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Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition review: I tested this convertible business laptop and the pros far outweigh the cons
9:47 am | September 20, 2025

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

The Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition is a convertible two-in-one laptop well-suited to both business and creative tasks.

It’s a highly portable machine, measuring 0.31 in - 0.64 in x 12.31 in x 8.57in and with a starting weight of 2.97lb (1.35kg). As I’d expect from a true ThinkPad - even a 2-in-1 model - it’s robustly built and ideal for home and office working.

As an Aura Edition laptop, it’s an AI PC running on an Intel Core Ultra chip which, according to Lenovo “accelerates your AI experience” without being a drag on the battery. Whether that’s a plus or a minus in your book will vary. In my experience it was…fine. But I’m not the world’s biggest AI user anyway.

But as a self-confessed ThinkPad fan, I was excited to check out the overall feel and performance.

Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition: Price & availability

Prices for the laptop start from $1892 / £1820 (currently discounted from £2250 at time of review).

At that price, the US version of the machine comes loaded with Windows 11 Home running on the Intel Core Ultra 5 226V, 16GB RAM, and 512GB M.2 2280 PCIe Gen4 SSD.

In the UK, the base model runs W11 Home on the Intel Core Ultra 7 258V chip, 32GB RAM, and 512GB M.2 2280 PCIe Gen5 SSD.

You can also spec-up the machine with up to an Intel Core Ultra 7 268V vPro processor, 2TB SSD, and Windows 11 Pro operating system.

Either way, the base model 14in IPS touchscreen display panel has a resolution of 1920 x 1200, with Anti-Glare. It hits 100% sRGB, has a brightness of 500 nits, and a 60Hz refresh rate.

There are two other screen options, too - either the business-oriented display with its ePrivacy filter, which is otherwise identical to the base model. Or the more complex 2.8K OLED Low Blue Light display with HDR 500 True Black with 100% DCI-P3, 500 nits, VRR 30-120Hz, making it the better pick for creators.

The ThinkPad X1 2-in-1 Gen 10 Aura Edition is available from Lenovo US and Lenovo UK, as well as online retailers.

Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition: Design & features

Lenovo ThinkPad X1 2-in-1 Gen 10

(Image credit: Collin Probst // Future)
Specs

As reviewed:

CPU: Intel Core Ultra 7 258V
RAM: 32GB
GPU: Integrated Intel Arc 140V GPU (16GB)
Storage: 1TB
Display: 14in OLED
Brightness: 500 nits
Refresh rate: 30-120Hz
Color gamut: 100% DCI-P3
Ports & connectivity: 2x USB-A, 2x USB-C Thunderbolt 4, 1x Nano SIM, 1x HDMI 2.1, 1x audio jack, 1x Kensington Nano Security slot, Bluetooth, Wi-Fi 7
Operating system: Windows 11 Pro

The look and feel of the X1 2-in-1 is distinctly ThinkPad - I found it robust in hand thanks to its aluminum chassis, which boasts MIL-STD-810H construction. Not exactly a true rugged laptop, then, but durable enough for the most hardened commuters. Besides the silvery accents, the main body is a stylish space grey that I thought looked professional without being boring.

The 14in screen has a thin bezel that sits behind the glass, with an elevated notch where the camera sits. The camera itself is 5MP, comes complete with physical privacy shutter, and supports Windows Hello for a passwordless sign-in.

Along the right-hand side is a USB-A and two USB-C Thunderbolt 4 ports, and a Nano SIM slot. To the left, there’s another USB-A port, as well as HDMI 2.1 port, audio jack, a Kensington Nano Security slot, and a discrete power button that sits flush with the frame. In a world where laptop makers are gradually stripping back connectivity, I find this array generous enough, and I didn’t feel the immediate need to hook up a laptop docking station. Another bonus here is the support for Wi-Fi 7, perfect for future-proofing connectivity.

Now, I’m a big champion of ThinkPad laptops (I use the T14s on a daily basis, but I’ve been a fan since I first got my trusty old T431s). In my experience, they easily offer the best typing experience compared to other laptop brands. Alright, the new Lenovo models may lack the key travel of the older IBM ThinkPads (1.5mm vs 1.8mm), but even still, they’re a joy to use.

In this regard, I was a little wary of trying out X1 2-in-1 Gen 10, as some older X1 laptops had previously used a keyboard with a stubby 1.35mm travel depth. Lenovo has, thankfully, done away with that - here, you get the same 1.5mm backlit board you’ll find on the T-series ThinkPads. As such, using this for long writing sessions is a total breeze.

However, I spotted a few differences here compared to your more traditional business laptops. Of course, there’s the iconic red Trackpoint, but there’s also a fingerprint scanner for signing in without a password and beside it, a dedicated Microsoft Copilot button - clicking this unlocks the AI assistant, while granting easy access to all the usual Office apps.

Interestingly, Lenovo has switched the Fn and Ctrl keys around here, bringing it in line with most keyboards. Older ThinkPads place the Fn key to the left, rather than the right, and I have to change this using the Lenovo Vantage app.

Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition: Display

Lenovo ThinkPad X1 2-in-1 Gen 10

(Image credit: Collin Probst // Future)

My review model featured an OLED screen at 2880 x 1800 resolution with 60-120Hz refresh rate. Colors are vivid and bright, near-perfect in reproduction due to the 100% DCI-P3 gamut. For those looking for a general laptop for photo editing as well as productivity tasks, this is a pretty safe bet, I found.

The laptop operates in four ways - laptop, tablet, tent, and presentation mode, and all four work very well. I experienced no issues here at all, with the screen orientation changing swiftly and without lag when I switched from one configuration to the next. The movement feels sturdy and smooth, and pleasingly there’s no additional play to the 360-degree hinges.

What I didn’t like, however, was how reflective the screen was. Turn off the laptop and it’s like staring into a black mirror. That might not be a deal-breaker for some, but it certainly gave me pause and if you’re going to be using this outside or in direct sunlight, you’ll want to crank up the brightness to mitigate it as much as possible.

As a touchscreen device, this unit also included a stylus, which magnetically clamps to the right side of the screen. Using this in tablet mode was a total joy. Input was instant and the whole experience felt smooth.

Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition: Performance

Lenovo ThinkPad X1 2-in-1 Gen 10

(Image credit: Collin Probst // Future)

I experienced no issues when using the laptop - running Microsoft’s Office suite, browsing the internet, opening many, many, many, many tabs in Chrome, at this level, nothing seemed to slow down this machine.

Under heavier workloads, there is a tendency for the X1 to run a little warm, and there, I did experience some minor slowing. But even, the impact felt negligible and it’s unlikely to prove an issue for professionals using this for general business tasks.

For a convertible business laptop, then, I found it well-specced and impressively powerful enough for day-to-day operations. Ok, it won’t deliver the same performance you’ll find from a mobile workstation or gaming laptop, but that’s not what it’s been designed for.

Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition: Battery life

One of the stand-out areas with the X1 2-in-1 Gen 10 Aura Edition is the battery life. The machine is rocking a 57Whr battery, which is hardly massive, but acceptable. Don’t let that fool you, though, because battery life is surprisingly spectacular.

The device itself is rated for up to 20.2 hours when benchmarked using MobileMark 25, according to Lenovo. But this assumes minimal use. Streaming video playback should net up to 16.3 hours. For those using this laptop on the go, it’s positively perfect.

Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition: Final verdict

Overall, I enjoyed my time with the Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition - whether I was using it as a tablet or laptop.

It’s more than capable of handling the usual suite of business apps and software, and here, the laptop performs brilliantly. Everything feels smooth, responsive, and efficient, making it a good pick for those who prize productivity above all else.

True, it’s not the most powerful around, it’s expensive for what it is, and I’m still not a fan of the glossy screen, but all told, there’s little else to complain about.

Couple that durable design with a good port selection, excellent battery life, and a neat, multi-use design, and you have one of the best 2-in-1 laptops for professionals around.

Should I buy the Lenovo ThinkPad X1 2-in-1 Gen 10 Aura Edition?

Lenovo ThinkPad X1 2-in-1 Gen 10

(Image credit: Collin Probst // Future)

Attributes

Notes

Rating

Design

Convertible, durable, and distinctly ThinkPad in style

⭐⭐⭐⭐⭐

Performance

Perfect for office duties as well as lighter weight creative tasks

⭐⭐⭐⭐⭐

Price

A steeper cost than I'd like, but par for the course with a business laptop

⭐⭐⭐⭐

Buy it if…

You want a business 2-in-1: As a convertible laptop, this works superbly well in all its configurations. I especially like the smooth efficiency when using it as a tablet alongside the Yoga Pen stylus.

Battery life is a concern: I found the longevity of the battery to be superb here, and if you’re working on the go or away from a mains outlet, it’s perfect.

Don’t buy it if…

You need absolute power: Yes, it’s a powerful little machine, but with these specs, it can’t measure up to the performance of the ThinkPad P-series. This is, after all, a business laptop first and foremost.

You’re on a budget: Arguably the biggest issue with this device is the cost - it’s a pricey number, as business machines tend to be.

For more productivity performance, we tested the best business computers and the best business tablets.

If you thought belt-driven racing wheels were dead, the Thrustmaster T248R would like a word
3:00 am |

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

Thrustmaster T248R: One-minute review

It’s not a new racing wheel you’re looking at here, but instead a revamped and thoughtfully tweaked 2025 edition of the existing Thrustmaster T248. The youthful maverick that is the T248R features many small but noticeable improvements, including a visual facelift, upgraded gear shift paddles, and a sharper digital display that offers genuinely useful readouts.

As for the tech powering your driving sensation, that’s a double-edged sword. On one hand, it’s a downside that the T.HD wheelbase is built on a hybrid of gear and belt-driven feedback, which can’t compete with direct drive for smooth, fast, precise feedback.

And with the price of direct drive bundles tumbling down lately into price points not that much more than the price of this bundle, that’s definitely a major consideration for anyone hovering over the ‘add to cart’ button.

The Thrustmaster T248R set up.

(Image credit: Future)

On the other hand, nobody does belt-driven feedback quite like Thrustmaster, so the driving sensation you actually get out of this wheel in your hands isn’t anything as old-fashioned as you might imagine.

It’s plenty powerful for the entry-level sim racer it’s designed for, outputting a peak 3.1Nm of torque, and there’s some subtlety to the feedback too, which doesn’t produce a detrimental amount of cogging (that grindy, stuttering feeling associated with older belt-driven feedback).

Down at your feet, the pedal base is everything you could ask for at this price. It stays where you put it, even on a carpeted floor; the three pedals are well-spaced apart from each other, and the brake has a satisfying amount of stamping force thanks to its stiff load cell.

It’s a wheel to be recommended, ultimately, but it’s a qualified recommendation. If the cheapest direct drive wheels like the Nacon Revosim or the Thrustmaster T598 are out of budget, or you simply don’t race enough to justify the extra outlay for the improved sensation, this bundle makes a lot of sense.

That’s even factoring in the great Logitech G923, a true titan of non-direct drive wheels at the sub-$300 mark. Logi’s wheel offers slightly better build quality, and its TrueForce feedback offers impressive detail, but those are marginal gains over this dependable and well-priced T248R.

The Thrustmaster T248R set up.

(Image credit: Future)

Thrustmaster T248R: Price and availability

  • List price: $349.99 / £249.99 (around AU$512)
  • Priced cheaper than outbound T248 and Logitech’s G923
  • It may be old tech, but it still offers great bang for buck

Price is a vital bit of context here. It’s true that direct drive (DD) is becoming much more affordable, with bundles like Nacon’s Revosim and the fantastic T598 from Thrustmaster’s own stable bringing high-quality DD sensation to the masses at a price point below $500. But this T248R’s pricing is so far below that $500 threshold that a belt and gear-driven bundle is still a worthwhile consideration.

That does mean the looks and finish quality do feature some obvious compromises compared to the G923. But with a crystal-clear digital display, nice tactile buttons, quiet shifters, and a high-quality set of pedals, there’s real value here. The build quality and driving experience are more than enough for casual racers and even more committed enthusiasts on a budget.

Thrustmaster T248R: Specs

Weight

12.6lb / 5.7kg

Peak torque

3.1Nm

Features

Digital display, load cell brake pedal, magnetic shifters, cushioned pleather wheel finish

Connection type

USB-A

Compatibility

PC, PS4, PS5

Software

My Thrustmaster

Thrustmaster T248R: Design and features

  • Well built, if a little plasticky
  • Pleather wheel feels great
  • Useful display

Thrustmaster has been making the T248 in its various iterations for long enough to know that its audience isn’t likely to be attaching it to a sim rig, so it’s sensibly built both the wheel and pedals to be used comfortably at a desktop. The pedal base is heavy and grippy, which is absolutely crucial for an enjoyable drive.

