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Indiana Jones and the Great Circle review: exhilarating old-school action
3:00 am | December 6, 2024

Author: admin | Category: Computers Consoles & PC Gadgets Gaming Xbox | Tags: | Comments: Off
Review info

Platforms reviewed: Xbox Series X, Xbox Series S
Available on: Xbox Series X, Xbox Series S, PC, PS5 (Spring 2025)
Release date: 6 December, 2024

As an adaptation of its source material, Indiana Jones and the Great Circle is nothing short of a resounding success. It captures the overall look and tone of the film franchise perfectly, delivering a globe-trotting adventure that will delight even those with just a passing knowledge of it. It’s also just a sheer joy to play thanks to some incredibly well-realised locations that are brimming with enough secrets to occupy you for hours at a time.

I’ve had some reservations about the first-person combat system since the game was originally revealed, but I can confidently say that developer MachineGames has masterfully made the jump from bombastic shooters to a much scrappier melee system. Whacking legions of Nazis has never been more satisfying and the focus on improvisation practically generates memorable moments, especially if you’re not afraid to experiment with all the tools at your disposal.

There are some things that hold Indiana Jones and the Great Circle back, however, namely a noticeable lack of polish. Progress-blocking bugs are common, although these are thankfully never a huge concern due to an extremely effective auto-save system. There’s also the visuals that, while stunning on Xbox Series X, are simply not up to standard on the less powerful Xbox Series S. Patches are almost inevitably going to address this in the weeks and months to come, but it does dampen an otherwise strong launch.

Popcorn flick

The player examines a clue in Indiana Jones and the Great Circle.

(Image credit: Bethesda)

Set right after the events of the first film in the series, Raiders of the Lost Ark, Indiana Jones and the Great Circle tells a self-contained story that, aside from a brief flashback segment and a sprinkling of references, stands on its own two feet. After a hulking man breaks into Marshall College to steal an ancient cat mummy from the university’s archaeology department, Indy is thrust into a race to uncover the secrets of the titular Great Circle, a series of connected ancient sites around the world, and protect it from Nazi archaeologist Emmerich Voss, who wants to harness its power for the expansion of the Third Reich.

The pair have a fantastic dynamic, with a believable and engaging rivalry that easily puts Voss up there with the most memorable villains from the films. A few hours in Indy is joined by Gina Lombardi, a journalist searching for her missing sister. She makes for a great companion, her initial misgivings gradually transforming into a genuine friendship as the plot progresses. The narrative is nothing groundbreaking by any means, but it’s all well-told and conveyed through absolutely stunning cutscenes.

Best bit

Indy enjoys a banana in Indiana Jones and the Great Circle.

(Image credit: Bethesda)

Indy is an absolute snacker. Every map is filled with unique treats to collect, from exotic fruits to biscotti, which you can wolf down for a quick stamina boost. Stopping to stuff my face before a big encounter was a constant source of amusement.

Indiana Jones and the Great Circle benefits from some of the best motion capture and animation work that I have ever experienced, surpassed only by the truly boundary-pushing cinematics of Senua’s Saga: Hellblade 2. Characters move almost eerily realistically, with sublime faces that make it easy to forget that you’re not seated at the movie theater. Of course, this would mean very little if the voice acting wasn’t also pitch-perfect.

Luckily, the ever-reliable Troy Baker delivers a masterful Indiana Jones and Alessandra Mastronardi seems just as at home dispensing witty retorts as anguished cries at emotional climaxes as Gina. Cutscenes are presented in a near-constant stream, neatly woven between moments of play, and can go on for minutes at a time, but it’s impossible to complain about their hands-off nature when they look and sound this good.

Thinking cap

The player using a camera to get a puzzle hint in Indiana Jones and the Great Circle.

(Image credit: Bethesda)

The plot guides you through a string of varied locations around the world, from a war-torn Shanghai to a frozen Nazi ship wrecked on top of a mountain in the Himalayas. Each is brilliantly recreated, filled with authentic 1930s details and countless objects to pick up and examine. The choice to accurately represent regional languages and accents is also a great one, really giving each area its own flavor and massively increasing immersion.

While most sections are rather linear, there are three huge open-world areas to sink your teeth into. The first is a stint in Vatican City, where Mussolini's Blackshirts are exploiting the weakness of an ailing Pope to hunt for ancient relics. This is, without hyperbole, one of the greatest environments I have ever explored in a video game.

I spent almost seven hours in it in my first playthrough, plowing through optional objectives and tracking down collectibles, and feel like I barely scratched the surface of what’s on offer. There’s something new to discover every few steps and it’s all interesting and well-designed, rather than just filler. Puzzles are abundant and, for me, perfectly balanced - requiring just the right amount of thought but never becoming frustrating on the moderate difficulty.

The same is true for the ones that you encounter in the story, though these also have an intelligently integrated hint system if you get stuck. Snap a photo of any story puzzle with Indy’s camera for a quick hint or, if you keep going, a detailed explanation of what you need to do. It’s not a system that I needed to use, but I’m glad it’s there for players who would prefer to focus on the action.

Gina and Indiana Jones look at a clue in Indiana Jones and the Great Circle.

(Image credit: Bethesda)

Unfortunately, the puzzles are also where I experienced a number of frustrating progress-blocking bugs. Sometimes items required to complete them would simply not spawn in, rendering progress impossible. There were also a number of occasions where Indy’s hands would become stuck - unable to interact with the world. One note made reference to a fireplace, so I climbed into it thinking there might be some kind of hidden door only to fall through the floor and die - I guess you could say I was almost right?

All of these problems were solved by reverting to my last autosave, which are mercifully very frequent, but did once require me to go back even further and agonisingly lose almost an hour of play.

Button masher

Indy wields a gun in Indiana Jones and the Great Circle.

(Image credit: Bethesda)

Puzzles and exploration are only part of the picture, though, as combat is a key pillar of the experience too. There is a basic stealth system here, but I always opted to go in as loud as possible whenever the situation would permit it, an approach that I would thoroughly recommend. Thanks to meaty, satisfying punches and a lightning-fast dodge, the melee system leads to thrilling fights. You also have Indy’s trademark whip, which can be used in a number of ways depending on where you aim it.

A quick strike to the hands will disarm most foes, giving you the chance to sweep in and grab their weapon. Aiming for the leg while will see Indy yank it, perfect if you want to send an unsuspecting guard flying off a ledge. You can also pull enemies towards you, grabbing them for a violent beatdown. Almost any object you find can be used as a weapon and bashing Nazis with everything from feather dusters to frying pans is just as cathartic as it sounds.

Guns are also present, though always represent an engaging balance of risk and reward. They are much quicker than fists, but loud and prompt enemies to draw their own - putting you out of action in just a few hits. It’s a well-thought-out dichotomy that makes them ideal in a pinch but stops running and gunning from ever becoming a consistently viable approach. Factor in the numerous upgrades, which are presented as books hidden throughout stages, and you have a formula that has me eager to dive back in for more even after the credits rolled.

That said, Indiana Jones and the Great Circle can suffer from one inescapable shortcoming depending how you play it: its visuals on Xbox Series S. The game looks phenomenal on Xbox Series X, but is just not up to snuff on Microsoft’s weaker machine. Framerates are smooth, but the muddy textures, blurry resolution, low-detail models, and unpleasant lighting spoil most environments - even with the optional high resolution texture pack installed. It’s not impossible to enjoy like this by any means, but I don’t think it’s unreasonable to expect more from a first-party game given the system’s huge user base.

I have my fingers crossed that some kind of visual overhaul is on the way, as this is really the only thing holding me back from much more unreserved, truly glowing recommendation. If you own an Xbox Series X, a powerful gaming PC, or are able to try the game through an Xbox Game Pass subscription, then there’s no reason not to dive in.

Should I play Indiana Jones and the Great Circle?

Shanghai in Indiana Jones and the Great Circle.

(Image credit: Bethesda)

Play it if…

You want a great Indy Story
Indiana Jones and the Great Circle delivers a fantastic Indiana Jones experience worthy of the big screen. Top-notch voice acting and brilliant cutscenes make every step of the journey a cinematic joy.

You love exploration
Some of the open-world environments in Indiana Jones and the Great Circle are among the best ever implemented, brimming with detail and no shortage of things to do. They’re easy to explore for hours at a time.

Don’t play it if…

You’re craving the most polished experience
The annoying bugs and disappointing visuals on Xbox Series S do make me think Indiana Jones and the Great Circle might be best enjoyed when it has a few meaty patches under its belt.

Accessibility

Indiana Jones and the Great Circle has a good suite of accessibility options. The size of the UI can be increased for added visibility, or swapped between a few color presets.

There are are number of color filter modes, in addition to high contrast effects and customizable high contrast color options for key items, weapons, and more.

This is on top of multiple difficulty levels for both combat and puzzles or exploration.

How I reviewed Indiana Jones and the Great Circle

I played Indiana Jones and the Great Circle for more than 20 hours on both an Xbox Series S 1TB and Xbox Series X.

During that time I completed the entire main story and spent a significant duration exploring each environment. I endeavored to find as much extra content as possible, mastering a number of side quests and optional activities, and plan to dive back in for even more.

On Xbox Series S, I played the game using a 1080p monitor while on Xbox Series X I relied on a 4K Sony TV. In both cases, I used a standard Xbox Wireless Controller. For audio, I brought out my trusty Astro A50 X on Xbox Series S and a SteelSeries Arctis Nova 7 on Xbox Series X.

First reviewed December 2024.

Infinity Nikki review: a cozy, creative, and colorful romp
4:00 pm | December 3, 2024

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

Open-world gacha game, Infinity Nikki, is the fifth entry in the Nikki series. The franchise, developed by Papergames / Infold Games, was previously available on mobile devices only. In fact, the series had completely flown under my radar until late September when I got the chance to play the Infinity Nikki demo at the Tokyo Game Show.

Review info

Platform reviewed: PC
Available on:
PC, PlayStation 5, iOS, Android
Release date:
December 5, 2024

What intrigued me back then was the notion that this free-to-play game would allow me to progress at a leisurely pace and have a stress-free time, without worrying too much about leveling characters and gear just to take on tough bosses. This concept is almost antithetical to what I’ve experienced in titles like Genshin Impact, Zenless Zone Zero, Wuthering Waves, and others, where “pulling for meta characters” and “min-maxing stats” are tantamount to improving your chances at completing late-game content.

Fortunately, Infinity Nikki managed to exceed my expectations, thanks to its gorgeous visuals and exploration beats, some of which reminded me of other successful titles. However, it does suffer from a few pitfalls, most notably those related to the series’ use of mobile game-focused ideas.

Welcome to Miraland

The screenshot shows the player gliding through magical rings in mid-air in Infinit Nikki

(Image credit: Infold Games)

Infinity Nikki’s campaign begins as the titular character, along with her cat companion Momo, are sent to a magical realm known as Miraland. This leads to an isekai-style romp that takes them to nearly half a dozen explorable regions in search of the fabled Miracle Outfits.

These zones of Miraland include the city of Florawish, where I learned more about the setting, as well as the green fields of Breezy Meadows. Later, I marveled at the sights of the Abandoned District, a region consisting of multiple towering islands that are only reachable by gliding across tornado-filled seas.

Likewise, there’s the Wishing Woods, a forest that’s dotted with several twisting pathways, tall treetops, and thorny vines. Regions also have their own uniquely themed dungeons, such as a power plant in the sewers and a runaway train with scarecrow-esque ghosts.

Infinity Nikki’s themes and cartoony designs tend to be bright, vibrant, and vivid, as though the whole experience is meant to be a joyful celebration. Even the theme song performed by Jessie J, 'Together Till Infinity,' which plays whenever I launch the game, is so upbeat that I can’t help but tap my feet to the tune. But what makes the world truly come to life is the use of various environmental features to aid in traversing these aforementioned regions.

For instance, there are giant birds and paper cranes that give you a good vantage point of your surroundings. Do you want to reach a distant island? You can do that by passing through floating rings that are suspended in mid-air. Need to get to the top of a mountain? There might be a seal that could toss you over yonder. And, yes, there’s also a bike that you can ride across hills and fields.

