the biggest station on the market, but for its size, it punches well above its weight — figuratively and literally (it tips the scales at 16 kg).

Bluetti Pioneer Na: Design and build

Bluetti hasn’t reinvented the aesthetic wheel here — the Pioneer Na sticks with the brand’s familiar industrial-chic look: matte dark grey casing, chunky carry handles, and a crisp LCD readout. It’s rugged enough for camping or garage duty, though not waterproof (so don’t leave it out in a snowstorm).

At 16 kg, it’s no featherweight, but it’s compact enough to slot into a van or under a desk. What stands out is the build quality — Bluetti’s hardware feels solid, and the tactile buttons and port layout are easy to navigate even with gloves on.

Bluetti Pioneer Na: Performance

Here’s where it gets interesting. The sodium-ion chemistry gives the Pioneer Na a unique edge: thermal stability and cold-weather reliability that lithium simply can’t match.

In tests, the unit powered a small refrigerator, LED lighting, and a laptop simultaneously without breaking a sweat. The “Power Lifting” mode also handled high-draw appliances like kettles and hair dryers, at least for short bursts.

Charging is another strong suit. Hook up both AC and solar input and Bluetti claims you can hit 80% charge in just 35 minutes. Real-world times were closer to 45–50 minutes, but that’s still outstanding. You’ll also appreciate its miserly 1.5 W standby draw, making it ideal for emergency standby use.

Bluetti Pioneer Na: Features and connectivity

The port selection covers almost every base:

2 × AC outlets (1,500 W total)

1 x 100 W USB-C for laptops and tablets

4 × USB-A ports for smaller gadgets

12 V car socket, DC barrel ports, and a 15 W wireless charging pad

Bluetooth or app integration is absent — something Bluetti includes on some pricier models — but the intuitive front panel compensates for that.

Bluetti Pioneer Na: Battery life and sustainability

With over 4,000 charge cycles and an estimated lifespan of 10 years, the Pioneer Na promises serious longevity. And because sodium-ion avoids scarce materials like lithium and cobalt, it’s greener and potentially easier to recycle.

This is still early-days tech, though. Sodium-ion batteries are new to consumer power products, so long-term reliability in the field remains unproven. Bluetti’s two-year warranty helps, but early adopters are still taking a small gamble.

Bluetti Pioneer Na: Drawbacks

There’s no getting around it — 900 Wh isn’t huge. For extended off-grid living or powering a home during long outages, you’ll need something beefier (or multiple units). It’s also fairly heavy for its size, and Bluetti’s customer service reputation remains mixed according to user reports online.

Finally, the price reflects its pioneering status — you’re paying a slight premium for cutting-edge tech.

Bluetti Pioneer Na: Verdict

The Bluetti Pioneer Na is a trailblazer: the first sodium-ion portable power station, built for real-world cold and genuine sustainability.

It’s ideal for adventurers, RV users, and homeowners who want dependable backup in frosty conditions — and a taste of what’s next in battery tech.

If you need raw capacity, there are bigger and cheaper lithium models out there. But if you want something that works when everything else freezes, the Pioneer Na is in a league of its own.

TechRadar says:

Buy it if...

You need a power station that works in freezing temperatures.

You care about sustainability and want to avoid lithium-based cells.

You want quick charging and solid all-around performance for small to medium devices.

Don’t buy it if...

You need multi-day home backup or high-capacity off-grid power.

You’re counting every penny — it’s innovative but not cheap.

You prefer tried-and-tested tech with years of user history.

Bottom line:

The Bluetti Pioneer Na isn’t just another power station — it’s the start of a new era in portable energy. Sodium-ion is here, and it’s impressively capable.

We rate the best power banks: top portable chargers.

I tested the Bluetti Pioneer Na and found it to be an exceptional and innovative sodium-powered portable power station
2:29 pm |

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

The Bluetti Pioneer Na isn’t just another grey box of portable power — it’s a signpost to the future.

At a glance

Capacity: 900 Wh

Battery: Sodium-ion (Na-ion)

AC Output: 1,500 W (2,250 W surge)

Weight: ~16 kg

Charging: AC + solar combo (0–80% in ~35 min)

Operating Temp: Charge to –15 °C, discharge to –25 °C

Ports: AC, USB-C (100 W), USB-A, 12 V, wireless pad

Price: £799 / ~$899

The Bluetti Pioneer Na isn’t just another grey box of portable power station — it’s a signpost to the future.