The last thing you want when you’re stamping on a load cell brake at 180mph in Assetto Corsa Competizione is to feel the whole base shift position or rotate, and happily, there’s next to none of that with this bundle, despite a relatively stiff load cell on the brake. The aluminium contact points on the pedals are a nice touch at this price, too.

Working our way up, the wheelbase and wheel itself show a few more concessions to the affordable price point. Primarily, all the plastic. Although it’s a definite upgrade versus the outgoing T248 (which will still be on sale in Xbox config, as this new T248R supports PC, PS4, and PS5 only, so is targeting the best PS5 racing wheel market), there is still a lot of quite light, flimsy plastic used on the face, inner wheel, and hub.

Thrustmaster’s done its best to disguise some of this with a carbon fiber-style weave effect, but realistically, it’s fooling no one. Personally, for this price, I can live with it, but it’s worth noting that the slightly pricier G923 does look and feel more substantial and somehow, well, more pro.

Buttons are laid out sensibly around the centre, and at the top there’s a digital display with a sharper resolution now, which can give you some really useful readouts and telemetry – a definite perk for the price.

The biggest weakness in the T248’s overall design comes in the desktop clamp. There’s no major issue here - it does its job in keeping the wheel fixed in position on your desk, but now with the same rigidity or assuredness as the G923, whose two tightening screws at either side of the wheelbase lock it tightly in position. Here, there’s just one central screw, and while it does keep out of the way of your legs, it’s not as secure a contact point as Logitech’s.

The Thrustmaster T248R set up.

(Image credit: Future)

Thrustmaster T248R: Performance

  • Plenty of power
  • A pleasing sensation considering the older tech
  • Buttons, shifters, and pedals all feel great while driving

How does it feel to drive a lap with this updated model?

Well, firstly, it’s pretty straightforward to get onto the track in the first place, since most games recognise this as either the older T248 or the TGT wheel. That means you’ve got default assignments for inputs across the wheel, and pretty good axis and force feedback values from the off. Every title I tried with this new model was recognised enough that all my mappings were done for me, and I didn’t need to calibrate the wheel axis by axis.

On the track, Thrustmaster’s unique hybrid of belt and gear-driven force feedback shows its merits. It does feel very different to direct drive – it’s nowhere near as smooth to rotate the wheel, for starters. But it’s also not coggy or rough in the way that older traditional belt-driven models (remember the MOMO Force?) used to be.

Instead, you’ve got a happy medium between smooth wheel actuation and rumbly feedback that feels about right for the price point. Does it offer the same variety of feedback types as Logitech’s TrueForce-enabled G29? It does not.

The Logi wheel conveys tarmac rumble a little better and gives a more convincing sense of weight to the vehicle you’re driving, but that doesn't really have a meaningful effect on lap times.

The Thrustmaster T248R set up.

(Image credit: Future)

I noticed how well built the input buttons feel as I was driving, too. It’s common for the face buttons – translated from a traditional console controller and arranged around the wheel – to feel loose and flimsy on a lower-end wheel, but here they feel higher quality. You’re always sure that a button input was registered properly.

It’s a small tweak, but the magnetic paddle shifters have been lavished with some redesign attention to produce a smoother, quieter shift. I’d say more than that, it just feels nicer than it did to change gears on the older T248.

Speaking of, previously the digital display was monochrome and had a limited viewing angle, but it’s much sharper now and thus much more useful. You don’t have a dynamic rev counter, but you do have an RPM light that lets you know when it’s time to upshift. While on the main display, you might have your current lap deltas.

I’m a particular fan of the pedals, and they contribute a lot to the quality of the driving experience in this bundle. It’s great to have a load cell brake that can be adjusted for stiffness by swapping elastomers and springs in, and equally great to feel so planted when you exert a pedal input.

The Thrustmaster T248R set up.

(Image credit: Future)

Should I buy the Thrustmaster T248R?

Buy it if…

You’re a desktop racer
This bundle is designed to be enjoyed at a desktop rather than fitted to a sim rig, so if that’s your intended use, you’ll enjoy the planted pedals and functional desk clamp

The G923 is out of budget
Logitech’s standard-setting belt-driven wheel offers slightly better feedback, but it’s also pricier. If you can live with that tradeoff, this is a great value alternative.

You race for fun
Seriously competitive racers will look for every advantage that technology can offer, starting with direct drive feedback. If you’re more about the experience than the lap times, though, going with this more modest bundle makes sense.

Don’t buy it if…

You’re looking for the newest tech available
Direct drive is becoming increasingly mainstream, not to mention affordable. This bundle doesn’t offer it. Worth keeping in mind.

You race on Xbox
This revamped ‘R’ version of the T248 supports PC, PS4, and PS5 only, with the older T248 continuing to support Xbox racers.

You’ve got sim racing aspirations
Long-term, if you’re dreaming of competing against the best in serious sim racing titles, racing with this older tech could hamper your competitiveness

Also consider

If the Thrustmaster T248R doesn’t hit your apex, try these similarly priced rivals.

Thrustmaster T248R

Logitech G923

Hori Apex

Price

$349.99 / £249.99 (around AU$512)

$299.99 / £299.99

$119.99 / £99.99

Weight

12.6lb / 5.7kg

4.96lbs / 2.3kg

3.09lbs / 1.4kg

Peak torque

3.1Nm

2.2Nm

N/A

Features

Digital display, load cell brake pedal, magnetic shifters, cushioned pleather wheel finish

TrueForce feedback, dial controls, rev display

Textured wheel grip, simple setup

Connection type

USB-A

USB-A

USB-A

Compatibility

PC, PlayStation 4, PlayStation 5

PlayStation 5, PlayStation 4, PC, or Xbox Series X/S, PC

PlayStation 4, PlayStation 5, PC

Logitech G923
Five years since release, Logi’s mid-priced, belt-driven force feedback wheel is still the gold standard at this price range. It doesn’t have as much peak torque as the T248R, but its TrueForce feedback implementation offers more subtlety and immersion.

For more information, read our full Logitech G923 review

Hori Apex
Want to take the price-saving to the extreme? For considerably less than the T248R, Hori’s no-frills Apex wheel will do the job. No force feedback though, and just two – rather flimsy – pedals.

For more information, read our full Hori Apex review

The Thrustmaster T248R set up.

(Image credit: Future)

How I tested the Thrustmaster T248R

  • Tested in F1 24, F1 25, Rennsport, ACC, and AC Evo
  • Two weeks with a desktop
  • A variety of FF strength settings tried

I loaded up my usual racing titles to test this updated T248R wheel, since I’m already familiar with how they feel with a variety of both belt-driven and direct drive wheels.

Happily, every title recognised the wheel to some degree and offered sensible default mappings and values.

There’s a range of different force feedback strength levels available here via Thrustmaster’s ‘BOOST’ tech, although in practice, that’s no different from adjusting the strength of any other wheel via the in-game settings or manufacturer app. Nevertheless, I adjusted to different strengths during testing.

Finally, and importantly, all testing was conducted at a desktop setup, since this bundle can’t easily be mounted onto a sim rig like my Playseat.

Read more about how we test

First reviewed September 2025

The new Thrustmaster T98 racing wheel took me back to my childhood, and I couldn’t wait to grow up
10:00 pm | September 19, 2025

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

Thrustmaster T98: One-minute review

The Thrustmaster T98 is about as budget as a budget racing wheel and pedals can get, but that’s by design. This entry-level bundle includes everything a young racer needs to get started with a wheel, pedals, and mounting clamp, but does away with plenty of standard features in order to keep costs down.

Feeling more like a racing toy than a piece of sim racing gear, the T98 is made entirely of plastic but still carries an impressive overall build quality. The wheel itself has all the usual buttons and inputs, but the attached wheelbase offers no force feedback or even simple vibration. Instead, the T98’s wheel has a light, linear resistance from what Thrustmaster calls ‘bungee cord technology’ and will always spin back to centre when let go

The pedals are equally simple, just an accelerator and brake with a short travel distance and no real pushback. Remarkably, though, Thrustmaster has managed to include Hall effect sensors here, which almost feels out of place with the rest of the unit but is certainly a welcome addition.

I’ve hit the track in a few different games, and while racing with the Thrustmaster T98 is more fun than with the stock Xbox Wireless Controller, it’s a very superficial experience. The wheel feels floaty and disconnected from your digital car, making it surprisingly hard to achieve any real control, even with three sensitivity profiles to choose from.

It may be targeted at kids and the entry-level market, and I can see such an audience initially enjoying it, but I’d imagine most will quickly outgrow the T98 and soon be wanting a wheel that offers a little more.

The Thrustmaster T248R in use.

(Image credit: Future)

Thrustmaster T98: Price and availability

  • List price: $109.99 / £89.99 / AU$199.99
  • Available direct from Thrustmaster
  • Great value for money for an entry level wheel

You’re not going to find many full racing bundles much cheaper than the Thrustmaster T98, and that’s worthy of applause in itself.

It’s a refreshing change to see a genuine, modern, entry-level option around that $100 mark. Perhaps more importantly, it’s nice to see brands starting to fill in options at both ends of the market. Beyond the similarly priced Hori Racing Wheel Apex for PlayStation, the numbers quickly increase until you reach the genre staple Logitech G923 racing wheel.

What’s particularly pleasing is that the T98 is a complete set; there are no asterisks or sold separately disclaimers here. There’s even a desk clamp included, too; one box really is all you need to go from nothing to racing.

This makes shopping easy for parents, just make sure you get the right version, as there are separate Xbox and PlayStation variants with just a single letter differentiating the model names - GTS for Xbox and GTB for PlayStation.

Thrustmaster T98: Specs

Dimensions

10 x 9.6 x 9.8in / 255 x 245 x 250 mm

Weight

2.9 lbs / 1.3kg

Rotation

240 degrees

Force Feedback

No

Platform Compatibility

Xbox/PC or PlayStation/PC

Box Contents

T98 Ferrari 296, clamping system, T2PM pedal set, instruction manual, and warranty information

Thrustmaster T98: Design and features

  • Complete set with wheel, pedals, and table clamp
  • Three on-board driving profiles
  • H.E.A.R.T. Hall effect sensors in pedals

At this price point, it’s really no surprise that every part of the Thrustmaster T98 bundle is entirely made of plastic. Usually, I’d be critical of this; it’s not exactly the most premium material, but this isn’t a premium bit of kit, so it’s understandable. As far as plastic goes, it’s not bad, though.

Pulling it out of the box, I was immediately struck by just how solid the wheel and wheelbase both feel. There’s no flex or creakiness to either of them; they feel reassuringly sturdy. Thrustmaster’s experience in the genre really shows here, even if this is the closest thing to a toy it’s ever made.

The Thrustmaster T98’s 10” wheel is inspired by the one you’ll find in the Ferrari 296 GTS, and it’s not a bad recreation. The overall shape is sporty, and it’s comfortable enough to hold. There’s a little grip texturing embossed into the plastic on either side, which is a welcome addition, and a few faux carbon fibre accents to break things up.

The standard range of controller buttons is neatly spread across the face of the wheel, with a pair of clicky paddle shifters behind. I could easily reach all of them without adjusting my grip on the wheel, and it’s something I not only appreciated but have regularly not been able to do with more expensive options.

Admittedly, I have reasonably large hands, but they all felt close enough that I imagine smaller users would be able to reach them just as easily.

The Thrustmaster T248R in use.

(Image credit: Future)

The Thrustmaster T98’s wheelbase is simple but stylish enough. It’s a compact little unit that takes its design cues from more ‘grown-up’ options, albeit with considerably less going on inside. The included desk clamp took a little fiddling to correctly line up, but eventually held things firmly in place.

With no force feedback and no vibration or rumble motor, it’s left to essentially a rubber band to impose any sort of resistance. It’s not uncommon for wheels to forego force feedback. Logitech’s Heavy Equipment Bundle will set you back nearly three times as much and offers the same experience, but that doesn’t make me miss it any less.

The pedals are the most basic part of the Thrustmaster T98 bundle, though funnily enough feature the most advanced technology. Both the accelerator and brake feel similar underfoot without much travel distance and an equally small amount of resistance. These are definitely designed with junior racers in mind. If you’re pressing it, you might as well floor it; there’s no real in-between.

That makes the inclusion of Thrustmaster’s H.E.A.R.T. Hall effect sensors in each pedal a little unusual. I’m not complaining, it’s great to see this kind of technology in a budget device, I’m just not sure anyone is going to see the benefit beyond some extra lifespan and no chance of stick - I mean, pedal - drift.

Speaking of which, there’s a good chance you’ll find the whole unit drifting across your floor because while there’s a generously sized heel plate with some texturing on top, the bottom of the pedal box is pretty slick.

There’s no spikey carpet gripper bar to keep things still, and while there are four tiny rubber pads, these didn’t achieve a lot when I tested on my laminate floor.