However, the main downside is that comical and silly themes also cause Infinity Nikki's narrative arc to falter. Although some story beats have a more serious tone – such as Florawish villagers falling into a coma or hopeful wishes being stolen – some ideas just weren’t compelling and several supporting characters were plainly unremarkable.

Runway modeling and runaway spending

The screenshot shows the player surrounded by lush, colorful fields in Infinity Nikki

(Image credit: Infold Games)

The Nikki series is known for its dress-up mechanics and Infinity Nikki is no exception, given that there are several outfits that grant unique abilities. Early on, I obtained attires that allowed Nikki to glide in mid-air, pet animals, catch bugs, fish in rivers, and even fix electrical panels. Later in the game, I actually made a dress that caused Nikki to shrink so I could control Momo instead.

These ability dresses, as well as many others that I found during my travels, can be used in Styling Contests and the Mira Crown. In these activities, I was graded based on Nikki’s clothing score or whim, denoted by attributes like ‘Sweet’, ‘Cool’, ‘Elegant’, and bonus points from cosmetic frills. All of these make for a very engaging gameplay loop that involves finding new outfits and then upgrading them to increase their stats, so you can defeat faction leaders and grab additional rewards.

The above concepts are complemented by a handy wardrobe menu where I mixed and matched clothing parts, hairstyles, and makeup. From dazzling ball gowns, fluffy jackets, shimmering tiaras, and high-heeled stilettos, to colorful blushes, peculiar accessories, floating neon effects, and alternative designs, there are a thousand ways to showcase your sense of fashion. Moreover, the game has an amazing Photo Mode feature that has numerous poses and effects, all to shine a spotlight on your style as you progress.

However, the most glaring issue here is actually tied to the gacha system itself. While cash purchases are disabled in the Infinity Nikki build that I played, I was still able to check out the in-game store and banner. The most telling fixture is that full outfit sets from gacha banners consist of nine or more parts, making it extremely unlikely to get a full set within your first few ‘pulls’ (i.e. gacha attempts). In my case, I spent diamonds, a standard in-game currency, on 100 pulls, and I still wasn’t able to get a complete 5-star set.

It goes without saying that players who are after all the item pieces might feel compelled to spend more money. While the ‘pity system’ helps guarantee a 5-star reward every 20 pulls, I feel that this would exacerbate the problem further.

Countless collectibles and content for the constantly curious

The screenshot shows the player’s wardrobe and clothing selection. in Infinity Nikki

(Image credit: Infold Games)

Another facet that bolsters Infinity Nikki’s quirks and charms is the countless collectibles and side content to discover in Miraland. There are collectibles known as Whimstars which are used to unlock outfits and perks in the Heart of Infinity, a skill tree with dozens of interconnected nodes.

Obtaining Whimstars tends to be an effortful and enjoyable endeavor. Some require running around to pick up fragments or looking for a star-shaped graffiti that’s hidden in the environment, while others are embedded in magical creatures that you should pet or catch. There are also those that are found in mini-domains with puzzles, akin to shrines in The Legend of Zelda games like Breath of the Wild and Tears of the Kingdom.

Aside from Whimstars, there are orbs known as Dews of Inspiration, which are vastly more numerous. These are given to a friendly dragon named Kilo the Cadenceborn, who then provides you with extra attires. Additionally, there are side quests where you look for the correct Photo Mode locations, missing perfumes, and historical sites, as well as countless treasure chests to unlock.

In the same vein, there are ways to quickly farm for resources, including Realm Challenges that grant bling currency (i.e. gold) and a “Dig Pear Pal” panel where you passively earn items after enough hours have elapsed. All in all, even if you’re not focusing on the main quest, Infinity Nikki still provides many tasks that enrich the sense of discovery.

Combat conundrums and timegating troubles

The screenshot shows the player petting a cat in Infinity Nikki

(Image credit: Infold Games)

One feature of Infinity Nikki that’s sure to be contentious is its combat system, or rather the very simplistic and lackluster way in which it’s presented. After all, this is meant to be a cozy game, right? Sadly, Nikki’s main offensive move is just an extremely basic projectile attack that travels in a straight line, and most enemies can be defeated in a single hit. Coincidentally, certain foes, including bosses, have relatively simple, repetitive, and easily telegraphed attack patterns. Combat is unchallenging to a fault that it’s something I tuned out most of the time while exploring.

Still, combat woes don’t hold a candle to the most egregious of all of Infinity Nikki’s flaws: its mobile game-style approach to timegating. To clarify, there’s already content that causes you to use up energy. But there are also portions of the campaign where you need to increase your Stylist Rank just to receive the next main quest objective. The Stylist Rank requires not just the overall tally of your progress, such as Whimstars collected, total number of outfits acquired, and so on, but also Daily Wishes.

The screenshot shows the player standing on a flying paper crane in Infinity Nikki

(Image credit: Infold Games)

A few hours into Infinity Nikki’s campaign, I chanced upon a flying paper crane that gave me a breathtaking view of the town of Florawish. This and other magical modes of transport made exploration more rewarding.

Daily Wishes, as the term implies, come from the daily tasks you complete. Here’s the kicker: these cap at 500 points each day, but some of the overall requirements are not divisible by 500 (i.e. 1,100, 1,600, 2,100 points, and so on). A good example was when I encountered a progress-blocking bug as part of a quest. It took a while for that bug to get fixed and, once I had completed the quest, I was really eager to see what was next in store. Only then did I realize that I lacked points from dailies, so I had no choice but to wait for the next reset.

Timegating also extends to Insights, which are gathering and combat-specific tallies. As you pet animals, catch fish/bugs, take out enemies, and gather resources, you earn Insight points for upgradable perks. However, once you’ve done too many of these actions in a single day, you no longer earn the actual points.

Initially, I thought that these systems were put in place to combat gaming addiction. However, as the days passed, I began to think that these create an adverse effect where players feel more invested since they have no choice but to log in repeatedly. As such, even if Infinity Nikki does have brilliant ideas that kept me entertained, it still suffers from the same pitfalls that characterize forced time investment in mobile and live service games.

The screenshot shows the Advanced Courses menu where the player can increase their Stylist Rank in Infinity Nikki

(Image credit: Infold Games)

Should you play Infinity Nikki?

Play it if...

You enjoy open-world games
Miraland is home to all sorts of wonderful and whimsical creatures, and there are many collectibles to discover in various regions.View Deal

You prefer casual-friendly and comfortable gameplay
From petting cute animals to playing dress-up to receive rewards, the activities in Infinity Nikki tend to be relaxing and stress-free.View Deal

Don't play it if...

You’re looking for challenging combat
The combat system in the game is rather dull and uninspired. Don’t expect a challenge from most enemies and bosses.View Deal

You dislike timegating mechanics
At certain points, you’ll have no choice but to wait for the next daily reset just to finish some tasks, all to increase your rank and receive the next quest objective.View Deal

Accessibility

Infinity Nikki doesn’t have much in the way of accessibility features. At best, there are player view assists that cause the camera to pan automatically whenever your character is moving, falling through the air, or fighting enemies. There’s also an Enable Jump Guide Line option that creates a shining glyph below your character so you know where you’d land. Lastly, there’s an option to respawn Nikki in case she gets stuck in the environment.

The screenshot shows the player facing a boss named the Caged Greed in Infinity Nikki

(Image credit: Infold Games)

How I reviewed Infinity Nikki

I played Infinity Nikki on a TCL P755 TV at 4K resolution and mostly high settings. My gaming PC has an Nvidia GeForce RTX 3080 GPU, Intel Core i9-10900K CPU, and 32GB of RAM. I used a Razer Viper Mini mouse and a locally-made keyboard, as well as a Logitech F710 wireless controller.

My progress as of the time of this writing is around 40 hours across six days, and I was able to reach the main story chapter that takes place in the Whispering Woods. On days when I encountered progress-blocking bugs and gameplay mechanics, I opted to tackle side quests and look for collectibles just to get a good grasp of open-world exploration features.

First reviewed November/December 2024.

Mouthwashing review: this low-poly horror masterpiece will haunt me for a long time
4:00 pm | December 1, 2024

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

Platform reviewed: PC
Available on: PC
Release date: September 26, 2024

Mouthwashing has made a statement in late 2024. I wouldn't be surprised if you've seen it all over social media, as more streamers and gaming fans are diving straight into the latest indie horror game. It's easy to see why, even just saying the name of the game makes people go "Mouthwashing? What kind of name is that?". Well, nothing can quite prepare you for the next two hours or so worth of gameplay, I can tell you that much. A game with a title so strange deserves to be a wild ride and god, I'm going to be thinking about this for such a long time alongside many of the other best horror games out there.

Indie game developers Wrong Organ are the ones to blame for the inevitable onslaught of nightmares I'll have over the coming days, as they've burned their horrifying imagery into my retinas and they're probably feeling pretty gleeful about that. In fact, it's so utterly disturbing I've had a hard time picking out images for this article for fear of scaring away half our audience. I've spared you the worst of it, whether or not you go and see the rest for yourself is up to you.

In space no one can hear you... drinking mouthwash?

Anya, Daisuke, and Swansea sit around an open box of mouthwash bottles. Anya has her head in her hands.

(Image credit: Wrong Organ)

Mouthwashing has a wonderfully sadistic premise. The five-person crew of the Tulpar, a freighter spacecraft owned by Pony Express, find their ship in a state of emergency. It was intentionally crashed, causing irreversible damage, and now its crew is stranded in space. We learn this in the first 30 seconds of the game where a little tagline in the captain's log reads I hope this hurts. It only gets darker from that moment on.

Not only are they stranded, and they've had their personal credits docked due to navigational incompetence (you will quickly learn Pony Express likes to dock worker's pay), but food and supplies are rapidly running out. But, hey, they're transporting cargo! Surely there's something of value in there right? They'll be penalized if they take a little peek at what they're transporting, but surely it's worth the risk if you're literally stranded?

Well, as the title foreshadows, their cargo is useless. It's just boxes and boxes of mouthwash. No food in sight, nothing useful. As if being stranded wasn't cruel enough. Sanity is in short supply too, and that soon begins to dwindle.

We play as Jimmy, the co-pilot of the Tulpar. He's Curly's second in command, and the captain has seen better days. When we meet Curly, we learn he bore the brunt of the damage from the crash, rendering him mute, physically scarred, and without any hands or feet. He's in a terrible condition and has a frightening appearance, something the game does not shy away from.

The rest is made up of Anya, the nurse and sole female member of the crew (yes, that is an uncomfortable experience), Daisuke the cheerful, naive intern whose parents forced him to get the job, and Swansea the gruff, recovering alcoholic mechanic. The game is non-linear and moves before and after the big crash, where we get to see the dynamics between the characters and Jimmy's worsening mental state. His inevitable breakdown is where the real horror comes in.

The descent into madness

Curly bandaged up in front of a red screen that says

(Image credit: Wrong Organ)
Best bit

A bloodied and bandaged Curly sits at a table next to a cake. His speech reads:

(Image credit: Wrong Organ)

During the height of Jimmy's frightening breakdown, he hallucinates a party scene. I'm not going to include an image from the real scary moment, that would be a spoiler, but Curly looking ominous next to a cake should do the trick. You will know the party scene when you get there, and then you'll end up wishing you were anywhere but.

It's important to note that Mouthwashing is a very surreal game. You find yourself in impossible locations, you see things that don't exist, and much of the game is Jimmy hallucinating the most horrible stuff. There are a few jump scares here and there, especially the climactic vent scene near the end of the game, but much of the horror comes from the psychological aspects. Horrible visuals, sudden text popping up on-screen, and Jimmy's often deranged decisions are far scarier than things that go bump in the night. Or day. Frankly, it's hard to tell what time it is onboard the Tulpar and that's also pretty scary.

One of the Steam tags does describe the game as a walking simulator, but don't be surprised if it's more of a "frozen on the spot" simulator because you're bracing yourself for whatever horrors await behind closed doors or hidden inside vents. The game is dialogue-heavy in a lot of places - you'll read a brilliant monologue from Swansea late in the game - but the scares are in abundance too. It's hard to wax lyrical about how great this game is without going into full spoilers, so you're just going to have to see for yourself.