As the world’s first sodium-ion portable power station, it challenges the lithium-ion status quo with a chemistry that’s cheaper, safer, and performs far better in freezing temperatures.

While most power stations give up when the mercury plunges, Bluetti’s Pioneer Na is designed to charge at –15 °C and discharge down to –25 °C. That’s huge news for campers, off-grid explorers, or anyone living where winter bites hard.

With 900 Wh of capacity and 1,500 W output (2,250 W surge), it’s more than enough to keep laptops, fridges, routers, and power tools humming. It’s not the biggest station on the market, but for its size, it punches well above its weight — figuratively and literally (it tips the scales at 16 kg).

Bluetti Pioneer Na: Design and build

Bluetti hasn’t reinvented the aesthetic wheel here — the Pioneer Na sticks with the brand’s familiar industrial-chic look: matte dark grey casing, chunky carry handles, and a crisp LCD readout. It’s rugged enough for camping or garage duty, though not waterproof (so don’t leave it out in a snowstorm).

At 16 kg, it’s no featherweight, but it’s compact enough to slot into a van or under a desk. What stands out is the build quality — Bluetti’s hardware feels solid, and the tactile buttons and port layout are easy to navigate even with gloves on.

Bluetti Pioneer Na: Performance

Here’s where it gets interesting. The sodium-ion chemistry gives the Pioneer Na a unique edge: thermal stability and cold-weather reliability that lithium simply can’t match.

In tests, the unit powered a small refrigerator, LED lighting, and a laptop simultaneously without breaking a sweat. The “Power Lifting” mode also handled high-draw appliances like kettles and hair dryers, at least for short bursts.

Charging is another strong suit. Hook up both AC and solar input and Bluetti claims you can hit 80% charge in just 35 minutes. Real-world times were closer to 45–50 minutes, but that’s still outstanding. You’ll also appreciate its miserly 1.5 W standby draw, making it ideal for emergency standby use.

Bluetti Pioneer Na: Features and connectivity

The port selection covers almost every base:

2 × AC outlets (1,500 W total)

1 x 100 W USB-C for laptops and tablets

4 × USB-A ports for smaller gadgets

12 V car socket, DC barrel ports, and a 15 W wireless charging pad

Bluetooth or app integration is absent — something Bluetti includes on some pricier models — but the intuitive front panel compensates for that.

Bluetti Pioneer Na: Battery life and sustainability

With over 4,000 charge cycles and an estimated lifespan of 10 years, the Pioneer Na promises serious longevity. And because sodium-ion avoids scarce materials like lithium and cobalt, it’s greener and potentially easier to recycle.

This is still early-days tech, though. Sodium-ion batteries are new to consumer power products, so long-term reliability in the field remains unproven. Bluetti’s two-year warranty helps, but early adopters are still taking a small gamble.

Bluetti Pioneer Na: Drawbacks

There’s no getting around it — 900 Wh isn’t huge. For extended off-grid living or powering a home during long outages, you’ll need something beefier (or multiple units). It’s also fairly heavy for its size, and Bluetti’s customer service reputation remains mixed according to user reports online.

Finally, the price reflects its pioneering status — you’re paying a slight premium for cutting-edge tech.

Bluetti Pioneer Na: Verdict

The Bluetti Pioneer Na is a trailblazer: the first sodium-ion portable power station, built for real-world cold and genuine sustainability.

It’s ideal for adventurers, RV users, and homeowners who want dependable backup in frosty conditions — and a taste of what’s next in battery tech.

If you need raw capacity, there are bigger and cheaper lithium models out there. But if you want something that works when everything else freezes, the Pioneer Na is in a league of its own.

TechRadar says:

Buy it if...

You need a power station that works in freezing temperatures.

You care about sustainability and want to avoid lithium-based cells.

You want quick charging and solid all-around performance for small to medium devices.

Don’t buy it if...

You need multi-day home backup or high-capacity off-grid power.

You’re counting every penny — it’s innovative but not cheap.

You prefer tried-and-tested tech with years of user history.

Bottom line:

The Bluetti Pioneer Na isn’t just another power station — it’s the start of a new era in portable energy. Sodium-ion is here, and it’s impressively capable.

We rate the best power banks: top portable chargers.

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