Thrustmaster T98: Performance

  • Impressive plug-and-play game compatibility
  • No force feedback or rumble
  • Bungee cord resistance has quirks and a learning curve

"It's not aimed at sim racers, it's aimed at kids, for first-time steering wheel users”. That’s what Thrustmaster product marketing manager Xavier Pieuchot told us when we got our first look at the T98 at Gamescom in August.

Well, I’m none of those things. I do quite a lot of sim racing, and my usual setup is worth north of $2,000. I know what the top end of the market is like, so I channeled my inner child when I played with the Thrustmaster T98.

Setup was a breeze, and actually an area the T98 performed better than a vast majority of considerably more expensive wheels I’ve tested in recent times.

I plugged in the single, pre-attached cable from the pedals to the wheelbase, and then the USB-C cable from the wheelbase to my Xbox Series X. That’s it. Done. Ready to race. The list of officially compatible games on the Thrustmaster website is surprisingly modest, but pretend-8-year-old Alex doesn’t read product listings, so my first stop was a game not on the list, Forza Motorsport.

Who needs compatibility lists anyway? The Thrustmaster T98 worked perfectly from the moment the game launched. Every button was pre-bound to what I’d have expected it to be, including the pedals, and without even considering an options menu, I was straight out on track and racing.

I can’t overstate how refreshing this was and how many times this hasn’t been the case with ‘premium’ options. It was the same story in almost any other game I tried; Forza Horizon 5, EA Sports WRC, Farming Simulator 25, and even older titles like Wreckfest, everything was fully button-mapped, and the wheel and pedals worked exactly how I’d hoped they would.

The Thrustmaster T98 in use.

(Image credit: Future)

Unfortunately, the actual experience behind the wheel wasn’t quite as positive for either my experienced sim racing side or my childhood alter ego. I can overlook the lack of force feedback; that’s a nice-to-have feature, albeit a basic one, and I remind myself this is a $110 wheel after all. The problem is that while the Thrustmaster T98 was more of a giggle to play with than a controller, even the adult me found the learning curve and overall difficulty much harder than it should have been.

Thrustmaster calls the bungee resistance linear, though I experienced quite a wide physical deadzone before the cord grabbed. For hard corners and aggressive moves, this wasn’t a problem. The 240° max rotation can be a little limiting on some tracks, but I still had a good amount of fun. Across titles, though, it was the gentle, sweeping turns, small adjustments, and overtaking manoeuvres that proved surprisingly difficult.

I’d constantly need to turn the wheel further than I’d like to get the car to respond, and then quickly correct it back the other way when it inevitably went too far. More often than not, this caused me to lose control completely and end up against a wall, even down straights. It was a frustrating experience for me as a 33-year-old; I can’t imagine how much patience a 10-year-old might have before giving up and labelling it dumb and annoying.

There are three ‘driving support profiles’ built into the Thrustmaster T98 that adjust the sensitivity of the wheel. I did notice a clear difference between each setting, and it’s a nice idea to be able to dial down the sensitivity and, in theory, make things easier, though none of them managed to overcome the problem I mentioned before.

It’s also worth noting that these don’t change any physical characteristics of the wheel's behavior, just how your movements are translated into the game.

The Thrustmaster T248R in use.

(Image credit: Future)

Should I buy the Thrustmaster T98?

Buy it if…

You’re playing a lot of racing games with a controller
It’s light on realism and not without its quirks, but once I’d gotten used to it, I found racing with the Thrustmaster T98 more fun than if I was just sitting there motionless with a controller.

This is the absolute maximum you can spend
This is about the cheapest racing wheel you’ll find from a major brand, particularly one with the expertise of Thrustmaster. If you can hold off a little longer, there are more features to be gained by spending a bit more.

Don’t buy it if…

You’ve used a racing wheel before
If you’ve been to a friend's house and tried a wheel for the first time, even a lower-end option like the Logitech G923, the Thrustmaster T98 is not going to give you the same kind of experience, and you’ll be left disappointed.

You’re looking for a realistic experience
No force feedback, no rumble, and (semi) linear bungee cord resistance make no effort to deliver an immersive or realistic driving feel. This is an arcade toy rather than a simulator.

Also consider

Not sure if the Thrustmaster T98 is your best option? There are plenty of other sim racing wheels available, though not too many at quite such a low price point.

Thrustmaster T98

Hori Racing Wheel Apex

Logitech G920

Price

$109.99 / £89.99

$119.99 / £99.99

$299.99 / £349.99

Dimensions

10 x 9.6 x 9.8in / 255 x 245 x 250 mm

11 x 10.8 x 11.3in / 280 x 275 x 286mm

10.6 x 10.2 x 10.9in / 270 x 260 x 278mm

Weight

2.9lbs / 1.3kg

3.09lbs / 1.4kg

4.96lbs / 2.25kg

Rotation

240 degrees

270 degrees

900 degrees

Force Feedback

No

No

Dual-motor

Hori Racing Wheel Apex
The Hori Racing Wheel Apex offers a similar overall package to the T98. It’s equally basic with no force feedback, though you do gain a companion app to fine-tune driving profiles.

For more information, check out our full Hori Racing Wheel Apex review.

Logitech G920
This has arguably been the entry-level racing wheel for years. The Logitech G920 is a considerable step up from the barebones T98, moving from toy racing wheel to sim racing wheel. It’ll set you back just over twice as much, but this is reflected in the experience with full force feedback and higher build quality.

For more information, check out our full Logitech G920 review.

The Thrustmaster T248R set up.

(Image credit: Future)

How I tested the Thrustmaster T98

  • I used the T98 on my Xbox Series X for a few days
  • Tested across a range of titles
  • Approached as a complete beginner

I swapped out some of the best Xbox racing wheels and used the Thrustmaster T98 as my primary racing wheel on Xbox Series X for a week. At this time, I reset my expectations, approaching this as a complete novice and casting my mind back to how I’d have felt about this as a child.

I tried a range of different games, including options both on and absent from the official compatibility list.

I jumped into each title blind, avoiding any configuration or settings menus. I aimed for the most plug-and-play experience possible, seeing how the T98 felt in each game out of the box. The only change I made was testing the three on-board driving profiles in each game, often switching multiple times during a single lap to feel the impact this had.

Throughout testing, I had the Thrustmaster T98 clamped to a coffee table with the pedals resting on the floor. Primarily, this was carpeted, though I also moved my setup into the hallway to test movement and feel on a hard, laminate floor.

Read more about how we test

First reviewed September 2025

I spent a week playing EA Sports FC 26, and I’m baffled that EA has found new ways to make me care
7:00 pm |

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

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC, PS4, Xbox One, Nintendo Switch
Release date: Early Access: September 19, 2025 | Full release: September 26, 2025

Developer and publisher EA’s marquee sports franchise is in a strangely privileged position. For years, FIFA fans lambasted the developer for wheeling out what seemed like the same game in a fresh lick of paint, and while the newer EA Sports FC titles haven’t exactly rewritten the FIFA rulebook, they have felt like more complete, harder-to-criticize packages overall.

Why? Because a decade’s worth of minor tweaks is bound to add up to something great. As I wrote in my EA Sports FC 25 review this time last year, “it feels like we’ve reached a point where the overall FC experience is so good that it’s hard to chastise EA for making small improvements to an already excellent foundation,” and the latest entry in this long-running series, EA Sports FC 26, is shielded by the same safety blanket.

FC 26 is not a dramatically different offering from what’s come before, but it is an objectively better game than FC 25 in a few key ways.

There’s a brand new gameplay option for slower, more realism-focused offline play, a clever real-world integration for Career Mode, and meaningful player-requested changes for Ultimate Team (FUT) and Clubs. The graphics have never been better, and, of course, there’s the customary thrill of using up-to-date players, in up-to-date kits, at up-to-date clubs.

None of these upgrades are particularly flashy; they’re more under-the-surface than something you can advertise in a TV spot. But (I promise!) they do bring new, unexpected depth to EA’s tried-and-tested modes – particularly Career Mode, which feels closer to Football Manager than it’s ever been (complimentary).

Keeping it real

Cole Palmer in EA Sports FC 26

Cole Palmer in EA Sports FC 26 (Image credit: EA Sports)

If you pressed EA to tell you this year’s single biggest FC upgrade, it would probably say “the overhauled gameplay experience powered by feedback from the FC Community.” That sounds like marketing mumbo jumbo, but FC 26 genuinely does play better than FC 25 for a number of reasons.

There are fewer bounce-backs this year (read: matches feel less like a game of pinball), dribbling is more responsive, it’s easier to change direction, goalkeepers no longer parry the ball straight into your opponent’s lap (or rather, they do so less frequently), and, mercifully, headers are now scorable again.

These were the five most tangible gameplay improvements I noticed during my short time with FC 26 ahead of launch, though EA also says that tackles are cleaner, interceptions are more controlled, passes are quicker, and skills are easier to perform.

Screenshot from EA Sports FC 26

Some of the best players in EA Sports FC 26 (Image credit: EA Sports)

Players with high dribbling stats definitely feel more powerful in FC 26. The likes of Lamine Yamal, Cole Palmer, and Khvicha Kvaratskhelia are now just as fun to play with as they are to watch in real life, and while pace freaks like Kylian Mbappé and Vinícius Júnior will undoubtedly remain the weapon of choice for FUT loyalists, it’s nice that more of the world’s best players feel genuinely threatening in-game. There’s a new Gamechanger PlayStyle for flair finishers like Yamal, too, which feels like a cheat code when paired with existing dribble-focused PlayStyles like Technical+.

EA has also rolled a bundle of realism-focused tweaks into an entirely new gameplay preset called Authentic Gameplay. An optional mode in Kick-Off and Career Mode, Authentic is tuned for higher realism and true-to-life match speed; dribbling is slower, tackles are more violent, AI defenders are smarter, and rebounds, blocks, and bounces are more unpredictable. In other words, Authentic is a slower, harder, but (in my experience) more rewarding gameplay experience than Competitive, which is the faster-paced gameplay preset locked to online modes like FUT and Clubs.

Screenshots from EA Sports FC 26

Just look – look! – at Marc Cucurella's in-game hair in EA Sports FC 26 (Image credit: EA Sports / Future)

In Authentic, it’s much easier to keep hold of possession for long spells, and much harder to slip players in behind using L1. It’s also nigh-on impossible to burst away from defenders with pacey players, which – as in real life – encourages you to aim for space (I do expect EA to tweak the latter aspect in the coming weeks, though, as Mbappé should be able to leave Francesco Acerbi for dead, regardless of the game mode).

It’s true that previous FC games (and indeed previous FIFA games) featured a Simulation preset that, in theory, imposed similar realism-focused gameplay changes. But toggling this option always felt like spiking your players with horse tranquilizer. Yes, in FC 26, Authentic Gameplay feels slower than its Competitive counterpart, but it doesn’t throw the whole FC experience out of kilter. I like it a lot.

Board Expectations 2.0

Screenshots from EA Sports FC 26

The Manager Live Hub in EA Sports FC 26 (Image credit: EA Sports / Future)

Career Mode is the perfect place to give Authentic Gameplay a spin, and EA has sprinkled some great new features into its decades-old take on Football Manager.

The headline addition is Manager Live, which evolves last year’s Live Start Points mechanic into a series of full-blown, inspired-by-real-life challenges. Manager Live is essentially Manager Career, but you commit to fulfilling certain objectives or storylines in a given number of seasons. The catch? Each challenge imposes a unique set of feature restrictions and operating conditions, meaning it’s harder to cheese your way to victory by buying the best players or never rotating your squad.

For instance, one Manager Live challenge – Winning With Youth – tasks you with finishing at least eighth in any European league while only playing players under the age of 24 and not signing any players under the age of 21. Another – European Royalty – challenges you to win the UEFA Super Cup twice in three years with increased referee strictness and no ability to restart matches. These feats are harder to complete than they sound, and they force you to think more like a real-life manager under similar real-life pressures.

Screenshots from EA Sports FC 26

The Icon and Heroes selection in my edition of EA Sports FC 26 (Image credit: EA Sports / Future)

By completing Manager Live challenges, you can earn classic kits and, for the first time, the ability to play with Icon and Hero players in regular Manager Career. I haven’t yet had enough time with FC 26 to complete one of these multi-season challenges, but luckily, my Ultimate Edition version of the game included three Career-ready Icons straight out of the box (you best believe Fernando Torres went straight into my 2025 Chelsea side).

Other neat updates for regular Career Mode include Manager Market and Unexpected Events. The former gives managers their own Manager Profile and Job Security rating, and you can track which coaches are untouchable, under pressure, or seeking new opportunities throughout the season in a dedicated Manager Market menu. Previously, you’d have to hope and pray that your next role of choice would appear in the hard-to-find Vacancies tab, but now, you can track your dream managerial job and react accordingly.