There's a limited amount of voice acting here but the sounds we do hear are crafted in such a way it'll make your skin crawl. Curly's wails and moans of pain, screaming sounds, and eerie corporate jingles are all this game needs to pack a very effective punch. It makes way for the haunting soundtrack to do most of the legwork, which only elevates the horror.

The less said about this, the better, as it really is a game you should go in and experience for yourself. You'll learn so much about the characters for better and for worse, and it leaves a lasting impression. You play for a couple of hours, but it will stay with you for much, much longer.

Should I play Mouthwashing?

Boxes full of light blue mouthwash called

(Image credit: Wrong Organ)

Play it if...

You like surrealism in games
The game goes off the rails pretty quickly and you'll end up navigating some pretty baffling scenarios involving hallucinations, distortions, and strange landscapes. If you're put off by weird, unrealistic visuals, a different kind of sci-fi horror is better for you. View Deal

You like reading
There's an absence of voice acting here, so you'll be expected to read a lot to figure stuff out. If you like piecing together stuff via text-based clues instead of skipping dialogue, Mouthwashing is right for you. Take your time, explore properly, and absorb everything you're told.View Deal

Don't play it if...

You're squeamish
This game is incredibly grisly and dark. Expect scenes of violence, torture, references to sexual assault (note: this is subtle but still upsetting), as well as some really in-your-face imagery. Don't let the lack of high-fidelity graphics fool you, it's deeply unpleasant without a need for high definition.View Deal

You want combat
Although the game is visceral and violent in places, there is no traditional combat in Mouthwashing. Instead, you walk around and interact with things, which might be too slow a pace for some players. The thrills and chills don't come from fighting here.View Deal

Accessibility

Mouthwashing is very easy to navigate. There are different language and subtitling options, and since 99% of the dialogue is not spoken and comes up as text, it's very clear and easy to understand. You can adjust your camera sensitivity too, but I played on the default settings and had no issues.

There are also quite a lot of flashing images and things suddenly popping up that are unavoidable, and visually it can be jarring and distorted, but that is simply the nature of the game rather than a technical issue. If you do find yourself affected by these things, just be aware it's a very unforgiving game in that sense.

How I reviewed Mouthwashing

I tested Mouthwashing for around two hours and finished the main game. I played the game using a Lenovo Legion 5-15ACH6H gaming laptop with Beats Flex wireless headphones and a PS5 DualSense Wireless Controller. I also did additional testing with the laptop’s built-in keyboard and Steelseries Aerox 9 wireless gaming mouse, to check that the game ran smoothly in both modes.

Manba One review: a tweakable controller with a few design issues
5:00 pm | November 24, 2024

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

Manba One: one-minute review

Back of Manba One on table

(Image credit: Future)

The Manba One is a wireless controller with an inbuilt screen for accessing the various tweaks available to tailor the gaming experience to your preferences.

Its design mimics the Xbox Wireless Controller, although the white variant features a removable transparent front cover that reveals some of the inner workings – which, along with the RGB lighting on either side, helps to make the Manba One more distinctive.

However, the relatively short grips caused me some discomfort, mainly due to the sharp angle at which they tail off towards the triggers. Those with smaller hands may be fine (although mine aren’t even that big), but I prefer the grip designs of popular controllers, such as the aforementioned Xbox controller and PlayStation’s DualSense.

The overall build quality is good: the face buttons are more akin to mouse clicks, but pleasingly tactile all the same, while the D-pad is more damped and operates smoothly. However, the rear 'M' buttons are too small and thin to be convenient, and all too easy to mispress. The bumpers are also a little awkward to reach given their thickness, and the triggers are quite short and less indented than those on some of the best PC controllers.

Worst of all, though, is that the left stick – on my unit at least – can stick in an elevated position, in turn causing it to get stuck in certain directions when using it, which is a serious problem. Thankfully, this issue was resolved easily by pressing the stick back into place, but it’s a design fault that needs to be addressed, if indeed it affects all units.

Since there’s no software for the Manba One, all adjustments are made via its onboard display, and thankfully the interface is clear and easy to use. From here, you can rebind buttons, activate turbo mode, and assign the four remappable M buttons to a series of button presses. You can also adjust trigger travel, as well as the deadzone and curve for the joysticks. Four profile slots are available to save your configurations, including one dedicated to Switch controls.

In practice, the Manba One performs well, on both PC and the Nintendo Switch. The buttons are snappy and easy to use, although the triggers don’t offer the most feedback, since their travel is quite short. However, the ability to lock the travel is a welcome addition, and proves very useful for shooters when you want to perform quick taps.

The joysticks are also precise and smooth, and the curve options do make a difference. I found that the High Performance curve, for instance, was especially useful for racing games, as it allowed for both precise micro-adjustments and full-lock steering quickly.

Given its asking price, the Manba One represents good value considering its features and performance. The official Xbox Wireless Controller is cheaper, but barebones in comparison, and it doesn’t even come with a rechargeable battery. If you’re after similar levels of customization, then you’ll usually have to part with a lot more cash. The Manba One, therefore, is a worthy choice for those after a precise, tweakable controller.

Manba One review: Price and availability

  • $69.99 (about £54 / AU$105)
  • Available now in Black and White colorways
  • Good price compared to the competition

The Manba One costs $69.99 (about £54 / AU$105) and is available now. It comes in two colorways, black and white, the latter of which features a transparent front cover. The joysticks are replaceable, with a taller pair included in the box. Also included is a dock for wireless charging.

It’s more expensive than the Xbox Wireless Controller, one of the best PC controllers around and a popular choice for many PC players, but not by much. It has more features than this pad, including a built-in display, four programmable rear buttons, and numerous other tweaks and customizations. However, unlike the Xbox Wireless Controller, the Manba One has no 3.5mm headphone jack.

Compared to more feature-laden controllers, the Manba One looks like a veritable bargain. The Turtle Beach Stealth Ultra, for example – our pick as the best PC controller for those with cash to splash – is considerably more expensive. However, this gamepad is more advanced, featuring mechanical buttons and the headset audio control.

The Manba One matches it for joystick hardware, though, as both pads use Hall effect technology – but the thumbsticks themselves can’t be switched out on the Stealth Ultra, as they can on the Manba One. Also, as mentioned in our Turtle Beach Stealth Ultra review, we weren’t fans of its companion software.

Manba One review: specs

Manba One in charging dock on table

(Image credit: Future)

Manba One review: design and features

  • Inbuilt screen
  • Snappy, tactile buttons
  • Some comfort issues

The Manba One adopts a rather classic controller design, with a similar shape and layout to Xbox controllers, but with a slightly more angular, aggressive appearance. There’s also some customizable RGB lighting on the sides to liven up proceedings, as well as some subtle gray accents on the white variant.

This colorway also features a transparent front cover, letting you see the exoskeleton lurking beneath, which fades to silver towards the bottom. The rear of the pad is lightly textured on the grips, but there’s no additional padding as some of the best PC controllers and best Xbox controllers feature.

The grips themselves are also quite short and curve abruptly towards the triggers. As a result, I didn’t find the Manba One as comfortable to hold as more popular controllers, such as the Xbox controller and PlayStation’s DualSense. However, those with smaller hands may have no issue.

Compared to those other controllers, the face buttons on the Manba One are less damped as well, feeling and sounding more like mouse buttons, but satisfying to use nonetheless. The D-pad, though, feels more cushioned and is smooth to operate. The sticks are average in size and feature a soft rubber material on top, offering just enough grip. A taller pair of sticks are included in the box and are easy to replace.

The triggers are another point of departure for the Manba One. They’re quite short with shallow indentations, and offer less travel and resistance than you might expect. However, the stroke lock is a clever addition, as it reduces travel considerably to allow for rapid firing.

Another welcome feature is their dotted texture, which does help with grip. This can also be found on the bumpers, although it’s a shame these are bulky with an awkward shape, as it makes them uncomfortable to use for long periods. Thankfully, the same can’t be said about the home buttons: these are positioned right at the bottom of the controller, below the D-pad and right analog stick. This keeps them out of the way, yet they’re still easy to access when needed.

The build quality of the Manba One is hard to fault – in most places. The screen is prone to micro-scratches all too easily, but more worrying is an issue I experienced on my test unit: the left analog stick managed to get stuck in a raised position, and in this state, it would in turn catch in certain directions when operating it – a cardinal sin for any joystick. Thankfully, this was a one-off problem, and simply pushing the stick back down into its original, intended seat was enough to prevent it reoccurring. However, it’s still a fault worth noting.

The included charging station matches the simple yet sleek design of the controller itself, into which the Manba One fits like a glove. It also features a compartment underneath to store the sizable Bluetooth dongle.

There’s no external software app for the Manba One on either PC or mobile: every adjustment and tweak is made via a menu displayed on its screen. There are options to rebind buttons and toggle turbo mode, as well as assign the four back M buttons to a series of up to 20 buttons in a row.

You can also adjust the deadzone for the analog sticks, as well the curve. There are four options to choose from on this front, ranging from a default, linear curve to a High Performance option, which Manba claims is ideal for racing and shooting games.

There are four profile slots to store your setups, including one dedicated to Switch controls, but unfortunately, you can’t rename them. There are also tools for testing buttons and calibrating the joysticks, triggers, and motion control (for the gyroscope when playing certain Switch games). You can set the vibration strength too, with four levels to choose from, or turn it off completely.

Back of Manba One on table

(Image credit: Future)

Manba One review: performance

  • Snappy and responsive
  • Useful adjustments
  • Triggers lack feel

Gaming with the Manba One is mostly an enjoyable experience. The sticks offer smooth and precise movements, while the buttons are responsive and tactile. However, the triggers fail to offer the best feedback, as their travel is too short to offer the kind of finely graded control you want from analog inputs. The underneath M buttons are also hard to use in the heat of the moment, given their small size and awkward position; you can’t use a more flat-fingered approach, as you can with a more traditional, paddle-like designs.

Personally, I’ve always preferred D-pads with separate buttons for each direction, rather than the integrated design on the Manba One, as I find they give me more control and precision in games where such inputs are crucial. I needn’t have worried, though. When playing Tekken 8, for instance, where D-pad inputs are complex, I had little issue hitting the directions I wanted to hit. That circular shape also helps to roll seamlessly between multiple directions, yet each is still easy to actuate individually without accidentally triggering adjacent directions, which can happen on D-pads with a singular component.

The various tweaks available on the Manba One also made a difference. Using the High Performance curve for racing games, for instance, was a marked improvement. When playing Assetto Corsa, it offered much better car control, as I could make minute steering corrections and drastic changes of direction equally well, depending on how far I moved the stick.

This same curve is also recommended for shooters, although I found that the default, linear curve offered less sensitive and more precise looking and aiming. The locks on the back that shorten the trigger length also work for enabling rapid shooting.

One of the great advantages of the display is the ability to adjust settings on the fly. Accessing the menu mid-game works well for the most part, although having to hold the home button for three seconds to activate it is a little inconvenient; I wish it were a little quicker.

It’s a shame also that the M buttons can’t be programmed as modifiers; to toggle the curve of the analog sticks, for instance, which would be useful for situations requiring momentary decreases in sensitivity, such as aiming, acting like a sniper button on a mouse. I found the M buttons all too easy to trigger too, especially when using the D-pad or face buttons intensely, as I naturally tightened my grip on the back of the controller.

In addition to PC, I also used the Manba One with a Nintendo Switch, connecting via Bluetooth without needing the included dongle. Like the best Nintendo Switch controllers, connecting the Manba One to the console is easy, and it worked flawlessly.

The battery life of the Manba One is claimed to be about 10 hours or more, and this was roughly in line with what I experienced, although it was hard to get an accurate measurement of battery levels, since no percentage is given on the inbuilt screen. Charging via the included dock takes about four and a half hours according to Manba, and again this proved relatively accurate.

Close-up of Manba One d-pad and left joystick

(Image credit: Future)

Should I buy the Manba One?

Buy it if...

You want solid performance
The buttons are mostly great to use, and the Hall effect joysticks offer precise movements and different curves to choose from.

You want tweakable inputs
There are plenty of adjustments you can make on the Manba One, plus the display means you can make them on the fly.

