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‘None of your decisions from the first game matter’ — Life is Strange: Reunion wants you to have your cake and eat it
2:37 pm | March 30, 2026

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

Before I detail what makes narrative adventure game Life is Strange: Reunion quite so egregious, I think it’s important to clarify that I love this series and my issues with the latest instalment are not the result of pure malice, but rather come from a desire to return to the dizzying heights of Life is Strange and its excellent sequel Life is Strange 2.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: March 26, 2026

The franchise may now be helmed by a new studio, Deck Nine, (the studio behind the somewhat underwhelming spinoff Life Is Strange: Before the Storm) rather than original creators Don’t Nod (who have since put out the sublime spiritual successor Lost Records: Bloom & Rage) but the team showed incredible promise with its 2021 entry Life Is Strange: True Colors.

It wasn’t perfect, but it still delivered a well-written, emotional tale with a cast of decently memorable characters and a perfectly realized, beautiful setting.

Given how this standalone story was received, I simply don’t understand why Deck Nine wanted to bring back Max Caulfield (the protagonist of the first game) for 2024’s disastrous Double Exposure, let alone double down by adding her childhood friend (and let’s be honest, practically canon love interest), Chloe Price, to this new entry as well.

Have your cake

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

If there’s one word to describe Reunion, it’s "cowardly". This is nothing short of an embarrassing attempt to make amends with fans after Double Exposure, executed so sloppily that it even managed to annoy me as someone that didn’t appreciate the direction that game went in the slightest. The problem is a heavy reliance on retconning, with basically every event in that game’s latter half being completely undone in minutes.

Reunion starts by asking you to recap some of your choices from Double Exposure, who you chose to date, for example, in addition to some key decisions from Life is Strange 1, like whether you saved Arcadia Bay or Chloe. What does any of this change, exactly? Practically nothing, as it’s quickly revealed that you broke up with your chosen love interest off-screen in the handful of months between entries, and the destructive world-altering events of the last game’s finale have all been forgotten thanks to a convenient widespread case of what the characters dub “storm amnesia”.

You may recall that friend-turned-antagonist Safi Llewellyn-Fayyad closed out Double Exposure by vowing to travel the country, creating a team of super-powered individuals like some kind of hipster avengers, but all of this is quickly hand-waved away by the simple explanation that she gave up and came home after a few weeks.

None of your decisions from the first game matter either, as it turns out that both possible timelines have merged into one thanks to the supernatural events of the previous entry. Not only is Chloe alive and well, but the whole town of Arcadia Bay and all of its residents are completely intact.

It completely undermines the gravity of one of the most memorable decisions in not just the series but all of gaming, and the entire reason why many (including me) fell in love with these titles in the first place. I do understand that many fans will likely be pleased by the idea of everyone getting a happy ending — but it’s cheap and, being frank, not the kind of choice a studio should make for a story that it didn’t even originally create.

Tinderbox

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

I could forgive much of this if Reunion still had a decent mystery at its core, which sadly isn’t the case. The main thrust is that Max’s beloved Caledon University is about to go up in smoke thanks to some kind of arson attack, and it's up to her to use her timey-wimey powers to travel back in time to fix it.

Of course, her double exposure power from the last game has been completely forgotten, replaced with rewind a la Life is Strange 1. The ability, which lets her rewind time for a short duration, seems like it would be quite useful for sleuthing, but it’s hardly used and ultimately feels like an afterthought.

There are multiple moments where it could come in handy, too, like one agonizing sequence that has you distracting a series of characters in order to sneakily inspect the contents of the folders they’re carrying. There is literally nothing stopping Max from simply grabbing the folders (which are all just lying on tables) and taking a look before rewinding a few minutes. In fact, she literally does what I’m describing later on to get her hands on someone’s bag, so I can only assume that the studio either didn’t consider the possibility in that instance or just wanted to pad the runtime.

I’m leaning towards the latter as padding is a theme elsewhere too; the mystery progresses at a painfully slow pace right up until Max walks into a room and has the story’s most important events literally explained to her (and by extension the player) in a magical sequence of moving images.

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

There’s no joy in exploration either, as environments are lifeless and sterile with ugly lighting that conveys no sense of atmosphere at all — a far cry from the lovely, painterly look of the first two games or even the warm, cozy appearance of True Colors.

Most are ported directly from Double Exposure, so they already feel quite stale, and that’s before you even consider that they’ve been massively cut down this time around. The university's quad, for instance, now has no accessible buildings adjacent to it (explained as the result of storm damage, though little is visible as that would require changing the models a lot), which really hampers your ability to explore.

World-building is a major problem in general. Nothing about the story feels genuine, with awkward interactions that verge on almost Lynchian at times. Nobody ever really discusses anything beyond that which is immediately relevant to Max’s understanding of the main mystery which, combined with the dire facial animation and some worryingly unfinished looking moments where the camera fades to black or pans away in order to avoid having to show what would be some rather complex scenes, gives the impression of a world populated by malfunctioning animatronics rather than real people.

Missing persons

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

Deck Nine clearly wants to distance itself from Double Exposure, though given how many of that game’s major characters still appear here, the handful of absences are painfully obvious. Noteworthy undergraduate student Diamond Washington is completely missing in action, as is Max’s friend and fellow educator, Gwen Hunter.

Having been hounded out of her university job thanks to a misunderstanding in the previous game, not bringing Hunter back in an entry so slavishly devoted to creating the perfect “happy ending” is a massive missed opportunity, and especially stings given the real-world parallels with transgender women being bullied out of academia.

Then there’s Chloe. I can’t pretend that part of me wasn’t glad when she burst through Max’s door on the hunt for answers about the strange visions she’s been having, quickly sinking into her former (girl)friend’s embrace. It’s like she never left, and therein lies the rub. Still a punk rock rebel with a “stick it to the man” attitude at the age of nearly 30, this doesn’t come across like an authentic adult Chloe but rather an insincere facsimile of her child self.

Are we really expected to believe that her traumatic past and years out on the open road have barely changed her after more than a decade?

Contrast this with the way that Lost Records: Bloom & Rage engages with the idea of aging to great effect, particularly with its presentation of Nora, a similarly cool character as a teenager and many players’ primary love interest in that game. It’s uncomfortable when the adult Nora arrives and turns out to be something of a facile conformist, but this entirely believable evolution forces you to re-evaluate your relationship with her and shines a new light on both your past and future interactions.

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

I’m not arguing that Chloe should have come back unrecognizable by any means, but a scrap of development to gesture to an existence outside of this series’ plot would have gone a very long way to make her more believable.

The segments where you actually get to play as Chloe are underwhelming in the grand scheme of things, too. Her ability to backtalk, first introduced in Before the Storm, has been stripped down massively. Originally a way of outsmarting opponents with witty comebacks by carefully considering whatever they had just said, it now involves selecting the right option using information that was invariably shown to you immediately beforehand.

The mechanic’s treatment is honestly emblematic of this entire affair: a shallow imitation of things taken wholesale from much better games. If your entire enjoyment of a new Life is Strange game boils down to seeing your favorite characters unconvincingly thrown around like action figures, then you’re going to be right at home here. For those of us who fell in love with the games for their narratives, I’m hoping that whatever the studio has planned next represents the new beginning this series now so desperately needs.

Should I play Life is Strange: Reunion?

Play it if...

You're simply desperate to see Chloe again
If your one wish is to see Chloe Price show up in a game again, with no regard to how it affects the story of other entries, then Life is Strange: Reunion is probably good enough for you.

Don't play it if...

You're expecting a decent mystery
The mystery at the heart of Life is Strange: Reunion is poorly paced and sloppy. There are many better mysteries to discover in the rest of the series or other narrative adventure games.

You're after a true sequel
This doesn't feel like a true sequel to any of the other Life is Strange games, thanks to a huge amount of awkward retconning. Describing it as more like fan fiction would be an insult to AO3 authors.

You need high production values
This is by far the worst-looking game in the franchise, with many scenes spoiled by cheap animations and awkward dialogue.

Accessibility features

Life is Strange: Reunion has an admirably expansive suite of accessibility options.

This includes a range of pre-sets for low vision, low motor, low audio, or low sensory profiles, plus a huge number of individual settings. Key options include the ability to enable longer decision times for important choices (though there are quite a few of those in the game), highlight key objects and items that can be interacted with in the world, and even skip gameplay sequences if desired.

Subtitles are featured throughout the game and can be altered to your liking in the UI menu. There are multiple font styles, text size options, and the ability to enable a subtitle background to make them easier to read.

The game also offers a range of toggleable trigger warning screens, which can alert you to death, blood, suicide, violence, intense effects, drug use, sex, and high brightness scenes. A separate warning for loud sounds can also be enabled.

How I reviewed Life is Strange: Reunion

I completed Life is Strange: Reunion in roughly 12 hours on my PC, which is a 5070 Ti-powered model from retailer Scan. It has a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I motherboard, Intel Core Ultra 7 265K processor, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Asus Nvidia 5070 Ti graphics card.

This allowed me to play the game smoothly on its highest graphics preset at 1080p, though it still didn't look too great. I played using my usual Razer DeathAdder V4 Pro mouse and Cherry XTRFY K5V2 keyboard, plus Logitech desktop speakers for audio.

First reviewed March 2026

‘None of your decisions from the first game matter’ — Life is Strange: Reunion wants you to have your cake and eat it
2:37 pm |

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

Before I detail what makes narrative adventure game Life is Strange: Reunion quite so egregious, I think it’s important to clarify that I love this series and my issues with the latest instalment are not the result of pure malice, but rather come from a desire to return to the dizzying heights of Life is Strange and its excellent sequel Life is Strange 2.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: March 26, 2026

The franchise may now be helmed by a new studio, Deck Nine, (the studio behind the somewhat underwhelming spinoff Life Is Strange: Before the Storm) rather than original creators Don’t Nod (who have since put out the sublime spiritual successor Lost Records: Bloom & Rage) but the team showed incredible promise with its 2021 entry Life Is Strange: True Colors.

It wasn’t perfect, but it still delivered a well-written, emotional tale with a cast of decently memorable characters and a perfectly realized, beautiful setting.

Given how this standalone story was received, I simply don’t understand why Deck Nine wanted to bring back Max Caulfield (the protagonist of the first game) for 2024’s disastrous Double Exposure, let alone double down by adding her childhood friend (and let’s be honest, practically canon love interest), Chloe Price, to this new entry as well.

Have your cake

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

If there’s one word to describe Reunion, it’s "cowardly". This is nothing short of an embarrassing attempt to make amends with fans after Double Exposure, executed so sloppily that it even managed to annoy me as someone that didn’t appreciate the direction that game went in the slightest. The problem is a heavy reliance on retconning, with basically every event in that game’s latter half being completely undone in minutes.

Reunion starts by asking you to recap some of your choices from Double Exposure, who you chose to date, for example, in addition to some key decisions from Life is Strange 1, like whether you saved Arcadia Bay or Chloe. What does any of this change, exactly? Practically nothing, as it’s quickly revealed that you broke up with your chosen love interest off-screen in the handful of months between entries, and the destructive world-altering events of the last game’s finale have all been forgotten thanks to a convenient widespread case of what the characters dub “storm amnesia”.

You may recall that friend-turned-antagonist Safi Llewellyn-Fayyad closed out Double Exposure by vowing to travel the country, creating a team of super-powered individuals like some kind of hipster avengers, but all of this is quickly hand-waved away by the simple explanation that she gave up and came home after a few weeks.

None of your decisions from the first game matter either, as it turns out that both possible timelines have merged into one thanks to the supernatural events of the previous entry. Not only is Chloe alive and well, but the whole town of Arcadia Bay and all of its residents are completely intact.

It completely undermines the gravity of one of the most memorable decisions in not just the series but all of gaming, and the entire reason why many (including me) fell in love with these titles in the first place. I do understand that many fans will likely be pleased by the idea of everyone getting a happy ending — but it’s cheap and, being frank, not the kind of choice a studio should make for a story that it didn’t even originally create.

Tinderbox

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

I could forgive much of this if Reunion still had a decent mystery at its core, which sadly isn’t the case. The main thrust is that Max’s beloved Caledon University is about to go up in smoke thanks to some kind of arson attack, and it's up to her to use her timey-wimey powers to travel back in time to fix it.