Screenshots from EA Sports FC 26

The Manager Market interface in EA Sports FC 26 (Image credit: EA Sports / Future)

Unexpected Events are exactly what they sound like: random scenarios (positive or negative) that test your adaptability as a manager. Events like Abrupt Retirement, Urgent Family Leave, and Budget Malfunction bring new dynamism to long seasons, where previously, you’d only have the odd player injury or contract negotiation to contend with. Again, this is another small-but-welcome change.

No more rage quits?

The new Live Events interface in EA Sports FC 26

Live Events are a new addition to Ultimate Team in EA Sports FC 26 (Image credit: EA Sports)

For FUT fans, those aforementioned gameplay tweaks will prove the most meaningful change (the improvements made to goalkeeper parries, in particular, should reduce the number of rage quits considerably). But EA has also reintroduced Tournaments under a new Live Events banner in FC 26, while Gauntlets force you to rotate your FUT squad in every round, encouraging you to build two competition-ready XIs. During my pre-launch testing, I only had one live Live Event available – the Early Access Elimination tournament – but three more were listed as ‘upcoming’ post-launch.

Other changes include the removal of Rivals qualifiers, the addition of a second tier of Weekend League, and – finally! – fairer consequences if your opponent disconnects from a match by any method: yes, you’ll be awarded the win if the score is a draw.

Best bit

Lamine Yamal in EA Sports FC 26

(Image credit: EA Sports FC 26)

Hitting my first trivela assist with Lamine Yamal after beating three defenders using the Technical+ playstyle. These types of moments felt harder to pull off in previous games, but FC 26 actively encourages them.

Those Live Events now feature in Clubs, too, as does a new Archetypes system for developing your Pro, which encourages you to pick a specific style of play (Magician, Creator, Engine, and so on) and run with it. You can choose more than one Archetype (once you’ve unlocked more), but each Archetype progresses separately, so you’ll need to play multiple matches with each one to level them up.

Honestly, I’m not too sure about this new system. Previously, you were able to change your Pro build on the fly to suit the needs of any given position, or just to mix things up. In FC 26, you’ll be able to get really good at being one type of player, but then be forced back to square one if you join a squad that necessitates a position change.

I’m intrigued to see how longtime Clubs fans take to this new progression system – though any annoyances might be offset by the long-awaited ability to join multiple clubs in FC 26.

 Should I play EA Sports FC 26?

Ronaldo Nazário in EA Sports FC 26

Ronaldo Nazário in EA Sports FC 26 (Image credit: EA Sports)

 Play it if…

You want a more in-depth Career Mode experience
The Authentic Gameplay preset, coupled with the new Manager Live challenges, makes Career Mode the best it’s ever been.

You love FUT, but hate the rage it leads to
EA has taken strides to make FUT a less rage-inducing experience. Gameplay is more enjoyable, and disconnection consequences have been made fairer.

You want the best-looking football simulator
I say this every year, but EA Sports FC 26 is the best-looking football game EA has ever made. Just look at those hair physics.

 Don’t play it if…

You’re looking for a dramatically different experience
EA Sports FC 26 brings meaningful tweaks to tried-and-tested modes, but you won’t find radical surface-level changes here.

 Accessibility

Screenshots from EA Sports FC 26

The Accessibility menu in EA Sports FC 26 (Image credit: EA Sports / Future)

EA Sports FC 26 offers a comprehensive suite of accessibility options, including settings for subtitles, button remapping, color blindness, and increasing the size of the player indicator. It also introduces a dedicated High Contrast Mode for low-vision and cognitively disabled players. All of these accessibility options can be found in a dedicated Accessibility Settings tab. The game has six difficulty levels – Beginner, Amateur, Semi-Pro, Professional, World Class, Legendary, and Ultimate – and features support for 21 languages.

 How I tested EA Sports FC 26

I played EA Sports FC 26 for five days ahead of its official release. During that time, I had access to all modes and features and was able to compete against real-world players who also had early access to the game (before the start of EA’s Early Access promotion).

I played on PS5, using a standard DualSense controller, on a Samsung QN95A Neo QLED 4K TV. I’ve played every EA Sports football title since FIFA 13, and also reviewed FIFA 22, FIFA 23, EA Sports FC 24, and EA Sports FC 25 for TechRadar Gaming.

First reviewed September 2025.

Midnight Murder Club is a lot of fun – but only if you can convince your friends to join in
1:00 am |

Author: admin | Category: Computers Consoles & PC Gadgets Gaming Playstation | Comments: Off

Midnight Murder Club is a bite-sized first-person shooter with a unique premise that makes it worth trying out.

Set in a pitch black mansion, this PS5 exclusive (well, console exclusive) challenges you to track other players using only the light from a small torch and audio cues like muffled footsteps, the creaking sound of doors opening, and overheard conversations through proximity chat.

Review info

Platform reviewed: PS5
Available on: PC, PS5
Release date: August 14, 2025

When you have a full match of six players all using their microphones, the atmosphere is absolutely electric. There’s serious tension as you creep around, which always gives way to pure chaos once the shooting starts. If you’re looking for something to try on your next night of gaming with friends, then you can certainly do much worse for the modest $9.99 / £8.99 asking price. There’s even a ‘Guest Pass’ feature that lets your buddies join in completely for free, which is appreciated.

Unfortunately, the experience falls apart when you don’t have a dedicated group. Finding online matches is almost impossible thanks to a tiny pool of players just a few weeks after launch, and the few offline modes, while a decent starter course, won’t keep you entertained for long.

Lights out

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Midnight Murder Club offers a total of five player-versus-player (PvP) game modes, and while they follow the same general format, a few unique mechanics keep each one interesting.

The main mode is called Wildcards and features three teams of two players vying for the most kills. At the start of the match, every player selects a titular wildcard from a deck, each one boasting a unique effect. This ranges from simple bonuses like faster reload speeds and more effective flashlights to whackier options like a card that turns every gunshot into a loud jazz trumpet toot or another that gives everyone massive heads.

The chosen wildcards affect all players, leading to some enjoyably bonkers combinations. More cards are unlocked with each completed match, too, giving you at least a small reason to keep coming back for more.

Best bit

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Nothing quite compares to the satisfaction of nailing a foe using nothing but sound. Hearing footsteps and taking a risky shot only for it to instantly pay off is fantastic every time.

The other modes on offer are a standard free-for-all and team deathmatch, and more exciting ‘Thief in the Night’ and ‘Headhunters’, which see you clamoring to collect valuable skull fragments or destroying evil totems, respectively.

You start off each game armed with a basic revolver that has unlimited ammunition in most modes, but vending machines littered around the map give you access to more powerful machine guns and deadly traps like falling chandeliers. Getting gear from vendors doesn't cost money, but rather produces a huge amount of light and noise - forcing you to weigh up whether the gear on offer is worth exposing your position.

Your flashlight presents much the same risk-versus-reward proposition. Levels are completely pitch black without it on, so it's necessary to navigate unless you want to spend most of your time running into walls. Beams of light make it easy to track your location, though, and if you blindly shoot where one is coming from, more often than not, you'll bag an easy elimination.

Dead silence

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Voice chat is a key part of Midnight Murder Club, and coordinating with your team is almost vital for success. It relies on a proximity chat system, where your DualSense Wireless Controller or PS5 headset is constantly broadcasting your voice to nearby players - whether friend or foe.

Turning off your flashlight and following the sound of other players’ voices for a sneak melee attack is a constant source of devilish satisfaction - particularly when you get to hear their panicked screams as you strike.

Although proximity chat can be a lot of fun, its inclusion does present some risks when you're playing with strangers. I was particularly impressed to see an ‘Auto Scramble’ feature that automatically distorts the voices of anyone who's not on your team.

You can still decipher general emotions, but individual words are impossible to make out - an innovative and practical addition that I'd love to see in other online games.

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Unfortunately, there are few opportunities to use this as the online matchmaking situation is dire. I’ve been trying to find matches every day for weeks, and it’s borderline impossible to find a full lobby.

To make matters worse, players frequently drop out of matches, and the peer-to-peer hosting means that massive lag spikes are common.

There are some single-player options here, like the ability to play Wildcards against bots or mow down computer-controlled enemies in the stages of the usually two-player Graveyard Shift mode, but they’re very limited, and you really need a large group of friends to make the most of it.

Although there is cross-platform support, players who try the game on PC will have to log in with a PlayStation account in addition to a Steam one. Given this is a PlayStation published game, this does make some sense, but it’s still incredibly annoying in a game that would otherwise be easy to pick up and play.

A few of the friends I had lined up to join me didn’t already have access to PlayStation accounts and weren't willing to fork their email addresses over to Sony for what might be a single night of gaming, so they ended up wanting to play something else. When finding matches is already so difficult, this seems a bit like the developers shooting themselves in the foot.

All of this leaves Midnight Murder Club difficult to wholeheartedly recommend. It can be a fantastic time, provided you’re able to find a full lobby - which is almost impossible if you’re not playing with friends. It’s only really worth picking up if you have a group of five buddies eager to squad up.

Should I play Midnight Murder Club?

Play it if…

You want something to play with up to five friends
If you’re searching for a game to play with a group of up to five friends, then Midnight Murder Club is worth a look. It’s a lot of fun if you’re able to fill a room.

You’re after a new party game
Likewise, if you regularly play games with a group and want a nice change of pace from your usual favorites, the low asking price of Midnight Murder Club will be tempting.

You want to try every PlayStation exclusive
Midnight Murder Club is a PlayStation console exclusive, so it’s a must-have if you’re keen to try every unique experience that Sony’s system has to offer.

Don’t play it if…

Your friends won’t make a PlayStation account
The requirement for a PlayStation account on PC is frustrating, especially when your friends aren’t keen to make one.

You want to play solo
As a multiplayer focused game, Midnight Murder Club is of limited value if you intend to play alone.

Accessibility features

There are a few accessibility features in Midnight Murder Club.

You can customize the colors of in-game teams to make them easier to see and invert your camera controls. Most button inputs can also be tweaked on PS5, allowing you to rebind them as needed.

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

How I reviewed Midnight Murder Club

I played Midnight Murder Club for almost four hours on PS5 using the DualSense Wireless Controller and a pair of Final VR500 gaming earbuds.

In that time, I played a variety of matches online and explored all of its single-player modes. For communication, I relied on the microphone built into the controller.

First reviewed August 2025

Dying Light: The Beast dials up the horror and keeps the parkouring, zombie-bashing action – and it’s a blast
7:00 pm | September 18, 2025

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

Alright, I'm just gonna get straight to the point: did you love the first two Dying Light games? You did? Okay, I'll save you some time - you're definitely going to enjoy Techland's latest instalment in its survival zombie game series, Dying Light: The Beast.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: September 18, 2025

There's enough to set The Beast apart from its predecessors, even if it follows the same broad gameplay template and stars returning leading man Kyle Crane, protagonist of the original game and its expansion, The Following.

Things didn't go so great for Kyle the first time around; in the (now canon) ending of The Following, he ended up betrayed, infected, captured, and used as an unwilling test subject. The viral outbreak has gone worldwide, and 90% of the global population is dead or infected.

More than a full in-universe decade later, he breaks out of a mysterious laboratory, and we’re off to the races once again: time to bash some skulls with improvised melee weapons and parkour your way across the rooftops like a bloodlusted Sébastien Foucan. Dying Light: The Beast isn't overly concerned with being serious or grounded; we're here for a little bit of the ol’ ultraviolence, and boy, is it fun.

Worlds apart

Dying Light: The Beast.

The setting might be calmer, but the infected certainly aren't. (Image credit: Techland)

Considering that Dying Light: The Beast was purportedly originally planned as extra downloadable content (DLC) to Dying Light 2, it sure as hell has a good amount of content in it. Instead of the more urban settings of the first two games, The Beast takes place in the cozy woodland resort town of Castor Woods, nestled in a valley in an alpine landscape.

Well, I say ‘cozy’ - it's not exactly a pleasant place to be by the time Kyle breaks loose. Hordes of poor infected souls roam the cobbled streets and forest underbrush, deadly mutant variants stalk the night, and a rogue paramilitary group commanded by a villainous oligarch is attempting to seize control of the region. So far, so Dying Light.

Dying Light: The Beast.

Castor Woods is the perfect divergence from Harran and Villedor, the city settings of the first two games. (Image credit: Techland)

But the shift to a more rural setting proves to be exactly the injection of freshness this series needed. The map isn't particularly large, but it's big enough to make navigating on foot take a while, and the focus on urban verticality is lessened here. Yes, there are still pylons and watchtowers for Kyle to clamber up, but also more wide-open spaces, divided by trees and thick bushes that make ambushes a constant threat to the unwary explorer. The woodland environments are also beautiful, as is the primary settlement, the Old Town, crumbling in its majesty as nature begins to reclaim it.