Don't buy it if...

You want the most comfortable pad
Personally, I found the contours of the Manba One didn’t fit my hand as neatly as I would’ve liked, and the rear M buttons can get in the way.

You want console play
Although it’s compatible with the Switch, PS5 and Xbox gaming are out of the picture here.

Also consider...

If the Manba One isn't doing it for you, here's a couple of other controllers we recommend

Microsoft Xbox Wireless Controller
As the best PC controller and best Xbox controller, the official Microsoft Xbox Wireless Controller is hard to beat for unadulterated gaming. There’s no fancy features to be found here, but it nails the basics: it’s comfortable, practical, versatile and performs very well. It’s also reasonably priced, although a few missteps, such as no rechargeable battery as standard, go against it.

Read our Microsoft Xbox Wireless Controller review

Victrix Pro BFG
If you want modularity, then the Victrix Pro BFG is hard to beat. Not only is it compatible with PC, it’s also one of the best PS5 controllers you can buy, thanks to its multiple face buttons, joystick, and D-pad upgrades – including a module designed for fighting games. There’s four reprogrammable back paddles as well. It will set you back, though.

Read our Victrix Pro BFG review

How I tested the Manba One

  • Tested for several days
  • Played a variety of genres on PC and Switch
  • 25+ years gaming experience

I tested the Manba One for several days. During that time, I used it to play a variety of titles, including shooters, racing simulators and fighting games, in order to test every aspect of the controller. These included Black Mesa, Metal Gear Solid 3: Snake Eater - Master Collection Version, Assetto Corsa, and Tekken 8. I tested the Manba One on PCs – both Windows 10 and 11 – and the Nintendo Switch.

I also made sure to use and tweak every available feature and setting on the Manba One via the built-in display. I also tried out the included replaceable joysticks and the wireless charging dock.

I have been gaming for over 25 years across numerous platforms, all the way from the NES and other Nintendo consoles to most generations of PlayStation and PC. During that time I have used a number of controllers, from official devices to third-party ones. I’ve also tested many other gaming peripherals, including mice and keyboards.

Thrustmaster Heart controller review: a competent Hall effect gamepad that fails to stand out in a competitive space
4:00 pm | November 23, 2024

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

Thrustmaster Heart: one-minute review

The Thrustmaster Heart is being positioned by the Oregon-based hardware specialist as an entry-level, performance-focused controller for Xbox consoles and PC. But ‘entry-level’ is more of a half-truth. It’s certainly very simple and straightforward but comes in at a rather lofty price tag that betrays that description somewhat.

That’s not to say the Thrustmaster Heart isn’t necessarily a controller you should avoid; there’s really a lot to like about it. From its comfortable Hall effect thumbsticks and tactile buttons to that lovely juxtaposed aesthetic dividing black and white colors with a strip of LED lighting, it could be one of the best PC controllers or best Xbox controllers for you if you’re looking for a simple gamepad that’s a cut above the standard Xbox Wireless Controller.

On the other hand, the Thrustmaster Heart doesn’t do a whole lot to justify its price. Cheaper controllers from competing brands like GameSir and Turtle Beach have the Heart beaten on features, and the complete lack of a wireless connectivity option is genuinely quite baffling at this price point - as it is with the brand’s even more expensive eSwap range.

That being said, the things the Heart does well, it does very well. It’s an impressively responsive controller that (aside from the disappointingly spongy feel of the triggers) provides rapid actuation. The face buttons and mechanical d-pad both feel fantastic, and the Hall effect sticks are exceptionally well-designed and comfortable to rest your thumbs on.

All in all, the Thrustmaster Heart is a very solid controller, but not an absolute must when other products are offering more at significantly lower prices.

Thrustmaster Heart

(Image credit: Future)

Thrustmaster Heart: price and availability

  • Retails at $99.99 / £89.99
  • Available from October 2024
  • Fairly pricey given its relative lack of features

The Thrustmaster Heart is available to buy now for $99.99 / £89.99. It’s purchasable at Thrustmaster’s own website, as well as Best Buy, Amazon US, and Amazon UK. It appears that it currently is not available for purchase in Australia, though.

On the overall price spectrum, the Thrustmaster Heart finds itself in a pretty awkward spot. It’s not a premium product, but certainly not budget-friendly by any means. And when you consider that other PC controllers like the GameSir Tarantula Pro are doing more for less at $69.99 / £69.99, the Thrustmaster Heart becomes a tough sell.

That said, if Thrustmaster is a go-to brand for you, then the Heart is one of its cheaper options available. Especially when you factor in the likes of the Thrustmaster eSwap X2 and its $169.99 / £169.99 sticker price. The eSwap controllers also don’t ship with Hall effect controls; you’ll need to buy a separate module for that. In that regard, the Thrustmaster Heart provides decent value over its premium siblings.

Thrustmaster Heart: specs

Thrustmaster Heart

(Image credit: Future)

Thrustmaster Heart: design and features

  • Incredibly pleasing in the aesthetics department
  • Convenient on-board multifunction options
  • ThrustmapperX software is simple, convenient, and available on console and PC

On the design front, the Thrustmaster Heart really impresses. I’m a huge fan of the divided black-and-white look, separated down the middle by a strip of LED lighting. That strip tapers off to the left about halfway up, giving the controller’s aesthetic a stylish uneven split.

I don’t particularly care for the Thrustmaster and ‘H.E.A.R.T.’ (which stands for Hall Effect AccuRate Technology) logos plastered onto either side of the controller, but they don’t overpower the overall design here. The controller is then accentuated with some lovely textured grips that offer a comfortable fit in your hands. That said, the Heart is an extremely light controller, which lends it a hollow feel.

Otherwise, you’re getting a fairly standard Xbox Wireless Controller-esque layout with some key differences. Flanking the Menu and Share buttons are two unique buttons. One of these is a multifunction button used to switch profiles and adjust LED color and brightness. The other is a mapping button used to assign the two rear remappable buttons. The bottom of the controller has a 3.5mm headphone jack and a mic mute button which is a welcome addition.

The Thrustmaster Heart lacks any on-board trigger lock settings. However, trigger travel time as well as stick sensitivity can be adjusted in the ThrustmapperX software which can be downloaded for free on PC and Xbox consoles. You can also set individual profiles here which you can swap between with that aforementioned profile button.

Thrustmaster Heart

(Image credit: Future)

Thrustmaster Heart: performance

  • Overall pin-sharp responsiveness
  • D-pad, face buttons, and sticks all feel fantastic
  • Triggers are a letdown with a bit of a spongy feel

While I’ve had some issues with the Thrustmaster Heart’s feature set and price point, few such frustrations exist with its overall performance. Thrustmaster has nailed what it sets out to do here, offering a sublime play experience with some of the best feeling Hall effect thumbsticks in the business. The amount of concavity on each stick feels just right, and there’s not even a pinch of stiffness to be found. If you’re looking for a controller with immensely precise stick movement, then the Thrustmaster Heart is it.

That same high level of quality applies to the mechanical buttons and satisfyingly tactile d-pad. The latter is quite simple in its design, but extremely effective thanks to its clicky and speedy feedback. The buttons and bumpers are similar here, with lightning-quick travel time that again will be a boon to players after utmost precision.

It’s a slight shame that the triggers are the weakest aspect of the performance package. They’re fully analog which isn’t a problem in and of itself. It’s more in how they feel - in this case, they’re a touch on the loose side, lacking that feeling of precision shared by other elements of the play experience. I think the lack of trigger locks (especially at this price) compounds this issue; it would’ve been great to have them for the option to switch to instant, digital trigger input which also would offset that overly spongy feel.

It’s also a shame that there’s no option for wireless connectivity with the Thrustmaster Heart. Like the Thrustmaster eSwap X2 - an otherwise excellent controller - the Heart is strictly wired via USB Type-C connectivity. Obviously, this is in line with the objective of peak responsiveness, but when even cheap pads like the 8BitDo Ultimate C Bluetooth controller are offering wireless connectivity for less, I don’t see any real reason why Thrustmaster can’t either.

Thrustmaster Heart

(Image credit: Future)

Should you buy the Thrustmaster Heart controller?

Buy it if...

You’re a multiplayer gamer after peak performance
It’s a joy to play online with the Thrustmaster Heart thanks to its high responsiveness and lightning-fast actuation. Titles like Fortnite, Apex Legends, and PUBG Battlegrounds really shine with the Heart because of this.View Deal

You enjoy tactile button feedback
The Thrustmaster Heart’s d-pad and buttons simply feel excellent to press due to their mechanical nature, offering satisfyingly clicky and responsive feedback that’s seriously tough to beat.View Deal

Don't buy it if...

You’re on a budget
The Thrustmaster Heart is very expensive for what you’re getting. It provides a great play experience, but its lack of features and no wireless connectivity hurt its value proposition.View Deal

You like controllers with lots of extra features
If you enjoy features like trigger locks, multiple remappable buttons, and so on, then you’ll want to look elsewhere. Even cheaper gamepads like the GameSir Tarantula Pro seriously excel in this regard. The Heart also lacks the modular design of the eSwap range, so I’d consider that one if you’re after something more customizable.View Deal

Also consider...

If the Thrustmaster Heart isn’t quite what you’re looking for, you should also consider these other two excellent controller options.

GameSir Tarantula Pro
With a symmetrical thumbstick layout, Hall effect, tons of remappable buttons, great build quality, and a nifty button layout-switch feature, the Tarantula Pro is the full PC controller package. And it’s cheaper than the Thrustmaster Heart.

Read our full GameSir Tarantula Pro reviewView Deal

Thrustmaster eSwap X2
Thrustmaster’s premium modular controller is absolutely fantastic, and superbly accessible thanks to its swappable module layout. It is pricey, but a brilliant option for those who like to tinker with their overall controller layout in an accessible manner while retaining premium features.

Read our full Thrustmaster eSwap X2 reviewView Deal

Thrustmaster Heart

(Image credit: Future)

How I tested the Thrustmaster Heart

  • Tested for one week
  • Platforms tested: Xbox Series X, PC
  • Played a mixture of single-player and multiplayer titles

I tested the Thrustmaster Heart controller over the course of a week across Xbox Series X and PC. On console, I played a wide variety of multiplayer games including Fortnite and PUBG Battlegrounds, finding that the controller’s pinpoint responsiveness is a perfect fit for intense multiplayer environments. Over on PC, I extensively played games like Final Fantasy 14 Online, Slitterhead, and Ys Origin to get a feel for the controller’s sublime Hall effect sticks.

Read more about how we test

First reviewed November 2024

Stalker 2: Heart of Chornobyl review: a bone-chilling, realistic-feeling survival horror experience
5:00 pm | November 20, 2024

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

What if you were alone in a giant open world littered with bandits and mutants, with few resources to get you where you need to go? That question is at the heart of Stalker 2: Heart of Chornobyl, one of the most haunting survival horror games I have ever played and unlike anything else in the genre.

Review info

Platform reviewed: Xbox Series X
Available on:
Xbox Series X, Xbox Series S, PC
Release date: November 20, 2024

The game’s chilling sound design, incredible storytelling, and demanding combat come together to deliver on that central premise. It effortlessly entrusts you to find your way own way through its technically impressive recreation of Chornobyl. That trust is woven into every aspect of the experience offering a radioactive sandbox full of dangers, rewards, and opportunities for you to discover and make the most of.

In that sense, Stalker 2 is the purest form of a survival horror experience there is, because at all times it is unpredictable, deadly, and terrifying in a multitude of ways. It is one of the boldest Xbox Series X games and PC games I have seen this generation. However, its lack of handholding and rugged, realistic approach to gameplay is not going to be for everyone. Plus, the storage chest of small visual bugs I saw in my time playing keeps it from being spotless.

Stories of Chornobyl

The player engaged in combat with a pistol in Stalker 2.

(Image credit: GSC Game World)

As Skif, you are just another Stalker fighting for your own survival in The Zone - the barren and deadly landscape surrounding the Chornobyl power plant which suffered two explosions, one in 1986 and another in 2006. However, one seemingly simple task, to activate a Scanner and meet someone named Sodler, doesn’t go to plan and you're ambushed and knocked out. After waking up you have none of the gear you entered The Zone with and your Scanner has been stolen by your attackers.

