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After over 30 hours in Blades of Fire, I’ve come to appreciate the retro charm of forging my blade
6:00 pm | May 20, 2025

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

Having toiled away on critically-acclaimed titles in the Metroid series and reviving Konami’s Castlevania series, developer MercurySteam has taken the risk of co-financing their latest project. Blades of Fire is its chance to prove their development skills at crafting their own original idea, and there’s a lot to love about this game’s blend of dark fantasy and mythology.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC
Release date: May 22, 2025

That being said, it’s hard not to feel the weight of legacy and industry trends, rather than instilling this world with bold new ideas, holding this game back from greatness.

Rather than focusing on the negatives, there’s much to appreciate in this new game, particularly the father-son-esque bond at the heart of this story. While the game builds up a story about an ancient race of giants known as Forgers, instilling the knowledge to craft weapons from steel into humanity, with this power being seized by the anointed Queen Nerea to curse those who oppose her and turn steel to stone, the plot is simple. Aran de Lira possesses one of the ancient hammers necessary to forge his own steel, and alongside Asdo, the son of his deceased friend, embarks on a quest to kill the queen.

Landscape screenshot from the game Blades of Fire

(Image credit: MercurySteam)

Classic is queen

There’s an almost-quaint retro simplicity to which the world of Blades of Fire is introduced: Aran is a lonely figure with an unspoken past that fuels his desire for a solitary existence, yet he’s more than willing to go and save an old friend he hears in danger nearby. The child desires revenge for his father’s death and, thanks to his knowledge of the Forgers, goes on this adventure with Aran to take down the queen.

The contrast of scholarly child and mysterious scarred older man soon warms to you, and not solely due to the similarities between their bond and that of Kratos and Atreus in the recent God of War titles. Asdo is far from an annoying sidekick, balancing wisdom with genuinely funny quips that are enough to make you laugh without grating (and you can always send him away, if you do wish for him to be quiet). I felt a warmth for Aran and a desire to learn more of his past, especially the guarded secrets of his past relationship to the Queen before her descent to despotic control.

Having first expected a practical but minimal story, I was surprised to find myself attached and with a desire to learn more of the rich lore the devs instilled into this world.

There’s an unabashed videogame-y nature to this world and cast, imbued with a quirkiness reminiscent of mid-budget adventure games abundant in the Xbox 360 and PS3 era

This is balanced with an engaging combat system that, though its quirks and intricacies will take time to learn, thanks to an at-first clunky and uncomfortable control scheme, you soon come to appreciate. Victory requires players to learn enemy attack patterns and the best weapons to counter each of them.

All four face buttons are each mapped to their direction of attack: on a PlayStation controller, this means Triangle will strike from above, X from below, and Square and Circle from each side. Depending on an opponent’s armor, it’s required to consider where you strike in order to deal maximum damage, or at times, inflict any damage at all.

The need to be aware of not just when but where you strike is most important in boss fights. One early sub-boss, a troll, requires you to whittle down its health, then slice off a part of the enemy’s body in order to drain it further before it can regenerate. Whether fighting big bosses - one boss at the end of the Crimson Fort is particularly interesting in how it forces you to learn both attack patterns and strike direction to defeat it most effectively - or small-fry enemies, it rarely tires even after dozens of hours have passed.

It may take time to get used to the stamina system that is required to inflict stronger, quicker attacks, and your hands will strain getting used to the unusual grip of having both block and dodging mapped to the left bumper and trigger, but you soon adjust to the fascinating tension it instils to high-stakes conflict.

Character screenshot from the game Blades of Fire

(Image credit: MercurySteam)

Nerves of steel

Embodying the blacksmith skills key to the game’s identity, you must collect materials around the world to forge new weapons. You have complete control over the type of steel you use, which determines weight, speed, strength, blocking, and more, and once you’ve refined this selection, you must then physically hammer the weapon into shape. The closer to the real shape, the more refined the weapon, and therefore the more you can repair it before it’s unusable.

It’s fun, at first. After a while, it becomes repetitive and time-consuming. If you craft a good enough weapon, you can automatically recraft it to this level without replaying the minigame, but if you wish to improve this stat or build a new weapon, you must spend upwards of five minutes forging, grinding the momentum to a shuddering halt.

It’s one of a few issues holding the game back, many tied to the long legacy leading into this game’s development and the weight of adjusting the game’s design to chase industry trends. Many senior developers on Blades of Fire worked on the mostly forgotten 2001 action title named Severance: Blade of Darkness, which, beyond visual similarities, is often regarded as a precursor to the Dark Souls genre in its careful use of stamina and deliberate action.

Best bit

While it takes some time to get used to it, getting to grips with this unusual control scheme and observing a difficult boss’ attack patterns to correctly slice, dodge, and weave your way to victory brings about a primal joy that wills you forward towards the next area on your adventure.

While this makes it perhaps unfair to compare a game refining these 2001 ideas to Dark Souls, it’s hard not to see their implementation, and many other mechanics not found in Severance but introduced to this game are clearly inspired by the industry’s wholesale embrace of the beloved FromSoftware title. Players have limited flasks of health potions that can only be restored by resting at anvils, this game’s thematically fitting equivalent to bonfires, and upon death, players must return to the location they were felled in order to rescue their weapon.

Even if we were to credit these ideas to Severance and not an attempt to create a Soulslike adventure, Blades of Fire’s level design and enemies feel best suited to a style of action opposite to the plodding action and unstoppable attack animations of both titles. In battles against undead hordes, you can at times be facing close to a dozen enemies at once, and even your fastest weapons are useless with the rate at which your attacks are interrupted.

As this game lacks the punishment of lost resources or the risk of losing your weapon forever if you die before reclaiming it, recovering your weapon feels more like a chore and an obligatory feature to adhere to the formula than a design suited to the pace of this adventure.

Character screenshot from the game Blades of Fire

(Image credit: MercurySteam)

A search for souls

It contributed to an overwhelming feeling that the embrace of so many Souls-isms only served to hinder the natural flow of the game, rather than enhance it.

This is before we discuss the game’s cumbersome map, which, through its lack of dimension, can become nearly useless when navigating more complex, multi-level terrain for the next objective.

This is only compounded by the fact that there’s no clear indication in the environment on where to go next, and even the optional objective markers activated by navigating menus and automatically disabled upon clearing that specific objective, unless reactivated, are often useless in more complex multi-level areas. If you’re navigating a multi-floor fortress and miss an inconspicuous door you must unlock with a newly-obtained key, even a marker won’t stop you wandering in circles for 20 minutes or longer, lost and frustrated.

Yet despite my complaints, I felt just enough charm to find myself soldiering forward. There’s an unabashed gamey nature to this world and cast, imbued with a quirkiness reminiscent of mid-budget adventure games abundant in the Xbox 360 and PS3 era, like Enslaved: Odyssey to the West, but non-existent in this modern era of spiraling budgets.

Character screenshot from the game Blades of Fire

(Image credit: MercurySteam)

For all I can complain about Soulslike inspirations that these days induce more groans than excitement, there’s a simplicity to this quest to go and kill the queen while offering just enough mechanical depth without bogging you down in an overwhelming number of unnecessary systems.

You craft weapons, you fight enemies, you move forward. Simple, but the sense of a human hand touching every asset rather than some overcautious executive or an overzealous focus group drew me even to its flaws.

Blades of Fire is charming, even if its soulslike eccentricities were more of a hindrance to the characters and adventure housed within. This blend of retro simplicity and modern flair won’t be the best game you play in 2025, but it’s likely going to be one of the more charming (and as such memorable), and isn’t that just as good?

Should you play Blades of Fire?

Play it if...

You miss your Xbox 360 or PS3
There’s an indescribable essence to this game that feels like a lost title from the PS3 and 360 generation, modernized with quality-of-life and graphics improvements, giving it a feel unlike many other modern games.

You enjoy customizing your weapons
The gameplay is fun, but key to victory is picking the right choice from dozens of refinements of steel while even customizing the pommel and small of your weapons to your playstyle. Understanding the best way to craft a weapon takes patience.

Don't play it if...

You aren’t a fan of Dark Souls or soulslikes
While not a soulslike, many mechanics indicative of the famous series are present, and likely won’t gel with players seeking a more fast-paced action adventure.

Accessibility features

Accessibility features in Blades of Fire are limited. Camera shake and motion blur can be adjusted, alongside the size and color of subtitles but otherwise, the default text is small, and it lacks many commonplace accessibility features such as colorblind modes.

How I reviewed Blades of Fire

I played just over 30 hours of the game on a base PS5 model using a standard DualSense controller on standard difficulty, getting all the way through the game to the latter stages of the main story.

I utilized an ASUS VG27AQL1A gaming monitor, while for audio, a mix of Denon speakers and a wireless audio adapter, and AirPods Max were used.

First reviewed May 2025

I was surprised by how cheap this wireless gaming headset is – and even more by its performance
3:00 pm | May 17, 2025

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

OXS Storm G2: two-minute review

The OXS Storm G2 is a wireless gaming headset compatible with PlayStation and Nintendo consoles, as well as PC and mobile, thanks to its various connectivity modes. It looks sleek and quite understated, although there are a few flourishes that mark it out as a gaming peripheral, and these are its least attractive aspects. However, the RGB lighting does add some tasteful vibrancy to proceedings.

The buttons operate solidly and smoothly, and are well located to make for easy access. The volume wheel is placed underneath rather than behind the left driver, which prevents miscrolls when leaning back in a chair. However, it’s a shame that it’s awkward to use, owing to its low profile and rough notching.

It’s also pleasingly light and not as bulky as some of its rivals. However, it doesn’t feel as premium as the best wireless gaming headsets out there, with the plastics letting the side down somewhat. The fit and finish in certain areas is admirable, while it’s wanting in others.

The hooks for the drivers feel reassuringly solid, although their height adjustment mechanism is quite poor, as it’s difficult to move them smoothly. Still, at least they offer plenty of security.

The Storm G2's earcups fail to provide as much cushioning as you might expect based on their thickness: the inside of the drivers touched my ears, it felt as if the lower portion of my ears weren’t cupped sufficiently by the padding.

They also exerted a little too much pressure against the sides of my head. Admittedly, this is a problem I experience with many headsets, and the effect wasn’t too problematic here. However, the issue was made worse when wearing glasses, as the drivers pushed the arms of my frames into my head slightly too much. I found the Storm G2 comfortable for short and medium sessions, but for anything longer, I would experience fatigue.

Despite the lack of software, there are three EQ modes selectable via a dedicated button. These offer meaningful differences to audio quality, with Music and Surround modes being the highlights, as both provide enough fidelity and low end for an enjoyable experience, regardless of the kind of content being consumed. I was also pleasantly surprised by the microphone quality, which is clear and free from distortion.

What’s most impressive about the Storm G2, though, is its low price. There aren’t many gaming headsets with multiple wireless connectivity modes this cheap, still less those that perform as strongly.

There are better sounding gaming headsets out there with budget prices, but they’re still more expensive than the Storm G2 – although some offer software for accessing additional features and tweaks. But at this price point, the Storm G2 is a strong choice for those on the hunt for a decent and affordable gaming headset.

Close-up of right driver on OXS Storm G2, leaning on plinth on desk with pink background

(Image credit: Future)

OXS Storm G2 review: price and availability

  • $79 / £62 (about AU$123)
  • Available now in black and white finishes
  • Very good price for a wireless gaming headset

The Storm G2 costs $79 / £62 (about AU$123) and is available now in black and white colorways. It comes with a detachable microphone, carrying bag, USB charging cable, USB-C dongle (with USB-A adapter), and a 3.5mm AUX cable.

This is a very low price for a wireless gaming headset, especially one that supports both Bluetooth and 2.4GHz standards. If you’re looking for a similarly budget-friendly wireless headset, the Corsair HS55 Wireless is a great alternative, as we think it’s the best PC gaming headset in this category.

It’s still more expensive than the Storm G2, but it can be customized using the iCue software, while the Storm G2 lacks any such tool. It also has good sound, if lacking low-end response somewhat.

If you’re looking to save even more money and don’t mind being tethered, the Epos H3 is one of the best wired gaming headsets around in our view. It boasts superb sound and comfort levels, but like the Storm G2, it lacks software.