Of course, her double exposure power from the last game has been completely forgotten, replaced with rewind a la Life is Strange 1. The ability, which lets her rewind time for a short duration, seems like it would be quite useful for sleuthing, but it’s hardly used and ultimately feels like an afterthought.

There are multiple moments where it could come in handy, too, like one agonizing sequence that has you distracting a series of characters in order to sneakily inspect the contents of the folders they’re carrying. There is literally nothing stopping Max from simply grabbing the folders (which are all just lying on tables) and taking a look before rewinding a few minutes. In fact, she literally does what I’m describing later on to get her hands on someone’s bag, so I can only assume that the studio either didn’t consider the possibility in that instance or just wanted to pad the runtime.

I’m leaning towards the latter as padding is a theme elsewhere too; the mystery progresses at a painfully slow pace right up until Max walks into a room and has the story’s most important events literally explained to her (and by extension the player) in a magical sequence of moving images.

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

There’s no joy in exploration either, as environments are lifeless and sterile with ugly lighting that conveys no sense of atmosphere at all — a far cry from the lovely, painterly look of the first two games or even the warm, cozy appearance of True Colors.

Most are ported directly from Double Exposure, so they already feel quite stale, and that’s before you even consider that they’ve been massively cut down this time around. The university's quad, for instance, now has no accessible buildings adjacent to it (explained as the result of storm damage, though little is visible as that would require changing the models a lot), which really hampers your ability to explore.

World-building is a major problem in general. Nothing about the story feels genuine, with awkward interactions that verge on almost Lynchian at times. Nobody ever really discusses anything beyond that which is immediately relevant to Max’s understanding of the main mystery which, combined with the dire facial animation and some worryingly unfinished looking moments where the camera fades to black or pans away in order to avoid having to show what would be some rather complex scenes, gives the impression of a world populated by malfunctioning animatronics rather than real people.

Missing persons

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

Deck Nine clearly wants to distance itself from Double Exposure, though given how many of that game’s major characters still appear here, the handful of absences are painfully obvious. Noteworthy undergraduate student Diamond Washington is completely missing in action, as is Max’s friend and fellow educator, Gwen Hunter.

Having been hounded out of her university job thanks to a misunderstanding in the previous game, not bringing Hunter back in an entry so slavishly devoted to creating the perfect “happy ending” is a massive missed opportunity, and especially stings given the real-world parallels with transgender women being bullied out of academia.

Then there’s Chloe. I can’t pretend that part of me wasn’t glad when she burst through Max’s door on the hunt for answers about the strange visions she’s been having, quickly sinking into her former (girl)friend’s embrace. It’s like she never left, and therein lies the rub. Still a punk rock rebel with a “stick it to the man” attitude at the age of nearly 30, this doesn’t come across like an authentic adult Chloe but rather an insincere facsimile of her child self.

Are we really expected to believe that her traumatic past and years out on the open road have barely changed her after more than a decade?

Contrast this with the way that Lost Records: Bloom & Rage engages with the idea of aging to great effect, particularly with its presentation of Nora, a similarly cool character as a teenager and many players’ primary love interest in that game. It’s uncomfortable when the adult Nora arrives and turns out to be something of a facile conformist, but this entirely believable evolution forces you to re-evaluate your relationship with her and shines a new light on both your past and future interactions.

A Life is Strange: Reunion gameplay screenshot that shows

(Image credit: Square Enix)

I’m not arguing that Chloe should have come back unrecognizable by any means, but a scrap of development to gesture to an existence outside of this series’ plot would have gone a very long way to make her more believable.

The segments where you actually get to play as Chloe are underwhelming in the grand scheme of things, too. Her ability to backtalk, first introduced in Before the Storm, has been stripped down massively. Originally a way of outsmarting opponents with witty comebacks by carefully considering whatever they had just said, it now involves selecting the right option using information that was invariably shown to you immediately beforehand.

The mechanic’s treatment is honestly emblematic of this entire affair: a shallow imitation of things taken wholesale from much better games. If your entire enjoyment of a new Life is Strange game boils down to seeing your favorite characters unconvincingly thrown around like action figures, then you’re going to be right at home here. For those of us who fell in love with the games for their narratives, I’m hoping that whatever the studio has planned next represents the new beginning this series now so desperately needs.

Should I play Life is Strange: Reunion?

Play it if...

You're simply desperate to see Chloe again
If your one wish is to see Chloe Price show up in a game again, with no regard to how it affects the story of other entries, then Life is Strange: Reunion is probably good enough for you.

Don't play it if...

You're expecting a decent mystery
The mystery at the heart of Life is Strange: Reunion is poorly paced and sloppy. There are many better mysteries to discover in the rest of the series or other narrative adventure games.

You're after a true sequel
This doesn't feel like a true sequel to any of the other Life is Strange games, thanks to a huge amount of awkward retconning. Describing it as more like fan fiction would be an insult to AO3 authors.

You need high production values
This is by far the worst-looking game in the franchise, with many scenes spoiled by cheap animations and awkward dialogue.

Accessibility features

Life is Strange: Reunion has an admirably expansive suite of accessibility options.

This includes a range of pre-sets for low vision, low motor, low audio, or low sensory profiles, plus a huge number of individual settings. Key options include the ability to enable longer decision times for important choices (though there are quite a few of those in the game), highlight key objects and items that can be interacted with in the world, and even skip gameplay sequences if desired.

Subtitles are featured throughout the game and can be altered to your liking in the UI menu. There are multiple font styles, text size options, and the ability to enable a subtitle background to make them easier to read.

The game also offers a range of toggleable trigger warning screens, which can alert you to death, blood, suicide, violence, intense effects, drug use, sex, and high brightness scenes. A separate warning for loud sounds can also be enabled.

How I reviewed Life is Strange: Reunion

I completed Life is Strange: Reunion in roughly 12 hours on my PC, which is a 5070 Ti-powered model from retailer Scan. It has a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I motherboard, Intel Core Ultra 7 265K processor, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Asus Nvidia 5070 Ti graphics card.

This allowed me to play the game smoothly on its highest graphics preset at 1080p, though it still didn't look too great. I played using my usual Razer DeathAdder V4 Pro mouse and Cherry XTRFY K5V2 keyboard, plus Logitech desktop speakers for audio.

First reviewed March 2026

With enticing visual enhancements, creative new bosses, and multiplayer mayhem, is Super Mario Bros. Wonder on Nintendo Switch 2 worth the upgrade? Here’s what I think after collecting every Wonder Seed
2:00 pm | March 25, 2026

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

Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park has arrived, and aims to bring enhanced graphics, improved multiplayer functionality, and even more surreal levels to the table.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: March 26, 2026

I’ve spent more than 25 hours playing through the game, during which time I collected every Wonder Seed, completed the new Bellabel Park content, and took on other journalists in competitive multiplayer minigames.

But after all of this, do I think that this Nintendo Switch 2 edition is worth picking up? And should existing Super Mario Bros. Wonder owners consider upgrading? I’ll reveal my thoughts down below.

We’re coming for you, Koopalings

Koopalings in Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park

(Image credit: Nintendo)

I want to kick things off by looking at the new stuff — a lot of which is centered around a new area, named Bellabel Park. In this garden-like playground, you can play minigames, take on brand new bosses, or decorate the park. And there’s quite a bit of fun to be had here overall.

First, let’s tackle the new levels, which focus on the dastardly Koopalings. That’s right, Bowser’s minions are back, and they’ve stolen the coveted Bellabel Flowers. In order to reclaim them, you’ll need to venture all across the Flower Kingdom and enlist the help of Captain Toad and his Brigade along the way.

Now, this approach may keep new content evenly spread out, but in reality, it’s never particularly hard to find the Koopalings. You’ll easily encounter Captain Toad tents as you progress through the story, which you can approach to instantly battle it out against the likes of Wendy, Iggy, and Ludwig. But anyway, are these boss fights actually any good?

Well, in my view, yes, they are. Each Koopaling will assume a Wonder Form, and these all impressed me with their creativity. For instance, Wendy becomes almost like a Cheep Cheep, while Morton turns into a puppet-like creature, controlled by a malevolent pair of Lakitu (Lakitus? Lakitii?). These battles are engaging and bursting with imagination, although I certainly found them to be on the easy side — I don’t think I lost a single life to any Koopaling.

Best bit

Ninji dancing in Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park

(Image credit: Nintendo)

I absolutely adored the musical levels, like Piranha Plants on Parade and Ninji Jump Party. Bounding to the beat was seriously joy-inducing, and watching these characters jive along to the beat was magical.

Still, the charismatic designs of each boss, and figuring out how to take them down was entertaining, and I expect that most fans will enjoy these battles.

Another new addition I had fun with was the Toad Brigade Training Courses. Here, you’ll take on a range of challenges, including time-restricted courses, as well as levels where you can’t touch an enemy, to name a couple. These are usually pretty quick to blast through, and some genuinely offer a challenge, making them ideal to dip into between worlds, or when you’ve got a few spare minutes to play.

By completing Training Courses, you’ll earn Bellabel Water, which can be exchanged for flowers and used to decorate Bellabel Park. You might adorn a Wiggler Topiary with fungi, or you may even cover your courtyard in Butterfly Bloom petals. But to be honest, I didn’t get any kicks out of decorating — there’s not much of an incentive to do so, and you could easily neglect this feature entirely without missing out on anything substantial.

However, you can also use Bellabel Water at the shop or the Fountain area, which will earn you items like flowers, but also reactions and instruments. Reactions can be used to communicate during online play, while the instruments can be collected to flesh out a Poplin band. And both of these felt like better rewards than the decorative flowers to me. But I still think there could be a better incentive for completing Training Courses, like unlockable costumes for Mario and friends, for example.

Mario Party lite

Online multiplayer race in Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park

(Image credit: Nintendo)

We’ve spoken about the new single-player content, which is pretty good overall. However, it’s the multiplayer additions that have been placed front and center in much of this game’s marketing.

And I have to say, I found the multiplayer games to be a bit of a mixed bag. Nintendo set up a session for me, and a few fellow gaming journalists to duke it out in online minigames, and although there were some fun highlights, I was left feeling pretty conflicted.

Many of these online minigames felt reminiscent of Mario Party. For instance, there are games where you’ll race in a roller-skate or even with a propeller flower, and I found the racing games to be some of the best. Totally not because they were some of the only ones I’d win…

However, there are more options. One that stuck out was a hide-and-seek game, where two players can morph into a block or coin, while others are tasked with hunting them down and tagging them. If you’re ‘it’ when the time runs out, you lose, and this setup created a couple of last-second twists. It’s fun for a little while, but I didn’t feel compelled to play this game more than a few times.

You can also access competitive and co-op minigames when playing locally, with options including Yoshi enemy-eating contests, games where you use mouse mode to assist players through a course, and a relay where you have to get a Bob-omb to the finish line before it explodes. There’s a decent amount of variety, but it’s nothing compared to the eclectic collection of minigames in Super Mario Party Jamboree, for instance.

Overall, I’d argue that the multiplayer additions are…alright. Some of the attractions did put a smile on my face — but only for a few minutes, and they didn’t have the same chaotic and addictive edge that Mario Party minigames possess. Sure, if you’re looking for some quick multiplayer fun, the attractions are by no means bad. But can I see myself coming back to these for years to come — just as I’ve done with Jamboree’s minigames? I don’t think so.

Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park, online multiplayer leaderboard

(Image credit: Nintendo)

A wonderful core-experience, re-planted

Even if the multiplayer content didn’t blow me away, it’s worth noting that the core Super Mario Bros. Wonder experience is better than ever on Nintendo Switch 2.

There are a few new additions, including a new Assist Mode which prevents you from taking damage — ideal for younger players. There’s also the option to play as fan-favorite princess Rosalina, while a second player can take on the role of Co-Star Luma, and use mouse mode controls to defeat enemies and collect coins.

But there’s more! You can also skip around with the Super Flower Pot power-up, which enables you to hover in the air and throw petals upwards to attack enemies. And of course, badges — which enhance abilities or provide new ways to progress through a level — are back. But this time, you can make use of new Dual Badges, which combine the powers of two badges into one — like Parachute Cap and Boosting Spin Jump, for example. The badge system was already a phenomenal way to add depth and customizability to the game, so expanding that further was always going to be a positive for me.