So you walk. Alone, you move from settlement to settlement, hearing a rumor here or there when others are friendly enough to help you. Eventually, you come across large towns that allow you to discover more about The Zone, the political dynamics between factions, and the dangers in the wild that are whispered around the campfire.

Best bit

The player approaches a lightning strike in Stalker 2.

(Image credit: GSC Game World)

The way Stalker 2 executes the clear vision the developers obviously had during development is impressive and leads to a fresh experience, devoid of a lot of the clutter found in modern open-world games. The map isn’t dotted with icons, you don’t have a litany of progression trees to sort through and manage. It’s a remarkably focused game, despite its huge open world.

These moments interacting with entire outposts or individuals in the world are key focal points for how Stalker 2 tells its narrative. Whether it was small stories about an encounter someone had with a bandit or key cutscenes where characters would deliver these almost Shakespearian monologues about The Zone, I kept wanting to learn more, explore more, and meet more people.

You may stumble upon a faction baron who isn’t too happy with you stepping on his turf, an interaction that ends up leading you down an entire core questline, or you might find a lone survivor surrounded by mutants that you can choose to save or let die, and, either way, never cross paths with them again.

The delivery of the narrative in this way means that such moments of discovery are the driving force behind Stalker 2’s exploration and open world. The possibility of who I might find kept me moving and the excellent Ukrainian voice acting (English, not so much) breathes life into the individuals you meet. On top of that, The Zone is a character in itself. The way individuals talk about it as a mythical, breathing creature they love, fear, or want to escape from is unlike anything else I have seen done in a game before. The writing here is truly impressive.

Loneliness of Chornobyl

The player encounters some NPC characters in Stalker 2.

(Image credit: GSC Game World)

That novel approach to storytelling echoes throughout the rest of the experience. The Zone is a barren expanse full of not much, making it an incredibly isolating experience. There are rarely companions by your side and on each excursion I set out on I would feel on edge.

Sometimes I would hear roars of mutants in the distance, causing me to jump up and start looking around frantically to see if I had accidentally stumbled upon something I should run away from. Or, I would accidentally end up in the middle of a terrifying storm and try to dart to my destination while praying lightning didn’t strike me, as the wind whistles through my headphones.

The Zone in Stalker 2 feels like it is alive; alive in an organic, realistic way that most open-world games can only dream of. The intense atmosphere created by developer GSC Game World is heightened by Stalker 2’s visuals as well as its sound design.

It has one of the best dynamic weather systems I have ever seen, and there’s always a stunning demonstration of landscape or environment whether it is raining, sunny, or cloudy (again, feeling almost lifelike in how it has been realized). There are also Emissions, huge deadly radioactive storms that can occur as you are exploring, coating The Zone in a thick red smog that will kill you in moments if caught outside in one. These offer some of the most impressive visuals in the game and my jaw dropped the first time I came across one.

Similar breath-taking moments both big and small are scattered throughout, demanding that you stop and take it all in.

Dangers of Chornobyl

The player wades through green liquid in Stalker 2.

(Image credit: GSC Game World)

The final piece of Stalker 2’s puzzle is its combat which is taxing, yet fascinating. Guns and weapons are weighty and inaccurate, so your approach to encounters requires a lot of thought before you commit, and as a result, feels very realistic. You can’t just run in and spray your way to survival. Instead, you have to precisely place shots and keep an eye on your surroundings.

Weapons are bulky and can jam at any moment creating a sense of panic. There aren’t any grenade indicators telling you someone threw a frag your way, so you have to be aware of the sounds to hear it clink along the ground, for example, only serving to add to the intense atmosphere coursing through the game. Enemy indicators regularly disappear if you lose sight of them for a few seconds, so you’ll also have to be prepared and predict where they might be as you flank them.

Bandits won’t always know where you are at. So, they will organically guess where you might be. One standout moment I had was when I ended up starting a fight with half a dozen enemies outside a small rail station. While fighting the main group, one of them flanked me quietly, then finished me off with one shotgun blast.

That moment forced me to change my approach to combat. From here I embraced the intensity of zipping from cover to cover or unjamming a gun in the middle of a firefight. It’s chaotic and the combat demands a lot of patience to learn and adapt in a way that goes beyond most other survival-focused first-person shooters. But that lack of hand-holding is what kept me hooked as the encounters never felt scripted or formulaic. However, this style of combat will be a dealbreaker for some who don’t want to feel dragged down by the gameplay and simply want to explore or lose themselves in the world. Combat is fundamental to Stalker 2 and you can’t really ignore it.

However, combat and these interactions with other people are also where I noticed the most bugs. Some were small like the UI regularly not showing up. Others were more substantial, never game-breaking but certainly immersion-breaking; characters clipping through geometry in settlements, or a pair of headphones floating in mid-air during a cutscene instead of sitting atop someone’s head. Occasionally, I would also see an enemy teleport spawn somewhere in front of me out of nowhere, which was less than ideal.

A lot of these will be addressed in a day one patch, but each time I came across one I was slightly disappointed because, for a moment, it ruined the immersion Stalker 2 offers, which is its biggest asset.

Should I play Stalker 2: Heart of Chornobyl?

A visual bug in Stalker 2.

(Image credit: GSC Game World)

Play it if…

You appreciate great world-building
This experience is for you if you love survival horror games with excellent world-building and storytelling, and enjoy an unguided open-world experience.

You're up for a challenge
Play this if you enjoy survival games and aren’t turned off by unapproachable mechanics and punishing gameplay that isn’t easily accessible.

Don’t play it if…

You want a more guided experience
You won't enjoy it if you want a more traditional open-world RPG that is filled with map markers and checklists telling you where to go and what to do.

Accessibility

Stalker 2 has a number of basic accessibility options like subtitle sizes which are varied and the ability to add a background. You can also change your crosshair color and setting, and turn off or on almost every UI element like threat indicators, hit markers, and health information. Protanopia, Deuteranopia, and Tritanopia are also available.

However, it lacks the advanced accessibility features you may find in other big open-world role-playing games (RPGs) like adjustments for those who are partially sighted, blind, or have hearing problems. Its difficulty options are also formulaic with a “story” option called Rookie, a standard mode simply named Stalker, and a harder, veteran mode with no deeper ability to customize them.

How I reviewed Stalker 2: Heart of Chornobyl

I played Stalker 2: Heart of Chornobyl for nearly 50 hours encompassing the main story, side missions, and exploration. I played the game mostly in performance mode on Xbox Series X with a standard Xbox Wireless Controller, and I enjoyed the sights and sounds of the game with a Gigabyte M28U monitor and Steelseries Arena 3 speakers.

First reviewed October 2024.

Razer Kraken V4 review: a feature-filled gaming headset with a bass problem
5:00 pm | November 17, 2024

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

Razer Kraken V4: two-minute review

The Razer Kraken V4 is the latest incarnation in Razer’s mid-range line of wireless gaming headsets, promising improvements over previous generations. True to Razer’s recent design language, the Kraken V4 keeps the gaming accouterments to a minimum, although the RGB lighting does enough to brighten the otherwise austere black colorway.

Every aspect of Kraken V4's construction feels premium, from the outer shell and swivel mechanisms to the switchgear and microphone. My one gripe is that the volume control is a little too loose, and leaning back in your chair can trigger accidental scrolls.

Wearing the Kraken V4 is a pleasant experience, if a little bulky given how wide the drivers are. The headband and earcups are as plush and comfortable as many of the best wireless gaming headsets, and glasses wearers should also get on well with them. However, the inside of the drivers did press into my ears slightly, which can cause discomfort over time, but not to the extent of other headsets I’ve tried.

There are plenty of features on the Kraken V4, including various listening modes. These can be toggled via a button, or customized in greater depth using the Razer Synapse software. There are detailed EQ settings and various modes to toggle, including the near-essential Bass Boost function. There are also mic settings in a similar vein, including EQ and noise cancellation settings.

In practice, I didn’t find the various sound modes to be particularly useful. Barring Music mode, the rest reduce low and mid frequencies too much. And even with Music mode selected and Bass Boost activated, the low-end is still left wanting.

Another feature I would recommend keeping on is THX Spatial Audio. Unfortunately, this only works on PC, but it conveys a much fuller sound. Using a wired connection via USB is marginally better too. However, even with these recommendations, there are still better-sounding gaming headsets out there, such as those in Beyerdynamic’s MMX lineup.

The microphone offers good vocal quality, and the various settings are useful, especially noise cancellation, which prevents unwanted sounds from coming through with aplomb.

Battery life is good too, although as Razer indicates, it can vary wildly depending on usage. I managed to get around a couple of days worth of use out of it, which is on par with most other wireless gaming headsets.

While it’s priced slightly below the Razer BlackShark V2 Pro, that headset offers bigger drivers and a longer battery life. Still, both share numerous specs, so you’re not missing out on much.

It also undercuts some of the best wireless headsets around, such as the SteelSeries Arctis Nova Pro Wireless, our pick as the best PC gaming headset. And if you’re happy to keep the cables, then there are wired gaming headsets out there with even better value, such as the Epos H3.

Close-up of driver on Razer Kraken V4

(Image credit: Future)

Razer Kraken V4 review: price and availability

  • $179 / £179 / AU$329
  • Available now
  • Black colorway only

The Kraken V4 costs $179 / £179 / AU$329 and is available now. It comes in one colorway: black.

As wireless gaming headsets go, the Kraken V4 is priced quite well. It’s slightly cheaper than the Razer BlackShark V2 Pro, our pick as the best wireless gaming headset overall. However, that is a headset designed for esports, and although both feature Razer’s HyperSpeed Wireless technology and HyperClear Super Wideband microphones, the TriForce titanium drivers are 50mm on the BlackShark V2 Pro as opposed to 40mm on the Kraken V4. The BlackShark also has a battery life of up to 70 hours, whereas the Kraken can only manage up to 50 hours.

If you’re after superlative sound over features, then Beyerdynamic’s MMX range of gaming headsets could fit the bill. However, these are considerably more expensive, even though the MMX 300 and 330 Pro are wired. And as we noted in our MMX 200 Wireless review, this headset suffers from awkward setup and connectivity.

If you can live with a cable-only connection, then you can’t do much better than the Epos H3, our pick as the best wired gaming headset overall.

Razer Kraken V4 review: Specs

Close-up of ear cup height adjustment on Razer Kraken V4

(Image credit: Future)

Razer Kraken V4 review: design and features

  • Understated design
  • Relatively comfortable
  • Razer Synapse integration

In the flesh, the Kraken V4 is relatively understated for a piece of gaming hardware, although the key indicators are still there. The black design is illuminated by a large RGB light display on both drivers, which can be customized in-depth via Razer’s peripheral software, Synapse.

Although the oval driver design helps to keep their profile slim, the Kraken V4 is still relatively bulky thanks to the protrusion of the drivers, although the drivers do swivel 90 degrees, which makes them easier to hang around your neck and store.

The drivers themselves don’t get in the way when leaning back in your chair or sofa, but annoyingly the volume wheel does, which led to frequent accidental scrolls and made me reluctant to ever recline fully. Therefore, this isn’t a headset I could recommend for sofa players.

The padding on the headband and earcups is soft and well-cushioned, allowing for long gaming sessions, even for those who wear glasses. It also doesn’t seem like the kind of material that will flake over time, which bodes well for its longevity – although the headband isn’t replaceable should it perish.

Despite the overall comfort, I did find the inside of the drivers pressed slightly into my ears – a common problem I experience with many headsets and headphones – which can cause aching after a long time.

The build quality of the Kraken V4 is up to the usual Razer standards, with a solid yet lightweight construction and premium, easy-operating buttons. The included USB cable is braided yet thick and seems quite durable. It also doesn’t weigh down the headset, as other headset USB cables can. The aforementioned issue with the volume wheel is one of the only missteps and is mainly due to the looseness of the incremental notches.