OXS Storm G2 review: Specs

Price

$79 / £62 (about AU$123)

Weight

9.9oz / 282g

Compatibility

PC, PlayStation 4, PlayStation 5, Nintendo Switch, Android, iOS

Connection type

Wired (USB-A), Wireless (2.4GHz, Bluetooth)

Battery life

Up to 40 hours

Features

Three EQ modes, detachable mic

Software

None

Close-up of mode switch on OXS Storm G2, clamped on plinth with pink background

(Image credit: Future)

OXS Storm G2 review: design and features

  • Sleek-ish looks
  • Passable build quality
  • No software

The Storm G2 has a mixed appearance, with sleek elements that are somewhat undermined by the gaming-oriented flourishes, such as a nondescript symbol and contoured drivers. The RGB lighting does inject some attractive dazzle, though.

It feels quite light, and the build quality appears durable enough. However, the plastics aren't the most premium, and some of the panels and their joins feel a little sharp and unrefined.

The stitching around the headband is more impressive, with its tight and precise execution, and the hooks for the drivers are reassuringly solid. Making height adjustments, though, isn’t the smoothest process, as they tend to grab when sliding them back and forth, but at least remain secure once in place.

The drivers themselves are pleasingly slim, with less bulk than those adorning some other gaming headsets. And while the buttons on the left driver don’t look particularly elegant, their simple layout makes for easy and intuitive operation when wearing the Storm G2.

I was also pleased to see the volume wheel located at the bottom of the driver rather than at the back, as this prevents it from accidentally jogging when leaning back in a chair or sofa – an issue I’ve experienced with other gaming headsets. However, I wish it protruded a little further, as it can be awkward to use at times.

On the issue of comfort, the Storm G2 is again somewhat inconsistent. Despite appearances, the earcup padding isn’t the plushest, which means it fails to buffer the pressure of the drivers pressing inwards, especially around the tops of the ears. This is especially bad news for glasses wearers, as I found the lack of cushioning pushed the arms of my frames into my head with more pressure than I would’ve liked.

Close-up of headband on OXS Storm G2, leaning on plinth with pink background

(Image credit: Future)

The effect isn’t as egregious as some other gaming headsets I’ve tried, and I was comfortable wearing the Storm G2 for an hour or so, but for anything longer, I would start to experience some mild aching and fatigue.

Curiously, the drivers didn’t feel as secure around the bottom of my ears as I was expecting; coupled with the fact that the inside of the drivers made contact with my ears, this made the Storm G2 feel more like an on-ear rather than an over-ear headset.

Thankfully, the headband has a better design; the outer material feels premium, although it still lacks cushioning. Again, this meant I would start to experience aching after long sessions, although I should say it wasn’t to the same degree as I’ve experienced with other gaming headsets.

The detachable microphone has a flexible gooseneck design, which I always welcome, although it doesn’t feel as stable as others I’ve tried. However, it remained in position during use, and it’s very easy to wrangle into the ideal position.

Unfortunately, there’s no customization software for the Storm G2, so those looking for extra features and tweaks will be disappointed. There’s also no way to check the battery level, which is another inconvenience.

Close-up of buttons and ports on OXS Storm G2, leaning on plinth with pink background

(Image credit: Future)

OXS Storm G2 review: Performance

  • Crisp and punchy sound
  • Useful EQ profiles
  • Good connectivity

The overall sound of the Storm G2 is quite admirable, with crisply rendered mids and highs without much distortion, although fidelity isn’t up there with headphones dedicated to audio playback. Still, in this sector, the Storm G2 acquits itself well enough for a pleasurable listening experience.

The various listening modes make a meaningful difference to sound as well. Music mode offers the most impact thanks to its punchy bass response, although sub frequencies aren’t as deep or sonorous as those of the best sounding headsets.

Meanwhile, Surround mode lives up to its name and imparts a greater sense of space, which I found helpful when trying to locate footsteps more precisely in Counter-Strike 2, for example. What’s more, this mode also retains the fuller sound of Music mode.

Game mode, however, is perhaps the weakest of the three modes, and only seems to take away fidelity and low-end, with no real benefit to balance this out.

No matter what connectivity mode you use, audio response is fast, and the audio quality is consistent. However, I seemed to detect a slight lag when using Bluetooth. Also, it’s a shame that in wired mode, the various EQ modes, the microphone, and the volume wheel all cease to function. It does seem to default to Music mode, though, which is something I welcomed.

The Storm G2 connected easily to the various platforms I tried it on via both Bluetooth and the 2.4GHz dongle, and is level with the best Nintendo Switch headsets in terms of setup with the console. Battery life is hard to discern, since there’s no indicator, although I can say that it at least lasted a whole day’s worth of testing.

Close-up of red wire on OXS Storm G2, leaning on plinth on desk with pink background

(Image credit: Future)

Should I buy the OXS Storm G2?

Buy it if...

You want to save money
There aren’t too many wireless gaming headsets around at this price, and it punches above its weight in terms of performance.

You want multi-platform compatibility
Thanks to 2.4GHz and Bluetooth modes, as well as a 3.5mm cable for wired play, the Storm G2 is compatible with various systems.

Don't buy it if...

You want the best comfort
The Storm G2 can get a little uncomfortable after long periods, especially for the bespectacled.

You want to tweak settings
The Storm G2 has no accompanying software, so the only adjustments you get are the three EQ profiles selectable via a button.

OXS Storm G2 review: Also consider

OXS Storm G2

Corsair HS55 Wireless

Epos H3

Price

$79 / £62 (about AU$123)

$119.99 / £119.99 / $229

$119 / £109 / AU$179

Weight

9.9oz / 282g

9.4oz / 266g

10.5oz / 298g

Compatibility

PlayStation, PC, Nintendo Switch, Mobile

PlayStation, PC, Mac

Xbox, PlayStation, PC, Nintendo Switch, mobile

Connection type

Wired (USB-A), Wireless (2.4GHz, Bluetooth)

Wireless (2.4GHz, Bluetooth)

2 x 3.5mm jack / 1 x 3.5mm jack (GSA 30 PC Cable/GSA 30 Console Cable)

Battery life

40 hours

24 hours

N/A

Features

Three EQ modes, detachable mic

Omnidirectional boom mic, Dolby Audio 7.1

Lift-to-mute mic, EPOS BrainAdapt Technology

Software

None

iCue

None

Corsair HS55 Wireless
The HS55 provides detailed audio, if a little underwhelming in the bass department, and is light and comfortable to wear. Furthermore, customizations are available courtesy of the iCue software, which remedies one of the main drawbacks of the Storm G2. It’s considerably more expensive than the Storm G2, but relative to other gaming headsets, it’s still well-priced. Read our full Corsair HS55 Wireless review

Epos H3
If you want to save even more cash and can settle for wired-only connectivity, the H3 is one of the best around. We found its sound and comfort levels to be excellent, while the microphone is crisp and clear, if a little too large for our liking. But considering how low this headset now goes for, that’s a small price to pay. Read our full Epos H3 review.

How I tested the OXS Storm G2

  • Tested for a full day
  • Used with various platforms
  • Plentiful gaming experience

I tested the Storm G2 for a day, during which time I used it for gaming, listening to music, and watching video content. I connected to multiple devices via its various connectivity modes.

I played Counter-Strike 2, which is ideal for testing surround sound qualities and response times. I also played Gran Turismo 7 on PS5 and The Legend of Zelda: Tears of the Kingdom on Switch, which both offer different kinds of sonic experiences as they focus on different frequency ranges.

I have been gaming for over two decades, and during that time, I have experienced numerous headsets. I have also reviewed a number of them across a range of brands, varying in their price points, features, and form factors.

I’ve spent 30 hours and four seasons with MotoGP 25 and, as a franchise veteran, I’m still hooked
4:30 pm | May 10, 2025

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

Have you played the MotoGP series lately? Challenging, isn’t it? Nobody’s gone this deep into sim territory in bike racers as Milestone’s recent releases, and while direction has served a hardcore nucleus of players willing to master the extremely nuanced inputs required to stop the bike without being launched into orbit, MotoGP 23 and 24 were a tough sell to newcomers and racing fans looking for something they could pick up and play.

Review info

Platform reviewed: PC
Available on: PC, PS5, PS4, Xbox Series X and Series S, Xbox One, Nintendo Switch
Release Date: April 30, 2025

Enter MotoGP 25 and its bushel of new features, including a new arcade handling mode that finds a pleasing halfway point between the ultra-demanding, ultra-gratifying sim handling of recent iterations and a more approachable take.

The bike still feels potent, twitchy and dangerous – it’s just that you can absolutely launch it down the inside of your opponents now and brake well into the apex, without tucking the front and pressing the rewind button for the 70th time this lap.

Easy rider

A promotional shot of a race in MotoGP 25.

(Image credit: Plaion)

As someone who (semi) mastered the sim handling in MotoGP 24, I was surprised how much of a draw the arcade handling is.

Far from feeling watered down, or like the bike’s riding itself, like the feeling you get when you use the neural aids, this mode just feels like you’ve got an incredible set of tires on. You can turn in more sharply than other riders, get on the power earlier, brake that little bit later. And that means I don’t have to do every practice session before a grand prix in order to find the pace. I can just launch into the race.

However, I do miss a few elements of the ‘pro’ mode, like bike setup and tire choice options. I can see why Milestone would remove these on paper, since having more variables to fiddle with might seem overwhelming to a newcomer. But it’d be nice to be able to turn them back on again if you want them.

There’s another drawback to arcade mode: the AI opponents are way too easy. I wouldn’t dream of racing against 120% AI in the last game, but this time in arcade mode I whizz past them like a rocket-propelled Valentino Rossi weaving past little kids on scooters. I’m not sure if it’s a feature or a bug, but I want more challenge.

Best bit

A promotional shot of a race in MotoGP 25.

(Image credit: Plaion)

Working your way up from the junior categories is a joy in this game that even EA F1 doesn’t have a direct answer to. Moto 3 and Moto 2 bikes each handle according to their own physics, but the sense of accomplishment you get from doing well enough in those categories to get a MotoGP contract is a real high.

Over to pro handling, then. It’s definitely received some tweaks since the last game, and in general the bike seems more compliant, particularly under braking. I found I could get away with braking harder for longer into corners without washing out, and the ride height device seems to activate and deactivate in a smoother way in and out of corners, making it slightly easier to maintain a flow and carry more corner speed.

It’s still incredibly demanding, and ultimately incredibly gratifying. And it’s still probably too much to ask of most players, which is why it’s a really big deal that the arcade handling option feels so good. A minor point, though: tire choices still feel a bit arbitrary. I picked a soft front and rear in every dry race of my four-season career in Moto 3, Moto 2 and MotoGP categories, and never had a reason to do otherwise.

Flat track friends

A promotional shot of a race in MotoGP 25.

(Image credit: Plaion)

Whichever mode you choose, the new additions to career mode prove a compelling draw. Top of the billing here are the training events, in which a rider from the roster of real competitors invites you to race minibikes, flat track or motard between race calendar rounds.

The gameplay benefits are twofold: you raise your rider fitness level to increase performance (though I’ve still no idea how this actually manifests and whether it just makes your lap times quicker) and boosts your relationships with the riders you train with. So if you want to land a factory Ducati ride one day, accepting all of Marc Marquez’s invites to go racing between rounds is a good way to improve your chances.

It’s also a thoughtful way of reflecting the real sport. Riders increasingly train together in cliques in modern MotoGP, so there’s an extra degree of immersion to getting out there onto the new tracks (four layouts over two locations) and cutting some sick lines with your paddock pals.

All three disciplines handle convincingly and are bolstered by bespoke new animations, and outside of career mode you can set up events using these bikes in the Race Off mode as solo or PvP events. Personally I didn’t feel especially compelled to master any of them. As a career mode mainliner, these training events were a means to an end, but a welcome addition.

What’s another year

A promotional shot of a race in MotoGP 25.

(Image credit: Plaion)

In terms of presentation, the game’s shifted over to Unreal Engine 5 and upgraded its audio by capturing sound directly from the 2024 bikes as they were raced on the track. I don’t notice a huge jump forwards visually that one might associate with an engine upgrade, but MotoGP was already a looker in the first place.

I do notice some newfound fidelity in the sound though, both in differentiating between manufacturer engine noises, and some additional pops and rumbles.

Further down the order, there’s a revamped bike development system which allows you to dictate exactly what area of the bike your team focuses on, and that’s been tied more closely to the career mode objectives that set rivalries with different opponents. For example, when given the choice of trying to beat one of three different riders as your next objective, one might boost your reputation, another might boost your bike development, and another will raise your relationship with a specific rider.

Time to pose the question that every annualised release must ultimately face: does it do enough to extract another full-price purchase from your wallet? To my mind as a series veteran who puts 100+ hours into every game, every year… Just barely, yes.