All of these additions are most welcome, and I loved making use of the new Dual Badges to experience levels in a brand new way.

Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park, Mario gets a Bellabel Flower

(Image credit: Nintendo)

Oh, and it’s also worth mentioning that the main game itself is absolutely exquisite once more. The game is filled with phenomenal level design, and Wonder Flowers provide a psychedelic take on classic 2D Mario that’s absolutely intoxicating.

The game is packed with so many stand-out moments, from transforming into a blob, a wrecking ball, or Goomba, through to riding on a flying horde of bulls. This zaniness is something the somewhat bland New Super Mario Bros. series was missing, and if you’ve never played Super Mario Bros. Wonder before, this version is a must-buy.

And this really is the definitive way to play, thanks to the game’s improved graphics on Nintendo Switch 2. I tried comparing this new version to the original Switch alternative — which just so happens to be bundled in with this game — and the difference was night and day.

Characters and enemies alike appear way sharper on the Nintendo Switch 2 edition, with details like Mario’s moustache or writing on his cap appearing substantially clearer. On top of this, colors pop beautifully on this 4K release, with intense pinks and deep reds cutting through with vigor. The overall presentation is great on Switch 2, and pair that with basically faultless 60fps gameplay, and you’ve got great all-round performance.

Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park comparison image
Nintendo Switch 2 editionNintendo
Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park comparison image
Nintendo Switch editionNintendo
Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park comparison image
Nintendo Switch 2 editionNintendo
Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park comparison image
Nintendo Switch editionNintendo

So, I suppose we should wrap things up now, shouldn't we? The ludicrously long-titled Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park is certainly the definitive way to play through the greatest 2D Mario game in many a year. The improved visuals, inclusion of new characters, and introduction of Dual Badges are all great to see.

Most of the new single player content is enjoyable too, with some entertaining albeit easy boss fights and fast-paced Training Courses. Multiplayer attractions are a mixed bag, and I’m not sure they’re going to offer the long-standing appeal of Mario Party minigames. As a result, I’m not sure this edition is a must-buy for those upgrading from the original Super Mario Bros. Wonder — unless you really want to scrap the Koopalings, that is. But for first-time players, this Switch 2 revamp is a great overall package, and I’d highly recommend scooping it up.

All characters celebrate in Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park

(Image credit: Nintendo)

Should you play Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park?:

Morton in Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park

(Image credit: Nintendo)

Play it if...

You never got to play Super Mario Bros. Wonder on Switch
If you never got to play the game on Switch, this is the time to give it a go. With upgraded visuals, more characters, and a new area to explore, this is certainly the definitive edition of an already excellent 2D platformer.

You want more mind-bending boss battles
If you’re hankering for more of Super Mario Bros. Wonder’s whacky boss showdowns, then this version may well be worth upgrading to. You get to duke it out against the Koopalings across the course of your playthrough, and you can revisit these battles through the Toad Brigade’s Training Courses.

Don't play it if...

You’re expecting Mario Party levels of multiplayer fun
The new multiplayer games are decent fun in this revamped version of Super Mario Bros. Wonder, but only for a while. I found that they didn’t have the hold on me like Super Mario Party Jamboree’s minigames, and felt a little flat and repetitive after a while.

You’re looking for a challenging platformer
Although there are a few challenging Training Courses in this version, the core experience remains very much on the easy side in Super Mario Bros. Wonder for Switch 2. While accommodations have been made for young players, with assist mode and the re-inclusion of the damage-resistant Yoshis and Nabbit, there’s not a ton of challenge for more experienced Mario fans.

Accessibility features

Although there aren’t a ton of accessibility features in this game, the settings menu does enable you to make some changes. For instance, you can select a number of spoken and text languages, adjust the camera, alter some controls, and have rumble turned on or off. Unfortunately, there’s nothing like a colorblind mode or similar.

How I reviewed Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park:

Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park, all Bellabel Flowers

(Image credit: Nintendo)

I spent in excess of 25 hours playing through Super Mario Bros. Wonder – Nintendo Switch 2 Edition + Meetup in Bellabel Park. During this time, I played through the entire main game, regained all of the Bellabel Flowers, and even played multiplayer minigames online.

For the most part, I played the game in docked mode, with my Switch 2 console hooked up to the Sky Glass Gen 2 TV and my Marshall Heston 120 soundbar. However, I did also enjoy playing in handheld mode, and I occasionally connected up the Sony WH-1000XM6 headphones to my console when doing so.

More generally, I’ve reviewed a whole lot of games for TechRadar, including Switch 2 titles like Kirby Air Riders and Drag x Drive. I’ve also owned the Switch 2 since launch, and have been playing Mario games for decades, with my favorite entry in the series being Super Mario Odyssey (sorry, Super Mario Galaxy fans).

First reviewed March 2026

I want to love Marathon but can already see why players are falling off its miserable grind
2:00 am | March 24, 2026

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

With its incredibly expressive and vibrant art direction, there’s a lot to like about extraction shooter Marathon from an aesthetic standpoint. Its own brand of brightly colored science fiction is a sight to behold, and there’s a real sense of wonder in the first few hours as you explore each of the three early maps, soaking it all in.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: March 5, 2026

Developed by Bungie, the original creators of Halo, it should come as no surprise that the gunplay is well-crafted and compelling, with a strong variety of meaningfully distinct weapon types to try out. They're great-looking, like the rest of the world, too, with striking, blocky, 3D printed designs that really help sell the distant future setting.

These strong fundamentals mean that Marathon is plenty of fun when you’re joined by two friends in a full team, where the intense player-versus-player (PvP) encounters really shine. Unfortunately, the unremittingly grindy missions and lack of compelling cosmetic rewards, not to mention the current rather threadbare content offering, seriously limit the game’s long term potential.

With a Steam player count that’s been gradually declining for weeks since the game’s initial launch, some big changes are needed if Marathon is going to be more than a sprint.

Starting line

A Marathon screenshot from a first-person perspective.

(Image credit: Bungie)

I am optimistic, as many of my biggest problems with Marathon have been addressed in the time since launch. The thoroughly miserable inventory, for example, has been overhauled completely. Why did tiny stacks of three med kits and 60 ammo (items needed in bulk for practically every run) originally take up most of your highly limited slots?

I’m not entirely sure, as this would have presumably been immediately highlighted as a problem by play testers, but with their stacks increased to nine and 800, respectively, you're no longer spending minutes staring at the screen and selling your recently obtained gear in order to ensure that you have enough space to start another match.

The difficulty of computer-controlled enemies has been rebalanced, too, with the generic hostile robots that litter each map now not needing you to pump multiple magazines into them if you’re unlucky enough to get spotted. The game still doesn’t do a great job of communicating whether a hostile bot is carrying a super-powerful shield (you seem to need to manually ping them every time in order to see that), but being able to reliably take on these threats head-on makes it much easier to move around in each game.

The latest major update also introduced Cryo Archive (which went live on March 20, 2026), a stellar, massive map filled with challenging combat gauntlets and countless hidden secrets to uncover.

Best bit

A Marathon screenshot from a first-person perspective.

(Image credit: Bungie)

I’ve loved everything about Marathon’s aesthetic since its very first trailer. The maps are stunning and have a range of possible weather conditions that all look great. The Runner shells are attractive too, with distinct designs that reflect their abilities.

Set in a crumbling spacecraft, it’s a delight to explore and is bursting with high-end loot. It’s only available to jump into on weekends, though, which feels like Bungie artificially gating off content for no real reason other than to prevent players from finding everything that it has to offer too quickly and then simply leaving to play something else.

It’s a massive shame, especially when the three launch maps don’t have much going for them. Perimeter, the starting map, is tiny and segmented with multiple chokepoints that make running into other teams practically a guarantee. As with other extraction shooters, bullets are lethal here, and the threat of stumbling upon others is thrilling at first, but you’ll quickly learn the layout like the back of your hand. The map is so small that more experienced players like to beeline straight for the locations of key items for the earliest quests, too, forcing newcomers to contend with frustrating campers.

It wouldn’t be such a big issue if you could progress more than one quest at a time, but you can’t. They’re mostly boring fetch quests too, and dropping into a map only to discover what you need is long gone, just leaves entire matches feeling like a total waste of time.

Faltering pace

A Marathon screenshot from a first-person perspective.

(Image credit: Bungie)

The other two readily available maps, Dire Marsh and Outpost, are both much better thanks to their larger sizes and more complex layouts, not to mention the fact that later missions are slightly less repetitive than the early ones. Don’t be fooled by the increased scale, though, as you’ll still encounter other teams near constantly. Marathon might be one of the most combat-heavy extraction shooters that I’ve ever played, which is fun when you’re able to coordinate with a team of friends, but invariably miserable if you choose to matchmake with randoms.

You can embody one of six Runner shells (synthetic bodies with their own distinct personalities) plus the blank-slate, solo-play-only Rook. None of the shell’s hero-like abilities are particularly imaginative (with your usual suite of movement, stealth, recon, healing, and tank powers), but they do all work well and lead to some interesting combat scenarios.

I particularly love dropping in as Vandal, the movement hero, and using her super-sprint ability to flank entire teams. It‘s incredibly effective with a meaty shotgun in hand, plus a longer-range homing energy weapon for locking on to any foes that might try to flee.

A Marathon screenshot from a first-person perspective.

(Image credit: Bungie)

When it all comes together, the moment-to-moment action can be incredibly fun, but after almost forty hours grinding through quests, I can’t help but sit back and wonder what I’m actually doing it all for.

Bungie has already confirmed that your progress is going to be wiped every few months, with only cosmetic unlocks carrying over. Unfortunately, the skins are completely bland and not really worth the time investment. This is doubly true of the ones in the paid battle pass (which is stuffed with basic weapon recolors and just one simplistic Runner skin) and the measly assortment offered in the in-game store.

Even with the addition of Cryo Archive, it’s not like there are anywhere near enough maps or modes (the game launched with just one) to keep me coming back for more, and I can’t help but think other players will inevitably feel the same with time.

There’s very little here compared to even free-to-play alternatives like Arena Breakout: Infinite, which looks much less impressive but boasts significantly more to do and, importantly, doesn't actually cost any money to get into. Hopefully, future updates will build out this beautiful-looking game with some much-needed substance before it’s too late.

Should I play Marathon?

Play it if...

You have a full team of friends on hand
Marathon is at its best when you’re playing as a full team of friends and coordinating throughout its intense PvP encounters.

You love the aesthetic
There’s no game out there today that looks quite like Marathon. It’s beautiful to look at, and worth playing if you love how it looks.

Don't play it if...

You want a game you can pour hundreds of hours into
There’s just not enough here to justify playing Marathon for an extended period of time. The limited selection of maps and lack of attractive rewards for grinding through its repetitive quests mean that you’ll struggle to stay engaged after too long.

Accessibility features

Marathon doesn’t have a dedicated accessibility menu, but there are a few useful options in its settings menus. On PC, the game can be played with either keyboard and mouse or a controller, with the ability to rebind inputs fully on either control method.

There are four colorblind modes to choose from, which affect item rarity colors and the appearance of the HUD. Subtitles are enabled by default and can be customized in size, color, and background style.

How I reviewed Marathon

I played almost 40 hours of Marathon on my PC, which is a 5070 Ti-powered model from retailer Scan.

It has a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I motherboard, Intel Core Ultra 7 265K processor, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Asus Nvidia 5070 Ti graphics card, which allowed me to play the game at 75 frames per second (fps) on the Highest pre-set graphics mode at native resolution on my 1080p monitor. I trust an Astro A20 X wireless gaming headset for my audio needs, including the use of its microphone when playing with friends.

I played the game exclusively with my usual gaming mouse and keyboard: a Razer DeathAdder V4 Pro and Cherry XTRFY K5V2.

Throughout my time with the game, I compared my experience with my hands-on testing of other extraction shooters, namely Escape from Tarkov and Arena Breakout: Infinite, in addition to the wider first-person shooter genre.