The party piece of the Kraken V4, though, is the retractable microphone. For the most part, this is easy to operate, although it can be a little cumbersome to put back, as the gooseneck design tends to fold as you attempt to push it back in. Once you get the knack, however, it’s an elegant solution to keeping the mic stowed. Adjusting and fixing the mic into position is also easy, although the cable isn’t that long, so you may struggle to place the tip right in front of your mouth (it only managed to reach the side of my lips). Again, as with the rest of the headset, the microphone feels premium and hard-wearing. There’s no cloth tip either, removing another point of potential degradation.

Close-up of driver and mic on Razer Kraken V4

(Image credit: Future)

As for features, the Kraken V4 includes various listening modes depending on the type of media you’re consuming, including Movie, Music and Gaming modes, which can be activated with the press of a button.

This same button can be pressed twice to quickly switch between Bluetooth and 2.4GHz modes, which works quite quickly and efficiently. There’s also a mute mic button, and a button that can be held to allow for the volume wheel to adjust the balance between game and mic audio, although this implementation is somewhat awkward, and failed to work consistently during my tests. Thankfully, many of these button presses are accompanied by clear audio cues, so you’re sure when they are activated.

The Kraken V4 can be customized further using Razer Synapse. In this software, you’ll find adjustments for the RGB lighting, including options for different colors and patterns. There are also audio enhancements including bass boost and vocal clarity enhancements.

The aforementioned media modes can be altered to your liking, thanks to the 10-band EQ, letting you drag points on a graph to boost or reduce certain frequencies. This offers more in-depth sound sculpting than software from other rivals.

You can also alter mic settings, again with EQ adjustments available, although there’s only three modes to choose from here. You can also turn on monitoring to hear yourself through the headset, and there are various useful parameters to adjust thresholds for sound being picked up.

The Kraken V4 works on PC and various consoles, including the PS5 and Nintendo Switch. As the PS5 doesn't support audio over Bluetooth, the Kraken V4 can only connect wirelessly via the 2.4GHz USB-C dongle. Like the best PS5 headsets, the Kraken V4 connection is instant and works flawlessly with the console. Connecting via Bluetooth to the Switch is similarly easy and trouble-free. If you’re on Xbox, though, you’re out of luck as the Kraken V4 isn’t compatible; consider one of the best Xbox Series X headsets instead.

Close-up of Razer Kraken V4 headband

(Image credit: Future)

Razer Kraken V4 review: Performance

  • Tweakable in Synapse
  • Weak bass
  • High-quality mic

The Kraken V4 offers well-balanced audio for gaming, although the low-end is lacking somewhat. The different listening modes, however, can alter the sound.

In theory, these different listening modes are nice, but in practice, I found that Music mode offers the best experience for all occasions, as it provides the fullest sound with the best bass response. This makes the other modes redundant: Gaming mode sounds too weak in the lower frequencies, whereas Movie mode scoops the mid-range frequencies far too much, which makes for a frankly bizarre listening experience that I can’t imagine anyone wanting to use.

There are also various enhancements, including Bass Boost. I would recommend having this on all the time, as it noticeably increases the low end without being overbearing. However, even with this activated, the bass still lacks the impact of headphones designed for audio playback. This weakness could also be attributed to the lack of isolation from the earcups, so the sense of immersion isn’t as strong as you might expect from over-ear headphones.

You might think this could be remedied by activating THX Spatial Audio, as the Kraken V4 supports this standard. However, I wouldn’t characterize the mode as adding more space – but again, it does offer a much fuller sound with more bottom end, and without overshadowing mids and highs. It’s a shame that this mode is only available on PC and not console.

There’s no discernible difference in sound quality between Bluetooth and 2.4GHz wireless dongle, although the latency is reduced slightly when connected via the latter. I also experienced a bug whereby the volume wheel wouldn’t work when in 2.4GHz mode on a Windows 10 machine, although this could’ve been a quirk of my particular setup. Sound is further improved when using a wired connection via USB. The bass response is fuller still, and the overall fidelity seems slightly improved as well.

The microphone quality is also good. Voices are rendered clearly, although some microphones do offer slightly better quality, such as the Beyerdynamic MMX models, but it’s still more than sufficient.

The various microphone adjustments work well too, especially the Noise Isolation and Voice Gate modes, the former of which prevents unwanted sounds and the latter lets you choose the threshold for input detection.

Battery life varies depending on usage, with a claimed maximum of up to 50 hours when the RGB lighting is turned off, or up to 35 hours when on. During my tests, I managed to get several days of use out of the Kraken V4, which is on par with other wireless gaming headsets.

Close-up of buttons on Razer Kraken V4

(Image credit: Future)

Should I buy the Razer Kraken V4?

Buy it if...

You want plenty of features
Thanks to its integration with Razer Synapse, you can tinker with the audio input and output, as well as the RGB lighting.

You want a retractable mic
There aren’t too many gaming headsets with a retractable mic, providing a neat solution to stowing it away.

Don't buy it if...

You don’t want to look like 'a gamer'
The RGB lighting and bulky design play into the gamer aesthetic, so if that’s not your thing, there are less gaming-centric alternatives out there.

You want the best sound across media
Although the sound suffices for gaming, for music the Kraken V4 pales in comparison to some other headsets, such as Beyerdynamic’s MMX series.

Also consider...

Razer BlackShark V2 Pro
Razer’s other gaming headset, the BlackShark V2 Pro takes our top spot as the best wireless gaming headset, and for good reason. The sound is great, and it features slightly bigger drivers and longer battery life than the Kraken V4. It’s also not much more expensive. Read our Razer BlackShark V2 Pro review.

Epos H3
If you’re happy to go wired, then the Epos H3 is simply the best wired gaming headset in our view. It offers terrific value, considering its exceptional sound quality and comfort. The large mic and awkward volume wheel are about the only drawbacks we found with it. If you’re prepared to pay substantially more, there’s a wireless version available too. Read our Epos H3 review.

How I tested the Razer Kraken V4

  • Tested for several weeks
  • Played on PC and on consoles
  • 20+ years gaming experience

I tested the Kraken V4 for over a week. During that time, I used it for gaming, listening to music, and watching videos. I tried to use as many features and tweak as many settings as possible using the Razer Synapse software.

I played a variety of titles on PC, PS5, and Nintendo Switch, including Sea of Thieves, Silent Hill 2 Remake, Counter-Strike 2, and The Legend of Zelda: Tears of the Kingdom. I played online multiplayer in order to test the microphone in a true-to-life environment.

I have over 20 years of gaming experience and have tried numerous headphones and headsets during that time. I have also reviewed other gaming headsets.

  • First reviewed October 2024.
  • Read more about how we test
Planet Coaster 2 review: take the plunge
4:01 pm | November 16, 2024

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

Platform reviewed: PC
Available on:
PC, Xbox Series X|S, PlayStation 5
Release date:
November 7, 2024

Offering you the chance to build a theme park (almost quite literally) brick by brick, Planet Coaster 2 builds on the series’ strengths and addresses some of its most glaring weaknesses. Couple these quality-of-life improvements with a brand new category of attraction – pools, flumes, and water parks – and it certainly seems to be offering a lot to a new generation of theme park fans.

As a creative person who shades on the obsessive side, I’ll admit I’m pretty much genetically predisposed to being a Planet Coaster 2 addict. The series offers almost complete creative freedom at the cost of hours spent meticulously arranging scenery parts and is almost pharmaceutically engineered to squirt dopamine around my pixel-addled brain. As a result, I’ve spent many hours boring the pants off my nearest and dearest about my latest rides and animal enclosures, to the extent I can almost hear the glop of their eyes glazing over as I talk.

But as the oenophile has the shrewdest expectations of the wine they imbibe and the true caffeine addict won’t sip anything other than locally roasted micro-lot beans from a tiny farm in El Salvador, I’ve also got pretty high expectations of my chosen vice. Both Planet Coaster and Planet Zoo helped me scratch my creative itch as PC games while also coming with some limitations that sometimes made me question my habit. So the announcement of Planet Coaster 2 did make me wonder: has developer Frontier Developments finally found a cleaner way for me to get my creative kicks?

A rainbow-colored waterslide leading into a pool.

(Image credit: Frontier Developments)

Pool party

If you’ve seen any of the Planet Coaster 2 trailers, you’ll already be well aware of Frontier Developments’ big pitch for the sequel: water parks. In fact, in terms of new content, they are the only substantial addition the game brings. I was initially slightly nonplussed by this: could the inclusion of one new ride category encourage me to do any more than dip my toe into this sequel? Do pools and flumes really offer enough to justify sinking hours of my time into a new Planet game? In a word: yes. Yes, they do.

First of all, Planet Coaster 2 allows you to create a wide array of pools. Want to create a classy resort vibe, complete with cabanas, palm trees, and juice shacks? Or maybe you want to create a shallow kiddy pool, replete with donut-shaped swim rings and wave machines? You’re free to shape, customize, and decorate your pools however you like and, as in previous Frontier Developments titles, the only limit is your imagination. New tools allow you to carve out pools in any shape you desire, adjust the depth as you see fit, and adorn them with everything from sunloungers to beachballs.

Flumes also add a lot of fun to your water park. From basic chutes to gargantuan inner tube slides with switchbacks and speed bowls, you can create thrilling flumes that will draw more visitors to your pools. As with rollercoasters, they’re fully customizable – you’ll place them piece by piece, controlling both vertical and horizontal bends, adding special parts, and trying to hit that sweet spot between exciting and nausea-inducing that will encourage your guests to take the plunge.

A curling purple waterslide silhoutted against a blue sky.

(Image credit: Frontier Developments)

As with your rollercoasters, your flumes will need to be tested before they can be opened, to make sure they provoke just the right amount of excitement and not too much nausea or fear. While testing you can view the results as they change from moment to moment or check out heatmaps of the whole ride to spot problem areas.

It’s not all fun and games though: you’ll also have to watch over your guests’ safety and make sure the water stays free of pe… err, dirt. Nobody’s at risk of drowning in Planet games – they’re far too cozy for that – but swimmers will panic, so you’ll need to make sure your pool is covered by lifeguards to help calm their distress. Meanwhile, you’ll have to add pool filtration to make sure that water remains crystal clear, hooking up water filters to flumes or to the pool itself.

Speaking of pipes, the utilities in Planet Coaster 2 have had an overhaul as well. While the original Planet Coaster was seemingly a Tesla-inspired free-energy utopia and Planet Zoo just required a generator plonking down here or there, hooking up power and water in Planet Coaster 2 requires a bit more thought. Not only will your generators and pumps need regular maintenance from your mechanics but the resulting electricity and water will need to be distributed around your park. Using underground wires and pipes, you’ll hook them up to power distributors and water filters, which will provide the required resources to everything within a set radius. It hardly requires Factorio levels of micromanagement and can easily be switched off but it adds a little extra realism to your parks.

In comparison to the water parks, traditional rides in Planet Coaster 2 have had much less of an overhaul. You can still design a wide array of rickety wooden coasters, water rides, and super-modern hanging coasters, as well as place thrilling flat rides and customize their sequences. They’re as fun as ever to design and integrate well with your water parks but, if you’re expecting a sea change here, you’ll be disappointed. However, I feel like the water parks add plenty of new challenges and creativity to the game and definitely justify picking up Planet Coaster 2 over firing up the original.

A seaside theme park and a pier.

(Image credit: Frontier Developments)

A smooth ride

As you might expect, Planet Coaster 2 has had a bit of a facelift compared to its eight-year-old predecessor.

Unsurprisingly, the most work has gone into improving water effects – lakes and beaches now look much more realistic, with the gradation between shallow and deep water looking much more true to life. Not only does the sunlight glimmer across the surface of your swimming pools but this casts underwater ripples across the ceramic tiles as well. All the water in the game feels like it’s had a literal glow up and it does help to add some visual polish to your waterparks and natural water alike.

Terrain textures too have received some love. There’s a wider variety than ever: alongside familiar terrain from Planet Zoo, like long and short grass, hard and soft rock, there are now multiple rock types, gravel, scree, and several densities of shrubbery, which help really add variation to the landscape. Whether I was creating small coves or craggy peaks, these extra textures really helped make the terrain look richer and more organic.

This ties in nicely with some of the new Scenery Themes, making it easier to match your landscape to various regions. As well as the classic theme park style, the new game also offers Viking, Mythological (read: Ancient Greece), Resort, and, predictably, Aquatic themes. Some of these are fantastic: Viking offers fantastic runic statues, Aquatic beautiful corals and the Greek pack allowed me to relive some of my favorite Aegean destinations.

