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I’ve spent hours honing my swing in PGA Tour 2K25, and while its shot craft remains excellent, familiar frustrations can’t keep it totally out of the rough
8:35 pm | March 5, 2025

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

The shot craft in PGA Tour 2K25 is exquisite and remains the best feature of the golf sports game from 2K in a series that has excelled in that area. The multi-layered parts of creating a shot, shaping it, thinking about contact and spin, and potentially utilizing specialist shots make the gameplay of 2K25 extremely enjoyable.

Review info

Platform reviewed: PS5
Available on:
PS5, Xbox Series X|S, PC
Release date:
February 28, 2025

However, the game is not as strong in other areas, and still remains firmly in the shadow of its competition, namely EA Sports PGA Tour. There are some familiar frustrations when it comes to repetitive, underwhelming commentary and strange animation execution. There are also new annoyances like an abundance of obnoxious transition screens, but also oddities in things such as bag building and skill acquisition, while the absence of some major competitions and the most famous courses is still hard to ignore.

Having said that, 2K25 still represents a closing of the gap between it and its main rival a little bit, and the games may be even closer in years to come, especially if 2K25 can continue to build around its awesome shot craft and golf play.

The UI from PGA Tour 2K25 showing the shot and evoswing

(Image credit: 2K)

The shot craft is strong in this one

Shot craft is at the very core of what makes PGA Tour 2K25 fun and kept me devouring hole after hole, and tournament week after tournament week.

The series’ TrueSwing and EvoSwing features are quality and offer a high level of shot planning, execution, and feedback. In short, you can tailor your shots to conditions nicely and factor in strike, spin, and shaping, while EvoSwing’s feedback meter provides you with results in an instant covering contact, rhythm, transition, and swing path.

Throw in the fact that your golfer can smash 300-yard bombs off the tee right from the beginning, and you have the tools necessary to take on all the courses the game has to offer immediately. What helps this are the intuitive controls too: the analog sticks on the controller provide an intuitive way to swing your club, and the three-click method is present once again allowing for users to use one button and timing through visual prompts to nail their shots.

It’s worth mentioning here that although bombing drives for miles straight away is fun, the default difficulty of the game does make it easy to succeed at first: in my second round I shot a 58, 14 under par score. As a result, it’s definitely worth tinkering with the settings to find the right level of challenge; there’s plenty of customization here and it’s worth getting stuck into such as overall swing difficulty, swing bias settings, and even how many times you can use the putt preview line.

A close up of the EvoSwing meter from PGA Tour 2K25

(Image credit: 2K)

Career steps - and missteps

The career mode in 2K25 offers more than its predecessor and begins with the option to choose from five different archetypes that will govern what kind of player you are. These are pretty broad brush stroke types like ‘magician’ for those good at recovery and ‘big hitters’ for those who crush the ball. There’s a good level of character customization on offer too so you should be able to bring your ideal golfing avatar to life.

The overall means to get into the MyCareer mode is straightforward, and you’ll soon be choosing where to start - in the amateur championships, or diving straight into the PGA Tour for example. Your player is pretty competent from the off and you’ll be competing in no time which is a real plus point of the game and its career mode if you value getting stuck into competitions with real players fast.

Player rivalries make a return but also in message form with other pros dropping you a line offering to create a friendly rivalry. This can add a bit of extra fun to succeeding rounds of golf, and you’ll get a reward for engaging them and winning - often a cosmetic. You’ll also get more social media followers too - though I am still to determine what the benefit of more followers actually is apart from it being a general measure of progression.

PGA Tour 2K25’s personality system is an interesting extra addition and your choices in conversations or interviews allow you to be more confident, bordering arrogant, about your game, or allow you to be a more humble or reserved person. From my time with the game, I haven’t seen any huge tangible benefit to either yet. Feeding into that are the aforementioned rivalries, but also sponsorships, and the game’s interview system.

This - along with the new chats with your agent - is another largely welcome one, but again, something that has its own oddities to raise an eyebrow. In one sense it’s great to see an expansion of the career to include media duties and make choices on how you want your avatar to behave and act in the world. On the other, it is strange to get asked questions about being the best of all time after three tournament wins, and, once again, see the same questions repeat quite often.

Best bit

Nailing a perfectly struck shot is incredibly satisfying in PGA Tour 2K25, and getting every single element of it right is as good as it gets. When you hit your first well-planned and thought-out shot to approach a tricky green by also hitting all of the sweet spots in contact, clubface, tempo, and wing path, the feeling is immensely satisfying.

Sponsorship agreements share this kind of double-edgedness too: it’s welcome to see your player get wooed and approached by big-name brands, but it’s also very jarring to get strange offers such as noted footwear and apparel brand FootJoy offering to provide my clubs. It might not mean much to most casual players, but those who will recognize brands and maybe even want their avatar to use them, are the same ones who will find it offputting.

These additions also give way to one of my particular gripes with PGA Tour 2K25: the sheer number of transition and loading screens. After every single action - be that a round, a chat with your agent, or an interview - you’ll have a transition screen pop up for a few seconds. The frequency is incredibly annoying, and having them pop up so regularly - especially when you’re in the groove of moving swiftly between tournament weeks because you want to play the golf part of the golf game - is incredibly disappointing.

The week of a tournament consists of a practice session and pre-tournament events which help to make each week feel more fulsome. Practice sessions can be used to hone specific skills in the week of the tournament if you wish, and pre-tournament events like practice rounds can familiarize you with some of the tournament's holes before the event. Sponsor events can then boost your progression with those sponsoring your apparel, clubs, and balls too. As a result, every week in the career mode is full of stuff to do which is excellent - especially as much of it is the wonderful shot-to-shot gameplay.

A close up of equipment progression from PGA Tour 2K25

(Image credit: 2K)

What's in the bag?

There’s plenty of customization and development to get into in the area of skills and equipment. As you play you’ll acquire experience and skill points which you can use to unlock skills in broad-brush parts of your game such as shots from the tee, recovery play, and more. A lot of these skills are more about increasing forgiveness than anything but the ability to progress that they represent is welcome and satisfying.

Some attributes will be maxed out in line with your archetype which is broadly agreeable, but some skills and shots seem to be totally blocked off by that same choice. This also undermines the role-playing aspect of the game a little. You can bomb 300-yard drives straight away, but a power drive or shot has to be learned - or is unlearnable because I’m not the right archetype. My wedges are as effective as the tour professionals, but my player has to learn a choke down shot (gripping the club a little lower down the shaft). I chose ‘technician’ as my archetype and that meant a power shot or knockdown shot was just flat-out off the table for my player which seems like needless gatekeeping.

In terms of equipment, you can build several bags (like loadouts in shooters, for example) and simply playing with your clubs more and more leads to an increase in proficiency in them. The maximum for each skill is limited by your archetype, which is an interesting way of making you stick to a set of clubs to get more out of them. You can upgrade clubs and balls with bolt-on fittings to upgrade them and their qualities, and also evolve them into clubs of a new level over time too.

The level of flexibility in building your bag is good, though doesn't allow for complete and absolute choice. For example, I couldn’t pick a 58-degree wedge for my bag or even see any driving irons to pick. Spending a practice session on a driving skill can boost all of your clubs which is strange and negates the choice to focus on a single club a little - but I do wish my proficiency with one club making the rest of them better is something that would translate to my real-world game.