First reviewed March 2026

Turtle Beach’s Donkey Kong-themed Nintendo Switch 2 case is the best I’ve tested so far, with impressive durability and storage at a tempting low price
5:00 pm | March 22, 2026

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

Turtle Beach PlayTrek Travel Case for Nintendo Switch 2: review

The Turtle Beach PlayTrek Travel Case for Nintendo Switch 2 is the definition of eye-catching. From the very moment this model entered my line of sight, I was instantly drawn to it. Its lenticular exterior… its Donkey Kong Country-inspired look… its leaf-green handle… I simply had to get my hands on it.

And now, I finally have it in my clutches – the coveted DK case. But just how good is Turtle Beach’s lightweight Switch 2 case? Pretty damn good, actually.

See, I’ve tested a lot of cases for Nintendo’s latest hybrid console, including some that sit in our guide to the best Nintendo Switch 2 accessories, and some that… well, aren’t quite up to scratch. But one thing has frustrated me with the bulk of these cases. They just lack the playfulness and personality I’d associate with Nintendo.

Of course, that’s not a problem for the PlayTrek Travel Case, which is licensed by Nintendo itself. The Donkey Kong variant I tested is attention-grabbing, includes bold greens and red details, and has lenticular art that reveals multiple layers of trees from different angles. It’s a great-looking item, and the most bodacious I’ve seen so far.

If you’re not all too big on the Kong, fear not. There’s a lenticular Mario Bricks alternative, featuring the Italian plumber himself, or more basic colorways like Charcoal Black and Stellar White.

We’ve spoken a fair bit about looks, but just how practical is the PlayTrek Case for Nintendo Switch 2? Well, first of all, I’m a big fan of the main compartment, which is fitted brilliantly for the Switch 2 console. It’s not too tight of a squeeze, but it’s also very secure. You can flap the middle compartment over your system, and hold it in place with its hook and loop fastener. If you ever drop your case, then your console should be safe.

I touched on that middle compartment, and I have to say, Turtle Beach nailed it here. It’s equipped with twelve game card slots, which can hold either Switch or Switch 2 games. These slots mold to your cartridges with ease, and when I gave the case an almighty shake, they didn’t fall out. Twelve slots is also very generous – I mean, even the official Nintendo Switch 2 Carrying Case only has six. Sure, Nintendo's official case isn't as bulky overall, but in turn, you do get more room for your gaming gear from the PlayTrek Travel Case.

The final compartment – situated under the roof of the case – is pretty neat too. It contains a zip-up pouch that can be used to store a charging cable, Switch 2 camera, or Joy-Con 2 grips, but it’s a little too small to house a dock or larger accessory like the Turtle Beach Rematch Wireless Controller for Nintendo Switch 2, for example. This compartment is padded, however, meaning you get even more protection for your system.

Person placing Switch 2 console into the Turtle Beach PlayTrek Travel Case for Nintendo Switch 2

(Image credit: Future)

In general, the PlayTrek case feels very durable. It’s got an EVA hard shell design ensuring it can survive a fair few drops, and it’s wrapped in TPU-coated polyester, helping it to weather everyday wear. When dropping the case from waist height multiple times, I couldn’t see any indication of damage, although the lenticular cover was a little susceptible to marks like fingerprints – a minor issue in the grand scheme of things.

Right, after all of this, you’re probably wondering whether there’s a catch. For example, it’s probably expensive, right? Well… no, no it isn’t. The PlayTrek Travel Case is typically priced at $29.99 / £19.99 / AU$39, making it cheaper than Nintendo’s official case – a model with fewer game card slots, protection, and storage space. I’ve even seen it go on sale recently, too, with a price cut to just $24.99 / £16.99 in the US and UK at the time of writing. That’s amazing value for money.

So, here we are at the end of it all. Did Turtle Beach’s DK-themed case meet my expectations? No, it didn’t. It surpassed them. With a durable build, excellent low price, charismatic look, and astute storage, this case is ideal for on-the-go use. Sure, it’s not large enough to fit your dock, but there are different cases specialized for that, like the Nintendo Switch 2 All-In-One Carrying Case and Nacon Protection Case XL for Switch 2. Bravo, Turtle Beach, you weren’t monkeying around with this one.

Turtle Beach PlayTrek Travel Case for Nintendo Switch 2 on table with Joy-Con 2 controllers

(Image credit: Future)

Turtle Beach PlayTrek Travel Case for Nintendo Switch 2 review: price & specs

Price

$29.99 / £19.99 / AU$39

Dimensions

11.8 x 6.1 x 2.3in / 300 x 155 x 58mm

Weight

0.8lbs / 378g

Number of game card slots

12

Compartments

3

Handle

Yes

Color

Charcoal Black, Stellar White, Donkey Kong, Mario Bricks

Middle compartment on the Turtle Beach PlayTrek Travel Case for Nintendo Switch 2

(Image credit: Future)

Should I buy the Turtle Beach PlayTrek Travel Case for Nintendo Switch 2?

Attribute

Notes

Rating

Design

Attractive lenticular exterior with fun look, well-built with hardy exterior, but can pick up fingerprints quite easily.

4.5/5

Storage

Secure storage for Switch 2 console, loads of game card slots, handy pouch, not quite big enough for dock or larger accessories.

4.5/5

Value

Phenomenal low price for a case with this much quality and personality.

5/5

Buy it if…

You want a case that stands out from the crowd
The PlayTrek Travel Case is available in an eye-catching array of designs, but my favorite has to be the Donkey-Kong-themed model. Its lenticular artwork and vivid use of color make it a true joy to behold.

You’re looking for excellent durability
This case isn’t just a looker, though; it’s also very durable. Its EVA hard shell design will keep your Switch 2 safe from the odd drop, and the TPU-coated polyester protects against daily wear. On top of that, the case's padded interior and fitted build will keep your system secure and in place, even if you’re taking a bumpy ride.

Don’t buy it if…

You need a case to house your dock
This model isn’t the largest around, so it won’t quite fit your Switch 2 dock or some other larger accessories. If that’s what you need, check out my top suggestion in the ‘Also consider’ section.

You’re easily bothered by fingerprints
Like a lot of its fellow cases, the PlayTrek Travel Case is fairly susceptible to picking up fingerprints. If markings like that tend to rub you the wrong way, it may be worth looking at an alternative, like a soft case. The Hori Puff Pouch for Nintendo Switch 2 is an option that springs to mind.

Turtle Beach PlayTrek Travel Case for Nintendo Switch 2 review: also consider

Nintendo Switch 2 All-In-One Carrying Case
OK, this one’s pricey, but stick with me here. If you need a case that’s large enough to house your dock, a Pro Controller for Nintendo Switch 2, and all of the necessary wires and accessories, this is the ultimate pick. Nintendo’s official all-in-one case doesn’t have the hardest exterior, but it’s highly scratch-resistant, has individual compartments for your gaming gear, and is all you need for heavy-duty on-the-go gaming.

Read my full Nintendo Switch 2 All-In-One Carrying Case review.

Hori Adventure Pack for Nintendo Switch 2
If you want something a little different, then check out this cross-body option, the Hori Adventure Pack for Nintendo Switch 2. It’s a great value-for-money pick with plenty of room for your console and accessories, and can be used with a shoulder strap or traditional handle.

Read our full Hori Adventure Pack for Nintendo Switch 2 review.

How I tested Turtle Beach PlayTrek Travel Case for Nintendo Switch 2

Zip on the Turtle Beach PlayTrek Travel Case for Nintendo Switch 2

(Image credit: Future)
  • Tested over the course of multiple days
  • Took it with me to the office and performed durability tests
  • Trialled by a Switch 2 owner and life-long gamer

I spent multiple days testing the Turtle Beach PlayTrek Travel Case for Nintendo Switch 2, taking it with me to the office for my workplace’s weekly Mario Kart World showdown.

During my time testing, I made sure to try filling the case with my Switch 2 system, games, and accessories, and performed durability tests to ensure the case performed its job effectively. I even compared it against my go-to model, the official Nintendo Switch 2 Carrying Case, on aspects like design, storage space, and ruggedness.

More generally, I’ve spent two years reviewing products here at TechRadar, and have lots of experience testing Nintendo Switch 2 accessories. I’ve tested a huge amount of cases, alongside screen protectors like the Genki Aegis Shield, cameras including the Hori Piranha Plant Camera for Nintendo Switch 2, and controllers like the Turtle Beach Rematch Wireless Controller.

AndaSeat’s first standing desk just needs a touch more refinement in the cable management and desktop department
7:00 pm | March 21, 2026

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

AndaSeat Xtreme Series Standing Desk: one-minute review

As a first attempt at a budget-oriented standing gaming desk, there are certainly positives for AndaSeat to draw on here. Still, it's clear it could use some refinement moving forward, and in some areas, it does feel rather rushed. Before we get to the bad, let's cover the feature set, shall we?

As standard, you get solid height adjustment ranging from 28.7in to 46.1in (73 - 117cm), multiple width options, with both 47.2in (120cm) and 55in (140cm) variants available, and a choice of colors too (black and white, albeit the white variant is only available at that larger size).

AndaSeat's also included a digital display and control panel (super easy to use), which comes with three separate profiles you configure and save multiple heights on.

Cable management on the whole is a bit of a mixed bag, although there is a cable caddy fixed to the back of the desk below where the monitor would sit, for UK and US plugs. The gaps between it and the desktop, when fully installed, are too tight to actually thread them through.

If you're plugging or unplugging devices into an extension lead back here, you're going to effectively need to unscrew it from the desk before you can do that. That's a shame because AndaSeat's included a metric ton of cable management adhesive tie-off points and cable ties, too, to help with your clean desk endeavors. Oh, and you get, well, a plastic cup holder and a headphone stand that you can screw to it, and that's about it.

Overall design is a mixed bag. It's not entirely square like most modern desks, but actually leans into an older, early 2010s office vibe, with this curved front, which, although perhaps more ergonomic, looks slightly dated in contrast to the cleaner, sharper aesthetic of more modern alternatives. There's also a cutout behind the monitor to allow you to run cables through, which is a nice touch, but that front arch may put many off, as it does make it stand out in a more modern office environment.

The biggest win, though? The price. At $500 US for the white 55-inch variant, and $400 for the smaller 47-inch, it's one of the most affordable standing desks on the market, at least one that's purposely designed for gaming anyway.

AndaSeat Xtreme Series Standing Desk

(Image credit: Future)

AndaSeat Xtreme Series Standing Desk review: Price and Availability

  • Costs $400 / $500, around £297 / £370, or AU$562 / AU$703
  • Currently only available via AndaSeat's webstore in the US
  • Multiple sizes and black/white versions available

Right now the Xtreme series is only available for purchase via AndaSeat's webstore directly, it comes in two sizes currently, either the 47.2in (1.20cm), or 55.1in (140cm), although if you look in AndaSeat's instruction manual for the Xtreme series, there's also mention of a 63in (160cm) version listed too, so I suspect that'll land with us sometime in the future.

This is actually one of the cheapest standing desks out there, specifically designed for gaming, beating out the likes of Corsair's Platform:4 series (which starts at $700), and Eureka's Ergonomic GTG as well ($600). Although it's worth mentioning that both of those do have quite a few more extras than the Xtreme line does here.

AndaSeat Xtreme Series Standing Desk review: specs

Price

$400/$500 around £297/£370, or AU$562/AU$703

Height

28.7in / 73cm (up to 46.1in / 117cm)

Load capacity

154lbs / 70kg

Material

Cold-formed Steel, Laminated MDF

Dimensions

47.2 x 29.5in (120 x 75cm) or 55.1 x 29.5in (140 x 75cm)

Noise level

<50db

AndaSeat Xtreme Series Standing Desk review: design and features

  • Solid build quality
  • Easy(ish) assembly, but could be easier
  • Some features need a rethink

Standing desks are inherently fraught products to launch. It's a difficult market to break into. Not only is it a niche within a niche, but competition is so tight these days that you really do need to bring something special to the table.

When Corsair first launched its Platform line, it was all about those added extras, monitor arms, Elgato support, and all the bells and whistles you'd expect from a company like that. Secretlab came in with all the RGB you could imagine, and Eureka had that funky, curved, angled, glass top thing that you either love or hate (or smash in one bad Valorant run).