A mountainous landscape featuring two plateaus covered in trees.

(Image credit: Frontier Developments)

However, I do miss the versatility of some of PlanCo’s original themes and the relative paucity of animatronics in the sequel does make sequencing ride scenery less exciting. Being able to perfectly program an explosion in a Wild West mine as a coaster roared past, complete with terrified miners leaping to escape the flames, was one of my favorite moments in the original and I hope new content packs will restore some of this creative potential.

I was expecting this graphical boost to have a noticeable impact on performance but I was pleasantly surprised. Playing on an Acer Predator Helios 300 with an Nvidia GeForce RTX 3080, I found my frame rate rarely ever dropped below 65 frames per second, even on the Ultra graphics settings. With all of its AI pathfinding and animal behavior, I found Planet Zoo could get pretty sluggish on some rigs, especially at high guest counts, but Planet Coaster 2 seems to run smoothly even on an older graphics card.

Not only that but, despite assuming the game would be an absolute no-go on the Steam Deck, it actually runs pretty adequately. Yes, your graphics settings will have to plunge like you’re on a drop tower but the game still runs smoothly, averaging out at a decent-for-Deck 30fps. How true this will remain when you’re working with Disney World-sized parks remains to be seen but it shows there has been some effort to optimize things behind the scenes.

Theme park guests walking along a path in front of a gate made out of broken Grecian seal.

(Image credit: Frontier Developments)

Breaking new paths

As someone who has sunk thousands of hours into the original Planet Coaster and Planet Zoo, I’ll be the first to admit that they can be… a little idiosyncratic. It’s become something of an inside joke among fans of the series that the games offer almost unlimited creative potential while also forcing you to butt heads with some frustrating design limitations. Paths and scenery placement in particular have drawn ire for being unnecessarily convoluted.

To its credit, Frontier Developments has tackled some of these complaints head-on in Planet Coaster 2. Object placement has received some much-needed love: you can now turn Snap Distances on and off for all objects, meaning you’re no longer forced to keep building parts on a grid but can also set props to move in relation to the grid when you want. And the new Scale Tool allows you to tweak the size of individual items, something I’ve been desperate to see for a long time, and makes it much easier to create organic variations in the sizes of objects. All in all, this adds a great deal of flexibility to the Blueprints you can create.

There are also plenty of labor-saving tweaks that have been made: the new scenery brush groups together similar items like tropical trees or Mediterranean rocks and quickly paints them across the landscape. You can also easily create your own presets by adding a selection of scenery items. The end result definitely requires some editing to get it looking natural but, as someone who has spent many hours in Planet Zoo getting each collection of bushes and stones looking just right, automating a part of this process is definitely something I appreciate.

Best bit: swimming pools

A theme park guest hurtling down a transparent flume, with a pool and tropical plants in the background.

(Image credit: Frontier Developments)

Pools are a blast: not only are the flumes fun to build, there is a good degree of freedom in how you shape and decorate your pools. I can’t wait to start building a tropical indoor swimming paradise replete with beaches, slow rivers and smoothie bars.

In past games, paths were easy to place in general and maddeningly difficult to place in specific circumstances – anyone who has also lost a whole evening trying to stack paths on top of each other in multi-story buildings shares my pain here. Fortunately, path placement has had a complete overhaul: in addition to the Classic Paths tool, there is now an overhauled Line Builder tool, options to manually draw the edges of paths line by line, a Stamp Builder tool to place geometrically shaped paths, and an Edit tool to manually tweak paths point by point. This gives you a whole lot more variability in terms of the shapes of path you can create, making plazas, buildings, and a whole heap more much easier to create.

Water mechanics have previously been this series’ Achilles heel: creating natural ponds, rivers, and lakes was always a bit of a finicky process, often requiring a lot of tinkering before the games would acknowledge water placement as valid. Fortunately, Planet Coaster 2’s swimming pools utilize the new path mechanics – you can carve out pools using shapes or manually set their boundaries by drawing lines, then round their edges using the Smooth Brush. Depth is set according to presets at first – either shallow, wading, swimming, or diving – but you can set the depth to whatever you want with the Edit tool. And you can add paths around the edges automatically using the Customize Brush.

All in all, these features go a long way to reducing the slog involved in perfecting your park.

A rollercoaster as it plunges into a hole in the ground.

(Image credit: Frontier Developments)

Off the rails

This isn’t to say that some of Frontier Developments’ more eccentric tendencies aren’t on display: you’ll definitely encounter bugs and odd design choices here and there.

Designing rollercoasters is still that same combination of childlike delight and frustratingly finicky refinement. Having spent roughly 20 minutes designing an old-school log flume that wound through forests, plunged down mountainsides, and splashed through salt lakes, I was pretty happy with my handiwork. But I then had to spend at least another 30 minutes closing the loop: there’s no auto-complete function for certain rides and trying to get the returning track on the same height as the station platform required a tedious process of trial and error.

Ride testing has also maintained some of its irksome habits from the original. Any time I’ve attempted a coaster or flume of significant ambition, it still required a high degree of testing and tweaking to keep speed and G-forces within safe limits. And there are still some glitches here. One of my early flumes repeatedly tested as being around a 15 in terms of fear overall – a bowel-liquefying level of terror that wouldn’t allow me to open the ride – despite the fact heatmaps showed the fear didn’t hit much higher than a 6. I’d imagine minor bugs like this will be fixed in future patches but it can be confusing trying to work out whether your design is at fault or an unpatched bug.

But, as I say, I’d maintain these kind of issues are the flipside of the creative freedom Planet Coaster 2 offers. What I’ve come to expect from the Planet series of games is the ability to create pretty much whatever I want and an inevitable side effect of trying to create something the developer never anticipated is the fact I may run up against the odd hard limit where the engine struggles to deliver what I’ve asked for. Ultimately: with great flexibility, comes great errors.

A seaside cove with a rollercoaster running through an arch in the rock.

(Image credit: Frontier Developments)

Should I play Planet Coaster 2?

Play it if…

You want your theme parks to make a splash
The addition of pools and flumes adds a substantial new dimension to creating your fantasy theme park. If you felt the original was a little on the dry side, the sequel should whet your appetite.

You want improved tools over the original
While they’re still not foolproof, tools for object placement, path placement, and scenery creation have all had quality-of-life improvements that make them smoother to use.

Don't play it if...

You want a game you can casually dip into
As fans of the series will know, Planet games can require an obsessive attention to detail. If you really want to customize every element of your park, be prepared to sink a lot of time into this game.

You’re expecting to only have to pay once
The relatively limited scenery items and themes are likely to be augmented by paid-for DLCs. If you’re not prepared to sink extra money into expansions, you may miss out on some of the things Planet Coaster 2 has to offer.

Accessibility

Planet Coaster 2 has a reasonable number of accessibility options, although perhaps there’s room for improvement too. You can scale the interface if you find smaller type hard to read and can tweak color palettes to improve readability if you have protanopic, deuteranopic, or tritanopic color blindness.

For those who have auditory processing problems, you can set the game to mute all other audio when narrative dialogue is playing. Meanwhile, for those with reduced hearing in one ear, you can switch on a mono mix to ensure you’re receiving all sounds.

However, you don’t seem to be able to adjust gamepad controls, which might make things harder for those who require certain tweaks to be able to use controllers.

How I reviewed Planet Coaster 2

I sank over 23 hours into playing Planet Coaster 2. I tried to cover as much of the game as possible, dividing my time between Career Mode, Franchise Mode, and Sandbox Mode. I tried the game out on Low, High, and Ultra graphics settings.

In terms of hardware, I played Planet Coaster 2 on an Acer Predator Helios 300 with a 12th-gen Intel Core i9-12900H CPU and an Nvidia GeForce RTX 3080 GPU. During this testing, I used the laptop’s built-in keyboard and an external Logitech B100 mouse. I also played the game for hours on my LCD Steam Deck.

My past experience of the Planet series of games includes almost 400 hours on the original Planet Coaster and over 1,000 hours on Planet Zoo.

Metro Awakening review: a survival horror adventure that’ll land with the right audience, but that’s not me
4:17 pm | November 15, 2024

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

Metro Awakening is not quite for me. There’s definitely something here for the right kind of VR game fan; namely someone with a better connection to the Metro franchise (this is my first entry), who enjoys slow-burn stories with splashes of horror, and who can stand spiders. That’s just not me, unfortunately.

Review Info

Platform reviewed: Meta Quest 3
Available on: Meta Quest 3, Meta Quest 3S, Meta Quest 2, PSVR 2, Steam
Release date: November 7, 2024

I do enjoy some good ol’ survival horror, mind. Resident Evil 2, 4, 7, and 8 – including the Meta Quest Resident Evil 4 port – are among my favorite games of all time. The gameplay loop of facing your fears and exploring spooky environs to better face the dangers wandering those spaces is one I can’t get enough of, and in this regard, I think Metro Awakening does so much right.

Even the smaller beasts of the Moscow Metro feel intimidating, and there’s an inescapable tenseness to wandering the claustrophobic tunnels. Resources seem reasonably sparse to make management and stealthier approaches essential, but not so sparse that you feel like survival’s an impossible task – as long as you make every bullet count.

I also adore the game’s realistic weapons handling as it adds to the title’s overall terror; there’s nothing worse than hearing *bang* *bang* *click* as you realize you’re out of ammo as a monster charges you, and the only way to reload is to properly eject a cartridge, insert a new one and cock your firearm – simple enough except when you’re terrified. These moments wouldn't feel the same if your gun simply refilled its ammo at the push of a button.

That’s true for a lot of Metro Awakening’s interactive elements. There’s a realness to everything, including miscellaneous props you can find lying around, that makes this world feel fairly alive – which is fantastic for immersion.

Though these high-quality VR aspects are to be expected from Vertigo Games, the team behind Arizona Sunshine and its sequel – shining examples of the post-apocalyptic VR shooter.

Wandering through the dark

Set five years before Metro 2033 we play as Serdar, a doctor who is on a mission to rescue his wife Yana from the haunting voices of her traumatic past. On the quest, Serdar will discover the man he is destined to become: Khan, the mystic ally of the main series’ protagonist Artyom.

Best Bit

A monster launches itself at the player by clambering over machinery

(Image credit: Vertigo Games)

While I wish it came sooner, that first jump scare into your first proper combat was an excellent inciting incident that instantly frightens you in a way you can't shake as you play further.

While the story is well written – creating an intriguing blend of sci-fi and folklore – things take too long to get going. The intro made me feel like I was stuck in an over-extended cutscene broken up by unnecessary exploration between exposition.

There were some moments of action – a big fight scene with a mounted machine gun – near the start but I didn’t feel like I was being immersed in the survival horror setting I was promised. When I finally was, the inciting jump scare gave me whiplash as things went from zero to 100 in an instant.

Fans of a slower burning story will likely enjoy this more gentle pace – perhaps even how it juxtaposes with the titles’ more action and terror-filled segments – but I unfortunately found the intro a slog and from this bad start, I failed to feel compelled by the story. The plot felt like a roadblock to the game I wanted to be playing rather than an integral part of it.

I also had issues with accessibility. We have a whole segment of our reviews dedicated to this aspect so I’ll save some for that but I found the smooth locomotion vignette entirely ineffective – so where I was able to play Arkham Shadow until my headset ran out of charge just fine I kept having to pause Metro Awakening every 20 to 30 minutes, or make do with teleportation movement.

Metro Awakening player wields a a crossbow to protect themselves

(Image credit: Vertigo Games)

A difficult journey

The last of my gripes is I did notice a few performance hiccups, particularly just after passing through a loading zone. I was playing on a Meta Quest 3 and suspect more powerful systems – PSVR 2 and PCVR headsets – would struggle less on this side of things though I can’t confirm that for myself.

Though nothing I experienced was game breaking and it was always only a few seconds of noticeable framerate drops before Metro Awakening returned to

Overall then I think Metro’s VR entry has a lot to offer, especially to fans of the series who want to immerse themselves in the franchise’s iconic setting. The story isn’t for me, but for someone who feels more invested in the plot, I can see how its more gradual pace creates this unignorable tension as even in safer areas you’re agonizing about when the next monster will crawl its way out of the shadows.