And I’m surprised to find that it’s the arcade handling, as much as anything else, that leads me to that decision. Not only do I find it a refreshing change for myself, it’s also an easier sell to my friends. The online community has always been smaller in this game than in contemporaries like EA’s F1 series or Assetto Corsa Competizione, so getting into an online race whenever I like isn’t a given. Opening the gates to a broader audience can’t be a bad thing.

However, I still feel the absence of historical bikes and riders, as we saw four games ago now in that superlative ‘Nine’ mode, and I still feel short-changed by the same old gloves, boots and leathers, with very limited colour customisation. There are more options in this game, but I want to be able to apply custom designs to them like I can with helmets, not just change their colour.

A close win is still a win. MotoGP 25 is headed in the right direction, and it can’t be easy to add the volume of content it’s added in less than twelve months. Maybe I’ll skip a year soon, but for now, I’m back in the title hunt.

Should I play MotoGP 25?

A promotional shot of a race in MotoGP 25.

(Image credit: Plaion)

Play it if…

You follow the real sport
There are so many authentic touches here, from the broadcast sound effects when a rider crashes to the inclusion of Moto 2 and Moto 3 categories

You’ve been put off by the handling before~
Pro mode still exists and is still a handful, but the new arcade physics is a much more accessible option

You’re already tired of watching Marquez win every race
There’s only one thing for it. Save us all from another 2019 and start winning some races.

Don’t play it if…

You want Crazy Taxi levels of arcade handling
At its heart this is still a sim, so be prepared to have to spend some time mastering the handlingView Deal

You’re fatigued by spending too many hours in MotoGP 24
If you burned out on the last game, there’s probably not enough to revive your interest. Skip a year then check back in. View Deal

Accessibility

There’s a decent range of options in the game for adjusting subtitles to maximise visibility, and 10 different languages available.

A colour blindness filter has been added, with the additional option of adjusting the filter intensity. On the audio side there’s a tinnitus reduction filter with individual frequency adjustment.

How I reviewed MotoGP 25

I played 30 hours of MotoGP 25 on PC, using an Xbox Elite controller. That time’s been split evenly between arcade and pro modes, using manual gearing and all assists disabled in either mode.

Career mode has accounted for most of those hours, where I worked up from Moto 3 to the big bikes, like I do every year. I’ve also tried ranked and unranked online PvP, and individual Race Off events.

First reviewed May 2025

With games like Hitman World of Assassination, the PSVR 2 might finally convince me it’s better than my Meta Quest 3 after all
3:00 pm |

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

Hitman World of Assassination on the PSVR 2 is, simply put, a must-play game for anyone with the latest PlayStation VR headset.

Being so intrinsically tied to the flat game – this title exists solely as a DLC expansion for the PS5 version of Hitman – there was a risk this game would feel overwhelmingly familiar. Stale, even.

Review info

Platform reviewed: PSVR 2 (PS5)
Available on:
PSVR 2 (PS5, PS5 Pro)
Release date:
March 27, 2025

Moreover, given the series’ rocky relationship with virtual reality up until this point, Hitman on the PSVR 2 could have quite easily blown past ‘boring’ and landed itself squarely in ‘bad game’ territory.

Much like a well-executed assassination, however, Hitman on the PSVR 2 finds its mark with the perfect balance of faithful recreation and fresh mechanics courtesy of its enhanced VR perspective.

In doing so, Hitman proves itself as not only one of the best PSVR 2 games but one of the best VR games in general, with this (currently) PlayStation exclusive taking a chunk out of the Meta Quest 3’s seemingly impenetrable armor.

It also serves as a blueprint for other PS5 titles to follow should they wish to port themselves to PSVR 2 – a guide I seriously hope they follow, as with more experiences like this in its repertoire, PlayStation's second attempt at VR would struggle not to be a smash hit.

Aiming a pistol at a businessman as they walk down a dramatic flight of stairs

Sometimes the direct approach is best (Image credit: Future / IO Interactive)

Ready for more, 47?

Anyone who has dipped their toes into the World of Assassination since its 2016 debut knows the drill. Across 22 bespoke sandboxes bursting with creative killing methods – a puzzle game disguised as a shooter – the player, as Agent 47, must find and execute his targets (ideally without being noticed).

It’s much the same in this VR reimagining of the series, but with renewed player agency that comes with VR’s inherently more interactive nature.

An immediately noticeable change is the game’s first-person perspective. It’s one thing to watch Agent 47 push through the crowded streets of Marrakesh, it’s another to be weaving your way through the packed market for yourself.

Everything is more involved. You have to physically swing, throw, or pull the trigger of your weapon of choice to take out non-player characters (NPCs) – both targets and potential foils to your murderous schemes alike – and you even have to physically swipe keycards or pick locks to explore restricted areas of the map.

Agent 47 disguised in a flamingo mascot costume

Act natural 47 (Image credit: Future / IO Interactive)

True to Hitman's creative nature, VR doesn’t just serve as a way to embody the Agent 47 you see in the flat game. It also opens up new options for your strategies.

My favorite is the ability to dual-wield. This mechanic opens the door to more violent dual-firearm approaches which see you go on a bloodthirsty rampage as you gun down everyone in your way, but also as the simple (yet effective) dual-soda can approach that allows you to incapacitate two guards by throwing your both cans (or your preferred blunt object) in different directions at the same time.

Speaking of throwing, I appreciate that the game gives you two options. The basic chuck where you simply hurl the item, or a more targeted throw which you can activate using the controllers, which helps ensure you hit your intended target rather than an unintended bystander.

Perfectly executed

To this end, Hitman isn’t afraid to adopt VR in its own way.

There’s realistic weapon reloading and other object interactions, which are staples of the genre, but also reticle targeting for your throws and the use of the third-person perspective during climbing and when 47 is blending in to lend the player a hand when needed.

While some may find leaving first-person a little immersion-breaking breaking I always found it useful. When blending in, or clambering up drain pipes or across ledges, you need to be able to take in your surroundings to know when to emerge – otherwise you could get rumbled immediately.

Best Bit

Agent 47 holding up duel pistols with a PSVR 2 headset outline over his head

(Image credit: IO Interactive)

Re-exploring missions once you have a wider arsenal and understanding of the level is supremely satisfying. You feel like a true master assassin as you perfectly execute your exit with the 5-star Silent Assassin rating.

I felt the more informative third-person perspective matched how Agent 47 would be paying closer attention to the world around him in these moments, working as both a narrative and mechanical tool.

One area I wish more assistance had been given to the player, however, was when attempting to use the sniper rifle.

In my hours of playing, I never once felt I mastered this weapon. In fact, I felt I got worse over time.

Aiming at a target using a sniper rifle, you can see their red outline through a window

I never mastered the sniper rifle (Image credit: Future / IO Interactive)

During my final mission before writing this review, I missed a dozen or so shots from the top of Sapienza’s church’s bell tower, resulting in zero kills, two panicked targets, and a small army of angry guards storming my position.

There are ways to slow time while using the sniper rifle, which help a little, but I found my scope simply swayed too much to be effective, even when I tried my darndest to stay still. I’ll endeavor to improve what is very possibly a skill issue, but some assistive mechanics would have certainly helped me with sniping, and I imagine several over players would appreciate them too.

A view to a kill

Beyond its gameplay successes, Hitman also looks pretty and runs very well on the PS5 system.

Even locations packed with NPCs like Miami and Paris ran smoothly while still looking just as crisp as the flat version. At times, the visuals were such a delight that it was easy to forget about my mission as I just got lost in the environments.

The tradeoff is that, unlike some VR titles, the objects littering the various maps are mostly set dressing. If an item is one you could pick up in the base game, it’s the same in VR, but other objects like kitchen frying pans, radios, and other decorations are cemented in place.

While this can initially be disappointing, IO Interactive's approach is understandable considering the technical nightmare this would cause for both the development team and the PS5 hardware. And frankly, Hitman’s sandboxes are full enough already.

Strangely, Hitman’s final success is that it isn’t exclusively a VR game.

Even VR veterans need to take a break to handle motion sickness or general fatigue from waving their arms around for a couple of hours, and with many titles, that means putting the game you’re enraptured by down until you’re ready to put the headset back on.

A view of a rave with fire and lasers accenting the DJ's set

The level locations in Hitman are so varied (Image credit: Future / IO Interactive)

With Hitman on the PSVR 2, because it exists as an expansion of the base flat game, you can simply swap to the non-VR version and boot up a new mission while relaxing on your couch.

All of your unlocks and the knowledge you’ve gained about a target carry over between versions, and I generally appreciated the freedom I had to experience this game how I wanted across different sessions. I could play it in VR, I could play it on my TV, or I could swap between the two on a whim.

IO Interactive has done a superb job translating the Hitman experience to VR with this PSVR 2 port. It simultaneously feels fresh yet familiar with a resulting package that I’m sure will be enjoyed by complete newcomers and Hitman aficionados alike.

If you’re looking for an excuse to replay the Hitman World of Assassination trilogy, this is it, and if you own a PSVR 2 headset and haven’t yet picked up this game, what are you doing still reading this review?

Should you play Hitman on PSVR 2?

Play it if…

You have a PSVR 2 headset
The PSVR 2 system has a few excellent games available to play on it, and this is easily one of its best.

You need an excuse to replay Hitman
Whether you're new to Hitman or looking for an excuse to replay it this PSVR 2 version is an excellent choice as the first-person perspective and new mechanics make everything feel fresh again.

Don't play it if...

You want a complete VR sandbox
Hitman provides you with a lot of freedom but not every object is interactable, and some actions will shift you to a third-person view rather than keeping you immersed.

You're a complete VR newbie
Himan on the PSVR 2 system has some comfort controls, but its large maps and smooth motion won't be easy for complete newcomers to stomach.

Accessibility

Hitman has a handful of accessibility settings to make the game more approachable. Chiefly, it has three optional difficulties you can swap between to make the gameplay experience more or less forgiving.

When it comes to VR-specific settings, the whole game can be played sitting down or standing, though you will need some range of upper body movement to use weapons and reload.

There are also comfort controls like vignetting, snap/smooth turning, and other adjustments, which can make the game more comfortable for newcomers. Overall, I found the experience not too nauseating (I could easily play for an hour or two at a time without trouble), though it does seem like a VR game best suited to people with a little VR experience who will be used to smooth control stick movement while wearing a headset.

Hitman 3

(Image credit: IO Interactive)

How I reviewed Hitman on PSVR 2

I reviewed Hitman World of Assassination using a standard PlayStation 5 console and PlayStation VR 2 headset. My only upgrade is that I swapped the wired earbuds for a pair of Marshall Monitor III ANC headphones.

I played the game for around 30 hours, splitting my time fairly equally between the VR and non-VR versions of the title (which I would sometimes play in cinematic mode while using the headset if I wanted to continue a save state I had created in the flat game).

During the VR playthrough, I made sure to visit each location to explore, try a range of mission story assassinations, and see how the game runs, as well as testing a wide range of weapons to understand how intuitive item interactions felt. I never once noticed any hiccups, and never wanted to put my headset down as I enjoyed being immersed in this title immensely.

First reviewed April 2025

I spent 18 hours ripping and tearing through Doom: The Dark Ages and it left me yearning for a return to Eternal’s movement
5:00 pm | May 9, 2025

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

Id Software’s Doom series made a hell of a comeback in Doom (2016) with one of the best FPS campaigns of all time. This was followed up by 2020’s Doom Eternal, which turned every element of the series to an extreme level with a faster pace, enhanced weapons, and some of the most satisfying movement in any shooter; it was Doom by way of Devil May Cry. However, rather than go even more extreme, Doom: The Dark Ages takes on a medieval theme where instead of a Formula One killing machine, you’re a tank.

Review info

Platform reviewed: PS5
Available on: PS5, PC, Xbox Series X, Xbox Series S
Release date: May 15, 2025 (early access May 13

The Slayer (or, to give him his full name, Doom Slayer) is far slower than usual; there’s a sprint button as opposed to him just being naturally fast, and there’s nary a double jump or dash in sight. You’re heavy, you’re bulky, and you’re blocking all manner of attacks.

A shield is introduced very early on in Doom: The Dark Ages. Enemies will throw out attacks that glow green, meaning they can be parried, which you will soon realise is the central mechanic of the game.

Doom: The Dark Ages.

(Image credit: Bethesda)

The only thing they fear is you

The Slayer is built around defense, which is a far cry from the previous two entries and results in the stylish combat feeling a bit more barebones. The right move often feels like sitting back and having the enemy come to you, as opposed to you being the final boss tearing through every environment.

That doesn’t mean the combat doesn’t have its moments, though; the chainsaw shield throw is a bit of kit that feels incredibly satisfying from the moment you get it until the finale.