My experience with the amount of branded clubs to choose from has been disappointing as the range of club types is pretty small. In 2K23 I could recreate my own golf bag with all the 2022 clubs which allowed me to make my avatar more like myself. I can’t do that in 2K25.

A close up of the skill tree from PGA Tour 2K25

(Image credit: 2K)

One stroke forward, two strokes back

Sadly, the largely improved career mode and the moreishness of the gameplay and shot craft is held back by some familiar - and new - frustrations.

The commentary is still odd, repetitive, and underwhelming. I even had one time where the commentators were talking about a replay of a highlight clip over an entire hole that I subsequently played which had the commentary totally out of sync. It’s boring, low-energy, and - the cardinal sin in sports games - often repeats itself to the point of annoyance.

While pre-tournament practice sessions are welcome and the boosts to attributes offer something more, they’re subject to awkwardness; your character will do the same animations like they’ve just won a championship when saving par on a practice round hole, for example. On this note, I find that a golfer’s wrist on the trailing arm looks quite odd at address, as well, almost appearing as if it bulges forward strangely and is overpronounced.

The appearance of microtransactions isn’t too egregious or aggressive but it’s a shame they are deemed necessary in a golf game in which its other elements promote you and your player improving and getting better by simply playing.

For casual golf game fans, PGA Tour 2K25 still scratches many an itch, and the jump-in-and-play aspect is excellent, especially given the satisfaction of crafting great shots. Throw in some fun multiplayer modes like TopGolf, ongoing daily, weekly, and seasonal challenges and quests, and course design modes may well keep committed fans and players may well keep coming back for me with 2K25. For golf game fans like me who grew up with EA’s Tiger Woods series, however, 2K25 is better, but still not quite the right fit for those wanting a full role-playing experience.

As a result, the game still feels firmly in the shadow of its competitor, EA Sports PGA Tour. But, this isn’t a terminal comparison: there is much fun to be had with PGA Tour 2K25, and if you’re after an accessible, pick-up-and-play golf game for the current generation then this is it.

Should you play PGA Tour 2K25?

Play it if...

You want the best version of a great pick-up-and-play golf game
The fact that you can take on pretty much any golf course in PGA Tour 2K25 straight after booting is one of PGA Tour 2K25’s most compelling qualities; you can be crafting shots and winning tournaments minutes after starting the game.

You want excellent shot craft
The shot craft in PGA Tour 2K25 is its best and most polished quality. With a more restrained UI this time around, there’s still plenty to get into to prepare the best shot in your armory for each and every situation - and the payoff is oh-so-sweet when it goes well.

You want to tailor and customize your golf experience
While it lacks in some areas, the tinkering you can do in PGA Tour 2K25’s settings to find the right level of challenge is very welcome and will help committed players get more out of the game as the hours pile up.

You want some fun online golf multiplayer modes
Going online and competing against other real-life players in PGA Tour 2K25 is both exceptionally fun and easy to do; you can find some neat games to play against others efficiently.

Don't play it if...

You want to fully role-play as a golfer from hack to pro
You can boot up PGA Tour 2K25 and hit 300+ yard drives from the off, and some skills are totally locked depending on your archetype, so if you’re looking at something where you go on a full journey as a golfer, then you’re better off looking at EA Sports PGA Tour to scratch that itch.

You hate abundant transition and loading screens
The amount of transition screens in between, well, everything in PGA Tour 2K25 is frankly infuriating. Especially when one of the game’s strengths is how enjoyable the core golf play is once you’re in it, this really detracts from the experience.

You want to play all of the best courses and biggest tournaments
Once again PGA Tour 2K25 falls short here compared to its competition and if playing the likes of the Masters and all the other most famous courses are a priority for you then PGA Tour 2K25 won’t offer you that.

You can’t stand bad commentary
While the graphics are improved in PGA Tour 2K25 the commentating is (once again) repetitive, lacking enthusiasm, often badly timed, and seriously underwhelming.

Accessibility

PGA Tour 2K25’s main suite of accessibility features lies in its extensive difficulty options that can be tinkered with. There’s also the ability to choose between holding or toggling buttons for the swing mechanic and a host of display and HUD, camera, and audio options to choose from. Sadly there doesn’t seem to be a setting to change the text size on screen or any colorblind options.

A player playing a bunker shot in PGA Tour 2K25

(Image credit: 2K)

How I reviewed PGA Tour 2K25

I played PGA Tour 2K25 for nearly 15 hours for this review, taking my created golfer deep into a second PGA tour season having started in the Korn Ferry Championship. While playing through the seasons, I toyed with all the possible ways to play a tournament’s game week and also dipped into several of the online multiplayer modes.

I tried both Performance and and Quality graphics modes - performance was my preference for the smoothness of swings and shots - tinkered with the difficulty settings to tailor my experience, snooped about the shop and store, and interrogated the skill trees and equipment options, while also going out of my way to compare it to EA Sports PGA Tour which I still dip into every now and then.

I reviewed the game on my two PlayStation 5 setups: a PS5 Slim with an Acer X32QFS gaming monitor and Yamaha SR-C20A soundbar; and a PS5 Pro with a Samsung Q6F 55-inch 4K QLED TV and Samsung soundbar. When needing to play with a headset, I played with a SteelSeries Arctis Nova 7 on the PS5 Slim and a SteelSeries Arctis Nova Pro Wireless with my PS5 Pro (there are no special settings for the Pro). I used a regular DualSense Wireless controller on both machines.

First reviewed March 2025

I rode a dragon, sizzled as a sausage, and won a dance-off with a monkey in Split Fiction, and that’s not even the half of it
7:02 pm | March 4, 2025

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

Split Fiction is an explosive co-op game with a kaleidoscope of mechanics. If you’ve played either of Hazelight Studios’ previous multiplayer masterpieces, then you’ll know what I mean by this – there’s a level where you literally have to navigate your way through one of those colorful rotating toys, but for those of you who have not (go play them now) I'm more so referring to the various game types it has managed to pack into it, from platforming and puzzling to action-adventure role-playing game and racing (and that’s only a small flavor of what you’ll find).

Indeed, the studio is waving the co-op flag high and I’m all for it as it’s great to see such an under-served area of gaming getting the attention it deserves.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC
Release date: March 6, 2025

Stepping into the incredibly imaginative minds of two writers who get trapped in a simulation of their own fictionalized sci-fi and fantasy worlds is an ingenious premise for a multiplayer, multi-genre game. It’s a lot different to two criminals trying to escape a prison like in A Way Out or a married couple that gets turned into their child’s toys in It Takes Two, making it feel like a completely fresh take on the co-op adventure gaming genre that Hazelight is repping.

A screengrab from the game Split Fiction

I could’ve easily spent more hours wandering around the virtual imaginations of the game’s two main characters (Image credit: Hazelight Studios)

In Split Fiction, you can choose to play as either a decisive sci-fi lover called Mio Hudson (voiced by Kaja Chan) or an emphatic fantasy fan known as Zoe Foster (voiced by Elsie Bennett). Each character has unique abilities – for example, Mio gets to use her dragon to glide in one level as Zoe uses her dragon’s tail to climb up obstacles.

While I played as Mio, who I think has the more exciting abilities, a lot of care has been taken to make sure whichever character you play as you get a chance to experience a new mechanic that’s introduced throughout the gameplay – whether that’s being the one to tilt the screen to help your partner navigate across a series of obstacles or move objects to create new pathways.