Parkour is still alive and well in The Beast. The Old Town is a fantastically dense environment, full of telephone poles and open windows that form a perfect obstacle course when you're running for your life from an angry Volatile.

But even beyond the built-up areas, there are branches to swing on and rocky cliff faces to climb, and the grappling hook makes a welcome return too, helping you more rapidly circumnavigate your hostile surroundings. Sadly, the glider from Dying Light 2: Stay Human doesn't make an appearance, but that's understandable given the less vertical nature of this locale.

Night falls

The Old Town from Dying Light: The Beast

Keep an eye on the time: once night falls, you'll need to be extra cautious or seek shelter. (Image credit: Techland)

There's another significant factor that differentiates The Beast’s setting from the first two games, though it doesn't become apparent until after sunset. In the first two games, you were never that far from a light source, be it a trashcan fire or the headlights of an abandoned vehicle (or simply bright moonlight). Here, when it gets dark, it gets dark.

When the sun goes down, getting around without using your trusty flashlight is night-impossible - though of course, using it runs the risk of attracting powerful, dangerous zombies called Volatiles, who retain their mechanics from the previous titles. Alerting one immediately triggers a chase, at which point your best option is to sprint full-pelt back to the protective UV lights of the nearest safehouse; Volatiles are fast, aggressive, and very hard to kill without some serious weapon upgrades.

Best Bit

Screenshot from Dying Light: The Beast.

(Image credit: Techland)

The first sunset you see is truly beautiful - but any series fan will already know the terrors that nightfall heralds.

This oppressive darkness, combined with the visceral gore and bleak yet beautiful Alpine ambience, makes The Beast feel a lot more horror-adjacent than previous entries into the series. It's a welcome shift in tone - not a full swerve into horror since Kyle remains an absolute murder machine, but definitely a darker vibe that I greatly enjoyed as a lifelong lover of the genre.

Narratively, it's fine. The story is a fairly by-the-numbers adventure, with no huge twists that weren't so obvious a blind man could see them a mile off. The characters are a rogue’s gallery of familiar tropes - the no-nonsense sheriff, the bespectacled physics geek, the sage old black dude, the cartoonishly evil Baron - and the dialogue is… well, the voice acting is decent, at least.

I don't mind the predictability of it all, though; the main plot has a schlocky, B-movie feel that is actually fairly endearing. The Beast isn't interested in telling a fantastically deep and thought-provoking tale; at the end of the day, every cutscene is just a vehicle to deliver Kyle and his huge biceps to the next group of infected or soldiers he has to brutalize.

Old dog, new tricks

Screenshot from Dying Light: The Beast.

Yes, that is an infected soldier bouncing off my front bumper in almost slapstick fashion. Running over zombies is fun! (Image credit: Techland)

Speaking of vehicles, you can drive cars in this one! The lack of vehicles in the second game always seemed odd to me, considering that the first game’s DLC, The Following (which also first explored the idea of a more rural setting), dipped its toe in those waters with the drivable buggy.

In The Beast, you can find abandoned forest ranger cars strewn across the wilderness, which serve as the most effective way to get from A to B outside the more densely-packed areas of Castor Woods. There's no fast travel here - and I'll be honest, the map is a little too large for this omission to go unnoticed. Although mowing down hordes of the infected never stops being fun, trekking back and forth from the major safehouses to turn in completed quests and sell off your accumulated loot quickly becomes a chore.

The vehicles, along with the frequent climbing sections and heavier focus on gunfights with human enemies that began in Dying Light: Stay Human, give The Beast a distinct whiff of Far Cry. I'm not complaining, to be clear; I love that series, and the gunplay and stealth elements on offer here work reasonably well.

Screenshot from Dying Light: The Beast.

Every weapon has unique takedown animations, most of which are quite spectacularly gory. (Image credit: Techland)

Really, the combat as a whole is a definite highlight of The Beast: from crunchy melee combat with improvised weapons like hammers and fire axes, to tense stealthy takedowns with Kyle’s trusty bow and arrows, it all feels good. The gore is spectacular - bones crack, limbs are sliced off, heads fly from shoulders in showers of blood. Stunning a group of weak Biters with Kyle’s UV flashlight before unleashing a sweeping heavy attack with a two-handed axe that knocks them all to the ground at once feels great.

There's a wide range of melee weapons on offer, both craftable and lying around the environment, and while these weapons do degrade with use, they can be repaired multiple times before breaking and will generally last you a long time. Ranged weapons don't degrade, meaning that you only ever need one grenade launcher or sniper rifle; any extras can be broken down for parts.

The crafting system remains largely as it was in previous games; nothing overly complex, just gather parts and break down unneeded gear, then put it together to make something great at killing stuff. Weapons must be crafted at workbenches in safe zones, but consumables and other single-use gear (like gas grenades or incendiary arrows) can be crafted from the inventory screen or quick-select menu at any time. I was particularly fond of the explosive throwing knives, which stick into enemies before turning them into a fine red mist a few seconds later.

Feeling beastly

Screenshot from Dying Light: The Beast.

Unleashing the beast turns Kyle into a savage zombie-killing monster, but characters hint that there may be some... side effects. (Image credit: Techland)

Another new addition is right there in the title: Kyle’s years of being an unethical bioscience guinea pig have unlocked his weird virus powers, letting him tap into ‘Beast Mode’ (yes, it's really called that) for a short time after dealing or taking enough damage.

In Beast Mode, you regenerate health constantly, take reduced damage, and forsake your usual arsenal for some meaty infected fists that absolutely demolish all but the strongest foes in seconds. It's fun, and the game usually auto-spawns a handful of fast-moving zombies whenever you activate it, amping up the intensity of any fight where you decide to use it. Progressing the narrative and defeating certain infected boss enemies grants skill points, which can be spent to gain extra abilities in Beast Mode, like jumping further or barrelling through enemies while sprinting. There's also a regular skill tree that accumulates points as you level up, which lets you unlock stuff like new parkour-related attacks and weapon crafting blueprints.

Screenshot from Dying Light: The Beast.

Taking down particularly beefy 'Chimeras' will earn you points to upgrade your Beast Mode powers. (Image credit: Techland)

The enemies you face in The Beast are a mostly familiar selection for anyone who has played a game with zombies in it before. You’ve got your garden variety Biters, which are slow and weak but dangerous in large numbers, then the faster but more fragile Virals, the armored zombies, zombies who jump, zombies who spit acid for ranged attacks, bloated zombies who explode - you know, typical zombie shooter fare.

There are glimpses of more inspired designs here and there (I really like the returning ‘Goon’ enemy type, a hulking brute with a chunk of concrete and rebar gruesomely fused to its arm), but for the most part, the enemy design is fairly run-of-the-mill.

If I have one significant criticism of the enemies, it’s that they’re a bit too eager with the grapple mechanic. Let an infected get too close, and they’ll grab you, dealing a bit of damage and prompting a quick-time event to shove them away.

Now, this should be relatively easy to avoid, but the devs seem to love hiding Biters behind doorframes and corners to ambush and damage you immediately with no chance of avoiding it. Even sometimes in direct combat, I encountered infected who could seemingly slip past a melee attack mid-swing to interrupt it with the grapple QTE, or grapple me immediately as soon as I escaped from a different enemy grapple. I think there’s a reasonable argument that it’s supposed to be punishing - it can be a death sentence if you’re reckless and allow yourself to be surrounded by a swarm of enemies - but more often than not, it just felt like an annoying roadblock to the otherwise enjoyable melee combat.

Guns out

Screenshot from Dying Light: The Beast.

I quickly became very fond of setting enemies on fire, with arrows, flamethrowers, and Molotov cocktails. (Image credit: Techland)

Thankfully, the overall gameplay challenge feels good outside of my grapple-related woes. I switched between all three different difficulty levels during my playthrough, and found that the highest difficulty provided a stiff challenge perfect for the most masochistic player, while the lowest had me feeling almost immediately overpowered. I played most of the game on medium difficulty, where death was never too far away, but I died more times to misjudged parkour jumps than enemy attacks.

Much like the previous Dying Light games, melee is consistently reliable, while ranged weapons are something of a mixed bag. Early guns are completely feeble against infected enemies, who can shrug off multiple pistol or SMG headshots, and the bow is similarly underpowered until you unlock a skill that lets you deal bonus damage on well-timed shots. But later on, you get access to more powerful weapons like the grenade launcher and the crossbow, which can trivialise many encounters - assuming you can keep them stocked with ammo, which is scarce.

Screenshot from Dying Light: The Beast.

There's a modest selection of wearable items to track down, with a transmog system so you can always keep Kyle looking his best. (Image credit: Techland)

Although the game doesn’t make you fight human enemies too often, small squads of mercenaries and bandits can be found lurking around Castor Woods, and there are several large-scale gunfights that take place over the course of the main campaign.

These dips into conventional cover-shooter gameplay certainly feel a bit less engaging than facing savage zombie hordes, but thankfully they don’t outstay their welcome - the infected might eat bullets like nobody’s business, but a single headshot is enough to take down most human opponents, so most fights are over quickly provided you have the ammo to spare (which you usually will, because the game is quite generous with placing supplies before large scripted battles).

Squishing bugs

Screenshot from Dying Light: The Beast.

The Beast isn't quite the prettiest game I've ever played, but it's up there - sometimes I simply had to stop and admire the scenery. (Image credit: Techland)

Playing through the main campaign (with a bit of time spent exploring and completing side-quests) took me just shy of 22 hours, but this was by no means an exhaustive playthrough: I could easily sink another 20 hours into The Beast to complete everything.

There’s a good amount of safehouses to unlock and secrets to uncover, and while the list of sidequests is perhaps a little sparse, they’re more fleshed out than simple fetch quests - you’ll be hunting a particularly dangerous infected in the woods, or clearing out a series of power substations across the map to help a band of survivors.

In terms of performance on PC, I was able to get a good framerate at 1440p Medium settings with my RTX 5070 desktop, and 1080p Low on an RTX 4060 gaming laptop. DLSS resolution upscaling is helpful at higher resolutions, but I found that Nvidia’s frame-generation was rather wonky, creating too much blur in busy scenes to make the improved framerate worth it.

Screenshot from Dying Light: The Beast.

The roof is fully intact, and yet it appears this safehouse has sprung a magical leak. (Image credit: Techland)

There’s also a small amount of visual and physics jank here, which I remember being present in the other Dying Light games; think loot items occasionally falling through the floor or Kyle’s hand distorting weirdly while trying to climb the side of a building. At one point, I found it raining inside one half of an abandoned diner (pictured above). It’s nothing game-breaking and rarely actually intrusive, but I do hope that some early patches help remedy these issues, because otherwise the game runs fine for the most part.

It did occur to me about halfway through my playthrough that The Beast might be coasting on players' foreknowledge from the previous games - I personally didn't have any issues with un- or under-explained mechanics, but I would note that a completely fresh player might struggle a bit to understand certain elements of the game, since the tutorials here are pretty bare-bones and have a tendency to either over- or under-explain specific gameplay elements.

Overall, I had a blast with Dying Light: The Beast. It’s not reinventing the wheel: Techland has a solid formula that mixes traditional open-world action sandbox elements with a solid parkour-based movement system and high enemy density, so it’s understandable that The Beast wouldn’t be too much of a deviation from the norm. Still, the new setting is a breath of fresh air, and it still feels fantastic to dropkick a zombie off a roof.

Screenshot from Dying Light: The Beast.

The dynamic weather is surprisingly a highlight of the setting, with heavy rain and wind adding excellently to the immersion. (Image credit: Techland)

Should you play Dying Light: the Beast?

Play it if...

You love melee combat
Slicing, dicing, punching, and crunching - Dying Light has always had ultra-violent and ultra-satisfying melee gameplay, and The Beast is no exception.

You like open-world exploration
No Ubisoft towers to vomit icons over your map here, no fast travel, just you and the open greenlands of Castor Woods. There are plenty of unmarked secrets for completionists to uncover, too.

You’re a fan of the series
It might sound obvious, but if you enjoyed the previous games, you're bound to have a good time with this one. What are you waiting for - go unleash the beast!

Don't play it if...

You want in-depth roleplaying
Although there's a fairly robust crafting system here, you can largely ignore all the various tiny '+3% to melee damage at night' stat boosts from buildcrafting and still get the full experience. Baldur's Gate, this ain't.

You’re afraid of the dark
The Beast leans a little further into horror than its predecessors, which is great for the game's overall atmosphere - but it also makes nightfall even more terrifying than before.

Accessibility

On the topic of accessibility, we've got the usual suite of options I've come to expect in any major game: motion sickness reduction, directional audio indicators, and colorblind presets are all present and accounted for, and the subtitles can be customized as well.