Throwing the shield into a large demon results in it getting lodged inside of it, which – with an upgrade – will let you shoot at it to create a ricocheting death machine. There are flashes of Doom’s trademark style, but it doesn’t quite have the sauce that was found in previous entries.

Doom: The Dark Ages.

(Image credit: Bethesda)

That being said, the actual shooting still feels fantastic. The Super Shotgun continues to be the greatest gun known to man. Meanwhile, the new Ravager weapon – which grinds up skulls and shoots out bone shrapnel – is a brilliant concept, and the ball and chain launching chainshot is so satisfying to charge up and blast off the skull of a demon with. Even if the Slayer doesn’t feel as good to control, his guns sure do.

Difficulty-wise the game strikes the perfect balance. I played on Ultra-Violence (hard), and it felt like the right amount of tough; countless adrenaline-filled moments of near death, where you’re parrying for your life, make for some of combat's highlights.

The combat is also extremely customizable, with the likes of parry windows and damage sliders being adjustable. Although there is nothing quite as terrifying as the Marauder battles from Doom Eternal, which would push you to your limit constantly.

The graphics look incredibly crisp – especially on PlayStation 5 Pro – even with all the gore and particles on screen, I never noticed any framerate drops on both the base PS5 or the Pro. The game does have some DualSense Wireless Controller features like adaptive triggers for the guns and use of the controller speaker (although the latter borders on the obnoxious as sound effects get doubled).

Doom: The Dark Ages.

(Image credit: Bethesda)

BFG Division

The levels found in Doom: The Dark Ages are a mixture of classic Doom and some new ideas. While the dense, secret-filled gauntlets are still present and accounted for, id experiments with a semi-open world formula for some of the new levels.

These levels will plop you into a domain and let you run free, taking on objectives in any order you please, and allow you to explore all corners of the map looking for upgrades and secrets. While some don’t feel quite as clean as the more focused levels, it's a nice way to change things up.

The other two additions are Mech and Dragon stages. These are used as nice distractions to break up the pace and are undoubtedly cool set piece moments; however, it becomes clear once you reach the second one of each that there’s no real progression between them.

Both revolve around a dodge-then-attack format, with the dragon having some aerial chases to segue between areas, but they feel pretty identical the whole way through and are a little half-baked.

Best bit

Doom: The Dark Ages.

(Image credit: Bethesda)

During the final act the story goes into overdrive and you’re faced with a number of great boss fights and set piece moments that round things off with a bang.

Another thing I didn’t think the developers went far enough with was the dark ages concept itself. While there’s fantasy iconography with the Slayer’s sick fur pelt cape and the melee weapons, there’s really not much that separates this from regular Doom.

It’s still fused with sci-fi, so there are still energy weapons; in fact, only the Ravager and Chainshot feel uniquely dark ages. The environments are pretty different at least, swapping Mars and destroyed Earth cities for large battlefields.

The roster of enemies have all gotten redesigns to fit the theme, but some are a massive step down. The Cacodemon – which is typically a pretty goofy-looking monster, bordering on cartoonish – looks unrecognisable as the team goes for a more realistic style. However, the majority of these are fantastic, with the Imps and Mancubus being the highlights.

Doom: The Dark Ages.

(Image credit: Bethesda)

Hell on Earth

Story is a big part of Doom: The Dark Ages, which means even more cutscenes. It centres on The Slayer being a tool in a war between Sentinels and the forces of hell.

The game introduces a ton of new characters who are new to the series, but outside of the Kreed Makyr and main villain Ahzrak, there’s not much to write home about. There’s a cast of human characters with their own plight, but it wasn’t engaging, and whenever they were on screen, I just found myself wishing I was playing or watching the Slayer do something.

The Slayer is still great, though. Right from the beginning it’s still established that he is that guy. Everyone talks about him with hushed tones; he’s treated like a bogeyman by the denizens of hell, and the moment he steps foot on the battlefield, the entire aura changes. It’s full of him doing superhuman feats that border on silly in how over the top they get, and despite my lack of interest in the overall plot, id Software nails it when he is on screen.

The previous two entries in the Doom series were all-time great FPS campaigns, but they were also top-tier albums, as Mick Gordon’s soundtrack work on them was incredible. However, after controversy with the Doom Eternal soundtrack, Gordon hasn’t returned for this. One of the best things about his soundtracks was the blend of metal riffs with excellent synth work, over just being straight metal. However, sadly, The Dark Ages goes for the straight metal approach. and it just doesn’t hit the same. None of the music is bad, but it’s not entirely memorable either.

Doom: The Dark Ages features an excellent FPS campaign with satisfying gameplay, best-in-class shooting, and great set-piece moments. At the end of the day, its biggest sin is that it doesn’t live up to what came before.

The decision to slow combat down and scale back the Slayer’s movement makes things feel like a step back and takes away some of the flashy style. I wish it did more with the medieval setting, but it’s still a great shooter campaign that continues to prove why id Software is at the top of the FPS mountain.

Doom: The Dark Ages.

(Image credit: Bethesda)

Should you play Doom: The Dark Ages?

Play it if...

You want a nice, long single-player campaign
Doom: The Dark Ages’ campaign clocks in at about 15-20 hours, with each level being packed with collectables and secrets to find. There’s also challenge modes available like Ultra Nightmare, for those who really want to test their limits.

You like satisfying shooting and parries
Doom remains second-to-none when it comes to satisfying gunplay, each shotgun blast feels devastating thanks to great visual and sound design. While the new weapons are unique and welcome additions to The Slayer’s arsenal and the parries are plentiful and impactful.

Don't play it if...

You want a multiplayer shooter
While Doom (2016) and Doom Eternal both had in-depth multiplayer modes, Doom: The Dark Ages has skipped it entirely, the single-player campaign is all you’re getting this time around.

Accessibility

Doom: The Dark Ages has one of the strongest accessibility suites I've seen recently.

All the controls are able to be remapped, plus you’re able to freely tune each difficulty to your own standards (such as changing damage values, parry windows and game speed).

The game features subtitles, font and HUD scaling on the UI, as well as customisable colours for effects such as parries. There’s also colourblind modes although these are found in the ‘Video’ options menu rather than the ‘Accessibility’ menu.

How I reviewed Doom: The Dark Ages

I played 30 hours of Doom: The Dark Ages between a PS5 Pro on a Samsung Q60D TV and a Samsung HW-T450 soundbar. I also played on a PS5 on a Samsung Odyssey G5 gaming monitor with a PlayStation Pulse 3D Headset.

During this time I completed the game on Ultra-Violence difficulty, with no difficulty modifiers turned on. I didn’t use the Life Sigils for an instant revive during combat, only during segments where I was exploring. I got 100% completion in all but two levels (having replayed a few levels to nail down those last few secrets).

First reviewed March 2025

Days Gone Remastered is a welcome improvement, but doesn’t fix the original’s core issues for me
5:41 pm | May 8, 2025

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

When you think of big PlayStation games, The Last of Us, God of War, Uncharted, or Sony's plethora of lauded franchises may pop into your head. Bend Studio's Days Gone is probably an afterthought.

While many loved the open-world zombie survival game, which sold over eight million copies, it was released in 2019 to a mixed critical reception. According to a report by Bloomberg, despite being profitable, this and its lengthy development process resulted in Sony rejecting the studio's pitch for a sequel in 2021.

Review info

Platform reviewed: PS5
Available on: PS5, PC (as Broken Road DLC)
Release Date: April 25, 2025

However, six years after Days Gone's release on PS4, there's been a resurgence brewing. Not only is a Days Gone movie in the works, but Bend Studio has taken another bloody swing at bringing Days Gone to the hungry hordes with the release of Days Gone Remastered on PS5 – a good time to do it, given its zombie cousin The Last of Us' TV success.

Back in the saddle

Day's Gone Remastered

(Image credit: Sony)

Days Gone Remastered certainly makes this survival adventure look better. Its enhanced lighting and shadow quality make the nights eerier and the sun-kissed days brighter and the improved graphical fidelity means the zombie-like Freakers are considerably more detailed.

Though, it's hard to appreciate the realistic faces of those Freakers when you're sprinting from this remaster's impressively huge Hordes in the new Horde Assault mode, which offers a serious challenge for those who just want to kick zombie ass. If you're a real glutton for punishment, you could always try the new Permadeath mode, which puts you back to the beginning of the game (or the second act) when you die.

The most welcome addition to this remaster, however, is the new accessibility features, which have become a staple of Sony's first-party offerings in recent years. Alongside options to customize the game's contrast, toggle on quicktime event autocompletion, remap your controller, and add UI narration, there are also options to adjust the game speed (giving you more time to react) and enable an audio cue that beeps when you're near a collectible.

Best bit

Day's Gone Remastered

(Image credit: Sony)

The Collectible Audio Cue is a dream come true for Platinum Trophy hunters. When enabled, you will hear beeps when you're near a collectible. As you get closer to the collectible, the beeps get louder and faster. Essentially, it's like playing the Hot and Cold game.

What this remaster cannot fix are the core issues some (including me) had with the original. The story is still tedious, with clunky pacing, and some cringeworthy, inauthentic dialogue. It's like someone who watched Sons of Anarchy decided "this is what a biker would say."

The missions also become very repetitive the more you play: go to the job giver, ride your chop-shop motorbike to the place where the baddies are, kill baddies, go back to the mission giver.

I had reservations about playing Days Gone again, but actually, I enjoyed it this time. At least, for a while. Sure, it's pretty generic, and the story is nowhere near as gripping or well-told as The Last of Us or God of War, but there's something satisfying about riding the roads, forests, and mountains of Oregon on a Frankenstein bike I've been working to buy parts for, feeling the subtle rumble of my bike through my DualSense Wireless Controller.

I tried to enjoy the ride, embrace the tedious, and not set my expectations too high – but even then, my enjoyment of Days Gone Remastered ran out of gas before the finish line.

Bugged the hell out

Day's Gone Remastered

(Image credit: Sony)

Days Gone Remastered begins with Mongrels MC member Deacon St. John desperately trying to get help for his wife, Sarah, who's stabbed amidst a chaotic evacuation in post-apocalyptic Oregon. With not enough room in the helicopter to take him and his best pal, Boozer, Deacon opts to stay with the "Boozeman" and regroup with Sarah later.

We then fast forward two years, and Boozer and Deacon are Drifters, outlaw bikers running jobs for nearby (somewhat questionable) camp leaders to make credits and survive in "The Shit." There's no sign of Sarah, but as you progress, a picture of what happened to her and how she and Deac got together becomes clearer.

Uncovering the story of Deacon and Sarah should be heart-warming, and at times it is, but the story's pacing and the many other story threads mean it gets a bit lost and doesn't get room to breathe. This isn't helped by the awkward writing, which can be downright cringeworthy and boring. The story does become more interesting as you progress, but often it feels like a slog, and the structure is inconsistent.

What's more, you're constantly bombarded with radio calls from others while riding, reminding you of what you're doing and repeating the same information in different ways. It ruins the joy of exploring the world when Boozer's constantly calling you up like a helicopter mom to ask what you've been up to.

It's a shame because the world is beautiful. The enhanced graphical fidelity means the flora and fauna of Oregon's forests, mountains, and lakes look much better than ever before. The nights are darker, too, thanks to enhanced lighting, which makes it particularly eerie when exploring abandoned houses and shacks at night, praying a horde doesn't descend upon you.

When the day comes, the blazing sun peaks around the mountains, casting realistic shadows through the trees and making you hope Deacon's got some sunscreen in his inventory. More impressive still is the rain and snow, which impact your riding and vision (and encourage more Freakers), but the snow flurries and rainstorms are so immersive that you can let that go.

Day's Gone Remastered

(Image credit: Sony)

While the map is big, it's manageable and full of (mostly) abandoned houses, caves, gas stations, and more to investigate and collectibles to find. Exploration provides some relief from the repetitive missions, which become particularly frustrating the further into the game you get. Many of those aforementioned radio calls are camp leaders asking you to drop by to pick up a job, which typically involves hunting down someone, clearing a Marauder or Ripper camp, or getting rid of Freakers holed up somewhere.

Initially, these missions feel like they have a story purpose, but eventually, it feels like a violent game of fetch. The main story missions can be similar, but usually have more depth to them or task you with sneaking and not hurting anyone. You learn more about the character you're with and maybe visit a new area, but they can seriously drag on.

The sluggish pacing of some of these quests is frustrating, especially when you have to just walk with a character or ride with them as they talk for several minutes. While some of what they say provides context and helps with character development, it feels like you're a hostage being force-fed background; it's shoehorned information that could be integrated more naturally.