A screengrab from the game Split Fiction showing a cyberpunk city

(Image credit: Hazelight Studios )

The game's nemesis is the CEO of Radar Publishing, who Mio and Zoe discover is trying to steal their ideas without their consent. However, before you get to inevitably challenge him, you and your co-op partner will have to face a series of bosses, including a rogue AI robot, an evil cat, and a Hydra of Lerna-type mythical dragon beast, just to name a few, as you move through glitches to escape the idea stealing machine. Each battle is different and requires a combination of maneuvers to get past, which you’re introduced to as you proceed through each level, such as timed jumps, shapeshifting, dodges, target shooting, and more.

A screengrab from the game Split Fiction

Any gamers recognize this sword?! (Image credit: Hazelight Studios)

A multiverse game

Despite the back and forth between different sci-fi and fantasy styles, neither style suffers from a dev overload with each level being crafted in absolutely stunning detail. Sure, Hazelight has clearly invested more time and resources into Split Fiction this time as it’s noticeably more polished, but that also means it has less of that rustic indie dev charm that you might find with their previous two games or from titles like Campo Santo’s Firewatch or Moon Studio’s Ori and the Blind Forest.

I'd say it's almost certainly needed for a game with this much ambition, though, and you’ll see why when you get to the final chapter. It’s a AAA game from a passionate indie studio, what more could we ask for?

Best bit

A screengrab from the game Split Fiction

(Image credit: Hazelight Studios)

Split Fiction has taken the best bits of It Takes Two and A Way Out, and made a varied co-op adventure with a dynamic storyline. The final level ties into the title in a way that made for a crescendo of a finale that will forever stay with me.

One aspect I love is how Hazelight's passion for playing games is beautifully integrated into its homages to the mechanics that make great games alongside a huge amount of pop culture references and easter eggs. For example, throughout the game you’ll wallrun and grapple in a similar fashion to Star Wars: Jedi Survivor.

Other times you’ll find yourself in a side-scroller with a simple black and white colorway that’s reminiscent of Limbo or a 2D platformer that will give you those nostalgic Mega Man and Sonic vibes or a dance battle with a monkey that has a section where you play the retro mobile game Snake – there’s even a level where you have to use portals, which is absolutely a nod to the best co-op game ever made: Portal.

A screengrab from the game Split Fiction

Split Fiction is already a co-op icon (Image credit: Hazelight Studios)

This additional consideration becomes a fun activity to spot in itself and provides some of the most enjoyable moments in the game. I loved guessing which movies a section of the game was referencing. Some are more obvious than others, like the cutscene that sees you change into your next character style in true Sailor Moon fashion or the bit of dialogue where one of the bosses says something about, “You think darkness is your ally?”, which felt like a nod to The Dark Knight Rises, while others are less subtle like the level where you’re lowered by your teammate down an air vent having to dodge lasers that had me feeling like Tom Cruise in Mission Impossible. It feels like the developers had a lot of fun weaving these references into the game and they sure make for brilliant sections.

Side note: keep your eye out for the fun little things the devs have had fun including, my personal fav was the revolving doors that would stop if you rushed and tried to push them a nice touch that anyone who’s ever been inpatient in one would have experienced.

My favorite part of the game, though, is the chaotic multiverse final level. This completely blew my mind and is a testament to the creative genius of Hazelight Studios. It’s like nothing I’ve ever played before, mixing different level’s skins with gaming elements in a way I’ve never seen done before.

A screengrab from the game Split Fiction

Is that tree Groot? (Image credit: Hazelight Studios )

Bringing new players together

What I love most about this is that a game like this has really wide appeal – I’m not just talking about veteran gamers who will get a kick out of all the old game references but also those that the closest they’ve ever gotten to a game is something like Tetris. When It Takes Two came out, I noticed people that I never would have thought to play video games, raving about the experience they’d just had, and to me that’s what makes this even more special.

You don’t have to be a serious gamer to enjoy this entertaining adventure. It’s so varied and mixed that I don’t doubt it will be played many times again and again. Split Fiction is another great success in a co-op arena Hazelight is beginning to dominate.

Should you play Split Fiction?

A screengrab from the game Split Fiction

Well, this was unexpected... (Image credit: Hazelight Studios)

Play it if…

You love gaming with a buddy
It's an easy one but an important one: Split Fiction is best enjoyed with a pal. However, don’t worry if you don’t have someone in your household, because you can play Split Fiction both locally and online with Friends Pass. Hazelight Studios has also added crossplay options for even more frictionless pairing.

You want a genre-bending game
You’ll go from platforming and puzzles to top-down RPG, racing, rhythm battles, and more. This is primarily an action-adventure platformer, but there are so many mini-games within it that it’ll keep you on your toes. Split Fiction manages to incorporate all this while still following a linear storyline.

You enjoy high-quality graphics
Split Fiction is truly gorgeous. Given that the two main styles are fantasy and sci-fi, it’s mesmerizing to navigate through each level but the mini-games are even more different as some completely abandon the two main styles to bring you a new whacky, weird, and wonderful game look.

Don’t play it if…

You’re looking for challenging puzzles

Compared to It Takes Two, the puzzles weren’t as challenging in Split Fiction. This does mean that you and your buddy will likely not get stuck on any level, so don’t expect anything like the Water Temple conundrum in The Legend of Zelda: Ocarina of Time to keep you scratching your head.

You’re not an adaptive gamer
The camera perspectives change at the drop of a hat in Split Fiction as you enter new mini-games and levels, making some of the transitions a bit jarring. If you’re familiar with the game references, you’ll likely intuitively know what to do but if you’re not familiar with these then I expect there will be a sight learning curve for some.

A screengrab from the game Split Fiction

Who else loved SSX 3? (Image credit: Hazelight Studios )

Accessibility features

Hazelight Studios has added plenty of features to make Split Fiction a very frictionless experience. The checkpointing is generous, with an option to jump between saved points. There are plenty of settings to modify the buttons, including key binding, camera rotation assistance, and reducing enemy damage. Unfortunately, you can't change the size of subtitles but you do get the option to add solid backgrounds to the text to boost its visibility.

Meanwhile, the voiceovers of the characters in Split Fiction have been recorded in seven different languages, including English, German, French, Spanish, Italian, Chinese (simplified) and Japanese. There are also nine different language subtitles – German, French, Spanish, Italian, Brazilian Portuguese, Polish, Japanese, Chinese (traditional and simplified), and Korean. Like It Takes Two, the game has an ESRB rating of teen for 13-year-olds and upwards, which makes it more widely accessible for different ages (unlike A Way Out, which has a mature rating due to its subject matter).

A screengrab from the game Split Fiction

Tron anyone? (Image credit: Hazelight Studios )

How we reviewed

I played Split Fiction for around 19 hours on a PS5 Pro and still didn’t earn every trophy. Out of the 21 available, I only got three for completing all side stories, finishing the game, and feeding a dragon (although this was purely accidental as I had not seen all the trophies until after I finished). I don’t doubt that anyone taking more time could clock up even more hours on this game, making it great value for the completionists out there.

The graphics looked incredible on a Sky Glass TV and the audio was fully immersive on a Sonos surround sound setup made up of the Beam (Gen 2), two Era 100s, and the Sub Mini.

A Way Out is a gritty co-op game that challenged me to make the right choice in a world full of bad ones
4:36 pm |

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

Early in co-op game A Way Out, my partner and I found ourselves starving in a forest after a taxing escape from the police. While a burger was definitely out of the question, we came across a riverside camp with fish rushing in its shallow waters. To catch our lunch, one of us needed to splash the water and funnel the fish into a tight spot, while the other used a wooden spear to finish the job. It was an archaic process that made for a thoughtful moment in a game occupied by chaos, and put into focus the clarifying themes of teamwork and survival that define Hazelight’s prison-breaking adventure game.