AndaSeat's offering is markedly different. The added extras are relatively minimal; in fact, in many ways, it does feel like the company grabbed a Desktronics HomeOne standing desk frame, popped its branding on it, added a curved MDF top, a few optional extras, and called it a day. That's a real issue as it seriously struggles to stand out as a result.

The finish on the desk is just about serviceable as a result of that. It's a laminate MDF top, with a speckled matt coating in black or white. Our sample had a few chips on it and the odd grubby mark too (likely because it shipped all the way to the UK from China), but it's just not that exciting.

The curve in it is similarly highly divisive. It doesn't necessarily look that great by modern standards, and although it is ergonomic and gets you a little closer to your monitor compared to some offerings (these things always seem to be super deep by comparison to most 60cm / 24in desks), it would have been much better served against the current competition with just a flat edge.

AndaSeat Xtreme Series Standing Desk

(Image credit: Future)

And then there's the cable management, which, honestly, in many ways does feel like the biggest afterthought on this whole project. The gap between the metal cable caddy in the rear and the top of the desk is just ridiculously tight. I cannot thread a UK plug through there, and even if I could, struggling to then try and insert that into the extension lead itself, cramming my wrist through the gap, while haphazardly trying to see what I'm doing while I do it, just feels like a recipe for disaster. Even with that height adjustment.

What's interesting is that AndaSeat's animated GIFs and videos littering the product page actually show that as being almost hinged, like you can drop it down on one side to access the extension load, which honestly would be fantastic, but you can't. It's secured in place with four Allen key screws, and that's it. You could loosen two and bend it down, but you'd likely be damaging that MDF top in the process.

Then there's the cupholder and the headphone holders included as well. Both of which are plastic. A quick glance at the imagery here, and you'll spot I didn't install them. Why? Because they just don't look premium at all. Cheap white shiny plastic with a mottled finish? No, thank you. They certainly don't match the white top finish, that's for sure.

Also missing from the product page is the under-desk PC holder and an elevated monitor stand, too, which would have been nice additional extras to see at least somewhat available on launch. That does make me wonder if the launch itself was rushed to hit a particular quarter, rather than when the product was ready.

Otherwise, building it is, although quite the time consuming process, easy enough to do as long as you follow the instructions; there's not a whole lot that can go wrong here, and the desk frame itself is impressively durable once you've finished with it.

AndaSeat Xtreme Series Standing Desk

(Image credit: Future)

AndaSeat Xtreme Series Standing Desk review: performance

  • Multi-profile settings are impressive
  • Cable management needs work
  • Load capacity is limited

On to the good news, then, once the desk is built, certainly in white, it does look remarkably clean, particularly with the Mac setup I have running on top of it. Now, admittedly, I am testing this in a coffee roastery, but it does fit the whole aesthetic here beautifully, and it'll work just as well in a spacious office, as long as you don't mind that curve I mentioned earlier.

The profile settings and height adjustment, too, are super sleek. There's a child lock on here, and it's incredibly smooth when you're adjusting the height as well. Setting specific profile heights is a doddle (simply pick a height, then press S, and the profile number you want to set it to), so if you do want to swap it on the fly, you can do so super quickly and easily.

As mentioned, cable management, though, leaves a lot to be desired. Not only is the cable tidy tray a pain to deal with, but I feel like the power setup for the height adjustment monitor could have been hidden a bit better as well. If the legs came pre-assembled with the power cable running through them directly, you could have hidden the kettle lead it requires in the top of the desk, rather than at the base of one of the legs.

Total rated load capacity is also quite light, too, at just 154lbs / 70kg. It's certainly considerably less capable than the Platform:4 (330lbs / 150kg), and even the more budget-friendly Secretlab Magnus Evo (264lbs / 120kg). That said, I did sit my own 176lbs / 80kg of weight on it, and it didn't snap in two, so who knows. This is likely a precaution due to the motors and that 18mm thick MDF that sits on top, so don't overdo it if you do invest in it.

AndaSeat Xtreme Series Standing Desk

(Image credit: Future)

Should I buy the AndaSeat Xtreme Series Standing Desk?

Buy it if...

You're in the US after a cheap entry-level standing desk
With multiple sizes and a relatively low entry point its remarkably affordable. Best-case scenario, you fall in love with multiple height adjustments; worst-case scenario, you've got a nice, comfortable, deep desk to sit at

You don't want fancy RGB or additional features
It's simple, remarkably so, and in some ways that's a positive, not a negative; there's no overtly gamer emphasis on display here, which is a win in some arenas.

You want curved ergonomics
You'll either love or hate that front curve, but if you're willing to take a chance on it, it does provide a modicum more ergonomic freedom than a standard flat desk

Don't buy it if...

You're looking for something a little more premium
Although it's impressively affordable, AndaSeat's cut some serious corners to make that a reality, from the MDF top to the cheap accessories.

You value good cable management
It's technically there, but you almost have to strip the desk down to get access to your extension leads again.

Also consider...

AndaSeat Xtreme Series

Corsair Platform:4

Secretlab Magnus Pro

Price

$400/$500, around £297/£370, or AU$562/AU$703

$699.99 / £799.99 / around AU$1,600 or $899.99 / £999.99 (Elevate) / around AU$2,000

$799 / £770

Height

28.7in / 73cm (up to 46.1in / 117cm)

29in / 74cm (up to 48in / 122cm Elevate)

25.6-49.2in / 65-125cm

Load capacity

154lbs / 70kg

330lbs / 150kg

264.6lbs / 120kg

Material

Cold-formed Steel, Laminated MDF

Steel, laminate / birchwood

Steel, wood fiberboard

Dimensions

120 x 75cm (47.2 x 29.5in) or 140 x 75cm (55.1 x 29.5in)

29in / 74cm x 47in / 120cm x 30in / 76cm

59.1 x 27.6 x 25.6-49.2in / 150 x 70 x 65-125cm

Noise level

<50db

~50db

N/A

Corsair Platform:4
The ultimate high-end gaming desk, ideal for creators and those who crave high-quality materials and Elgato support. It's expensive, yes, but the functionality feels almost endless.

For more information, check out our full Corsair Platform:4 review

Secretlab Magnus Pro
A rival for the Platform:4, but in a Secretlab package? Probably, with exceptional cable management, a great built-in controller, sleek, professional, and with a ton of magnetic accessories, it's seriously slick.

For more information, check out our full Secretlab Magnus Pro review

How I tested the AndaSeat Xtreme Series Standing Desk

  • Built and used by hand, solo wherever possible
  • Extensive work in an industrial environment
  • Direct comparisons made to similarly priced competitors

I actually requested the Xtreme Series be shipped directly to a coffee roastery I work at, for two reasons primarily. Firstly, so it could be used in a working capacity (managing a coffee roastery is a hectic business), and secondly, to act as a coffee tasting table for clients and guests, to see if its versatility extended beyond just the technical capacity.

With direct feedback from multiple clients and colleagues, and used in a wide range of activities for multiple weeks, both gaming, working, and in an industrial capacity, it gave me a fantastic idea of just how this desk contends not only with modern standing desks, but also in more taxing environments.

First reviewed February 2026

Read more about how we test

I tested Asus’ new open earbuds for weeks, and I love their great sound and comfort level — but they’re so ugly I’m actually impressed
4:00 am | March 20, 2026

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

Asus ROG Cetra Open: Two-minute review

I’ve become very fond of open earbuds recently, and was pretty excited when Asus announced the ROG Cetra Open. If you’re not familiar with the open ear style, they’re basically earbuds that clip onto your ears and have drivers that sit a few millimeters away from your ear canal rather than plug with a silicon tip.

They’re incredibly comfortable to wear and help you maintain awareness of your surroundings, which is great when you're out and about and would rather avoid getting hit by passing bikes and the like. The trade-off is generally that you lose out on noise cancellation, isolation, and the earbuds’ ability to effectively produce bass.

Open earbuds seem like a bit of a strange choice for gaming, given the fact that they are usually towards runners or gymgoers, but I think Asus might be on to a winner with the concept. The level of comfort they offer is second to none, and I always appreciate the ability to hear myself while chatting in a match.

Unfortunately, the Asus ROG Cetra Open really stumble, presumably as a result of being the brand’s first pair of open gaming earbuds. For starters, they’re ridiculously expensive at an eye-watering $229.99 / £174.99 - that’s more than many of the best wireless gaming headsets and triple excellent non-gaming alternatives such as the Huawei FreeArc Buds. While the Asus pair does sound much better overall and has vastly superior microphones, they’re still not worth such a higher cost in my eyes.

The case that they sit in is also absurdly massive. It’s big enough to be uncomfortable in your pocket and, at the point you have to carry around a rucksack just to have space for your earbuds, it’s safe to say something has gone seriously wrong in the design department. To make matters worse, it feels very hollow and plasticky, which is unacceptable in a product at this price.

All of this leaves the Asus ROG Cetra Open difficult to recommend outside of a sale or if you’re really, really desperate for an open gaming pair. Hopefully, the brand’s next attempt is cheaper and more feature-dense, because there is real potential here.

The Asus ROG Cetra Open wireless gaming earbuds.

(Image credit: Future)

Asus ROG Cetra Open: Price and availability

  • Cost $229.99 / £174.99 / around AU$330
  • Available via the Asus website, Amazon, and Newegg
  • Very expensive for gaming earbuds

The Asus ROG Cetra Open earbuds retail for $229.99 / £174.99 and can be purchased via the Asus website in the US and UK, in addition to Amazon and Newegg in the US.

At this price, they’re substantially more expensive than our current favorite premium gaming buds, the SteelSeries Arctis GameBuds, which go for $159.99 / £159.99 / AU$359, and you’re paying a massive premium for the open design.

For PlayStation owners, the $199.99 / £179.99 / AU$249.95 Sony Inzone Buds are another major competitor, while the PlayStation Pulse Explore earbuds are also in the mix, and offer out-of-the-box PlayStation Portal compatibility too.

They’re also pretty pricey compared to other open earbuds, costing much more than the Huawei FreeArc Buds and Honor Earbuds Open, but less than the super premium Bose Ultra Open Earbuds.

Asus ROG Cetra Open: Specs

Price

$229.99 / £174.99 / around AU$330

Weight

0.3oz / 11g (per earbud bud)

Compatibility

PC, PS5, PS4, Nintendo Switch, Nintendo Switch 2, mobile

Connection type

Wireless (Bluetooth / 2.4GHz dongle)

Battery life

16+ hours (48+ hours with case)

Features

Immersion mode, RGB lighting, EQ settings

Software

Gear Link (web)

Asus ROG Cetra Open: Design and features

  • Generic, cheap-looking design
  • Browser-based software
  • A few gaming features

I’ll be completely honest here: I absolutely hate how the Asus ROG Cetra Open looks. They’re bulky and weirdly angular for a pair of open earbuds, and look nowhere near as sleek and stylish as the alternatives by Huawei and Honor. In fact, they look more like they’re by a weirdly named off-brand that you would find scrolling too far down Amazon rather than a major hardware manufacturer. This certainly isn’t helped by the RGB lighting with its overly garish default rainbow pattern, or the fact that the plastic materials used on each bud don’t feel too premium.

The case is just as hideous and, worse still, comically large: it’s only slightly more compact than the average mid-size phone and about four times as thick. This makes it difficult to fit in a pocket and annoying to bring around with you. Sure, lots of open-ear buds have cases on the bulkier side, but I’ve not used any quite as impractical as this. I don’t quite understand why Asus is advertising these earbuds so heavily as suitable for sports, as a result of this, as surely anyone running or at the gym would favor something with a case that's more compact.

The Asus ROG Cetra Open wireless gaming earbuds.

(Image credit: Future)

Part of the reason the case is so big is to make room for the 2.4GHz USB-C wireless dongle. The dongle has a pass-through feature, with its own USB-C port that you can use to charge a controller, for example, but it’s an odd L-shape that tends to block more than one port when it’s plugged in.

Rather than a traditional application, the Asus ROG Cetra Open relies on a browser-based program called Gear Link. I really appreciate this, as it removes the need to install any software bloat and gives you immediate access to settings on practically any PC or phone when you need them. Major features it lets you tweak include equalizer settings (with pre-sets for gaming, movies, music, and so on), RGB lighting effects, and Immersion Mode. Immersion Mode seems to be some form of active noise cancellation (ANC), though I found that it wasn’t particularly effective at blocking even low-level background sound.