How I reviewed Dying Light: The Beast

I spent a while tinkering with the various gameplay, graphical, and accessibility settings in order to get a complete feel for the game, as well as playing through the main campaign at a reasonably fast pace. Of course, I also spent some time checking out the side-quests and just exploring the world, while also being sure to use every new piece of gear I encountered (in case any of them were extremely under- or over-powered - the grenade launcher definitely falls into the latter category).

I played the majority of the game on my gaming PC, with an AMD Ryzen 7 5800X3D and Nvidia RTX 5070, using an Asus ROG Strix Scope RX II keyboard and Logitech G502 Lightspeed mouse or a Hyperx Clutch controller. Audio was a combination of the HyperX Cloud Flight S headset and the SteelSeries Arena 9 speakers.

To see how the game would perform on different hardware, I also loaded it up on my RTX 4060 gaming laptop to test out performance on a lower-spec system.

First reviewed September 2025

Rippling IT IAM solution review
5:13 pm |

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

You probably know Rippling for its workforce, human resource management, and payroll functions. Rippling is your single source of truth when it comes to backend employee management.

From onboarding, remuneration, and off-boarding to day-to-day management like time and attendance, scheduling, and benefits management – there’s a lot you can do with Rippling.

However, it also has a very robust IT security suite, offering features like identity and access management and comprehensive device management.

This review will focus on Rippling’s identity and access management solution, which offers features like Single Sign On (SSO), Multi Factor Authentication (MFA), password management, and role-based user provisioning and access controls.

Rippling IT IAM: Pricing

Rippling is a unified solution for your entire workforce's needs, including various suites such as global payroll, time and attendance, benefits management, scheduling, recruiting, and so on. Each of their featured suites has a different pricing model, for which you will be required to contact their support team.

We did a bit of digging and found that their identity and access management solution, which offers features like SSO, MFA, role-based access policy, and automated provisioning and deprovisioning, starts at $8/user/month. That’s it – there are no different pricing tiers. You get everything for your identity access management needs in a single plan.

Besides this, if you also want to include device management and inventory management, it will cost you an extra $8/user/month for each of these features.

Although the pricing isn’t displayed on the website directly, I still found the structure to be pretty simple and straightforward. You don’t have to juggle between various pricing tiers or add specific features one by one as you require; in a-la-carte pricing followed by other providers, such as Okta and JumpCloud.

Rippling IT IAM: Features

Rippling makes it very easy to create and manage user groups based on predefined attributes such as job title, department, location, and so on, known as Supergroups.

Instead of having to manually add or remove employees from these groups, Rippling does it automatically based on these attributes. Whenever an attribute is updated, the group is also updated without any manual intervention.

Rippling focuses a lot on role-based permissions, which automate a large chunk of the approval hierarchy, ensuring that admins can focus on more critical tasks. For example, you can set which employee gets admin access based on their attributes, such as department, team, membership, location, and so on.

You can also define the type of data they access and the subset of the organisation these permissions will apply to. Whenever a permission profile is updated, all matching users' access is adjusted automatically in real time.

Rippling also acts as a comprehensive outbound SSO provider. This means that you can log into Rippling using your Single Sign On (SSO) password and simply click on the app you want to log on the dashboard. There is no need to add additional passwords for individual apps when you use Rippling as an identity provider.

Rippling IT IAM SSO

(Image credit: Rippling)

Rippling integrates with 600+ apps for all your SSO needs. Plus, if you do not find an app in the library, you can set up a custom integration with apps that support SAML for SSO and SCIM for user provisioning.

RPass is Rippling’s native, built-in password manager that suggests and remembers strong passwords across your organisation.

What I like the most is that it goes beyond the capabilities of a traditional password manager by integrating behavioural monitoring. For example, if the manager finds a suspicious login from an unknown geographic location, it will block the login attempt, even if the password is correct.

RPass can also be used to share passwords to SuperGroups instead of individual employee-based credentials.

Rippling IT IAM: Interface and in-use

Rippling has done a good job when it comes to interface and in-use experience – the dashboard is quite modern with a minimal design and easy-to-navigate modules. The widgets are fully customizable, and you’ll find various shortcuts that help you launch common tasks quickly.

Rippling IT IAM interface

(Image credit: Rippling)

Onboarding and offboarding can be fully automated, thanks to Supergroups. The Rippling support team will also help you with a quick and smooth initial deployment and implementation. The mobile interface is also pretty slick, allowing admins to manage day-to-day operations on the go.

That said, there is a bit of a learning curve involved with the platform, especially if you’re using multiple modules apart from the IAM suite.

Rippling IT IAM: Support

Just like pricing, there is no upfront clarity on the level of support you can expect with Rippling. However, as per my discussions with the sales team, the platform offers 24/7 customer support through two channels.

Firstly, you can either raise a support ticket on your Rippling dashboard. Alternatively, you can also get support via phone call. I was pretty impressed by the response time, which is actually less than a minute.

Rippling is also one of the few providers that openly advertise their Customer Satisfaction Score (CSAT), which sits at around 92%.

Plus, more than 45% of the cases are resolved by the first response itself, requiring no further clarifications. And, only 21.34% of the live chat requests are asked to convert into a call, which means that around 78% of the queries are solved on the chat itself without any additional support.

Besides this, there are a lot of online resources such as blogs, webinars, and troubleshooting guides. That’s also a dedicated Help Centre where you can find answers to commonly asked questions.

Overall, I found support to be very comprehensive, with quick response times and high query resolution accuracy.

Rippling IT IAM: Security

Rippling is very conservative when it comes to security and data protection, with various certificates such as SOC1 Type 1, SOC2 Type 2, and SOC3. The certification ensures adherence to the basic trust principles of confidentiality, security, and availability.

Besides this, Rippling is also ISO 27001 and ISO 27018 certified. It is also one of the few providers that holds the ISO 42001 certification.

While the first two certifications ensure that Rippling follows adequate practices to protect private and sensitive data from unauthorized access, the 42001 certification ensures that the platform has an active and robust management system in place to ensure that its AI systems are ethical and safe without any risk of bias or misuse.

Rippling also conducts regular internal and external penetration testing and has an active bug bounty program to find any security vulnerabilities in its infrastructure. Active threat monitoring includes the use of tools such as Web App Firewall (WAF) and Runtime App Self Protection (RASP) to quickly locate and eliminate any threats.

WAF monitors and filters all incoming traffic to protect the platform from threats such as SQL injection, DDoS attacks, and malicious HTTP requests.

On the other hand, RASP is built into the application itself and monitors its behaviour to protect against zero-day vulnerabilities, insider misuse, and malicious API behaviours.

Overall, I found Rippling’s security infrastructure to be pretty robust, and they have gone the extra mile to incorporate additional measures beyond what is required by law.

Rippling IT IAM: Competition

Rippling is a robust identity access solution. However, not everyone’s needs are the same. If it doesn’t align with what you’re looking for, here are a couple of options you can look at.

Okta is one of the best identity tools when it comes to setting up automatic workflows. It features 90+ templates and 140+ pre-configured triggers that lets you design workflows as per your needs. Plus, the platform integrates with 7,000+ apps for all your MFA and SSO needs. Okta also features FastPass, which facilitates password-less biometric-based authentication.

Plus, its Identity Threat Protection features continuously monitor all your live sessions and immediately flag any suspicious behaviours. It is also a bit less expensive than Rippling, with starter plans priced at $6/user/month.

If you only have limited needs and do not need the full suite of identity access management solutions, you can go with OneLogin, which features an affordable à la carte pricing model. Features like MFA, SSO, and Active Directory start at just $2/user/month each. It also has more than 6000+ third-party applications.

OneLogin employs Vigilance AI, its proprietary threat detection engine, to assign a risk score to each login attempt and decide whether additional authentication is required or not.

Rippling IT IAM: Final verdict

Rippling's IT identity access management solution offers essential features such as multi-factor authentication and single sign-on on along with comprehensive password management and access controls.

Admin can form Supergroups based on predefined attributes, such as employee location, department, and job title. Application access and security controls can then be aligned with these groups without having to individually assign them.

What I like the most is that Rippling integrates with more than 600+ third-party apps so that you can provision your SSO needs across multiple applications. And for those that you do not find on the integration list, you can set up a custom Integration with the help of SAML and SCIM.

Rippling’s support is one of the best I have seen across the industry, with a response time of less than one minute and a customer satisfaction score of 92%.

Although the pricing is not fully transparent, you can expect the plans to start from $8/user/month, which is more expensive than the likes of Okta and JumpCloud. Even at this higher price point, you do not get as many features as Okta.

That said, Rippling is just not an IAM solution but offers a wide range of services such as payroll, recruitment, and comprehensive human resource management.

So if you already use Rippling for those purposes, it makes sense to go with the IAM solution too, since it syncs seamlessly with existing HR profiles.

Don’t sleep on Towa and the Guardians of the Sacred Tree; it’s an inventive and lively roguelite worth trying
5:00 pm |

Author: admin | Category: Computers Consoles & PC Gadgets Gaming Nintendo | Comments: Off

On the surface, Bandai Namco’s roguelite game Towa and the Guardians of the Sacred Tree may look like a mystical take on the classic roguelite formula emerging in the wake of Hades’ huge success. And, with Hades 2’s arrival looming, Towa and the Guardians of the Sacred Tree could easily go unnoticed, but it absolutely shouldn’t; there’s a lot to like in this dual-character adventure.

Review info

Platform reviewed: Nintendo Switch
Available on: PS5, Xbox Series X|S, Nintendo Switch, PC
Release date: September 19, 2025

You play as Towa, the child of a god and the eternal guardian of Shinju village in a far-off mystical land. The forces of evil Magatsu are on the rise, and thus eight allies from Towa’s village and beyond joined forces to help her defeat the evil and purify the land.

From its lucious, sprawling levels to its dynamic characters and enemies, it ticks a lot of boxes at first glance, but what stands out among an increasingly crowded genre is its teamfighting mechanic. Two guardians from your party at a time will take on the roles of Tsuguri, the main damage dealer, and Kagura, the spell caster, with a great variety of combinations and playstyles to tinker with.

Just as enjoyable as playing these combinations is learning about the relationships between those characters, and seeing how they progress during short rests along the way. Throughout the game, tender moments and the passage of time tinge the vibrant world with an air of wistfulness; it’s very welcome, though there are often moments of extensive dialogue that can interrupt the pace of grinding through runs.

It’s awkward in places, yes, and sometimes the control system for the Kagura feels like an afterthought, but I’ve found it hard to put down – and a welcome excuse to play on my Nintendo Switch 2 in handheld mode.

Stark beginnings

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

Your journey begins with a short tutorial level, in which you play with Rekka as Tsuguri with Towa as Kaguri to learn the ropes. You primarily control the Tsuguri, switching between two swords with different movesets as their durability decreases and amping up the combinations by dashing, slashing, and landing Fatal Blows when your mana maxes out.

The Kagura trails behind and can trigger two spells to support your main damage dealer. Each character has two elemental attributes (water, fire, fighting, earth, lightning), and you can unlock different spells ranging from AoE to automatic projectiles. You can also control this character, but with a console controller that involves using the right trigger along with the left while also trying to land hits, so it’s only really something you’ll want to do in a pinch or for specific combos.

Worth noting is that there is an optional co-op mode where a second player can control the Kagura; however, the tether still applies, and it’s really quite a limited play experience. It would have been cool if they could have somehow transferred the weapon switching ability or Fatal Blow to the Kagura, so there’s a bit more to do.

With the tutorial out of the way, you learn that Towa’s godly gifts allow her to mess with the flow of time to revive companions, but at a terrible cost. When Magatsu pushes back against Towa, her allies are whisked off into some sort of purgatory where they must endlessly fight against Magatsu’s forces. Meanwhile, Shinju village continues to evolve and grow, and Towa, severed from her companions, must instruct their movements from across dimensions while continuing to protect the townsfolk.

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

Certainly, in the early levels, there’s a learning curve to lugging around your Kagura and learning which guardians pair best with each other’s movesets. For example, I quickly learned that some guardians like Koro and Akazu didn’t really gel with me as Tsuguris, but both made excellent Kaguras to my favorite frontliners like Nishiki, the buff koi man, and Bampuku, the giant furball puppy.

Once you’ve started to get the hang of the controls, it’s great fun, although it took me a while to get past the annoyance of the tethered Kagura constantly taking huge hits from powerful enemies. Weapon switching on top of all of the other attacks in the game is perhaps one thing too many for my brain to handle when I’m not totally locked in, and I often found myself letting my weapons durability drain completely and just button-mashing through weaker enemies – however it feels great when you make the effort and execute a killer combo.

That’s only the start of the fun; there’s a lot of configurability and some really fun pairups, and as the game progresses these only amplify in ridiculousness, landing combos in the hundreds as you mash through waves of enemies. You can switch out your weapons, customize buffs, increase skill stats and choose different spells for each of your eight guardians, but the game keeps this relatively high level of customization balanced by sharing unlocked content across all characters.