Review info

Platform reviewed: PS5 (PS4 via backward compatibility)
Available on:
PS4, Xbox One, Xbox Series X|S, PC
Release date:
March 23, 2018

In A Way Out, you and a partner play as the criminals Leo Carusa and Vincent Moretti as they seek to escape their incarceration after being led astray by the same rotten apple. Landing somewhere between a playable film and an action-packed adventure game, A Way Out’s opening act sets the tone for its silver-screen story. Introduced in tandem, Leo’s character is confident despite being locked in a corrupt system and surrounded by danger. He wanders the halls, chatting and nearly getting into fights as if it’s nothing new.

In contrast, Vincent is just learning about the starkness of his new home, as he is hosed down and marched through the concrete trappings, talking to other new prisoners who have abandoned all hope. The difference in their personalities becomes a central theme throughout the prison-breaking plot, despite their shared goal of escape and ultimate freedom.

A split-screen screenshot of co-op game A Way Out and the characters in the prison

(Image credit: Hazelight Studios)

Wrong place, wrong time

Across A Way Out’s mayhem-tinged levels, you’ll choose dialogue threads to follow and perform an array of actions like stealthily taking down cops or commandeering getaway cars. Most tasks require the other player to create a distraction or assemble to lift doors and clear obstacles, though there are many pursuits that can be enjoyed on your own. The shared workload works well for the most part, but on a few occasions, one character's exploits can be cut off by the other if they accidentally trigger a key cutscene or interaction, which can be frustrating if you want to immerse yourself in A Way Out’s detailed environment.

Additional quick-time events also crop up in moments of heightened tension and require precision to succeed, like tapping the right button to avoid taking a punch or holding down a trigger to catch yourself before falling from a great height. To account for the shifting attention between the pair, A Way Out trades between a classic 50/50 screen split and a flexible one that offers more display real estate to the player performing a key action. This dynamic blend of perspectives meant that my partner and I both had a chance to feel like the central anti-hero. Occasionally, other characters can also claim a space on the screen for themselves, which adds palpable tension to your actions. Seeing this pressure manifest as a gun-wielding menace pervades the screen is an electric feeling and enough to get you sweating as you force solutions and desperately try to proceed.

Levels are broken up by story events that require you and your co-op buddy to vote and follow a particular narrative path – Leo’s or Vincent’s. Your choices shape the story and give each playthrough a more bespoke feel, even if the overarching narrative remains largely the same. Many of the differences in their personality can feel intangible. However, these impactful decisions help to give them depth by weaving those differences into the gameplay. In my playthrough, I was confident in my choice to play as Vincent, as I thought his analytical mind was more reasonable than Leo’s brash one. However, as the story played out and I became acquainted with them, I began questioning Vincent's motives. A Way Out is keen to keep you in the dark just enough to make you unsure what to choose without making you feel disconnected from the characters or the decision – an aspect I thoroughly enjoyed.

A split-screen screenshot of co-op game A Way Out and the characters escaping an enemy

(Image credit: Hazelight Studios)

Brains or brawn

A Way Out’s world is a harsh and unforgiving one. The prison is cement and grey, with sparse spotlighting offering little escape from the oppressive mood. Metal bars and staircases shine between tarnish, with matte posters hanging from walls, faded with age. Outside, the surrounding farmland and rural areas feel hazy and vulnerable. Throughout A Way Out, you dance between these cold and warm spaces, with each location thoughtfully dressed with accessories like leaking aircon vents and playable mahogany pianos. Moreover, while many objects are just there to gawk at, some kick-off competitive games like wheelchair balancing or horseshoe pitching. While unnecessary to the story, these optional side objectives do well to offset A Way Out’s heavier themes with some lighthearted fun.

Best bit

A split-screen screenshot of co-op game A Way Out and the characters in the prison yard

(Image credit: Hazelight Studios)

On the surface, Vincent and Leo are two protagonists who could not be more different. Leo’s short-tempered sharpness rubs against Vincent’s careful eye, resulting in tense moments as well as warm ones. As you learn more about them and watch their relationship unfold, it’s hard not to be drawn into their strange chemistry.

Whether you’re mainlining the plot or goofing off in a minigame, A Way Out is made all the better courtesy of Vincent and Leo’s voice actors, Fares Fares and Eric Krogh, who deliver their lines with attitude and grit. And despite solid writing throughout, some of my favorite deliveries came from the casual one-liners rather than the more significant and plot-relevant cutscenes. During the initial prison break, you can find an antique globe in one of the rooms. While interacting with it doesn’t offer anything substantial to the plot, if you spin it enough, Leo dreamily mutters, “Ah, the Pacific Ocean… that sounds nice.” Later, in the hospital, Vincent encounters an old couple bickering about a car accident. After asking their age, the old man makes a poor guess and quickly admits fault. Instead of showing empathy, Vincent sarcastically agrees that he is actually too old to drive. These small, punchy moments offer comic relief to A Way Out’s otherwise heady story and champion the protagonist’s humanity, despite the game’s often unforgiving setting.

A Way Out feels like playing through all the twists and turns of a high-end HBO show – emotionally taxing but very hard to put down. The game’s simple prison break premise quickly gives way to a complicated story about family and friendship, and I thoroughly enjoyed struggling through its immersive set pieces with the help of a friend.

Should you play A Way Out?

Play it if...

You like classic dramas
A Way Out
strikes a careful balance between dramatic storytelling and game mechanics, putting players in pole position to not only impact the story but also sit back and enjoy their choices in intense and rewarding ways.

You want to stress test your friendship
It turns out escaping prison takes a lot more than just blind belief, and you’ll need to think your way through many complex situations, often deliberating with your co-op partner about which path to take. Due to the high-stakes nature of the story, disagreements are likely to come up, giving you a measure of how close you and your co-conspirator are under pressure.

Don't play it if...

You want a lighthearted co-op game
A Way Out
is packed with emotive themes, violence, and plenty of swearing. While it features Hazelight’s well-curated cooperative gameplay, the story leans much darker than the likes of It Takes Two.

Accessibility

When it comes to controls in A Way Out, many settings can be toggled per character, so one player can play with different preferences. Inversion horizontal and vertical) and aim/focus sensitivity can be toggled individually. Vibration can be toggled on and off from the settings menu as well. Where audio is concerned, players can toggle on and off subtitles, as well as choose their audio preset (TV, Headphones, and Home Theatre).

A split-screen screenshot of co-op game A Way Out and the characters escaping on bikes

(Image credit: Hazelight Studios)

How I reviewed A Way Out

I reviewed A Way Out in a local co-op on a PlayStation 5 playing the PlayStation 4 release via backward compatibility and did so alongside It Takes Two, in the run-up to Hazelight's latest game, Split Fiction.

I teamed my PS5 with an AOC CQ27G2 27-inch QHD VA 144Hz gaming monitor and external Creative Pebble V2 computer speakers.

First reviewed February-March 2025

It Takes Two pushed me to the limit with clever platforming puzzles and moreish co-op challenges
4:35 pm |

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

A couples counselling puzzle platformer might sound like a strange elevator pitch. Yet, this quizzical pairing is the backbone of Hazelight Studios' co-op game. Following the studio's success with its prison-breaking simulator A Way Out, It Takes Two inspects a new kind of high-stakes relationship… marriage.