There’s also optional multipoint connectivity, letting you pair two devices at once for the times when you want to game while listening to music or taking a phone call.

The Asus ROG Cetra Open wireless gaming earbuds.

(Image credit: Future)

Asus ROG Cetra Open: Performance

  • Sound great with a surprising amount of bass
  • Secure and comfortable fit
  • Microphones are decent

For a pair of open earbuds, the Asus ROG Cetra Open sounds great with some surprisingly punchy bass. The sound is crisp and clean, with decent tuning out of the box - though I would still recommend selecting the flat EQ in its software. It’s hard to overstate just how comfortable they are to wear, too. I have used them for an entire day of work with absolutely no discomfort or fatigue, making them some of the most comfortable earbuds that I’ve ever used.

They’re very secure on the ears too, and can easily withstand walking or even running. The included neck band can be used for some added peace of mind, too, ensuring that they will stay on your person even if they do come loose.

The ability to hear your surroundings is also surprisingly useful, though it does come with some drawbacks. If you’re using these headphones in an office environment, you can easily chat to others without taking them out of yours and when exercising outdoors, you don’t need to worry about drowning out oncoming traffic. In a gaming context, though, it’s a bit of a double-edged sword. You’re going to hear pretty much everything in your surroundings, even if you’re playing at home, which makes it difficult to get truly immersed. The headphones do have an Immersion Mode feature, which seemingly enables some kind of ANC, but it’s not effective at blocking noise at all.

The microphones of the Asus ROG Cetra Open are decent for a pair of earbuds. They’re not broadcast quality by any means, but they do a decent job picking up your voice and will ensure that you can be heard clearly in most situations. The battery life is also nothing to complain about, with around 16 hours of use for each bud and an additional three charges held in the case.

The included dongle makes it easy to use the headphones with consoles, and cuts down potential latency, though I do find its L shape design a little awkward. If you’re not careful, it can block adjacent USB ports, though it does offer USB-C passthrough that somewhat mitigates this annoyance.

The Asus ROG Cetra Open wireless gaming earbuds.

(Image credit: Future)

Should I buy the Asus ROG Cetra Open?

Buy it if…

You're after open gaming earbuds
If you want a pair of open earbuds designed specifically for gaming, there really aren’t any real alternatives to the Asus ROG Cetra Open, making them your best option by default.

You’re desperate for earbuds suitable for both gaming and sport
If, for some reason, you really, really want to use the same earbuds for gaming and sport, then the Asus ROG Cetra Open is one of the few products geared towards both.

Don’t buy it if…

You’re on any kind of budget
The biggest drawback of the Asus ROG Cetra Open is easily its massive price tag. If you’re after a pair of open earbuds, there are plenty of cheaper options out there, and if you can sacrifice the open design, premium gaming earbud models come in much cheaper.

You love being immersed in your games
The open design inherently can’t block noise as effectively as closed models that create a seal in your ear. If you value immersion and cutting out distractions, choose something else.

Also consider...

After some alternatives to the Asus ROG Cetra Open? Here’s one gaming model and one more general pair of open earbuds to consider.

Asus ROG Cetra Open

SteelSeries Arctis GameBuds

Huawei FreeArc Buds

Price

$229.99 / £174.99 / around AU$330

$159.99 / £159.99 / AU$359

£99.99 (around $130 / AU$200)

Weight

0.3oz / 11g (per earbud bud)

0.19oz / 5.3g (each bud); 1.7oz / 48.7g (case)

0.31oz / 8.9 g (per bud)

Compatibility

PC, PS5, PS4, Nintendo Switch, Nintendo Switch 2, mobile

GameBuds for PlayStation: PS5, PS4, Nintendo Switch, PC, Mac, Meta Quest 2/3, mobile; GameBuds for Xbox: Xbox Series X|S, Xbox One, PS5, PS4, Nintendo Switch, PC, Mac, Meta Quest 2/3

Mobile

Connection type

Wireless (Bluetooth / 2.4GHz dongle)

2.4Ghz (via USB-C), Bluetooth 5.3 (mobile)

Wireless (Bluetooth)

Battery life

16+ hours (48+ hours with case)

Up to 40 hours (buds 10 hours; case 30 hours)

7 hours (earbuds), 23 hours (total)

Features

Immersion mode, RGB lighting, EQ settings

360° Spatial Audio, Qi Wireless Charging Case, 6mm neodymium drivers, four-mic ANC, transparency mode, in-ear detection/sensor, IP55 rating, fast charge, companion app with more than 100 presets

Companion app

Software

Gear Link (web)

Arctis Companion App (mobile), SteelSeries Sonar (PC)

Huawei AI Life (mobile)

SteelSeries Arctis GameBuds
My go-to gaming earbuds and easily the best premium pair that money can buy right now. They boast excellent sound, great companion software, and some highly effective ANC to keep you immersed in your game.

For more information, check out our full SteelSeries Arctis GameBuds review

Huawei FreeArc Buds
This more affordable, general-use pair is my current open earbuds of choice for when I’m outdoors. They’re just as comfortable as the Asus pair, but much more stylish. They’re not designed for gaming, though, and you lose some sound quality.

For more information, check out our full Huawei FreeArc Buds reviewView Deal

How I tested the Asus ROG Cetra Open

  • Tested for more than a month
  • Used for gaming and general music listening
  • Compared against other open earbuds and gaming earbuds

I tested the Asus ROG Cetra Open earbuds for more than a month, using them as my go-to headphones for practically everything in that time. I spent hours using them for gaming on both PC and PS5 in addition to taking calls with friends over Discord. I took them with me daily to the office too, wearing them outside to listen to music and for taking meetings at work,

Throughout my time with the earbuds, I compared them frequently to many of the best gaming earbud models, particularly the SteelSeries Arctis GameBuds. I also evaluated them against open earbuds that I have tried, like the Honor Earbuds Open and Huawei FreeArc Buds.

Read more about how we test

First reviewed March 2026

After 80 hours of Crimson Desert I’m thirsty for more of its breathtaking open-world and enthralling set pieces — it just needs a few tweaks in some areas to become a masterpiece
1:00 am | March 19, 2026

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

Crimson Desert is easily one of the best action-adventure games of this generation. Developer Pearl Abyss provides stylish, remarkable combat in an exceptional open-world experience with spectacular visuals that make it a must-play.

It provides little to no guidance, giving players total freedom to think outside the box in both exploration and combat encounters, utilizing unique mechanics to overcome puzzles, enemy ambushes, and the other obstacles that await you.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: March 19, 2026

Despite initial fears of a 'catch', Crimson Desert ticks all the important boxes for a game that will keep you coming back for more, with moments of distraction during discovery, large-scale battles, fantastic voice acting, and a strong original soundtrack to accompany players throughout their journey.

After 80 hours of playing, I still have the same smile from my first hour of diving in, as there's still so much more that awaits me in the continent of Pywel.

Getting lost in Pywel

(Image credit: Future / Isaiah Williams)

Crimson Desert's map is absolutely massive, so much so that I had only seen eight per cent of it by the 60-hour mark. The continent of Pywel is filled with so much to discover, and I often found myself getting sidetracked and distracted on the path to main story quests in this well-crafted open world.

Whether it's a cave you've stumbled upon, full of traps to complete a puzzle, or an ambush led by a non-playable character (NPC) who fools you into believing they need your help, Crimson Desert is constantly keeping you engrossed and curious to uncover what lies beyond its main path.

As Kliff Macduff, you lead the Greymanes after a sudden ambush by fierce rivals, the Black Bears, leaving Kliff and his comrades left for dead. Your job is to find and reunite the surviving Greymanes and avenge all that was lost, but there's more than what meets the eye here.

It's important to note that Crimson Desert is not a narrative-driven game, and there's a heavier focus on the open-world sandbox and its immersive nature. Having said that, I was quite surprised to see that Pearl Abyss constructed an interesting story that not only helps you grow attached to characters among the Greymanes but also leaves you constantly wondering what lies ahead on your journey.

Following the game's grand opening, Crimson Desert gives you important starter tools and essentially allows you to freely explore any region you choose. You effectively pick your own difficulty by either seeking out gear via boss battles or finding Abyss Artifacts to unlock new skills, all early on, or head into quests or large-scale battles without them for a challenge.

Finding those Abyss Artifacts is no easy feat, as many require solving puzzles across the map. Remember when I said there was no hand-holding? You're not getting anything but a few hints with Crimson Desert's puzzles, and it felt so rewarding to complete them, as I was consistently excited to see how each new skill I unlocked would change my playstyle.

(Image credit: Future / Isaiah Williams)

For example, you might find a puzzle with stone slabs and symbols that must follow a particular pattern for each phase. While there are potentially clues for what that pattern is in another hidden location on the map, chances are you haven't found it. Once you finally succeed through trial and error, the sense of relief is profoundly cathartic.

That applies to both puzzles in casual exploration, side quests, and main quests, so it's best to be patient with each of them. The scale of Crimson Desert's open world is something I've not seen in any game until now, and that means most players will easily pass the 50-hour mark, and still be in the game's starting region, Hernand.

Now, that doesn't mean you can't travel to any region you want; you can. However, I offer you the best of luck in doing so without finding the right gear, and levelling up accordingly, as the enemies and bosses in Crimson Desert are very unforgiving - sometimes to the game's detriment.

Suplex city

Gameplay screenshot of Crimson Desert
Future / Isaiah Williams
Clothesline attack in Crimson Desert
Future / Isaiah Williams
Kliff in combat in Crimson Desert
Future / Isaiah Williams
Jump kick attack in Crimson Desert
Future / Isaiah Williams
Force Palm ability in Crimson Desert
Future / Isaiah Williams

Combat in Crimson Desert is a wrestling fan's dream and more, easily standing out as the strongest aspect of the game. While there's plenty to enjoy in terms of spectacle, especially when mounting dragons, using jetpacks, or simply deploying tools like Axiom Force to traverse the map, Pearl Abyss has done a phenomenal job at making the battlefield your playground.

Once you've equipped enough Abyss Artifacts, you can either choose a build dedicated to unarmed combat, with stylish combos that reminded me of Devil May Cry 5, or one that focuses on special attacks like Force Palm.

The great thing is you can dip into both, and blend multiple styles, but you'll need to master combat and the game's controls to do so. You'll know you're beginning to grip combat when you run into formidable base enemies who can pull off some of the same moves you can, and you're able to time your dodges and parries and execute your counters before shifting back into defence, as they're quite hard to pull off consistently.

It also has you stringing particular combos together promptly, especially since certain special attacks and combos can only be executed on stunned enemies and bosses. For example, Kliff can clothesline enemies, pull off a Randy Keith Orton (RKO) — yes, I'm not kidding — a suplex, and an elbow drop all in one string if timed well, and may even save you from an ambush as their impact can push other enemies back away from you.

Fortunately, it didn't take me long to become well accustomed to the controls, which can be slightly confusing at first, especially if you're not used to intense action games. Once you can grab enemies using Axiom Force, and use the game's fundamental mechanics (which are usually ideal for puzzles) in combat, the experience excels, particularly when coming across aggressive foes.

All three playable characters in Kliff, Damiane, and Oongka have their own skill trees and weapons, and most importantly, diverse fighting styles. Using Damiane, I could grab an enemy for a ground-slamming attack, but then hit the same combination again, only for her to inflict multiple knee attacks mid-air on an enemy's face, or send them crashing into the ground again.

(Image credit: Future / Isaiah Williams)

Enemies won't give you any waiting time either, often working by ambushing you and attacking all at once, making you stay on your toes to come out of encounters alive. It flows incredibly well, and the difficulty within normal enemy and faction encounters feels very well-balanced.

Unfortunately, that isn't the same case with some of Crimson Desert's boss battles. Two of the worst offenders have already been showcased in marketing: Kearush the Slayer and the Reed Devil.

Bosses in the game often trigger special and large-scale attacks that are capable of killing you in one hit, and there should be a fair chance to evade these attacks.