Being dropped into this world through VR there’s some proper terror that feels so much more impactful than with a flat game. Horror fans will love what Metro Awakening has to offer, but if you prefer more light-hearted adventures this is one to skip.

Should you play Metro Awakening?

Play it if...

You love the world of Metro
This Metro 2033 backstory will help you learn more about the world and one of Artyom's closest allies, as well as give you the chance to truly experience the Metro's horrors firsthand.

You love horror
Metro Awakening feels intimidating in a way many flat games can't emulate. Be ready for a good fright fest if you pick this game up.

Don't play it if...

You hate slow-burn stories
If you want survival horror action right out the gate this won't be for you, the story takes some time to cook but, equally, that'll be a positive for some players.

You get very easily motion sick when VR gaming
While there is teleportation movement it's very slow, and the smooth locomotion has a weak vignette option that left me queasy.

Metro Awakening is not for the faint hearted

(Image credit: Vertigo Games)

Accessibility

As with many VR games, Metro Awakening requires you to have a full range of upper body movements – though it can be played standing or seated. It also boasts teleportation movement which is ideal for players who can’t yet stomach smooth motion.

Unfortunately, while smooth motion does have a vignette option it’s very weak – so much so that in the game’s darker environments I didn’t notice it at all. The upshot is while I’m generally fine with smooth movement with vignetting on I had to swap to the less enjoyable teleportation style because I was struggling to stay immersed for longer stretches.

Another issue is Metro Awakening has a fair few spiders, and while an arachnophobia mode is coming it isn’t out yet. I found the spiders in the more comedic VR title Kill It With Fire too much to handle so you can bet the spiders of Metro VR were beyond what I wanted to deal with. Horror is meant to be scary, yes, but there’s a distinctly unfun kind of terror that spiders instill in me so I’ll gladly wait for that update.

How I tested Metro Awakening

For this review I played through Metro Awakening using my Meta Quest 3 with the Razer head strap and facial interface, otherwise, it was the standard modeI. While I explored the Moscow Metro I tried a range of approaches to the game's various encounters to test different strategies, and I explored the game's settings to get a good grasp of its accessibility features.

Lego Horizon Adventures review: A gorgeous, family-friendly adventure that lacks depth
2:00 pm | November 13, 2024

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

Platform reviewed: PS5
Available on:
PS5, PC, Nintendo Switch
Release date:
November 14, 2024

Who doesn’t love Lego? From intense building challenges to comedic film and game adaptations, what began as simple clicky bricks has expanded well beyond ABS plastic and into a media genre of its own. Joining the ranks of other block-based game adaptations like Lego Star Wars and Lego Batman, Lego Horizon Adventures adapts the events of Guerrilla’s post-apocalyptic robo-animal kingdom adventure Horizon Zero Dawn for a younger audience, turning its cast of survivors into a handful of quippy Minifigures. Yet despite all the witty exchanges and endearing left-field gags, Lego Horizon Adventures stumbles in the gameplay department, presenting players with a monotonous combat system and a series of repetitive levels lacking the depth and intrigue to help maintain interest beyond its affable opening hours.

Lego Horizon Adventures begins with a young Aloy being cast out from the superstitious Nora Tribe to be raised by her Golden Retriever of an adoptive father, Rost. Players assume control as Aloy enters young adulthood and journeys towards the village of Mother’s Heart to search for answers about their past. Conveniently, this trip doubles as a speedy tutorial that acquaints you with the approachable movement and combat systems you’ll master throughout the campaign. Alongside basic platforming challenges and quirky power-ups, you’ll get to grips with aiming, charging, and shooting arrows in the direction of the meddling machines that block your way.

For toppling the tutorial, Rost also rewards you with Aloy’s trusty Focus, which you can use to highlight weak spots on enemy machines and deal extra damage. It’s a manageable set of verbs that manages to evoke the gameplay of Horizon Zero Dawn without deviating too far from the kid-friendly Lego setting. Plus, if the process begins to feel a little too easy, you can conveniently switch to a more challenging difficulty at any time from the menu.

A screenshot from Lego Horizon Adventures

(Image credit: Guerrilla Games)

Soon enough, Aloy arrives at a ravaged Mother’s Heart, which becomes the central hub where much of the game revolves. From here, you’ll access missions that propel the story forward, earning studs and gold bricks to revive the surrounding area between levels, decorating it with all manner of new plots and yards, complete with alternate color schemes and theming from Lego brands like Ninjago and Lego City. The additional decor and costumes earned with studs and bricks also act as collectibles here, as there aren’t any hidden across the levels.

Later, you unlock the ability to purchase upgrades that provide classic XP, defense, and damage boosts for the quartet of playable protagonists — Aloy, Erend, Varl, and Teersa. A Community Jobs Board also rewards you with bonus progression-gating bricks for completing specific tasks. The cosmetic changes you can make to Mother's Heart result in a pretty play space but one that also feels empty. You can build a rocket ship that blasts a minifig into space, but these little sidecars are one-and-done experiences that might’ve worked better in a different part of the game, perhaps peppered through the levels to freshen up the formula.

A screenshot of Mother's Heart in Lego Horizon Adventures

(Image credit: Geurrilla Games)

Rinse and repeat

The first few levels of Lego Horizon Adventures feel stacked with exciting details and beautifully lit exploration opportunities — chests hidden under broken highways and glistening waters flowing from industrial pipes. However, it’s not long before the levels begin feeling familiar. The game is split into four biomes, and upon leaving Mother's Heart, you’ll spend your time platforming around these themed environments, collecting studs, and picking up powerups amid repeating set dressing. Occasionally, the pace will be split by a shop zone where you can pop chests and collect unique gadgets that modify your abilities in battle. Most missions end with an arena encounter leading to a level-ending gold brick and one of the many hilarious cutscenes to send you back home with a smile.

Aside from a few boss battles and refreshing visits to Horizon Zero Dawn’s Cauldrons, this rinse-and-repeat formula follows you throughout the game, all the way until the story’s final moments. While the cutscenes give you the broad strokes of Horizon’s plot among all the gags, the gameplay surrounding them feels noticeably distinct from the narrative. It’s a far cry from Lego Star Wars, where you tend to engage in the beat-to-beat activities of the movie with an aloof Lego veneer layered on top.

Best bit

A snapshot of a cutscene in Lego Horizon Adventures

(Image credit: Guerrilla Games)

Across Lego Horizon Adventures’ runtime, the cast’s commitment to their silly personas feels sincere, adding playful layers to historically stoic characters. This sincerity extends across the game's more emotional moments, which still land despite the cutesy Lego veneer.

Thankfully, environmental hazards like character-freezing ice pools and piercing flora bring welcome considerations to the game’s encounters and allow for moments of tactical intrigue. You can lure a Grazer into an electrified field of water to stop it in its tracks and target weak points. Gadgets (from the games and beyond) also help spice up fights, presenting an alternate means to take out machines and antagonize cultists. My personal favorite, the Tripcaster, lets you engage your inner Kevin McAllister. You can drop two pegs to create a wobbly wire and then lure machines into a comical demise.

As enemy types and numbers add up, upgrades become key and help stack the odds in your favor. As a lifelong min-maxxer, I mainly spent my studs on the XP-boosting options, so Aloy and Co would deal more damage in the long run. But there are plenty of defensive and offensive options to fit how you play, whether you want enemies to drop more health globs or start levels with powerful gadgets. You can pick from the game’s four cast members throughout or have friends embody the troupe in co-op, which helps flip the odds on the robots. While I rarely deviated from the satisfaction of Aloy’s targetted arrow attacks, it was nice to have the option to switch to the bomb-toting Teersa or the clumsy spear-throwing Varl – if not just to enjoy their unique quips and animations.

Once you’ve conquered one of the biomes, you can also try your hand at Apex Hunts, which involves jumping into the levels you’ve completed to destroy mecha-monsters sans cutscenes. Success here earns you more cosmetics to flesh out Mother's Heart as well as the pride of knowing you bested a burly beast.

A screenshot of a boss battle in Lego Horizon Adventures

(Image credit: Guerrilla Games)

Built brick by brick

Despite its mediocre framework, Lego Horizon Adventures picks up much of the slack with its spirited visual style. Soft lighting reflects off semi-matte structures, giving areas a playful diorama look—a feeling amplified by the game's bokeh camera effect. Up close, pieces look worn and scratched, as if ripped from real playsets and scanned into the game. Plus, the buildings and bridges look like they’ve been made from actual Lego, as opposed to being digitally created to fit the scene. I was especially impressed by how tactile the machines looked in battle and how convincingly they fell apart when I crumpled a weak spot.

With so much thought put into the world, I was confused about why other Lego properties like Amusement, Ninjago, and Lego City had been shoehorned into the game beyond the cosmetic options available in Mother’s Heart. Each biome is themed around a Lego property — so in the jungle missions, you’ll spot Ninjago pagodas and other assets thrown in, for example. It’s a cute gag, but this assumes a level of Lego understanding from players and confuses the art direction, particularly for a game set in post-post-apocalyptic America.

Moreover, Lego Horizon Adventures’ biggest sin is switching to cutscenes for some of its most pivotal moments. Despite a beautifully animated world and plenty of screenshot-worthy dialogue, I longed to feel more instrumental in significant Horizon lore events that would help to ground me in the experience. Yet, more often than not, I was met with an animated sequence showing me something I wished I was doing instead. Ultimately, this lack of interactivity does a disservice to the source material and makes the moments that do land feel less meaningful overall.

A screenshot of the gadget box from Lego Horizon Adventures

(Image credit: Guerrilla Games)

Should I play Lego Horizon Adventures?

Play it if...

You want to relax with a breezy game
Lego Horizon Adventures
' straightforward nature makes it a superb companion for a night of low-effort cozy gaming.

You're looking for a game to play with a young family
Quippy writing, couch-coop, and togglable difficulty settings provide Lego Horizon Adventures with a family-friendly appeal.

Don't play it if...

You expect it to be like other Lego games
For better and for worse, Lego Horizon Adventures is a much different beast to something like Lego Star Wars or Lego Lord of the Rings. The combat is a bit more engaging, but it’s not as concerned with adapting the moment-to-moment plot beats of its source material.View Deal

You want to relive the entire Horizon series in Lego
Lego Horizon Adventure
covers the base campaign of Horizon Zero Dawn, but it doesn’t touch on the plotlines of Horizon Forbidden West or Horizon: Call of the Mountain. View Deal

Accessibility

Lego Horizon Adventures offers five difficulty options (Story, Scout, Adventurer, Machine Hunter, and Hero), and you can toggle them anytime from the pause menu. You can also toggle on invulnerability while playing with these options. For combat, there are three aim assist options (Precise, Assisted, Auto) and a throwing sensitivity scale. Additionally, there are three color blindness modes (Deuteranope, Protanope, and Tritanopia), as well as a Colour Correction Strength scale in the Accessibility menu. Plus, if you want assistance seeing interactable objects or hazards in levels, you can choose to have them appear when you Focus Scan an area.

You can toggle subtitles on for cinematic, conversational, and ambient dialogue, choose the font size (small, medium, large), and tweak the text’s background opacity (0-10 scale). If you prefer to move between lines of dialogue manually, there’s a dedicated option for Conversation Control.

Where audio is concerned, you can tweak individual streams such as sound effects and music and switch between a mono mode. There is also an option to turn on Midnight sound mixing, which raises the volume of quiet sounds while lowering the volume of louder sounds.

A screenshot of combat from Lego Horizon Adventures

(Image credit: Guerrilla Games)

How I reviewed Lego Horizon Adventures

I completed Lego Horizon Adventures on PlayStation 5 in around eight hours, across which I tried various difficulty settings, from Story to Hero. I also played each character option, including Aloy, Varl, Teersa, and Erend. I jumped between single and couch co-op across the campaign and in Apex Hunts. I used an AOC CQ27G2 27-inch QHD VA 144Hz gaming monitor with my PS5, and for audio, I used my external Creative Pebble V2 computer speakers.

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