Review info

Platform reviewed: PlayStation 5
Available on: PC, PlayStation 5, Xbox X, Xbox Series S, Nintendo Switch
Release date: March 25, 2021

Here, you play as a separated couple, Cody and May, whose consciousness is magically transported into doll versions of themselves after their daughter makes an unorthodox wish to a secret magic romance book. From this sudden transformation, the duo are forced to navigate a jumbo-sized version of their home, where inanimate objects and carelessly tossed junk have gained sassy omnipotence. As they determine bric-a-brac friend from foe, their issues frequently rear their head, giving you an impression of how their marriage slid towards breakdown not by one incident but rather a series of slow nudges.

In co-op, players split control, working through the couple's issues in a literal and metaphorical sense by communicating their way across increasingly complex platforming levels. To navigate this danger-filled toy box, you can sprint, jump, dash and equip yourself with level-contextual tools that complement each other. Platforming across the game has a fluid and floaty feel, hammering home the plaything nature of the pair’s new doll bodies.

What’s your love language?

Both characters use firey weapons in It Takes Two.

(Image credit: Electronic Arts)

Despite levels being so full of detail, Hazelight manages a sense of progression and flow well. Points of interest like breakable glass bottles draw your attention, naturally calling you towards the next checkpoint. While it's not always the case, the obstacles often require you to use your special attack to interact with them, which also helps set the tone for future boss battles and teases puzzle solutions within the level.

Bouts of platforming are bookended with multi-stage boss battles based on the surrounding clutter of the area. The connection between each particular boss and the level made the world feel cohesive and thoughtful and helped to immerse me in Cody and May’s tragic love story. The grumbling, rusted toolbox that marks the end of the first zone requires players to work together using their respective hammer and nail tools to deal damage as it cuts away at your fragile metal stage one attack at a time.

This casually instructive style is especially noticeable as puzzles grew in complexity. Despite stopping and starting play sessions, my partner and I maintained solid momentum throughout It Takes Two. That’s not to say we were without arguments or mistakes when navigating the levels, though.

Best bit

It Takes Two

(Image credit: Electronic Arts)

There’s nothing more hilariously frustrating than trying to time and execute a specific move with your co-op partner, especially when it keeps going wrong. It Takes Two frequently requires you to synchronise carefully, whether it be one player throwing a nail for another to swing on or grinding across electrical wires to turn off switches. No matter how often my co-op partner and I prepared for a sequence, we always fell into the same disorganised traps, laughing or accosting each other as we hit the reset button.

What did cause irreparable damage to my co-op relationship, however, were the PVP minigames that allow you and your partner to take on challenges head-to-head. Found across the map, the parlour games allow you to vent frustrations and brutally thwart your bestie.

Early in the campaign, my partner and I happened upon a game called ‘Flip the Switch’, which involved one player hammering buttons while the other shoots them with nails from an aerial perspective. The player who shoots the most within the timer wins – simple, right? Wrong. What ensued was a series of upsets that ended in a solemn vow not to engage with these distractions ever again — until the next one arrived, and it was just as challenging and interesting. Toys-out-of-the-pram moment aside, It Takes Two does well to surprise you with these unique offshoots throughout its story.

Trust fall

A snowy environment in It Takes Two.

(Image credit: Electronic Arts)

The thoughtful set dressing and character designs are a standout feature across It Takes Two, with precious tidbits of lore hidden throughout the levels. For example, if you turn up a pathway in their daughter's room, you can find action figures that pay homage to the protagonists of Hazelight’s previous co-op prison-breaking game, A Way Out. Other hidden areas reveal more tender references to games from the past, such as Super Mario and The Legend of Zelda. As I explored each micro world, I was often reminded of The Borrowers or Stuart Little, gawking at how everyday objects could be repurposed as obstacles or idiosyncratic decor.

The care for world-building applies to Cody and May’s doll designs, too, which were clearly handmade by their creative daughter, Rose. May’s fuzzy wooden tendrils and Cody’s rope belt feel haphazardly crafty in a way that represents Rose’s endearing affection for them. The softened, comforting nature of the dolls also feels like a sharp contrast to the couple’s real-world attitude, which is often barbed and biting. The longer they spend outside their bitter, bickering bodies and in their patchwork personas, the more they resemble Rose’s view of them, which feels like a warm visual metaphor for the overarching themes.

Hazelight has built its newest puzzler with plenty of care, allowing you to immerse yourselves in gorgeous fantasy worlds with considerable depth. In exploring Cody and May’s family home and interpersonal trouble, It Takes Two is a surprisingly grounded game, and I adored flipping and dashing through the family's tricky lives.

Should I play It Takes Two?

A cutscene still from It Takes Two.

(Image credit: Electronic Arts)

Play it if…

You want a challenging co-op adventure
From a surprisingly violent vacuum cleaner with a vengeance to a sequence of agility testing time-sensitive platforming puzzles, It Takes Two doesn’t pull punches when testing your dexterity

You want a co-op game that mixes up its gameplay
As you progress through It Takes Two’s shifting levels, Cody and May are awarded new weapons that diversify how you can solve puzzles, keeping the gameplay fresh across the familiar base platforming elements.

Don’t play it if…

You aren’t a forgiving person
No matter how much you care for your co-op partner, It Takes Two will inevitably lead to moments of anger as either of you make a mistake. No matter how often you become mulch, you’ll need to swallow pride and forgive each other to survive the ordeal.

Accessibility

In the accessibility menu, you can adjust both the contrast and brightness. From here, there are also three color blindness options to choose between (Tritanopia-Blue Weak, Protanopia-Red Weak, and Deuteranopia-Green Weak). You can toggle on Text-To-Speech and toggle the option to convert voice chat to text. Subtitles and vibrations can additionally be toggled on for either May or Cody.

Where camera settings are concerned, you can toggle settings per character. You can invert the vertical and horizontal cameras and choose how strong the automatic camera rotation is (None, Weak, or Strong). You can also adjust the camera and aim sensitivity for both the horizontal and vertical camera from 1 to 100.

How I reviewed It Takes Two

In anticipation of the launch of Spit Fiction, I played through the entirety of It Takes Two in local co-op on a PlayStation 5 and also replayed A Way Out for comparison.

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.

First reviewed February-March 2025

Assassin’s Creed Nexus VR finally let me perform a leap of faith in virtual reality and I didn’t even throw up
2:31 pm |

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

The biggest problem with Assassin's Creed Nexus VR, a VR (virtual reality) entry on the long-running stealth action series exclusively for Meta Quest headsets, is that it feels more supplemental than any fully-fledged Assassin’s Creed installment. All the franchise’s key mechanics are well represented, be that the trademark parkour, delightfully slick hidden blades, or those iconic leaps of faith from high vantage points into nearby piles of hay, but the focus on existing protagonists and familiar settings holds it back.

Review info

Platform reviewed: Meta Quest 2
Available on: Meta Quest 2, Meta Quest 3, Meta Quest Pro
Release date: November 16, 2023

This is a game that doesn’t really have its own distinct identity, seeming more like a ‘best of’ compilation geared towards existing fans rather than something that, like many of the best VR games, newcomers might be incentivized to pick up a new VR headset in order to play. It’s a shame as, otherwise, this is a remarkably solid VR experience elevated by some seriously impressive elements like its massive maps, formidable length, and abundance of side content, and only a handful of frustrations to overcome.