However, Kearush the Slayer has a special attack that is almost impossible to dodge, parry, or even run away from — and the only solution for me was to desperately Force Palm myself into the ceiling of the hall the fight takes place in. Kearush is also incredibly aggressive, to an unfair degree, leaving little time for you to react.

It's much worse in the Reed Devil encounter, specifically a second phase that has you destroying certain objects to continue, but you can hardly move due to the ferocious attacks that easily break through your defence.

You'll find yourself hard-pressed to defeat bosses without entering each encounter with tons of food or other healing items, because each boss gets far more aggressive through each phase, and there's no checkpoint in between each of them.

(Image credit: Future / Isaiah Williams)

Going from challenging but fair enemy ambushes, casual open-world exploration, and fun mini-game activities, to overly aggressive boss battles in the main story made it feel like I was playing two different games at times.

I'm sure there'll be players who have a better time during these encounters, especially if care is taken to use most Abyss Artifacts on stamina and health upgrades (and perhaps if Pearl Abyss does tweak some of these encounters post-launch), but they were frustrating for me.

It's not all doom and gloom, though, as I ran into a few epic and engaging boss battles that gave me a fair opportunity to come out victorious without feeling hard done by. I just hope that, at the very least, Pearl Abyss can include checkpoints for those that feature multiple phases.

Let's get technical

Hernand in Crimson Desert
Future / Isaiah Williams
Flying in Crimson Desert
Future / Isaiah Williams

I'll admit, I was worried about Crimson Desert's performance before getting my hands on it, but fortunately, those fears were quelled instantly. PC players will be glad to know that Crimson Desert runs like an absolute charm, and the BlackSpace Engine from Pearl Abyss is exceptional.

I ran Crimson Desert on an RTX 4080 Super, with 32GB of DDR4 RAM, and an AMD Ryzen 5700X3D processor. At a native 3440x1440 resolution, on the maximum 'Cinematic' graphics preset without any upscaling, I was able to hit around 70 frames per second (fps) and more in multiple graphically intense scenarios.

The optimization from Pearl Abyss here is exceptional, and as I speculated previously, it's the first title on PC I've seen in years that doesn't need to use any form of upscaling for good performance. Bear in mind, on the Cinematic preset, only 6GB of VRAM was being utilized.

It's also easily one of the best-looking games of this generation, with amazing vistas alongside cloth physics and water simulation that leave me stunned each time I take a breather while exploring.

The only issues I ran into were quality-of-life annoyances and game-breaking bugs. Reading the latter might make you panic, but don't. These were softlocks that occurred when resetting skills, which removed ones that were fundamental to game progression, and another that locked the game's camera in place after a boss battle, without any way of progressing.

(Image credit: Future / Isaiah Williams)

I've never been a fan of constant inventory management, and unfortunately, it's at its worst here in Crimson Desert. You find yourself discarding items to free up space, and since there is no storage at the Greymane camp, it was a constant interruption to the flow of gameplay for me.

Pearl Abyss has already made improvements by fixing those softlock issues, and were very quick to respond to feedback regarding quality-of-life. The day one patch should fix many of the issues I came across in my review period, and the developers have promised a housing update for additional storage at a later date after launch.

Overall, I had an absolute blast playing Crimson Desert, and while it's not a perfect game, it's a few tweaks and updates away from being a mastercraft, and is already a strong game of the year contender.

Should you play Crimson Desert?

Play it if...

You're seeking an impressive open-world sandbox
Crimson Desert is an incredibly massive game, with a map that will leave most players easily surpassing the 50-hour mark with plenty of playtime left to go. It thrives in moments of open-world exploration, and does enough to keep you distracted from the main path in the best ways possible.

You're a stylish combat fanatic
With three playable characters, there's so much fun to be had in combat, and it's easily the best aspect of Crimson Desert. Combat here may remind you of games like Dragon's Dogma 2 and Devil May Cry 5, but Pearl Abyss has made this a unique experience, with combinations and controls that are different from anything you've experienced before.

Don't play if...

You like having video game 'yellow paint' for guidance
Crimson Desert is a game that does not hold your hand whatsoever in its puzzles, including when and where to apply certain mechanics. Players will be required to think outside of the box for both main and side progression.

You have open-world fatigue
While the map is full of puzzles, surprises, and more to keep you engrossed, it's easily one of the biggest maps in gaming, and it will require plenty of hours to complete and see everything.

Accessibility features

Crimson Desert doesn't feature any difficulty options, unlike other action-adventure games, but rather relies on player exploration and finding the right gear, effectively leaving them to form their own difficulty.

There isn't a wide range of settings available in terms of accessibility, with no colorblind options, no controller configuration options, and the inability to completely remove the game's HUD.

Fortunately, the game includes particle effects, blur intensity, and camera shake sliders, suitable for those sensitive to flashing lights during combat, and who prefer a less intense visual experience, including the choice to reduce HUD and cutscene subtitle size.

There are options to not display all three characters' accessories, but this option doesn't seem to apply to headgear, and there isn't a transmog system in Crimson Desert.

Blood can be disabled entirely, but there isn't too much on display when the setting is enabled.

Pearl Abyss has also included an option that allows you to preview the game while changing graphics settings, which is ideal for quick adjustments. DLSS and FSR Frame Generation can also be enabled or disabled without the game requiring a restart.

Wider view of Crimson Desert

(Image credit: Future / Isaiah Williams)

How I reviewed Crimson Desert

I tested both 3440x1440 (ultrawide) and 3840x2160 (4K) display resolutions, using an RTX 4080 Super, Corsair Vengeance 32GB DDR4 RAM, and an AMD Ryzen 7 5700X3D, and had no performance issues throughout my time playing.

The monitor I used was the LG UltraGear 45GS95QE OLED ultrawide, similar to the LG UltraGear GX9 45GX950A we've reviewed, thanks to its immersive 800R curvature, but it doesn't feature the 45GX950A's 5K display resolution. As for the 4K TV, it was the TCL QM8 55-inch mini-LED, taking advantage of the game's incredible lighting with high brightness.

I also tested Crimson Desert on my Lenovo Legion Go S Z1 Extreme handheld using SteamOS, and managed to achieve around 30 to 40 frames per second on the medium graphics preset with AMD FSR 3.1 balanced enabled.

My handheld testing was done early into receiving my review copy, and would barely run without using 'Proton Experimental' — without it, an error message would state that the graphics device isn't supported. I suspect performance and visuals will be much sharper after launch, and drivers are updated and suitable for the game on SteamOS.

First reviewed March 2026

Fatal Frame 2: Crimson Butterfly Remake is beautiful, but some of its biggest changes introduce new rough edges
2:30 am | March 17, 2026

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

Just how much should you change when remaking a beloved cult classic? It’s a difficult question, as any approach comes with its own drawbacks. Simply sprucing up the visuals and little else risks you winding up with a game that feels dated and simplistic, while sprinkling in new additions could improve the experience for newcomers but upset your most dedicated long-term fans.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: March 12, 2026

Developer Koei Tecmo has clearly taken the latter route with its latest Fatal Frame 2: Crimson Butterfly remake, which has a mostly successful mix of the old and the new. The game was always visually impressive, with the 2003 PlayStation 2 original boasting some incredible fidelity for the time, but this latest remake takes that excellence to another level in its detailed, atmospheric environments and wonderfully stylized yet still believably realistic character models.

The trademark camera-based combat, a sticking point in most entries in the series, has been totally overhauled, too, with the addition of a new dodge mechanic that makes it easier to avoid damage and helps you remain in control in even the most intense encounters. Unfortunately, other alterations are much less successful and prevent this new rendition of one of the best survival horror games from living up to its full potential.

Hand in hand

A short FATAL FRAME II: Crimson Butterfly REMAKE gif showing protagonist Mio encountering a ghost.

(Image credit: Koei Tecmo Games Co., LTD.)

It all hits the fan at a record clip when twin sisters Mio and Mayu return to the mysterious forest where they used to play as children. Now set to be flooded thanks to the construction of a massive dam, it was once the site of an accident that left Mayu walking with a limp, and Mio wracked with guilt for leaving her behind. You hardly have time to get your bearings before you spot Mayu wandering off into the forest in pursuit of a magical crimson butterfly. Following your sister, you’re soon drawn into the dark world of Minakami Village - a haunted town trapped in eternal night after a sinister ritual gone awry.

Each of the nine chapters takes place entirely within its walls, with all the intricate level design that you would expect from the survival horror genre. In addition to elaborate puzzles that block your way, every location that you explore, be it the inside of the many labyrinthine houses or the village’s winding streets, is overflowing with resources to scavenge including rare prayer beads that can be spent improving your character’s stats and equipment in a modest, but impactful, upgrade menu.

The creepy ‘ghost grab’ mechanic from later entry Maiden in Black Water has also been implemented and feels like a natural inclusion. Rather than immediately adding items on the ground or inside containers to your inventory, you reach towards them slowly with a slim chance that a ghostly enemy will grab your hand and inflict some instant damage.

You can pull away to avoid it if you’re fast enough, but the mere threat of this occurring adds a fantastic level of tension to the otherwise simple action of acquiring items. It only actually happens a couple of times too, stopping the scare from feeling cheap or overused.

A short FATAL FRAME II: Crimson Butterfly REMAKE gif showing combat gameplay. Ghosts swing at the player as they aim their camera.

(Image credit: Koei Tecmo Games Co., LTD.)

The original Fatal Frame 2 was never a particularly long experience, but it was easy to set yourself back hours trying to work out exactly what you need to do in order to progress. Signposting was clearly a key concern for Koei Tecmo with this remake, and there are multiple quality-of-life changes geared towards leading you down the correct path. Whether it’s following distant sounds, spotting a spectre walking into a previously locked room, the appearance of a crimson butterfly, or simply heading to a newly marked location on the detailed world map, there was never a moment when I wasn’t sure exactly where I needed to go.

In fact, I would argue that it holds your hand a little too much at times. An example of this are the moments when you encounter the two indestructible enemies that occasionally show up and force you to flee. They pretty much only appear at one end of very linear corridors with clearly signposted hiding spots that you can use to escape, or obvious alternate routes to avoid them. I’m sure this clear design prevents frustrating game-overs, but knowing that my safety is guaranteed also removes a great deal of tension.

Duck and weave

A short FATAL FRAME II: Crimson Butterfly REMAKE gif showing the protagonist opening a door to reveal a ghost.

(Image credit: Koei Tecmo Games Co., LTD.)

The changes to the combat system are a mixed bag too. I know that series fans are divided over the addition of a dodge mechanic, with plenty of posts on the Fatal Frame subreddit and horror game forums arguing that it strays too far from the established formula, but for my money, it's a very positive change. Centred around snapping pictures of ghosts through a first-person viewfinder, combat in Fatal Frame has always had a steep learning curve with enemies that can shred your health bar if you happen to stand in the wrong place.

The dodge gives you a very reliable way to get out of harm's way, making your survival more predictable and consistent. It took a while for the muscle memory that I developed with the recent Mask of the Lunar Eclipse remaster to fade, but once it did I would say this new system is a dramatic improvement and, importantly, makes this infamously obtuse franchise more approachable than ever.

Best bit

A Fatal Frame 2: Crimson Butterfly Remake screenshot showing

(Image credit: Koei Tecmo Games Co., LTD.)

One of Fatal Frame 2: Crimson Butterfly Remake’s new features is the ability to hold your sister’s hand while you explore together. It’s a great way of illustrating their bond and has some practical uses too, allowing you to quickly regenerate health, presumably with the power of sisterly love.

In contrast, I simply can’t understand why the developer found it necessary to add a new red form for enemy ghosts. Now, when you defeat one, there’s a pretty significant likelihood that they will transform into a red variant, regenerating all of their health and doling out much more damage. Aside from a few scripted boss fights this happening is, as far as I can tell, down to random chance, and it leads to ridiculous difficulty spikes early on. There were multiple occasions where I escaped a fight by the skin of my teeth using all of my film supplies and health consumables only to have my adversary transform without warning and kill me in a few hits.