The main issue is that it doesn't feel like there's an overarching story here. There are lots of quest lines, but it's unclear if Days Gone is mainly about Sarah, the camps and their survival, or Deacon himself. That lack of direction means it can feel like you're floating in the wind at times, unsure of what your actual aim is, except for riding all over the map, completing jobs, and trying to align your moral compass.

Riding the open road

Day's Gone Remastered

(Image credit: Sony)

While the story is lacklustre, Days Gone Remastered's combat is thoroughly satisfying. There are plenty of weapons and skills to unlock to improve your combat capabilities, but there's nothing quite like embedding an axe (or any hand-crafted melee weapon) in a Freaker's head, or burning them to cinders with a Molotov.

The types of Freakers don't vary greatly; you mainly deal with scrambling Swarmers who become bounty fodder as you progress, or savage marauders and Rippers.

The real challenge comes in taking out Hordes. These huge groups of Swarmers work as one entity, and there's nothing like the pure fear (and adrenaline) of attracting one's attention and then legging while the brutal mass chases you down. Hordes are Days Gone's niche, and thanks to the remaster's Horde Assault mode, you can take on even bigger ones.

The Horde Assault mode tasks you with gaining a set amount of points to unlock new maps and increase your level. Increased levels give you access to Injectors with negative or positive effects: positive ones help you in the game, but negatively impact your final score, while negative ones do the opposite.

Once let loose on the map, you can take out fodder Swarmers and other Freakers to gain points, allowing you to unlock supply cases to get better supplies and weapons. In the corner, however, is a timer that counts down to when a Horde is unleashed on you, so you better be ready. Taking out Hordes gives you more points, but becomes increasingly difficult over time, and these Hordes are way bigger than the ones in the story mode.

If you're after a challenge and want to skip the biker runs, Horde Assault will satiate you. If you're a true sadist, you can always try the story mode's Permadeath mode too, which puts you back to the start of the game (or the second act) if Deacon dies.

It couldn't be that easy

Day's Gone Remastered

(Image credit: Sony)

Days Gone Remastered comes with two visual options: Quality mode and Performance mode. Performance mode means the game can run at up to 60fps (as opposed to the 30fps of the PS4 version), at the cost of some visual quality.

Quality Mode allows for greater resolution (up to 4K), but at the cost of framerate. Both run well, with the Quality mode better suited to exploring and the Performance mode worth putting on during combat, especially with Hordes.

Days Gone Remastered isn't always a smooth ride, however. The game has some serious audio balance issues, even with audio settings adjusted for my setup. NPCs' voices are muffled and quiet, or dialogue is almost entirely drowned out by background noise. This is particularly noticeable early in the game and when rescuing hostages, but occurs during some cutscenes, too. I'm not the only one who has had this issue, either.

Other, minor, but annoying bugs include Deacon and his bike falling through hills and his struggles to line up with and talk to an NPC when you hold Square as instructed.

The DualSense Wireless Controller compatibility, however, is pretty good. I enjoyed the subtle implementation of haptic feedback from the DualSense when riding my bike and the varying resistance of the adaptive triggers, which allow for more control over acceleration.

What I found most useful, however, is the ability to swipe the touchpad to easily open menus and the map. I just wish it were as easy to navigate the crafting/quick menu on the go, as it can be fiddly, especially in combat.

Should I play Days Gone Remastered?

Day's Gone Remastered.

(Image credit: Sony)

Play it if…

You love The Walking Dead and Sons of Anarchy
Days Gone is pretty much The Walking Dead meets Sons of Anarchy. If you enjoy those shows, you'll likely love this.

You enjoy horror, but not the scares
If you like the idea of horror in your games but haven't the nerve for serious scares, you can handle Days Gone Remastered. While the Hordes can be frightening, there are few jump scares or overtly terrifying elements in this game.

Don’t play it if…

You want a riveting narrative
Days Gone's story isn't the most gripping, and its pacing is pretty poor, so don't expect the usual riveting PlayStation first-party offering. If you're mainly after some zombie-smashing fun, this is probably the game for you, but if you want a story that will stay with you, you'll likely be disappointed.

Accessibility

Days Gone Remastered boasts a heap of accessibility options that weren't available in the original.

Some highlights include a High Contrast mode, the ability to adjust Game Speed (a huge help with Hordes), UI Narration, subtitle customization, controller remapping, a collectible audio cue, and a field of view slider.

During this review, I had a wrist and thumb injury, so I found several of the QT event options particularly helpful. I set button-bashing QT events to a hold option instead, and enabled the auto-complete QT events option when needed.

How I reviewed Days Gone Remastered

I played Days Gone Remastered for over 35 hours on PlayStation 5 on a Samsung Q80T QLED TV using the DualSense Wireless Controller.

During that time, I played most of the main story campaign, completed several side jobs and quests, and spent some time with the Horde Assault Mode.

At launch, I played 2019's Days Gone, so I was able to make comparisons between the original game and this remaster.

First reviewed May 2025

I’ve been using the Sony Inzone M9 II for months, and it’s perfect if you play on PS5 and PC
6:52 pm | May 7, 2025

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

Sony Inzone M9 II: Two-minute review

As someone who uses a single monitor for both PC and PlayStation 5, the Sony Inzone M9 II really feels like it was made to meet my specific needs.

A follow-up to the popular Sony Inzone M9, the II eschews the white PlayStation look and bulky tripod stand design. Although I did like the unique appearance of the original M9, the stand of the II is undeniably more practical, with a more generous tilt adjustment range and full 360-degree pivot that makes finding the perfect angle a breeze.

The refreshed aesthetic does help emphasize that this is a monitor intended for use with a PC, too, and ensures that it no longer seems out of place on your desk.

Despite coming in a little cheaper than its predecessor at $799.99 / £899, the II also packs some small, but nevertheless appreciated, spec upgrades. This includes slightly better brightness (which now peaks at 750 nits rather than 600) and a boosted 160Hz refresh rate.

The Sony Inzone M9 II being used to play Counter-Strike 2.

(Image credit: Future)

As the PS5 can only output at a maximum of 120Hz, this latter change was clearly made with PC players in mind, and helps this model hold its own against some of the best gaming monitors aimed at the PC audience right now.

This faster refresh rate, paired with the 1ms GtG response time, and not to mention built-in 24.5-inch mode, could also make the Sony Inzone M9 II a great pick for those who enjoy high-intensity PC esports titles like Counter-Strike 2 or Valorant.

Thanks to a wealth of console-specific features, it’s also one of the best monitors for PS5 and PS5 Pro - full stop. It’s got full variable refresh rate (VRR) support, plus Auto HDR Tone Mapping to automatically calibrate brightness for your PS5 during setup. There’s even an Auto Genre Picture Mode that detects the title that you’re playing and dynamically adjusts the picture to match the likes of FPS titles or RPGs.

The built-in speakers lack bass and can be a little tinny at higher volumes, but they are surprisingly decent overall. That means console players used to the generally superior sound systems of a gaming TV won’t have to run out to pick up an extra pair right away.

It’s easy to lament the use of an IPS LCD panel, especially when OLED options are available from competitors at around the same price, but I don’t have any practical complaints about the 27-inch 4K display here.

It’s bright and responsive, with accurate colors and HDR10. Everything from Assassin’s Creed Shadows to Forza Horizon 5 and Horizon Zero Dawn Remastered looks absolutely stunning, cementing the Sony Inzone M9 II as a superb all-rounder.

The base of the Sony Inzone M9 II.

(Image credit: Future)

Sony Inzone M9 II: Price and availability

  • Retails for $799.99 / £899
  • Slightly worse value in the UK
  • Expect occasional sales

The Sony Izone M9 II retails for $799.99 / £899. This pricing means that it is slightly worse value in the UK, which is a little disappointing and could weigh on your decision if you’re buying in that market.

Although early Inzone products were marked by their eye-wateringly bad value prices (I’m looking at you, Sony Inzone M3), the Sony Inzone M9 II is actually reasonably priced given its spec.

It comes in a bit more expensive than similar options like the Gigabyte M32UC, though it benefits from a significantly more premium overall design that makes the added cost worthwhile in my book.

If you’re after a 4K screen on a tight budget, alternatives like the Asus TUF Gaming VG289Q could prove tempting as they come in at less than half the price of the Sony Inzone M9 II. Just bear in mind that there are noticeable compromises, including significantly higher response times and noticeably lower refresh rates.

The Sony Inzone M9 II is quite good value, then. I recommend it at full price, but, judging by the discount patterns of other Inzone products, I would expect occasional sales to come along and make it an even better proposition.

The monitor is readily available via the Sony website, in addition to the usual retailers like Amazon, Best Buy, and Walmart in the US and Amazon, Argos, and Very in the UK.

Sony Inzone M9 II: Specs

Sony Inzone M9 II: Design and features

  • Easy assembly process
  • Low profile base
  • Plenty of adjustment options

I’ve never had a bad experience putting together a Sony Inzone monitor and the Sony Inzone M9 II is no exception.

It’s well packaged, with the monitor, stand, and its base secured separately in plenty of polystyrene foam. To assemble, you simply screw the bottom of the base onto the bottom of the stand and clip it all into the back of the monitor. It took me about fifteen seconds overall and did not require the instruction manual.

As I’ve already mentioned, the Sony Izone M9 II has a radically different design compared to the original M9. It’s black instead of white and has an entirely redesigned stand. Rather than a tripod, the Sony Inzone M9 II is held up by a single thick column on a circular base. It’s quite similar to the design of the stand on the Sony Inzone M10S, which was released at the same time, after all, though a bit chunkier on the whole.

With a radius of just under 3.5in / 9cm, the base is still rather compact for a monitor of this size, which makes it easy to fit on a desk - even if you have limited space. The stand can also pivot, offering a smooth 360 degrees of rotation. This is surprisingly handy, ensuring that you can quickly rotate the monitor to show something to a friend or simply adjust it slightly to better suit your current position.

The monitor can be tilted downwards by five degrees or upwards by 25, so you won’t have any trouble finding the right viewing angle either. The height can also be adjusted by 5.1in / 13cm, which is more than enough leeway to raise or lower it to a healthy height in most setups.

The Sony Inzone M9 II.

(Image credit: Future)

On the back right-hand side of the monitor is the power button, alongside a well-sized thumbstick for accessing the on-board settings menu.

The menu here is well organized and easy to navigate, but I’d still recommend installing the compatible Inzone Hub PC app, which offers a slightly more in-depth level of tuning.

There’s also a small white power indicator LED built into the side of the display. It is completely invisible from the front, which is a good thing as it stops it from becoming distracting in the corner of your eye, though can still be disabled in the software if you prefer.

You will find all the expected ports at the bottom of the monitor. There’s a DisplayPort 2.1 connector, 2 HDMI connectors, a USB Type-B input (for enabling the USB hub functionality), and two corresponding USB Type-A outputs.

A Type-C port would certainly be a bonus, but given how many peripherals still use USB Type-A, its absence is not that big of a deal. There’s also a third USB Type-A port that’s clearly labelled as being used for software updates via a USB stick only. Lastly, you get a 3.5mm headphone jack for hooking up any compatible audio devices.

In terms of features, you get pretty much everything that you would expect from a premium gaming monitor. It supports Full Array Local Dimming for enhanced contrast, in addition to meeting the VESA Certified DisplayHDR 600 standard.

The Sony Inzone M9 II.

(Image credit: Future)

On PC, you benefit from a speedy 160Hz refresh rate via a DisplayPort connection, in addition to Nvidia G-Sync support. On PS5, you have VRR and Auto HDR Tone Mapping. The monitor also automatically detects when a PS5 is detected, enabling a pre-tuned PS5 profile.

This is all on top of the usual array of display modes (I’d recommend turning off Auto Picture Mode and sticking to the DisplayHDR profile for the most life-like look in most situations), plus optional settings for on-screen frame rate counter, crosshair, and timer.

Sony Inzone M9 II: Performance

  • Brilliant for PC, perfect for PS5
  • A bright, smooth picture suited to a range of genres
  • An ideal all-rounder

Out of the box, the monitor was in its Power Saving mode, which unfortunately looks rather dim and makes for a lacklustre first impression.

Still, when you turn that off and enable HDR, the resulting picture is fantastic. Despite not being an OLED panel, colours are bright and blacks are surprisingly deep. 4K video is absolutely stunning, while general web browsing and office work benefit from the 160Hz smoothness and highly detailed image.

You likely won’t pick up the Sony Inzone M9 II purely for productivity, though, and gaming does not disappoint. As I used the Sony Inzone M9 II for multiple months, I experienced an extremely wide range of games on it. Highlights on PC include Counter-Strike 2, which is delightfully smooth at 160Hz, in addition to lots of Sid Meier’s Civilization 7, where the detailed models in its diorama-like world come through with excellent clarity.