Those who we protect

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

While most of the action in the early game takes place with the banished guardians in another dimension, the village serves as the main hub between runs. As Towa, you use this area to level up your party and loadout, but also to check in with the townspeople and keep their spirits high.

There are various shopfronts and tradespeople around the village; you can exchange ores and resources from your travels at the emporium with the grumpy stooge Kafuu, or head to the Eureka Tower to purchase and equip inscriptions for the Kagura staff to boost your champion’s base stats. At the Dojo, you unlock skill points to tweak each champion’s abilities, while the shrine offers boons that effect the odds and effects during each run. As the game progresses, the village grows with more tradespeople, and you can upgrade buildings for more perks

There’s even a fun blacksmithing minigame, in which you select a sword design, build materials and buffs and can bolster these further by scoring highly in each stage of smithing. It’s very Cooking Mama-esque, but instead the feedback comes from a burly blacksmith who barks encouragement at you.

Best bit

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

Relatively early in the game, you encounter one of my favorite minibosses: a giant octopus with whopping great big tentacles that’ll slam on you as you dash around the deck. Oh, and there are live explosives, for some reason, and the octopus head will gnash down onto you if you’re too slow. Beautiful chaos, wonderfully rendered.

This, and a slightly rootless fishing game that earns you points redeemable with the bird-like Kei shopkeeper, are the main interactive features that give the hub an almost cozy game-esque softness, but it’s the cast of lively NPCs and shopkeepers who breathe life and love into the village.

Through their loving (and sometimes love-hate) relationships with Towa, the guardian that has protected them for generations, you gain a sense of the stakes for the main characters; there’s a lot to lose and a lot to protect in their hometown, and they’ll go to any and all ends to do it.

Any and all ends, in this case, might just involve self-sacrifice, as the guardians learn that each time they defeat a powerful Magatsu-hi, the bosses at the end of each run, the Kagura in that pair must sacrifice themselves to restore Towa’s mana and protect the village. None of them know what that might mean, or whether they will escape purgatory through their sacrifice, but each commits to the cause.

Each time a Towa absorbs the mana generated back in the village following a successful run, time moves forward, and the village can develop once more. New faces appear, and familiar friends fade; the passage of time is treated with an air of melancholy that undercuts the otherwise vivacious aesthetics of the game, and it makes for an excellent hook.

The rocky road to Magatsu

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

Practically speaking, the party sacrifice mechanic has a big impact; once their mana is absorbed, the Kagura won’t appear in camp, so you have to think long and hard about which pairings you want to save and which are good enough to run with but not too good to lose. Later in the game, this is further augmented; the fun is in adapting to this yourself, so look elsewhere if you want spoilers.

The core mechanics of each run are pretty similar to the likes of Hades: fight a room full of enemies, grab your reward, and then choose between different gates that hint at the next room’s rewards. Each run is split into different terrains with their unique enemies, traps, and layouts, and generally, each terrain will contain seven rooms, including mini-boss fights to offer a little more challenge along the way.

The waves of enemies are great fun throughout the game, with some inventive designs and a lot of variety across the board. I particularly liked the flamethrowing giant eyeballs and the kamikaze snails; there’s plenty here to keep you on your toes. Combat is rewarding and varied enough, and though farming can be somewhat of a slog, the scaling is decent, and there’s always a good amount to do.

Most often, you’ll be choosing between Graces as your reward for a battle well fought - collecting and upgrading these will boost stats and unlock abilities for the course of the run. These are cards from different elemental decks offering different effects that can make or break your matchup, so learning how to optimize these helps blast through the baddies.

Otherwise, some gates at the end of levels lead on to resources, or else timed battles and other challenging mini-bosses with decent payouts. However, you’ll also encounter friendly faces of the shopkeeper and food stall, too, where you can spend the in-level magamutsu currency for ores and Graces or to receive buffs for the next few levels. Hot springs can also be found along the way for health regeneration, and there are usually two campsites along the way where your heroes can take a slightly longer rest.

In these quiet moments, each pairing has different conversations and relationships that unfold over a series of short rests. Tender moments of openness, the resurfacing of long-buried hatchets, and even philosophical debate weave a wonderful picture of the main cast, and I found myself becoming attached to each party member through listening to their interactions – even those I initially couldn’t relate to, like the impetuous Shigin and carefree Origami.

Plus, the more you play a pairing, the further you’ll see their conversations develop. I particularly enjoyed the brother-sister duo of Bampuku and Mutsumi, whose misunderstanding of each other’s love language causes some unrest that gradually eases through conversations over the campfire, but even more obscure pairings like the Academic Akazu and devout Nishiki bear unexpectedly heartwarming fruit.

A home worth fighting for

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

These moments of reflection, however, do feel at odds with the game, and that’s a running thread throughout my whole experience with Towa. Roguelite as a genre doesn’t just imply fast pace; it demands it, and I don’t always want my focus to be pulled out of high-octane combat to listen to idle chitchat.

You’re rewarded for listening, not just with resources, but with depth and worldbuilding, much the same as the progressive interactions that crop up in the village as your journey continues. Of course, you can choose to avoid these or just fast-track through the dialogue, but I find it hard to skip through because it’s so charming – and that’s not a problem I often have with games! It’s obvious a lot of care went into the richness of the narrative, so I find myself at an impasse when it comes to maintaining the energy to play sometimes.

The game does compensate for this with progressive feature unlocks and twists, but ultimately, I did find myself needing to break from the game a little more than usual because I kept losing my flow. However, I couldn’t put it down for long.

Towa and the Guardians of the Sacred Tree envelops you in its rich world, abloom with color and light as well as the gorgeous OST from Hitoshi Sakimoto of FFXII and Final Fantasy Tactics fame, and its grip is as strong as the poisonous tendrils of Magutsu’s miasma. You have to work around its quirks and give it a little room to breathe, but patience is rewarded for those who play with their heart.

Should I play Towa and the Guardians of the Sacred Tree?

Play it if…

You want to try something that breaks the mold

With its unique dual-character matchups, Towa and the Guardians of the Sacred Tree is an inventive take on the genre that makes for a challenging but fun balancing act.

You enjoy story-led roguelites

The narrative takes precedence in a way that might be slightly jarring to those who like the fast-paced action of rogue games, but it's delightful if you do enjoy a good story.

Don’t play it if…

You struggle with button blindness

There are a lot of mechanics to consider and a lot of different controls, and that's not for everyone. I found independently controlling the Kagura challenging, personally, and weapon switching often slipped my mind.

Accessibility

Within the settings, you can change the difficulty to story-led mode, which weakens the enemies and allows you to focus more on the storyline. All dialogue has voiceovers with lively acting as well as subtitles, and there are nine supported languages - English, Japanese, French, Italian, German, Spanish (Spain), Simplified Chinese, Traditional Chinese, and Korean.

How I reviewed Towa and the Guardians of the Scared Tree

I played Towa and the Guardians of the Sacred Tree for 30+ hours, making my way through most of the main storyline. I tried both story-led and regular difficulty levels to measure accessibility for players at different skill levels, and played in both handheld and docked modes on my Nintendo Switch 2.

I love roguelikes and roguelites, so I compared my experience to popular titles like Hades, The Binding of Isaac, and Dead Cells. I considered factors like the art direction, pacing, and complexity within the pairings.

First reviewed September 2025

Sonic Racing: CrossWorlds is one of the best racing games in years
4:00 pm |

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

Sonic Racing: CrossWorlds is a racing game that has finally given Nintendo’s Mario Kart franchise a run for its money. While I certainly enjoyed Mario Kart World on Nintendo Switch 2, the rather empty open world and questionable approach to track design left me wanting more.

Review information

Platform reviewed: PS5
Available on: PS5, PS4, Xbox Series X and Series S, Xbox One, Nintendo Switch 2, Nintendo Switch, PC
Release date: September 25, 2025 (Early Access on September 22)

Sonic Team’s Sonic Racing: CrossWorlds feels like a direct shot across the bow, squarely aimed at the good ship Nintendo. Full cross-platform play is supported, and a dizzying amount of modes and content at launch have kept me busy long after clearing every Grand Prix event.

What impresses me the most about CrossWorlds is that it isn’t content to simply be a great kart racer; it innovates, too. The titular CrossWorlds mechanic is brilliant, lending unpredictability to every race by transporting players to a completely different track for the second lap. Meanwhile, the superb gadget system offers countless ways to tweak how your vehicle behaves.

In today’s day and age, the game offers an incredible day one package stuffed to the gills with things to do; not to mention a boatload of items to unlock from vehicle parts and music tracks to higher speed classes and even the odd alternate character skin. CrossWorlds does, of course, have a comprehensive downloadable content (DLC) roadmap, but what’s here from the get-go is already very impressive.

Speed of sound

Sonic Racing: CrossWorlds

(Image credit: Sega / Bandai Namco)

There’s no dedicated story mode in Sonic Racing: CrossWorlds, which is probably for the best given the interminably dull one that was featured in 2019’s Team Sonic Racing. Instead, developer Sonic Team has focused its efforts on more worthwhile aspects. The game boasts 24 race courses and a further 15 accessible via Travel Rings, for a grand total of 39 tracks.

It also has an impressively large character roster that has most of what you’d probably want from a kart racer. The usual suspects are all here, but I’m also happy to see less-represented characters like Blaze, Silver, Jet, Wave, and Storm all make the cut, too. Some deeper cuts would’ve been nice to see, like those from the beloved IDW Comics series, but what’s at launch in terms of roster is incredibly solid.

Grand Prix is your main single-player mode, featuring eight cups (with even more to come via future DLC) of four races each. The final race here is a bit of a cop-out, simply being a lap of each of the cup’s main three courses. But track variety remains impressive. You’ll find plenty of circuits inspired by beloved Sonic locales - such as Sonic Adventure 2’s Metal Harbor and Radical Highway, Sonic Unleashed’s Apotos, and Sonic Frontiers’ Kronos Island.

Courses unique to Travel Rings also impress, and these are a bit more gimmick-focused. Magma Planet is largely flight-based, having you gliding through perilous sections filled with giant lava worms. Holoska is an icy world where your vehicle will transform into a boat to speed through waterlogged caves. Meanwhile, Steampunk City offers plenty of routes through its winding industrial highrises.

Oh yes, I should also mention that Sonic & All-Stars Racing Transformed‘s signature gameplay mechanic returns here. Tracks in CrossWorlds are cleverly designed around land, water, and air travel. Most tracks will also change up significantly on the final lap, opening up new routes for your transforming vehicle to take advantage of, while also sprinkling in new hazards and a few extra boost pads for good measure.

Grab those golden rings, those things’ll make your engine sing

Sonic Racing: CrossWorlds

(Image credit: Sega)

Track design - not to mention the amount on offer - is a big win in Sonic Racing: CrossWorlds. But that’d all fall apart if the racing itself wasn’t any good.

Sonic Racing: CrossWorlds has some of the most fun, polished, and fast-feeling racing I’ve ever played in a racer of its kind. Drifting is especially fantastic and has a bit of a Crash Team Racing Nitro-Fueled feel to it, in that max-level drifts give you significantly more speed. And snaking - the act of chaining together smaller drifts in a straight line for consistently high speed - is absolutely something you can do here. So you can be sure there’ll be a pretty lofty skill ceiling when you hop online.

Vehicles are governed by five stats: speed, acceleration, handling, power, and boost. Your choice of character has an effect on overall stats, while also having a primary specialty in one of those five categories.

I’ve found that pretty much any approach is viable here; having an acceleration-based character like Tails on a boost-focused Extreme Gear board can help you stay swift and recover quickly when hit by items. Meanwhile, a heavy like Zavok or Eggman brings power to throw their weight around and hit hard with items, but slotting them in a handling-oriented machine can offset some of their unwieldiness.

Best bit

Sonic Racing: CrossWorlds

(Image credit: Sega)

Finding a singular best part of Sonic Racing: CrossWorlds is a challenge, because the overall package feels so complete. But of course, the meat of the game is its racing, which is impressively fast. Drifting is exceptionally satisfying, and the gadget system provides tons of ways to tweak your playstyle - from giving you stat boosts and items at race start, to fundamentally changing how your vehicle behaves.

During races and time trials, collecting rings scattered around the course will increase your top speed, but you’ll lose some if you collide with walls, other racers, and stage hazards, or when you get hit by items.

Speaking of, items are another area where CrossWorlds has vastly improved over other Sonic Racing titles. There’s a good amount of them, too, from boxing gloves that home in on racers ahead of you, all the way to the hilarious monster truck. Others include defensive items like a tornado that breaks incoming projectiles, sawblades that temporarily cut an opponent’s car in half, and a large magnet that latches onto vehicles, influencing their direction of travel.