The intended countermeasure? Seemingly just reloading your save (via the mercifully generous smattering of checkpoints or reliable autosave system) and trying again, hoping that it won’t happen the second time around. It’s a bizarre change that should have been reserved for new game plus or simply removed entirely, and, to make matters worse, a launch day patch has tried to remedy it by completely obliterating the balance of the standard difficulty mode. Red enemies are no longer a major problem, but that’s because every threat has been rendered completely trivial, and even the final boss now dies in just a few hits.

This is a huge shame and needs to be fixed, as it cheapens the otherwise incredibly impactful narrative. Exploring the sisters’ strained relationship and the horrific history of the village, it’s a beautiful journey of sacrifice and loss - provided the message isn’t being undercut by the newfound ability to blast through it like a Call of Duty campaign. You get a real sense of the pair’s relationship, elevated by the wonderful background music and stand-out performances by lead voice actors Erica Mendez and Xanthe Huynh.

Despite this I'm optimistic that better thought out future patches will be able to address most of my biggest complaints and, with three of the six endings under my belt, I’m still looking forward to going back to Minakami Village to uncover even more of its secrets.

Should I play Fatal Frame 2: Crimson Butterfly Remake?

Play it if...

You’re new to Fatal Frame
The changes to the combat mechanics make this remake the most approachable Fatal Frame game to date. It’s the one to start with if you’ve been meaning to get into the series, but have been put off by its reputation.

You’re craving a beautiful survival horror game
Fatal Frame 2: Crimson Butterfly Remake looks superb, and its memorable story is elevated by strong production values, not to mention brilliant voice acting.

Don't play it if...

You’re a Fatal Frame 2 purist
If you’re a huge fan of the original game, then you might be upset with some of the changes in this remake - particularly the additional hand-holding and more approachable combat.

Accessibility features

Despite the lack of a dedicated menu, Fatal Frame 2: Crimson Butterfly Remake has a few accessibility features in its settings menu. Like other Koei Tecmo ports, keyboard support is very poor on PC, with awkward bindings and mismatched icons, so a controller is highly recommended.

There are three control types to choose from, plus the option to select which thumbstick moves your character. Controller vibration can also be disabled. Subtitles are enabled throughout the game by default, though there does not seem to be a way to change their style or appearance.

A short FATAL FRAME II: Crimson Butterfly REMAKE gif showing

(Image credit: Koei Tecmo Games Co., LTD.)

How I reviewed Fatal Frame 2: Crimson Butterfly Remake

I played close to twenty hours of Fatal Frame 2: Crimson Butterfly Remake on PC using a DualSense Wireless Controller. My machine is a 5070 Ti-powered model from retailer Scan.

It has a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I motherboard, Intel Core Ultra 7 265K processor, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Asus Nvidia 5070 Ti graphics card, which all allowed me to play the game smoothly on the recommended graphics preset on my 1080p Lenovo monitor. For audio, I relied on my trusty Astro A20 X wireless gaming headset.

During my time with the game, I frequently compared my experience to my playthroughs of other entries in the Fatal Frame series, most recently Maiden of Black Water and Mask of the Lunar Eclipse, in addition to other survival horror games.

First reviewed March 2026

Sony’s new InZone H9 2 headset leaves its predecessor in the dust — it isn’t cheap, but the audio quality is near perfect
9:00 pm | March 15, 2026

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

Sony InZone H9 2 Wireless: one-minute review

I had high hopes when the first Inzone H9 wireless headset landed on my desk. Sony, a company renowned for its audio clout, its exceptional studio-grade headphones and microphones, and outstanding modern noise cancelling, was developing a gaming headset at long last.

The thing is, though, it just wasn't good enough. This wasn't one of the best wireless gaming headsets money could buy, not by a long shot. Instead, what we got was a product that was so focused on gaming and ensuring that it looked like it came straight off a PS5 Pro production line, that it missed that critical ethos that defines all good headsets, aka top-notch audio.

The good news, then, is that the H9 2 does a complete 180 compared to its predecessor. Sony has flipped the switch in terms of that very mantra. Not only does it dial up the aesthetics way past 11, but it delivers outstanding audio quality no matter what noise you push through it on whatever platform you can think of. The microphone (now detachable) equally is light years ahead of the rather lackluster fixed one found in the original H9, and the comfort and ergonomic design likewise holds its head high.

The downsides? Battery life is still a pretty standard 30 hours (or a little less in my testing, albeit that is with ANC switched off), and we have seen a slight price increase compared to the first gen's launch RRP, which is also quite high, but literally that's it. Sony's gone above and beyond with this thing, and it really shows.

Sony Inzone H9 2 Wireless

(Image credit: Future)

Sony InZone H9 2 Wireless review: price & availability

  • Costs $348 / £299 / around AU$489
  • Available in both black and white
  • $30 / £30 more than the Gen 1

There's no beating around the bush here; this is one seriously expensive wireless headset. Available now from most major retailers on either side of the pond, you can buy this directly from Sony's webstore too, and it's available in either a black or white finish.

There is a catch. It is exceptionally good, but you need to ask yourself if you're willing to pay for that quality and versatility, particularly given how competitive that market is right now with the likes of the Razer BlackShark V2 Pro and others still holding strong in that arena.

Sony Inzone H9 2 Wireless

(Image credit: Future)

Sony InZone H9 2 Wireless review: specs

Price

$348.00 / £299.00 / around AU$489

Weight

9.2oz / 260g

Compatibility

PC, Xbox Series X/S (Xbox version), Playstation 4/5, (PlayStation version), iOS/Android

Connection type

2.4 GHz Wireless / Bluetooth / USB Wired / 3.5mm Analog

Battery life

30 hours (With ANC disabled)

Microphone

Super wide band detachable cardioid mic

Sony Inzone H9 2 Wireless

(Image credit: Future)

Sony InZone H9 2 Wireless review: design and features

  • Much improved lightweight design
  • Outstandingly classy style
  • Wildly broad connectivity

This has to be one of the best-looking gaming headsets I've seen to date. There's something about that cord-wrapped adjustable headband that just screams modern to me, and it's quite difficult to pinpoint why that is. There's a Converse-esque, Levi’s vibe to it, regardless of whether it's in black or white (although the white model is certainly more striking with its high contrast black and white styling), that just resonates, blending modern-day outdoor style with a crisp gaming aesthetic.

It manages that all while being remarkably comfortable thanks to that ski-band style head rest, that's not too dissimilar to those found on the Steelseries Arctis Nova Pro Wireless and other such cans. What that does is make it remarkably comfortable over long periods of time, particularly given the weight comes in just shy of 260g without the microphone.

The earcups, too, are massive over-ear closed-back designs, complete with memory foam and soft padding, which are really over-engineered for what they are, but comfortable nonetheless.

As for connectivity, although you're still not blessed with modern Xbox support (perhaps unsurprising given the brand on offer here), there's practically every other medium you could muster. Bluetooth 5.3? Check, low-latency Wireless 2.4 GHz? Check. 3.5mm audio? Also, check (missing from the original model). It's just great to see.

As for the hardware inside, Sony's kitted this out with its WH-1000XM6 30mm carbon fiber composite dome drivers, the exact same ones found inside the legendary lifestyle headphones of the same name. I'll touch on why these are so good in just a second, but they're built around solid noise cancelling and ambient activation too, and it really pays off.

Sony Inzone H9 2 Wireless

(Image credit: Future)

Sony InZone H9 2 Wireless review: performance

  • Excellent audio
  • Outstanding microphone
  • Standard battery life

So, good looks aside, how did it perform? Well in my time testing it audio quality was solid all around. The H9 2 has this almost reference sound-scape (or at least the sample I had) that really is quite clear over wireless. It's impressively balanced on the bottom-end, particularly for 30mm drivers; it's not too bass-heavy where it's drowning out the mids and the trebles, or the high-end, yet you still have enough there to hear those deeper notes, the thrum of explosions, and the kick of a bass drum. There's a lot to love, either with music or in-game.

It is theoretically meant to be an FPS gaming headset, but to be frank, I found the higher-end to be a bit too soft for that. Compared to some gaming headsets, it lacked the crispness required for you to really pick up on every footstep and every sound around you, despite the spatial audio and Windows' best efforts to muck that all up.

However, if you're looking for a highly versatile headset that's not only broad in its connectivity but also more than capable of delivering across multiple media and game genres, the H9 2 wireless checks all those boxes.

The microphone was on another level, too. I did some light testing in Audacity, recording voice-overs for comparison, and compared to my classic Shure 55SH Series 2, plumbed in via one of Elgato's XLR DACs, it was hard to tell the difference between them, much to my chagrin.

Noise cancelling is here as well, and it's more than enough to handle any busy home. It does eat into battery life, though, so do bear that in mind, as it's already kind of a bit average, which is again one of the few negatives, particularly given the price.

Still, for the money, this thing is stylish, potent, and remarkably adept for what it is, and compared to the first generation, on a whole other level.

Sony Inzone H9 2 Wireless

(Image credit: Future)

Should I buy the Sony InZone H9 2 Wireless?

Buy it if…

You're looking for ultimate compatibility
With wireless, bluetooth and analog connectivity, there's not a lot of devices out there that this thing won't connect to.

You want solid all-around audio with no frills
Thanks to an exceptionally clean soundstage and well-balanced 30mm carbon composite dome drivers, the H9 2 keeps a well-balanced and smooth audio profile.

You're looking for style and comfort
As classy out on the street as it is in any gaming space, the H9 2 balances comfort, style, and is remarkably lightweight, as it does that too.

Don’t buy it if…

You're looking for the best value
At 300 big ones, it isn't cheap, and there are far more affordable alternatives out there that deliver just as much connectivity, albeit with some caveats.

You want multi-day battery life
Although the H9 packs in a 30-hour battery (with ANC off), it pales in comparison to some of its competition, which nearly doubles that at times.

You're buying it for its FPS clout
It lacks that unbalanced sound stage needed to really make those footsteps shine in-game, which is a pro if you like music, less so if you're a cutting-edge eSports gamer.

Sony InZone H9 2 Wireless review: also consider

Sony Inzone H9 2

Razer BlackShark V3 X Hyperspeed

SteelSeries Arctis Nova Pro Wireless

Price

$348.00 / £299.00 / around AU$489

$99.99 / £99.99 / around AU$141

$349.99 / £329.99 / around AU$649

Weight

9.2oz / 260g

9.5oz / 270g

11.9oz / 337g

Compatibility

PC, PS4/PS5, Xbox Series X/S (wired only), iOS/Android, Switch, Switch 2, Steam Deck

PC, Xbox Series X/S (Xbox version), Playstation 4/5, (PlayStation version), iOS/Android

PC, PS4/PS5, Handheld, Switch, Switch 2, iOS/Android

Connection type

2.4 GHz Wireless, Bluetooth, USB Wired, 3.5mm Analog

Bluetooth, 2.4GHz wireless (Hyperspeed dongle), USB wired

Dual USB, Wireless 2.4 GHz, Bluetooth,

Battery life

30 Hours (with ANC disabled)

70 hours

44 hours of battery life (22 hours per hot swappable battery)

Razer BlackShark V3 X Hyperspeed
A more budget-friendly gaming-oriented headset, the BlackShark V3 takes everything about the V3 Pro and condenses it down into a solid package. You do sacrifice audio quality but it comes with a superb 70-hour battery life.

For more information, check out our full Razer BlackShark V3 X Hyperspeed wireless headset review

SteelSeries Arctis Nova Pro Wireless
Don't let that price tag fool you, the Nova Pro Wireless is an outstanding classic design backed up with plenty of modern tech and an exceptional sound profile. It may have more of a classic gamer finish, but it delivers where it counts. It's reduced in price now too.

For more information, check out our full SteelSeries Arctis Nova Pro Wireless review

How I tested the Sony InZone H9 2 Wireless

  • Two weeks of continual use as a daily driver
  • One week's use at the gym to test ANC
  • Comparisons made to the original H9 Wireless

I spent a good two weeks with the Inzone H9 2, testing it in all manner of scenarios, gaming, and working at home. I also took on several day trips, replacing my traditional ANC headphones at the gym with them instead, to really see if it could hold up in a more public-facing environment.

On the gaming front, I tested it in a multitude of RTS and RPG games, including Total War: Warhammer 3, along with Stellaris, and The Witcher 3.

  • First reviewed: February 2026
  • Read more about how we test
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