Hitman World of Assassination benefited hugely from the crisp 4K and cheerful brightness in the sunny stadium of the fictional Miami Global Innovation Race, while the moodier aesthetic of the Dartmoor map showcased the monitor’s strong contrast. Again, this is not an OLED panel, but it still delivers colors that are just as vivid as some of the OLED models that I’ve tried.

The Sony Inzone M9 II.

(Image credit: Future)

It was a similar story over on PS5, where I played through the bulk of Assassin’s Creed Shadows, sunk hundreds of hours into the latest Call of Duty: Black Ops 6 season and tried out Forza Horizon 5 and Horizon Zero Dawn Remastered in addition to many other games. The VRR support was a gamechanger in Assassin’s Creed Shadows in particular, where its Balanced preset appears significantly smoother than on monitors without it.

It’s plenty smooth, but on PS5, you are still constrained to a maximum of 120Hz. If you’re buying purely for use with a console, do bear in mind that you won’t benefit from the true refresh rate capabilities of the Sony Inzone M9 II.

Unlike the more expensive Sony Inzone M10S, the Sony Inzone M9 II also packs some built-in speakers. Will they blow your mind? No, but they’re certainly good enough. At 50% volume, sound is clear and accurate with a decent level of detail. It lacks bass, but acceptable audio still puts them in the upper echelons of gaming monitor speakers. They can go impressively loud, which is good, but as you begin to crank that volume up, the sound becomes a bit more tinny.

If you are viewing the Sony Inzone M9 II as quite a significant investment, you can take comfort in knowing that you won’t need to run out to buy an expensive separate set of speakers to experience your favorite games in an enjoyable fashion right away.

Should you buy the Sony Inzone M9 II?

Buy it if...

You want an all-round gaming powerhouse
The Sony Inzone M9 II is a superb all-round option, delivering excellent performance in a wide range of game genres. It’s got plenty of features and even some decent built-in speakers.

You play on both PS5 and PC
The Sony Inzone M9 II is at its best when you own both a PC and PS5 and use them both on the same display, as it supports a range of features for both platforms. If that’s you, then this monitor is well worth its asking price.

Don't buy it if...

You want to save some cash
Although it is a fair price, the Sony Inzone M9 II is still quite an expensive monitor. There are cheaper 4K options out there, especially if you don’t mind skimping on the overall design and build.

Also consider

Not convinced by the Sony Inzone M9 II? Keep these alternatives on your radar.

Sony Inzone M10S
If you’re more of a PC player, then I’d recommend the Sony Inzone M10S. It’s one of the best monitors that I’ve ever tested, with a beautiful but functional stand and a blazing-fast 480Hz OLED panel. It is 1440p, however, so intended for competitive shooter players first and foremost.

Read our full Sony Inzone M10S review

Gigabyte M32UC
A titan of affordable 4K monitors, the Gigabyte M32UC frequently goes on sale and is the one to choose if you want to save some cash. It has loads of features and a speedy 144Hz refresh rate, though it definitely lacks the premium materials and design of the Sony Inzone M9 II.

Read our full Gigabyte M32UC review

The Sony Inzone M9 II.

(Image credit: Future)

How I tested the Sony Inzone M9 II

  • Tested for multiple months
  • Evaluated with both PC and PS5
  • Tried with loads of different games

I tested the Sony Inzone M9 II for more than two months, using it as my primary monitor for the entirety of that time.

I used it extensively with both PC and PS5, in addition to some light Xbox Series X gaming. During that time, I used it for hours of web browsing, office work, and playing countless games.

On PC, highlights included Counter-Strike 2, Resident Evil 4, Split Fiction, Cities Skylines 2, Sid Meier’s Civilization 7, Persona 3 Reload, Hitman World of Assassination, and Inzoi.

Even some smaller indie games like Monster Prom 4: Monster Con looked great, with the monitor’s vivid colors really complementing the expressive art style.

On PS5, games tested included Call of Duty: Black Ops 6, Horizon Zero Dawn Remastered, Days Gone Remastered, The Elder Scrolls 4: Oblivion Remastered, The Last of Us Part 2 Remastered, Forza Horizon 5, Zenless Zone Zero, and Assassin’s Creed Shadows.

Throughout my time with the monitor, I compared my experience to my hands-on testing of other gaming monitors, including the more premium Sony Inzone M10S.

Read more about how we test

First reviewed May 2025

Despite its offbeat humor, Revenge of the Savage Planet is one of the most profoundly average games that I’ve ever played
3:54 pm | May 6, 2025

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

The biggest issue with sci-fi sequel Revenge of the Savage Planet is that, despite subjecting you to a barrage of offbeat humor, it’s just not particularly entertaining. There’s not a lot here that’s necessarily bad per se, but I would describe my journey through its five alien worlds as merely “good enough” at best.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X and Series S, PC
Release date: May 8, 2025

This mainly stems from the fact that none of its constituent elements are anything that I haven’t already experienced in countless other games. It’s a third-person 3D Metroidvania action-adventure title, where all the trappings of the genre are present and accounted for.

It’s got an open world that you progress through in a steady, linear fashion by unlocking new abilities that grant access to new areas, platforming challenges that see you zipping between high up ledges, and basic puzzles where you need to mess with the environment to open up doors or reveal hidden passageways.

Even its predecessor, 2020’s Journey to the Savage Planet, seemed a little bit more unique despite following a similar formula, thanks to the use of the more uncommon first-person perspective.

Planet hopper

Revenge of the Savage Planet

(Image credit: Raccoon Logic)

Revenge of the Savage Planet kicks off with the protagonist, an unnamed employee of a recently bought out space colonization firm Kindred Aerospace, getting unceremoniously laid off mere moments after setting foot on a previously uncharted planet. To make matters worse, a rocky landing has damaged your ship and strewn capsules containing some of your valuable equipment across the world. Stranded with no support on the way, it’s up to you to recover your gear and escape.

You’re joined by Eko, a floating AI companion that loosely guides your progress and dispenses a near-constant stream of quips. These, in addition to plenty of full-motion video (FMV) cutscenes, comprise the bulk of the humor here. The jokes are often passé, with dated jabs at everything from consumer culture and the world of cryptocurrency to the infamous Call of Duty ‘press F to pay respects’ blunder that occurred more than a decade ago, but aren’t impossible to sit through like the agonizingly unfunny monologues of a game like High on Life.

I may not have laughed, but I did at least find the high degree of effort evident in some of the wacky props and costumes from the FMV scenes quite charming. I never felt the need to use it, but you do also get the option to reduce (or even entirely disable) chatter from Eko if you wish. I could see this coming in handy if you intend to play lots in co-op, which lets one other player accompany you at any point in the campaign.

Despite the strong co-op focus of much of the marketing, the mode honestly seems like a bit of an afterthought. I played it for a few hours and the experience was ruined as it's practically impossible to talk to your partner while any dialogue is occurring, which is most of the time. You either have to speak over the non-playable characters (NPCs), which is inevitably going to impact your ability to follow objectives and understand the already somewhat forgettable overarching narrative, or just awkwardly play in silence.

Many of the missions are clearly not designed for co-op either, practically requiring one player to take the lead while the other sits back and tries not to get in the way. In fact, it was often more effective for my partner to run off to the other side of the map to complete other tasks and, at that point, why would you even want to play with someone else at all?

Odd jobs

Revenge of the Savage Planet

(Image credit: Raccoon Logic)

As for what you’ll be doing most of the time, the core of Revenge of the Savage Planet follows a fairly predictable loop. You arrive in an environment that requires a new ability to progress, for example a respirator to protect from toxic gases or a powerful ground pound to smash through fragile surfaces.

The materials needed to obtain this are located in another area of the map, so you follow an objective marker and complete a fun platforming segment and puzzle or two using your handy power hose (which can harvest a range of goos from the environment and spew them out to create conductive surfaces for makeshift circuits or burn through flammable barriers), to get them.

You then head back to the hub area, your spawn point and home to a few amenities like a 3D printer for creating upgrades and an outfit cupboard to customize the look of your explorer, to craft the ability using resources harvested from glowing ore veins littered throughout the map.

Some abilities also require research to obtain, which is accomplished by stunning and capturing a creature with your sci-fi lasso and then waiting around at the base for a few minutes while a progress bar fills up in real time.

Best bit

Revenge of the Savage Planet

(Image credit: Raccoon Logic)

The hub area is home to your living quarters, a few rooms that can be extensively customized by spending a currency obtained on your travels. Placing objects to make the space your own is quite satisfying. Most can also be interacted with to see unique animations.

Pokémon, this is not, but die-hard completionists will probably get a kick out of hoovering up one of every possible creature or pursuing the many side objectives and collectibles on offer to pad out the runtime.

For others, it might begin to feel like a lot of busywork at times, especially if you go after those optional missions, which I would recommend given the substantial upgrades that some of them reward, but the modest length of about 12-15 hours means that it never becomes too monotonous.

It’s broken up by combat sections, too, which are unfortunately nothing to write home about. You’re equipped with a basic laser blaster, which you can outfit with engaging upgrades like a powerful charged shot or active reloading, but most fights simply involve strafing around foes and peppering them with shots until they explode into a pool of brightly colored goo.

Violently reducing some of the cuter critters that litter the brightly colored worlds into a pile of slime is actually quite funny, though, as is watching your character slide around on it, which does add to the overall enjoyment at least.

This cycle repeats itself across five total planets, each with its own unique look, population of creatures, and distinctly middle-of-the-road boss fights to round things off. A little more variety in how everything plays out would have gone a long way, but as it stands, while Revenge of the Savage Planet isn’t going to blow your socks off, I can definitely think of worse ways to spend an afternoon or two.

Should I play Revenge of the Savage Planet?

Revenge of the Savage Planet

(Image credit: Raccoon Logic)

Play it if…

You love Metroidvania progression
If you’re a big fan of Metroidvania progression, then the loop at the heart of Revenge of the Savage Planet should provide enough entertainment for its modest runtime.

You’re a completionist
It can feel like busywork at times, but there’s still plenty to do in Revenge of the Savage Planet. Pick it up if you love poring over an open world for collectibles or completing lots of side quests.

Don’t play it if…

You intend to go co-op
With its constant NPC chatter, Revenge of the Savage Planet is poorly suited for a co-op setting. Consider other games if you want something to play with a friend.

Accessibility

The build of Revenge of the Savage Planet that I played has a disappointingly barren accessibility menu. It offers the option to disable controller vibration and motion blur, but that’s literally it.

Subtitles are enabled by default, though there is no way to adjust their size or presentation. There are no dedicated options for colorblind players and very limited customization when it comes to the control scheme.

How I reviewed Revenge of the Savage Planet

I played Revenge of the Savage Planet for just under 15 hours on PC before hitting the credits. I predominantly experienced the game in its solo mode, though I also endeavored to test out the co-op features for a few hours.

In addition to completing the main story, I was careful to experience plenty of the side content on offer, taking the time to pursue collectibles and try out the majority of the available upgrades.

First reviewed May 2025

The Elder Scrolls 4: Oblivion Remastered is so good that it has me hoping for yet another version of Skyrim
3:30 pm |

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

For years now, I’ve heard many The Elder Scrolls fans proclaim that Oblivion is a better game than Skyrim. After nearly 80 hours spent exploring the diverse and fantastical land of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, I couldn’t agree more.

I’m floored by how well the core of Oblivion holds up almost 20 years after its release. This is a beautifully crafted RPG game with a true heart of gold, a wicked sense of humor, and a deceptively deep well of things to do and places to explore. Despite its name, Oblivion Remastered is closer to a full remake, with smart updates while keeping the core untouched. It’s just about perfectly executed, if just a touch too careful in its approach to modernizing certain systems.

I missed The Elder Scrolls 4: Oblivion the first time around, having jumped aboard the Bethesda RPG train with Fallout 3 and then sinking my teeth into Skyrim around the time I should have been studying to get into University.

In the years since, I’ve learned to understand Oblivion’s reputation as a classic, but one that’s been made somewhat irrelevant by the juggernaut success of it’s sequel. Pair that thinking with my lack of interest in diving into RPGs of a certain age, especially ones as notoriously buggy as Bethesda’s, and it’s really no wonder I’d largely written Oblivion off until now.