To put it simply, races in CrossWorlds can be hilariously chaotic. But very rarely were there instances where I lost a race because of these items. Items are balanced so that catching up to the pack is a breeze. And sure, there’s occasionally an element of Mario Kart-esque luck involved, the odd spot of final stretch shenanigans, but there’s nothing as outwardly powerful as the race-ruining Blue Shell here.

Under the hood

Sonic Racing: CrossWorlds

(Image credit: Sega)

Another element that really brings races alive in Sonic Racing: CrossWorlds is the gadget system, perhaps the game’s biggest innovation. Gadgets offer you a way to tweak your playstyle beyond your vehicle’s stats, and there’s a metric ton of them. You start with a gadget plate with a single slot, but you’ll get a total of six slots unlocked gradually by completing race events.

Gadgets offer a wide range of stat boosts and modifiers during gameplay. There are simple ones, like giving you marginal stat increases, allowing you to carry more rings, or letting you start a race with a specific item.

However, many more interesting gadgets are available. One speeds up the time it takes to perform an air trick, for example, letting you chain more together for a bigger speed boost upon landing. Another causes your car to spin whilst drifting for a more aggressive playstyle, while another still adds a fourth level to your drift gauge.

You can have multiple gadget loadouts, but you’re only able to equip one per race. Furthermore, certain gadgets can’t be used during time trial events, such as one where you start with a boost item.

It’s a rich, deep gameplay system that offers tons in the way of player expression. As well as online, AI opponents appear to also have their own gadget loadouts during races, making things that much more unpredictable during single-player content.

A mountain of unlocks

Sonic tricks in the air while racing a blue vehicle across a dock

(Image credit: Sega)

Something that I found extremely impressive with Sonic Racing: CrossWorlds is just the sheer number of things to unlock. Not only that, but unlockables are spread throughout the various modes of the game, giving you great incentive to check everything out.

In Grand Prix, you can unlock higher speed classes and even a mirror track mode, as well as additional gadgets. Over in Race Park (a collection of race modes and custom race options for single and multiplayer), you can race against special teams and unlock their vehicles upon beating them three times.

In Time Trial, getting an ‘A’ rank on three different tracks (including Travel Ring CrossWorld tracks) unlocks a selection of music from throughout the Sonic series. Expect to unlock songs from Sonic Frontiers, Sonic Mania, Sonic Unleashed, Sonic Colors, Sonic Lost World, and more here, for use in the game’s Jukebox mode (more on that soon, actually).

Ancillary unlockables include alternate skins for certain characters, decals for use in machine customization, and titles for your online profile by clearing specific challenges. There really is a dizzying amount of things to unlock that should keep players coming back for hours on end.

Once you’ve got some decals and machine parts under your belt, then you’ll probably want to try your hand at making your very own custom vehicle. And the options available here are certainly plentiful.

Making your own vehicle or Extreme Gear board is a moreish endeavor. You can mix and match the front and rear appearance of the vehicle, apply color schemes, and decals for a more personalized touch. Vehicle paint also comes in a variety of types, including metallic, pearlescent, and candy variants.

A few rough patches

Sonic Racing: CrossWorlds

(Image credit: Sega)

I really don’t have much to complain about with the overall package here. The game’s price point is on the steeper side for those used to Sonic games often coming in at less than full retail price. And that’s a bit of a downer, and may make the game a bit of a hard sell in and of itself. You certainly get what you pay for here with a mountain of content, but waiting for a sale isn’t a bad idea, either.

Otherwise, a couple of side modes are pretty underwhelming. You’ll eventually unlock a ‘friendship’ system that lets you spend tokens earned from races on character-specific titles and decals. But there’s no unique dialogue here, and it just feels like a last-minute addition to dump tokens into things to get some fairly inconsequential unlocks.

However, the Jukebox mode is the biggest letdown for me. I do love having loads of Sonic music to unlock and listen to, and these tracks can be assigned to races, which is nice. Unfortunately, you’re unable to set music on a per-track basis. Instead, you’ll assign a playlist to the three laps you’ll race on.

On top of that, the selection is entirely random. So you’ll more often than not end up with something unfitting like Infinite’s theme from Sonic Forces playing over a relatively innocent track like Colorful Mall or Chao Park.

I sincerely hope Sonic Team patches in a way to choose songs for individual courses in the future. CrossWorlds’ own soundtrack is really good, though some songs can be a little overbearing with harsh synths and obnoxious final lap chanting spoiling things a bit. So having a way to swap out songs on a per-track basis would be extremely welcome.

Should I play Sonic Racing: CrossWorlds?

Play it if...

You’ve had your fill of Mario Kart World
If you’ve grown tired of Mario Kart World’s weary open world, Sonic Racing: CrossWorlds is a stunningly fast alternative with plenty of modes, unlockables, and cross-platform online play.

You want a racing game that'll last you a long time
Post-launch content seems plentiful, but there’s already so much to do at launch that it might make your head spin. Loads of Grand Prix, time trials, and custom Race Park events offer hours upon hours of things to do without even needing to jump online with others.

You like deep customization
Machine customization and gadgets are both incredibly deep and allow you to show off your personality and play style in-game. The simple act of jumping into customization to spin up a whole new ride is extremely enjoyable.View Deal

Don't play it if...

You’re wary of the price tag
Sonic Racing: CrossWorlds is a relatively expensive title for the wider Sonic series, being at full price for the base game and even more for its deluxe edition. I think it’s definitely worth the plunge, but I wouldn’t blame folks for wanting to wait a bit longer for a sale.

Accessibility

There aren’t a ton of accessibility options in Sonic Racing: CrossWorlds, but what’s here is welcome. The main gameplay options come in the form of a steering assist that prevents you from veering off-course, as well as an auto-accelerate setting and trick assist for if you don’t want to be flicking the stick constantly in midair. An ‘original’ camera setting also exists that reduces the motion offered by the ‘dynamic’ camera mode.

How I reviewed Sonic Racing: CrossWorlds

I played Sonic Racing: CrossWorlds for around 15 hours for this review. I played the game on PlayStation 5 with a DualSense Wireless Controller, on an LG CX OLED TV.

I completed every Grand Prix cup on Sonic Speed, and some on the higher Super Sonic Speed class, as well as the unlockable mirror mode that inverts circuits. I also spent plenty of time customizing vehicles, unlocking stuff like car parts, music, and decals, too.

First reviewed September 2025

I tested a top Nintendo Switch 2 screen protector – now my console feels bulletproof
1:00 pm |

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

DBrand Prism 2.0 for Nintendo Switch 2: review

Picture this. You’re going ham on your foes in Donkey Kong Bananza, smashing your way through every last one of them until BAM – oh no… you’ve dropped your precious Nintendo Switch 2. Now, this could be a huge problem for your console’s display – that is, unless you’ve got a trusty screen protector like the DBrand Prism 2.0 for Nintendo Switch 2.

Yep, this hardy screen protector is sure to keep your Switch 2 safe, thanks to its tempered glass construction, scratchproof surface, and precise fit.

I batch tested this model alongside a range of competitors, and it was one of the best performers, without a doubt. You fit the screen protector using a well-sized, fully recyclable drop-in-place frame that’s easy to use and comes with simple, yet detailed instructions. Just place the frame on, pull the release tab, press down on the protector, and you’re good to go.

DBrand Prism 2.0 for Nintendo Switch 2 with box and cleaning products

(Image credit: Future)

Of course, there were quite a few air bubbles after application, but a squeegee was included in the box to banish every last one of them to the shadow realm.

After a bit of squeegeeing action, the final look of the screen protector was excellent from all angles. When playing Mario Kart World, there was no sign of distorting, warping, blurring, dust… You name it.

Pushing air bubbles out of the DBrand Prism 2.0 for Nintendo Switch 2

(Image credit: Future)

I even tried covering the screen with fingerprints, and was delighted to see that the Prism 2.0 barely picked them up. They were slightly visible in bright light, but nowhere near as prominent as they appeared on the Genki Aegis Shield, for instance.

On top of that, this is a highly durable model. I tried using keys to scrape the surface, and it didn’t matter if I pressed pretty hard – there wasn’t even a spec of damage to be seen. DBrand itself has used a sharp knife against the protector, and claims that it ranks at 7 on the Mohs scale of mineral hardness.

But that’s not all. In addition to all of this, you get a second screen protector, screen wipes, and a microfiber cloth (to clean your screen before applying the Prism 2.0). That’s a pretty comprehensive package, right?

Having said that, this model does come at quite a cost. Via DBrand’s website, you can purchase it for $34.95 (about £26 / AU$53). That’s a fair bit more than rivals we tested, like the $19.99 / £17 / AU$35 Genki Aegis Shield and Belkin’s even cheaper TemperedGlass Screen Protector for Nintendo Switch 2.

Still, if you want the easiest application, phenomenal durability, and a discreet in-use appearance, the DBrand Prism 2.0 is a fantastic option. Yes, it’s a touch pricey, but I found it more seamless to fit than some rivals, and the finished result looked great. With that in mind, it’s very easy to recommend.

DBrand Prism 2.0 for Nintendo Switch 2: price & specs

Price

$34.95 (about £26 / AU$53)

Number of screen protectors

2

Material

Tempered glass

Application type

Drop-in-place frame

Additional items

Microfiber cloth, screen wipes, squeegee

Corner of DBrand Prism 2.0 for Nintendo Switch 2

(Image credit: Future)

Should I buy the DBrand Prism 2.0 for Nintendo Switch 2?

Attributes

Notes

Rating

Ease of application

The application frame is very easy to use, well-sized, and comes with clear instructions.

5/5

Design

Frame isn’t overly large, the protector resistant to fingerprints and cleaning tools work very well.

4.5/5

Toughness

Dealt with key scratching without a hitch, rated 7 on Mohs scale.

5/5

Value

Quite expensive compared to rivals, but plenty of quality on display.

4/5

Buy it if...

You want something that’s super easy to apply
This screen protector was the easiest to apply out of all the models I batch tested. The application frame isn’t oversized or complex to use, air bubbles were super easy to remove, and the edges looked clean, too.

You want top-tier protection and display quality
During durability testing, the DBrand Prism 2.0 performed very well, with not a shred of damage to be seen. On top of that, the screen protector doesn’t taint the Switch 2’s display whatsoever. I didn’t notice any distortion, blurring, or rainbow effects when playing Mario Kart World.

Don't buy it if...

You’re on a budget
At $34.95 (about £26 / AU$53), the DBrand Prism 2.0 for Nintendo Switch 2 is hardly the cheapest model out there. The aforementioned Genki Aegis Shield, for example, costs $19.99 / £17 / AU$35, and you still get two protectors, cleaning tools, and an application frame. Yes, I found DBrand’s alternative to be higher quality overall, but if you’re on a budget, the Aegis Shield should definitely suffice.

You want to protect your Joy-Con 2 controllers
If you want protection for your Switch 2 console as well as your Joy-Con 2 controllers, DBrand has a different proposition that might suit you a little better. Yes, the Killswitch case will keep your console and Joy-Cons protected, and you can even get it with two screen protectors if you’d prefer.

DBrand Prism 2.0 for Nintendo Switch 2: also consider

Belkin TemperedGlass Screen Protector for Nintendo Switch 2
When we batch tested a range of models, we were particularly impressed with the Belkin TemperedGlass screen protector. It doesn’t have a fancy drop-in place contraption – just a basic frame. But with easy-to-follow instructions and a seamless application process, the end result looks great regardless. It's cheaper than this DBrand model, so it's an easy recommendation for those on a budget. Read our full Belkin TemperedGlass Screen Protector for Nintendo Switch 2.

How I tested the DBrand Prism 2.0 for Nintendo Switch 2

Corner of DBrand Prism 2.0 for Nintendo Switch 2

(Image credit: Future)
  • Applied the screen protector using the written instructions
  • Tested its effect on display, fingerprint resistance, and how easy it is to damage
  • Tested by a lifelong gamer

I followed our standardized process for testing Nintendo Switch 2 screen protectors here at TechRadar. Firstly, we apply the screen protector using the included instructions, then we test impact on the console's display by assessing aspects like brightness and viewing angles.

After this, we test how the surface copes against fingerprints, before scratching the model with a set of keys and attempting to peel at the edges. All of this helps us to judge ease of application, durability, and general build quality.

When it comes to experience, I've tested more than a hundred products at TechRadar, including everything from flagship headphones, like the Sony WH-1000XM6, through to gaming accessories, such as the Hori Piranha Plant Camera for Nintendo Switch 2. In addition, I'm a lifelong gamer, with a massive love for Nintendo. I own a Switch 2 personally, and have reviewed games for the platform, such as Drag x Drive and Raidou Remastered: The Mystery of the Soulless Army.

  • First reviewed: September 2025
  • Read more about how we test
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