Clip compilation

Tailing a target in Italy in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

Unlike a traditional Assassin’s Creed experience, Nexus VR is divided into distinct episodes that alternate between protagonists from some of the best Assassin’s Creed games.

You begin in 1500s Italy, catching up with fan-favorite Ezio Auditore years after the events of Assassin’s Creed 2. Your home has been infiltrated by bandits and your first task is to navigate through its hidden passages and retrieve your stolen gear. These early segments are very linear, introducing you to the parkour systems (the most impressive part of which sees you able to grab onto practically any surface and hoist yourself along like some kind of spider monkey) and outlining the combat mechanics in some encounters with basic armed goons.

The parkour works fantastically, channeling that simulated physicality that makes VR climbing experiences like Horizon Call of the Mountain so satisfying, but the combat never felt quite right to me. It’s fine on paper, at its most basic level it challenges you to hold your sword in the correct direction of an incoming hit to block it or swing as an enemy strikes for a parry.

Unfortunately, the collision detection seems off and no matter how hard I focus on holding my sword in the right places, it always seems like a fifty percent chance that it would actually register properly. This was despite multiple attempts to recalibrate the game to my height and position in the settings menu.

There’s a chance that this was due to the fact that I was playing on the slightly older Meta Quest 2 headset, which doesn’t have as advanced tracking capabilities as the Meta Quest 3, but it’s not something that I’ve experienced while trying any other VR game thus far.

Lots to do

Exploring colonial America in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

Mercifully, you’re not expected to fight your way through every single encounter and you’re soon thrust into the ancient sandals of Kassandra - the protagonist from Assassin’s Creed Odyssey. Exploring the Greek island of Delos in about 400 BC, her sections are easily the best of the bunch and impressively open despite their small size. While you always have an objective on screen to pursue, there are loads of optional side activities that mean that you can easily squeeze much more out of the already meaty 13 or so-hour runtime.

There are fantastic parkour challenges which have you racing through a series of checkpoints on tight time limits, collectibles that unlock interesting historical facts to browse, and plenty of hidden relics to track down in secret chests. Even if you only focus on the main tasks, you’re completely free to approach objectives as you wish which is where the stealth really starts to shine. It’s nothing hugely complex, but crouching behind boxes and throwing distractions to lure nearby guards over for a one-hit hidden blade takedown was never not satisfying, and truly felt like I was embodying an assassin.

There’s a lot of mileage in experimenting with your arsenal of useful tools like smoke bombs, throwing knives, or your bow too, and I’m still keen to dive back in for more sneaking action even now that the credits have rolled. On top of Ezio and Kassandra’s stories, there are a handful of missions where you play as Ratonhnhaké:ton, or Connor, in the build-up to the American Revolution.

Connor was always my least favorite Assassin’s Creed protagonist and, unfortunately, he is still just as unappealing in Assassin's Creed Nexus VR. His monotone voice lines are faithful to his original characterization in Assassin’s Creed 3 but are glaringly uncharismatic when presented between the amusing innuendos dispensed by Ezio and the brash confidence of Kassandra. His aggressive, edgy attitude to even the most inoffensive non-playable characters (NPCs) often made me cringe too - this is one hero probably best left in 2012.

Best bit

Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

When playing as Connor you have access to his tomahawk rather than your usual sword. This opens up some great new gameplay possibilities, like throwing it in the middle of a fight to stun your opponent or tossing it at unsuspecting guard patrols from a hidden location for long-range stealth takedowns.

These three plotlines are all brought together by an overarching storyline set in the real world that’s centered around the futuristic Animus (the device that lets you look into the past) and the seemingly endless battle between the ancient order of Assassins and the evil Templars. It’s a thread that has run through the series since the beginning and, while it starts engaging enough in Nexus (and makes interesting use of your headset’s front camera for a novel augmented reality effect), it soon devolves into characters standing in practically blank environments lecturing you on the conflict for extended periods of time when you’d much rather be doing literally anything else.

I often resorted to sitting on the floor of my living room while these played out and would have likely skipped them entirely were I not evaluating the game for the purpose of this review. The real-world storyline has always been a sticking point in Assassin’s Creed games, so much so that the upcoming Assassin’s Creed Shadows has simply opted to relegate it entirely to a separate menu, but it’s still a big shame that it’s just so uninteresting here.

Ancient Greece in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

As I’ve previously mentioned, I experienced the whole of Assassin’s Creed Nexus VR on the Meta Quest 2 headset. This is far from the company’s latest offering (the flagship Meta Quest 3 or even more budget-oriented Meta Quest 3S), but the visuals still manage to be a highlight.

It's not perfect, with a few cutbacks to overall image quality and the resolution of textures, but the bright sunny streets of Italy or Greece and the moody fog of colonial America oozes with atmosphere. This would, however, seem even more impressive if these weren’t well-worn settings that we have seen represented in even more life-like detail by other games in the series.

This all raises the question, is Assassin's Creed Nexus VR worth playing? The great graphics and stellar stealth would definitely suggest so in spite of the wonky combat, especially given the relatively low $39.99 / £34.99 price of admission. If you’re an existing fan of Assassin’s Creed like me, there’s also some extra enjoyment in revisiting familiar characters from games gone by (yes, even Connor) - though an original setting and cast would undeniably be much more appealing and approachable to newcomers.

Should I play Assassin's Creed Nexus VR?

Receiving the crossbow in Assassin's Creed Nexus VR.

(Image credit: Ubisoft)

Play it if…

You love all things Assassin’s Creed
Assassin's Creed Nexus VR is a solid VR take on the Assassin’s Creed series, letting you live out your assassin fantasy with first-person leaps of faith, lots of sneaking around, and historical settings to explore.

You’ve played the old games
With protagonists returning from Assassin’s Creed 2, 3, and Odyssey, Assassin's Creed Nexus VR is a treat for long-time series fans.

You want a lengthy VR experience
Many VR games tend to be on the shorter side, so the 13+ hour length of Assassin's Creed Nexus VR helps it stand out from the crowd. It’s brimming with side content to help get that number up even further too.

Don’t play it if…

You down yet own a Meta Quest 2 or 3
Is it worth running out to buy a Meta Quest 2 or 3 to play Assassin's Creed Nexus VR? Definitely not. This is very much an optional spinoff, not a system-selling must-play VR installment à la Half-Life: Alyx over on PC.

Accessibility

Assassin’s Creed Nexus VR has lots of accessibility features designed to improve your comfort in VR. There is a dedicated accessibility menu with features such as hand stabilization, multiple control layouts, and more. The game has four different comfort presets to choose from, with the option for continuous motion or teleportation movement. The game also offers a fear of heights mode, which adds a visible floor beneath your character when you’re high up in the virtual world. On top of this, the entire game can be played while seated.

You also have the option of turning on a vignette or virtual nose, which can help prevent motion sickness. There is a dedicated crouch button and the game can also be played either seated or standing. There are also multiple difficulty levels to choose from. As far as VR games go, these are some of the most fully-featured and comprehensive accessibility options that I’ve ever seen - so props to Ubisoft here.

How I reviewed Assassin's Creed Nexus VR

I played Assassin’s Creed Nexus VR for over 13 hours using a Meta Quest 2 headset. During that time I completed the missions of the main story and also spent a bit of extra time exploring the more open areas of the world to track down collectibles.

My playthrough mainly focused on stealth, though I was also careful to evaluate the quality of the combat by engaging in a few head-on fights.