Review info

Platform reviewed: PS5 Pro
Available on: Xbox Series X, Xbox Series S, PC, PS5
Release date: April 22, 2025

With Oblivion Remastered being perhaps the worst kept secret in gaming ever, I can’t say I was excited at the idea of a remaster of a 2006 fantasy RPG. Slap the word remaster onto a project, and I think we’ve all learned what to expect. A higher resolution, all of the DLC tied up into one neat package, maybe some re-recorded VO for good measure. Great for fans of the original, fairly unexciting for those that never played it.

But Oblivion Remastered isn’t what you would expect. This isn’t a simple facelift, it’s a meticulously crafted reconstruction, meshing old and new in ways that I don’t think we’ve really seen up to this point.

The visual upgrades are stunning, additional voice lines add new depth to character class choices, and combat is now just the right mix of Skyrim jank and contemporary action. This is the upgrade Oblivion always deserved, giving it the chance to finally step out of Skyrim’s shadow.

That old Bethesda charm

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

Whatever your opinions are on Starfield, Fallout 76, and Fallout 4, Bethesda’s modern RPGs are undeniably a bit of a mixed bag, with wildly different approaches to open-world design when compared to The Elder Scrolls series.

Still, I’ve found myself liking something about each, after digging deep to find the parts that prove the studio’s pedigree is well-earned, and ongoing. Oblivion might well be where Bethesda’s unique brand of game design is best showcased.

There are bugs and jank, oh the jank, but it’s all completely outweighed by excellent writing, an almost impossibly detailed world, and RPG systems that reward you for actually roleplaying. You can be a thief, an assassin, a mage. You can specialize in alchemy, go out into the world and clear fortresses for loot, and even run Guilds as the big boss in charge.

Best bit

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

The Dark Brotherhood questline in Oblivion Remastered is perhaps my favourite from all the Bethesda RPGs I’ve played. It rewards you for completing assassinations in specific ways, more akin to something found in Hitman rather than a fantasy RPG. Every single member of the Brotherhood is a standout, from the pale, vampiric leader Vicente Valtieri (who, in my playthrough, would sometimes appear completely bald due to what I’m assuming to be a glitch), to the obnoxious Khajiit sorcerer M'raaj-Dar. There’s a murder-filled escape room quest too that’s one of the best side quests I’ve ever played.

NPCs talk over each other, camera angles switch wildly in conversation, and picking up the wrong item can send the game into a hard crash, but it’s worth the trade off for moments that only Bethesda games can offer. Moments where you walk into a tavern and witness an argument that you have to intervene in, and before you know it you’re helping a man fake his own death to avoid paying his debts.

Moments like accidentally discovering a vampire lair and contracting Vampirism, which then must be cured if you’re ever to travel during daylight hours again. I can count the memorable quests and moments from the last few Bethesda RPGs I’ve played on one hand, but have no doubt that there’ll be twenty plus that’ll stay with me from my first Oblivion playthrough.

Best of both worlds

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

I’ve mentioned that Oblivion Remastered sits somewhere between a traditional remaster and a remake, but what does that mean exactly?

Well, in many ways, the team at Virtuous have Skyrim-ified Oblivion, bringing systems like levelling and player physics more in line with that of The Elder Scrolls 5. You now level up both major and minor skills just by doing that particular skill - e.g. improve lockpicking by picking more locks, get better at persuasion by attempting to persuade NPCs.

It’s a simple but elegant solution that helps remove some of the barriers that previously punished players for behaving out-of-character. You’re constantly improving your build as you go, whether that’s by sprinting between cities, or blocking attacks with a shield. These are very minor changes to the original formula, but offer a big enough quality of life improvement to make Oblivion feel like a game from 2016 (and a forward-thinking one at that), not 2006.

Then there’s the graphics, and oh boy, does Oblivion: Remastered look fantastic. By switching over to Unreal Engine 5, the developers have applied all new lighting tech. At night, this means moonlight dances across the surface of lakes, adding depth and vibrancy to even the darkest of settings. Wall-mounted torches flicker and cast shadows, filling cold sewer tunnels and deep subterranean caves with dynamic oases of light.

The game’s brilliant environmental design is left to provide the backbone here, but high-tech extras have been layered atop to accentuate and compliment, rather than remake completely.

You can tell Oblivion Remastered is a new version of an old game, absolutely, but it also gives some contemporary open world RPGs a run for their money in terms of presentation, art direction and atmospheric effects. It’s a strange mix - part old, part new, part something else entirely - but it works.

Moving forward, Oblivion Remastered should be a reference point for how to update an old game for new audiences, while keeping the magic of the original intact.

"Oblivion Remastered should be a reference point for how to update an old game for new audiences, while keeping the magic of the original intact."

As someone who had only played the latest instalment of The Elder Scrolls series until now, I’m impressed to find that Magic plays a deeper, more complex role in Oblivion. Mage builds are not only more viable, but easier to put together thanks to the superior Guild quests found in major cities. You can cast spells with your weapons out, and Conjuration can be used to truly kit yourself out as a versatile battlemage.

Like many players, I’ve tended to slip into a stealth archer build when playing these sorts of games, but in Oblivion I’m being constantly rewarded for experimenting with play-styles, and sampling from all aspects of the game’s build-mechanics. In general, this all feels more in-line with my experience with Dungeons & Dragons, in that regardless of the situation I’m in, there’s probably a stat change, an enchantment, a spell or consumable that can help me tip the scales in my favor.

There’s certainly room to roleplay if you want to stick to one defined path and character, but for those looking for more of a comprehensive experience of the game, there’s very little punishment for trying out something new.

Almost too faithful?

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

Remastering a game like Oblivion is no easy task, given that the original’s inherent bugginess and unpredictability are big reasons as to why players still bring it up to this day.

The memes are ancient at this point, the slightly wonky line deliveries and erratic camera snaps now heavily ingrained in internet culture. To remake Oblivion completely would be to snuff out its originality and heart, but just how faithful can you be before you simply offer up what amounts to the same game just on newer platforms? Well, Oblivion Remastered is just about as close as I think it’s possible to get to while walking this particularly precarious tightrope.

As a modern way to play a historically significant game, this is perfect for new players, preserving the spirit of the original while making it as pain-free as possible to experience. The developer has definitely erred on the side of caution with Oblivion Remastered, choosing to leave things the way they were back in 2006 instead of switching them out for elements that would probably be better to play in 2025.

This devotion to the source material, while admirable and ultimately the right call, does lead to a few downsides. The difficulty settings are all over the place, not quite managing to bridge the gap between simplified levelling systems and the newly updated combat mechanics.

I was constantly switching between two settings, finding one too easy and the other tough as nails. There’s also stability issues, where the new atmospheric effects and lighting slow things down in the open world. Whether these are new issues, or remnants of ancient bugs, I don’t know. But really, it’s disheartening to run into so many inconsistencies in what is an otherwise beautiful game.

Throughout my 80 or so hours of play time, I’ve actually run into fewer bugs than I’ve come to expect from a Bethesda RPG. That’s not to say it’s been smooth sailing, with strange visual glitches, quest-halting bugs, and straight hard-crashes being semi-frequent.

What’s really disappointing is that after looking up fixes for the issues I was experiencing, I found that they were predominantly issues that were rampant in the original version. This is unfortunately a consequence of choosing to remaster rather than remake, likely unavoidable with the level of care put into preserving the original’s more charming blemishes.

Still, I’d rather deal with twenty year old bugs than play a sterilized, over-polished remake that’s missing what fans loved about Oblivion the first time around.

On the whole, Oblivion Remastered is a triumph. A carefully considered love-letter to a game that’s been somewhat overshadowed in the years since its successor’s launch. By skating the line between remaster and remake, Bethesda and Virtuos manage to offer up a worthy modernization that finally gives more players the chance to weigh Oblivion up as the best game in The Elder Scrolls series.

It’s so good in fact, and I can’t believe I’m about to say this, but perhaps just one more version of Skyrim wouldn’t be so bad? Okay, maybe we should settle for Morrowind first.

Should I play The Elder Scrolls 4: Oblivion Remastered?

The Elder Scrolls 4: Oblivion Remastered

(Image credit: Bethesda Softworks)

Play it if…

You want to experience Oblivion for the first time
This has been my very first Oblivion experience, and I haven’t been able to put it down. I tend to struggle playing older RPGs, but found this one to be modern enough, and good enough, to ignore some of the dated design.

You’re a fan of colorful, whimsical fantasy like Baldur’s Gate 3 and Fable
Oblivion’s world is much more colorful, varied and silly than the one found in Skyrim or even Fallout 4 or Starfield. It’s more Lord of the Rings than Game of Thrones, with rolling green hills, larger than life characters and a dark but whimsical sense of humor.

There’s a part of you itching for more of what you loved about Skyrim-era Bethesda
While I found something to enjoy in Starfield, Fallout 4, and Fallout 76, I have been itching to recapture the magic I felt playing Skyrim for the first time. Oblivion is Bethesda at its best, warts and all.View Deal

You need something to tide you over until The Elder Scrolls 6 finally comes out
Look, I know you don’t want to hear it, but The Elder Scrolls 6 is likely years off at this point. Still, with Oblivion Remastered being so good, it’s like we’ve gotten a new game anyway. This is plenty to keep you busy until we hear more about what’s next for the series.View Deal

Don’t play it if…

You’re expecting an excellent main story or cinematic cutscenes
Oblivion is quite bare-bones in its presentation, with a main quest that’s solid, but unspectacular when compared to modern RPGs. There’s no sprawling narrative, no lengthy cutscenes, and no real set-pieces. Instead, there are brilliant side quests, character-driven dialogue and choices, as well as a world that’s fun to explore and teeming with things to do.

Accessibility

Oblivion Remastered features expanded accessibility options when compared with the original.

Aim Assist, five difficulty settings, and the option to turn off blood splatter are the only gameplay features on offer.

Sound is broken down into multiple categories that can be tweaked to personalize the experience, and FOV can be changed for both the first and third person viewpoints.

Text size and subtitle text size can be increased, though I found the largest options to be on the smaller size, especially when playing on a TV. There’s full button mapping, meaning the game should be compatible with accessibility controllers like the PlayStation Access.

Overall, this is a pretty standard suite of accessibility features. It would have been nice to see more resources put into further expanding the options, given this is a remaster, with gameplay-specific contrast modes and colorblind options being missing at present.

How I reviewed The Elder Scrolls 4: Oblivion Remastered

I played Oblivion Remastered for 80 hours on the PlayStation 5 Pro. During that time I completed Guild Quests for Fighters Guild, Thieves Guild and The Dark Brotherhood.

I played around half of the campaign, choosing instead to focus on thievery to get myself a house in Anvil, which did end up being haunted. I’m planning to continue playing the game, leveling up my lockpicking, Heavy Armor and Blocking, hoping to set off clearing Forts around the map. I played in Performance Mode throughout, which prioritizes frame rate over graphical resolution.

On PlayStation 5 Pro, I played the game using a 4K LG gaming monitor (LG UltraGear 4K Gaming Monitor 27GR93U). I used a DualSense Edge controller, with the Razer Blackshark V2 gaming headset connected via the controller jack.

Occasionally, I’d move the game onto PlayStation Portal to play on the go. I found Oblivion Remastered to be the perfect PS Portal game, with great presentation and stability throughout.

First reviewed May 2025

I spent a week with the Thrustmaster SimTask FarmStick X playing Farming Simulator 25, and despite its Hall effect stick and great customization, it made me realize that I’d be a terrible farmer
3:00 pm | May 3, 2025

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

Thrustmaster SimTask FarmStick X: One-minute review

The Thrustmaster SimTask FarmStick X is a new take on the classic gaming joystick with a very specific job to do. A three-axis joystick supported by a plethora of buttons and inputs, this Xbox and PC-compatible accessory feels at home on a worksite, not a runway, and more specifically, it’s heading straight for the farmyard.

That means a large multifunction joystick with a mini-stick, thumbwheel, and dual triggers, 33 mappable action buttons, and a hand throttle. Plus, there are Hall effect sensors powering the ambidextrous joystick, so there should be plenty of precision control and longevity on offer.

Pre-mapped for Farming Simulator 25 out of the box, it’s here where I spent most of my time with the FarmStick X, and while I’m an admittedly very amateur farmer, I had a pretty good time. I’ll admit the benefit of the joystick itself wasn’t always immediately obvious, and there were a few teething hiccups, but in the right machinery it proved a total gamechanger.

Common actions were physically and metaphorically closer to hand and not needing to manually bind these, saw me near enough jumping straight from the main menu to fishing a skid-steer loader out of a river - more on that later.

It’s clear the FarmStick X is targeting die-hard Farming Sim enthusiasts, but with manually configurable inputs it’ll work as a button-rich joystick across a wide range of other simulation games too. So while this agricultural controller sits nearly alone in the market for its primary function, it’s up against some stiff competition from more generic HOTAS accessories and Logitech’s Farm Simulator Heavy Equipment Bundle.

The Thrustmaster SimTask Farmstick on a desk

(Image credit: Future/Alex Berry)

Thrustmaster SimTask FarmStick X: Price and availability

  • List price: $129.99 / £99.99 / €119.99
  • Limited retail availability outside US or Canada
  • Requires additional hardware purchase for Xbox compatibility

A familiar-looking device, the Thrustmaster SimTask FarmStick X is the second generation of the joystick that first arrived at the end of 2023. Fast forward to the start of 2025, and the new iteration maintains all of the original FarmStick’s features while welcoming Xbox console compatibility. The X on the end probably gave that away.

That X will cost you $30 more than the previous PC-only edition and sees the FarmStick X rise to $129.99/£99.99/€119.99. While on its own, that price is reasonable and slots it neatly in just below more flight-focused HOTAS hardware and joysticks, that’s not quite the full story. On PC, there’s no extra purchase required; you can pair the FarmStick X with keyboard controls or additional hardware like a wheel.

On Xbox, however, Thrustmaster makes quite a strong point of noting that you’ll need one of its wheels for the console to accept the FarmStick X, plus you’re limited to Farming Simulator 25 as the only compatible game. That skews the value proposition quite heavily for console players and raises the realistic minimum cost to somewhere north of $300.

In testing, however, I was able to use the FarmStick X without a wheel and in partnership with a standard Xbox Series X controller. This was expectedly awkward, and I certainly wouldn’t recommend this setup, but it seemed possible.

The Thrustmaster SimTask Farmstick on a desk

(Image credit: Future/Alex Berry)

Thrustmaster SimTask FarmStick X: Specs

The Thrustmaster SimTask Farmstick on a desk

(Image credit: Future/Alex Berry)

Thrustmaster SimTask FarmStick X: Design and features

  • Hall effect three-axis joystick with mini thumbstick and triggers
  • 33 mappable buttons and throttle control
  • Xbox Series and PC compatibility (requires extra hardware on Xbox)

While it may be destined for the farmyard, there’s something distinctly fighter jet about the design of the Thrustmaster SimTask FarmStick X. The gunmetal grey base and electric orange accents are striking, and I got a real old-school vibe as soon as I took it out of the box. This, unfortunately, wasn’t a case of old-school cool for me though; it all seemed a bit dated and lacked any sort of premium feel.

Most of this is down to material choice more than color; the FarmStick X is almost entirely plastic, and the base is noticeably hollow. Now I’m not suggesting this needed a full carbon fibre chassis and titanium accents, but not all plastic is the same, and I can’t help but feel Thrustmaster cut back a little in this area. Even a wafer-thin metal shell over the base would have made a huge difference.

The buttons on either side of the base also suffer as a result of material choices; the hard molded plastic buttons are nothing more than fine. They do the job, but would have been better with rubberised caps in my opinion. The smaller buttons on the FarmStick X’s joystick are rubber and feel much better to use as a result. More of those next time, please, Thrustmaster.

The SimTask FarmStick X’s main event is the large joystick, and once again, it’s all plastic, and I can only call it fine as a result. I won’t go as far as to say it feels like a toy, but a little rubberisation would have been far more comfortable, provided more grip, and felt more high-end in your hand.

The ambidextrous shaping is nice to see (shout out to the lefties), and I found it comfortable to hold for extended sessions. It is quite thick, however, I have reasonably large hands, so this worked out well for me, but younger or smaller wannabe farmers might not be as pleased.

Tucked away on the rear of the base is an array of connections, including the all-important USB-C port for connecting the FarmStick X to your PC or console. You’ll also find a couple of ports for expanding your ecosystem - a DIN port and an RJ12 port for a TFRP rudder. Finally, a toggle switch for flicking the FarmStick X between Xbox and PC compatibility mode.

The Thrustmaster SimTask Farmstick on a desk

(Image credit: Future/Alex Berry)

Thrustmaster SimTask FarmStick X: Performance

  • Hall effect, three-axis joystick offers great control
  • Button mappings often need manual configuration
  • More suited for experienced players than beginners

Like many people, I’ve dabbled in Farming Simulator a few times in the past, taking inspiration more from Jeremy Clarkson than Kaleb Cooper, however. I tend to jump into a fresh multiplayer session with a friend, mess around causing mischief in the field, try as many machines as possible, and that’s that.

It’s great fun, and those past experiences made me curious of what the Thrustmaster SimTask FarmStick X would bring. Racing games are made immediately more enjoyable for even the most casual players by adding a wheel and pedals, but is the same true of adding a joystick to Farming Simulator 25? After a few hours of messing around causing mischief in a field and trying as many machines as possible, the answer is: yes, sort of.

I started on PC, and it wasn’t as smooth an introduction as it should have been. The Thrustmaster SimTask FarmStick X is only pre-configured for one game, Farming Simulator 25, and from my experience, this still needs polishing up. Some keybinds didn’t do anything, others that claimed to do one action but actually did another, and some buttons I struggled to find at all.

A lot of the difficulty here comes down to a mismatch in labelling, the game refers to each button with a number, and while some of these are printed on the physical device, most aren’t, meaning I had to have the PDF manual open on my second screen. I’m sure you’d get used to it pretty quickly, particularly if you take the time to map your own buttons, but as a casual gamer, this was frustrating.

On Xbox, initially things felt much more polished, though I quickly realised it’s a far shallower experience in the long run. Here, the keybinds that were mysteriously mismatched or missing entirely on PC were present and correct, which I was thankful for, as there’s no ability to adjust or manually change keybinds on console. Again, you’re left to navigate which button is which by yourself; those slightly helpful number labels are now gone entirely, however, so it’s really a case of press and hope until you get your bearings.

Once I’d got the hang of which buttons did what, however, my experience did improve. I paired the Thrustmaster SimTask FarmStick X with the brand’s T128 SimTask wheel and pedals across both PC and Xbox, and as a combo, they work well. I did find uses for the FarmStick X’s joystick somewhat limited, however, and while it lends itself well to cranes and front loader machinery, for general farming activities, I found myself more focused on the wheel.

The FarmStick X itself felt like a niche add-on rather than a necessity, and it wasn’t an immediate gamechanger like a steering wheel and pedals are.

The Thrustmaster SimTask Farmstick on a desk

(Image credit: Future/Alex Berry)

That said, having found myself with an urgent need to retrieve a skid-steer digger from a river (how it got there isn’t important), the FarmStick X came into its own. Controlling the various functions of an excavator's arm with the three-axis joystick was wonderful, and I don’t think I could have replicated this experience with other devices. The Hall effect sensor offered precise and responsive control in all directions, with just enough resistance in the stick itself to feel like I could hold position without needing to fight it.

For experienced farmers with existing wheel setups they know like the back of their hand, the Thrustmaster SimTask FarmStick X will likely offer plenty of extra value and add a new dimension to gameplay. This is definitely a die-hard’s accessory for those who have moved well beyond the basics of farming and are not one for the masses.

In an attempt to unearth a little more value for a casual gamer, I swapped out of Farming Simulator and over to Microsoft Flight Simulator 2024 to see if the FarmStick X could hold its own as a generic joystick option, too. Again, the answer is sort of. The stick was immediately recognized by the game, but unsurprisingly needed every single button action and joystick axis to be manually configured.

After a few minutes of fiddling, I’d bound throttle and basic rudder controls and was able to take to the skies. Much like my river escapades, the FarmStick X’s joystick felt responsive and offered a great level of control. I’ve no doubt if you can invest the time in properly mapping every button, the FarmStick X would work just fine across any number of joystick-suited simulation games.

Sadly, this option only exists for PC players as the FarmStick X refuses to play nice with other titles. I’m curious as to why, though, having been told I needed a wheel to use the joystick, only to discover it worked happily with just a controller, I couldn’t help but push my luck. Full of hope, I fired up Microsoft Flight Simulator 2024 on Xbox too, and to my surprise, the game immediately recognized the FarmStick X as a generic joystick input. I was able to select it in menus and manually bind inputs, I even used the in-game tools to validate it was capturing input data correctly, it was working - until it wasn’t.

Having cobbled together a couple of basic binds, I jumped in a plane to find that while the FarmStick X was sending commands to Flight Sim 2024, and the game happily knew what they meant, it then did nothing with them. I don’t know why it works in menus but not in the game itself, and I’m aware it’s not officially meant to, but I can’t help but feel there are some licensing executives in expensive suits stopping this from happening rather than any genuine compatibility problems.

It’s a shame because it makes the FarmStick X harder to recommend for console players, being limited to preset binds in a single game is a far tougher sell, and means Xbox users are paying more to get less than their PC-only friends in the next field over.

The Thrustmaster SimTask Farmstick on a desk

(Image credit: Future/Alex Berry)

Should you buy the Thrustmaster SimTask FarmStick X?

Buy it if...

You’re an experienced sim farmer
If you regularly play games like Farming Simulator 25 and already have a wheel and pedals, the Thrustmaster SimTask FarmStick X is a helpful companion that makes it far easier to control certain vehicle types.

You love a simulation game
While it’s designed for Farming Simulator 25, the FarmStick X can be manually configured to work with just about any joystick-compatible game. You’ll need to invest a little time to get your mapping right, but there’s definitely value here away from the farm.

Don't buy it if...

You’re a casual Farming Simulator player
This is quite a niche piece of hardware that only improves certain aspects of the game in a relatively limited set of machinery. It’s also only pre-configured for Farming Simulator 25, and even then, those results are mixed.

You don’t have a wheel and pedals
The FarmStick X is an add-on to an existing wheel system rather than a controller capable of holding up on its own. Despite what Thrustmaster claims, you could technically bodge together a control scheme with keyboard and mouse or a controller on PC or Xbox, but this is awkward and a setup I wouldn’t recommend it.

Also consider...

Not sure if the Thrustmaster SimTask FarmStick X is the right choice? Here are a couple of other flight stick options you might consider instead.

Note: The FarmStick X is quite a unique and specific device, so there aren’t a plethora of truly like-for-like options to explore. Instead, these alternatives are more flight-focused, and while they will require manual keybinding in-game, each offers the same core joystick and button functionality.

However, we are in the process of reviewing farming-sim specific gear from the likes of Logitech and Hori, and will update this section when those reviews are live.

Also consider Thrustmaster Sol-R Flight Stick
More sci-fi than soybean, the Sol-R flight stick could be a good choice if you’re looking to play more than just Farming Simulator 25. It offers the same Hall effect technology for precise joystick controls with a slightly different array of secondary inputs, plus it’s available in a dual pack, which could suit certain farm machinery well.

For more information, check out our full Thrustmaster Sol-R Flight Stick reviewView Deal

Also consider Turtle Beach VelocityOne Flight Stick
While again it’s designed primarily as a flight stick, you could manually bind the VelocityOne as an alternative to work the fields. There are fewer mappable buttons here, but onboard HOTAS controls alongside a multi-axis joystick could prove useful for controlling some farm machinery.

For more information, check out our full Turtle Beach VelocityOne Flight Stick reviewView Deal

The Thrustmaster SimTask Farmstick on a desk

(Image credit: Future/Alex Berry)

How I tested the Thrustmaster SimTask FarmStick X

I primarily tested the Thrustmaster SimTask FarmStick X as part of a gaming PC setup with an Intel Core i9 14900k CPU, AMD Radeon 9070XT GPU, and the Thrustmaster T128 SimTask wheel and pedal set. I initially jumped into Farming Simulator 25 to test the out-of-the-box button mappings before making manual tweaks and binds via the in-game menu where necessary in order to fully utilize the FarmStick X’s features. I often test products by streaming games on Twitch, and if you want to see how I got on with using the FarmStick X to operate a crane precariously close to a river, well, I’ve got you covered.

After around 10 hours of configuration and play, I swapped over to Microsoft Flight Simulator 2024 to see how it would perform out of its comfort zone. Throughout my time using the FarmStick X, I paid close attention to how the joystick in particular responded to inputs, as well as attempting to trigger false or missed button inputs.

I then moved to the living room and fired up my Xbox Series X and Samsung S90C. Again, I spent the majority of my time in Farming Simulator 25, this time paying close attention to differences in button mapping and experience between console and PC. I pushed my luck here, officially the FarmStick X requires a wheel for Xbox compatibility, but I ran tests with both the stock Xbox wireless controller and no additional controller inputs connected. I also attempted to use the joystick to play the unsupported Microsoft Flight Simulator 24 via Xbox Game Pass, unsuccessfully.

First reviewed April 2025

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