First reviewed March 2025

I found the SteelSeries Stratus Duo a bit too small for my hands, but it’s still a competent performer
4:00 pm | March 3, 2025

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

SteelSeries Stratus Duo: one-minute review

The SteelSeries Stratus Duo is a compact wireless controller compatible with PC, Android, Chromebook and some VR headsets, thanks to its multiple connectivity modes.

It adopts a rather classic design, reminiscent of Xbox and PlayStation controllers, although it has a smaller, thinner form factor. The total black colorway is rather austere, and the lack of any RGB lighting is a departure from many gaming peripherals.

Compared to many of the best PC controllers around, the layout itself feels quite small in the hand. This makes all buttons easy to reach, especially the shoulder buttons, which are also favorably angled to decrease the amount of finger flexing required.

The build quality feels high all round, with the buttons satisfyingly damped, especially the bumpers, which are perhaps the standout in this regard. However, the LED light bar is roughly finished around the edges, which is a surprise given SteelSeries usual attention to detail.

The Stratus Duo feels great to game with. Its buttons are snappy and responsive, and the triggers and joysticks are precise with plenty of feel. Additionally, the D-pad is accurate and easy to use, although its proximity to the left joystick and sharp edges may prove irksome for some. However, these are minor gripes with what is otherwise a high-performing controller.

Connecting the Stratus Duo to a PC wirelessly was easy, requiring no setup other than plugging in the 2.4GHz USB dongle. It was just as responsive as when connecting using the included USB cable (which, amazingly, uses the micro USB standard, rather than USB-C). Bluetooth connection to Android devices also proved easy, stable and lag-free.

Battery life on the Stratus Duo is also good, in line with the 20-hour claim SteelSeries makes. However, its charging time of about two and a half hours is less than impressive.

The Stratus Duo competes with other popular controllers in terms of price. It has the edge over those controllers thanks to its multiple connectivity and compatibility options, although the lack of customization is a drawback. Ultimately, it may come down to hand size, as the compact layout may exclude those with larger hands, who will likely be better off with the Xbox Wireless Controller, for instance. For everyone else, though, the Stratus Duo is a competent controller with great performance.

Close-up of d-pad on SteelSeries Stratus Duo leaning on plinth on table

(Image credit: Future)

SteelSeries Stratus Duo review: price and availability

  • $59 / £64 / AU$105
  • Available now
  • Black colorway only

The Stratus Duo costs $59 / £64 / AU$105 and is available now in one colorway: black. The SteelSeries SmartGrip, an attachment for holding an Android smartphone, is sold separately and costs £9.99.

At this price, it’s up against the Xbox Wireless Controller, one of the best PC controllers and best Xbox controllers around. It does have more connectivity options than the Xbox controller, though, as well as a rechargeable battery as standard.

Although it’s compatible with various platforms, it doesn’t officially work with PlayStation, Xbox, or Nintendo Switch consoles. If you’re after one of the best PS5 controllers, then the PlayStation DualSense controller is top of the class, and the 8BitDo Ultimate is one of the best Nintendo Switch controllers in our view. Both of these aren’t much more expensive than the Stratus Pro.

SteelSeries Stratus Duo review: specs

Close-up of shoulder buttons on SteelSeries Stratus Duo leaning on plinth with background

(Image credit: Future)

SteelSeries Stratus Duo review: design and features

  • Compact form factor
  • Finely damped buttons
  • No software

The Stratus Duo sports an all-black color scheme with an angular design that looks somewhere between an Xbox controller and a PlayStation DualSense, although it’s thinner and lighter than either of those.

It’s also more compact in its layout, with all its buttons relatively close together. The grips are more prominent too, meaning you can really wrap your fingers around them.

The shoulder buttons angle downwards more than on other controllers, which is a welcome feature and makes reaching for them much more comfortable, as well as being easier to press, as less finger bending is required.

Adopting the same schema as the Xbox, the Stratus Duo's buttons position Y and A top and bottom respectively, and X and B on the left and right. Although the buttons themselves are black like the rest of the Stratus Duo, there is a handy color key between the buttons – again mimicking the Xbox standard – although this is quite small and hard to parse in the heat of the moment if you need to look down to check.

The construction feels solid, with nicely damped buttons that are satisfying to press, especially the bumpers, which are far better to use than those on the Xbox controller. All buttons are also tightly fitted with very little play. One strange area where SteelSeries seems to have dropped the ball, though, is the plastic around the LED bars, as my unit appeared to show signs of fraying, which is not what you’d expect from a SteelSeries product.

Another baffling design choice is the fact that the Stratus Duo uses a micro USB port rather than the now ubiquitous USB-C. Thankfully, a cable is included, but considering most of the world has left the micro USB standard behind, it’s a bizarre decision.

What’s more, the Stratus Duo can’t be customized or tinkered with using SteelSeries’ GG software, which does feel like a missed opportunity, even at this price point. Even the Xbox Wireless Controller allows for some degree of remapping, but there’s none of that here with the Stratus Duo.

Side view of SteelSeries Stratus Duo leaning on plinth on table with pink wall and plant in background

(Image credit: Future)

SteelSeries Stratus Duo review: performance

  • Responsive buttons
  • Precise joysticks and triggers
  • Easy connectivity

Gaming with the Stratus Duo is a mostly positive experience. It feels comfortable in the hands, largely thanks to the ergonomic grip design, and the aforementioned compact layout makes every button easy to reach.

The joysticks are precise and offer enough grip without getting sticky to the touch, as those on other controllers are prone to. And while both sticks are relatively close together, I didn’t experience any issue with my two thumbs clashing.

The triggers are also great to use, offering plenty of control and feedback without being too weighty. This allows for precise inputs, very useful in racing games for subtle throttle control, despite not having as much travel as other controller triggers, such as those on the Xbox controller and the DualSense.

The D-pad is quick and easy to use, amenable to rolling in multiple directions, which is largely thanks to the long four-way prongs. Despite all directions being housed within a single unit – as opposed to having entirely separate buttons for each direction – I didn’t experience any mispresses.

However, the edges of the D-pad are quite sharp, which can be irritating after long sessions, and the aforementioned compact layout also meant that I sometimes knocked the left analog stick when making fast and frantic presses.

The inputs themselves are very responsive when using wirelessly with the included 2.4GHz dongle. Connecting via this method was a simple case of plug and play, and I experienced no issues with lag or stability.

The same is true when connecting via Bluetooth to Android devices. There’s a simple toggle switch on top for Bluetooth and 2.4GHz modes, and a pairing button should you need it. I also didn’t notice any discernable difference in lag between using Bluetooth and the 2.4GHz dongle.

SteelSeries claims a battery life of over 20 hours for the Stratus Duo. Although I wasn’t able to reach its limits during my time with it, I can say that it barely dipped after several days of use. It took around two and a half hours to charge from empty to full, which isn’t a stellar performance; thankfully, you can charge and play at the same time.

Close-up of face buttons on SteelSeries Stratus Duo, leaning on plinth with background

(Image credit: Future)

Should I buy the SteelSeries Stratus Duo?

Buy it if...

You want to connect to other devices
As well as PC, the Stratus Duo is compatible with Android devices, thanks to its Bluetooth capability. It’s also compatible with Chromebooks and certain VR headsets.

You want a compact controller
The Stratus Pro is smaller than other popular controllers, with a more compressed layout, so its great for those who really want to get a handle on their pad.

Don't buy it if...

You want to play on console
Despite strong compatibility for some devices, it misses out on console play, with Xbox, PlayStation and Switch all excluded.

You have large hands
That reduced form factor may be a problem for those with larger hands, and I did experience some clashing between the D-pad and left stick in use.

Also consider...

SteelSeries Stratus Duo review: also consider

Microsoft Xbox Wireless Controller
The standard bearer and our pick as the best controller for PC, The Xbox Wireless Controller does most things well. It connects to many devices, thanks to its Bluetooth and wired capabilities. However, there are few missteps, such as the lack of a rechargeable battery as standard, and customization is limited.

Read our Microsoft Xbox Wireless Controller review

PlayStation DualSense Wireless Controller
If you’re in the market for a controller to use on PlayStation, then the DualSense Wireless Controller is certainly one of the best PS5 controllers in our view. It also works with many PC games, and can connect wired or wirelessly. The only real drawbacks are its weak battery life and mic quality.

Read our DualSense Wireless Controller review

How I tested the SteelSeries Stratus Duo

  • Tested for several days
  • Played various titles on PC and Android
  • Over 25 years of gaming experience

I tested the Stratus Duo for several days and used it to play games on PC and on Android.

I played a variety of titles, designed to test each aspect of the Stratus Duo: I played Tekken 8 to test its responsiveness and D-pad ability, Assetto Corsa to test the precision of the triggers and analog sticks, and Call of Duty: Mobile to see how well the Stratus Duo handles Android games over Bluetooth.

In over 25 years of gaming I have used a large number of first- and third-party controllers for PC, Xbox, Nintendo and PlayStation. I have also reviewed many gaming peripherals, including other controllers, mice, and keyboards.

The Thrustmaster AVA F/A-18 Super Hornet is a fantastic flight stick that took my setup to new heights
5:00 pm | March 2, 2025

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

Thrustmaster F/A-18 Super Hornet: One-minute review

If you’ve read our Thrustmaster Viper TQS Mission Pack review, you’ll know that flight sim tech is getting closer than ever to turning your setup into something plucked right from a fighter jet.

The Thrustmaster F/A-18 Super Hornet follows on that same line of thinking, dovetailing beautifully with its sister product while offering a fantastic flight stick in its own right, packed with input options and plenty of settings to tweak the game feel to your liking.

It’s ludicrously expensive, though. The review unit we’re testing is formed of multiple modular sections, with the company’s AVA base, a flight stick, and a base plate. These all combine in a nifty bundle for $579 / £450 (cheaper than buying them piecemeal) but it’s definitely an investment for a flight enthusiast.

It’s still hard not to be impressed. It’s a hefty stick, one that would feel right at home doing loop-de-loops in the sky, and it’s absolutely packed with inputs with switches, buttons, and triggers all over it.

If you’re looking to take your flight sim experience to new heights, it’s hard to look past, but don’t forget that the HOTAS X is a much more affordable, entry-level model that comes with a throttle – something the F/A-18 Super Hornet doesn’t have in the box.

Thrustmaster F/A-18 Super Hornet

(Image credit: Future)

Thrustmaster F/A-18 Super Hornet: Price and availability

  • List price: $579 / £450
  • Available worldwide
  • Offered in parts but this bundle is much cheaper

If you do want to pick up each part of the setup we’re testing here for the Thrustmaster F/A-18 Super Hornet, you can expect to spend a fair amount more, with just the baseplate alone coming in at $25 / £25.

That makes the bundle the way to go, and thankfully it’s easy to put together. It took me around five minutes to get everything hooked up, and the weight is a dead giveaway that it’s built to last, weighing in at 7.6lbs / 3.5kg once it’s put together.

The bundle includes the offset adapter, too, letting you tweak the angle at which the stick rests, either for realism or just for comfort.

Thrustmaster F/A-18 Super Hornet: Specs

Thrustmaster F/A-18 Super Hornet: Design and features

  • The base plate could do with better feet
  • Feels great to use
  • Satisfying inputs

As with the Viper TQS Mission Pack, it’s hard not to be in awe of the Thrustmaster F/A-18 Super Hornet once you unbox it.

It’s easy to put together, with a few screws attaching the AVA base to the base plate, and the stick basically screws on without any strenuous effort. It’s really easy to get started, too, since you just need to plug in your USB-C cable (included in the box) and you’re away.

Compared to the T Flight HOTAS I’ve been using for years, there’s a real weight to any movement on the Thrustmaster F/A-18 Super Hornet, and it makes flying feel more authentic as a result.

Button-wise, there’s a trio of hat switches. Two are at the top, while one rests under your thumb, and if the game you’re playing supports all of them you’ll have more buttons than you know what to do with. Two are four-way, while another is eight-way, and combined with physical buttons you have a whopping 19 on a stick that really doesn’t waste any space at all.

Everything feels great to press, and there’s enough effort needed to hit things like the rear buttons so that you won’t find yourself accidentally hitting them too often.

Special props should be given to the trigger, too, which registers full pulls and half pulls if your game supports that, and always feels great to pull whether you’re playing something more grounded or more fantastical.

Thrustmaster F/A-18 Super Hornet

(Image credit: Future)

Thrustmaster F/A-18 Super Hornet: Performance

  • Plug and play
  • Customizable innards
  • T.A.R.G.E.T. software is basically just for drivers

As with the Viper, Thrustmaster recommends using its T.A.R.G.E.T. software, but you can really just use it for the drivers and little else. I found everything was detected nicely in Windows’ own control panel for input devices, and that was a better spot for quick testing of deadzones and the like.

Flight sim fans may lean on it for preloading layouts built to approximate real flight controls, but as I’ve mentioned before, I fancy myself more of a Han Solo than an airline pilot, and the Thrustmaster F/A-18 Super Hornet helps fulfill those dogfighting dreams wonderfully - once you map controls.

If you’re using this and the Viper, games should switch to make the latter the secondary input, but it’s worth noting I ran into some bother as certain games mapped functions to the Thrustmaster F/A-18 Super Hornet that it doesn’t have access to, leading to a bizarre endless spin in the likes of Elite Dangerous and Star Wars: Squadrons. Remapping buttons did the trick, but if you’re worried you’ve got a dodgy unit, rest assured it’s a minor issue.

That aside, both games feel great when using the Thrustmaster F/A-18 Super Hornet. (Intentional) barrel rolls and locking onto TIE Fighters became second nature, even without using the Viper, and I found myself tinkering with the inner chassis just to get things dialed in.

The AVA base can be opened up with ease, letting discerning pilots adjust resistance, travel, and more. It’s easily done and adds a level beyond simple button remapping that experts will no doubt have an awful lot of fun with.

In fact, the only real complaint is that in the heat of the moment, as I pulled back on the stick, I found the feet on the baseplate didn’t give quite as much resistance as I had hoped. That could be down to me and having a relatively smooth-feeling desk, but it’s something to consider.

Thrustmaster F/A-18 Super Hornet

(Image credit: Future)

Should I buy the Thrustmaster F/A-18 Super Hornet?

Buy it if...

You’re a flying enthusiast
The price of admission is high, but this weighty stick has everything you could need for just about any flying title.

You’re a tinkerer
Digital aviation experts will no doubt delight in customizing the inner workings of the Thrustmaster F/A-18 Super Hornet.

Don't buy it if...

You’re on a budget
Sadly, it’s not the cheapest stick around, making it likely to be out of the reach for more casual flying fans.

Also consider...

Still not sold on the Thrustmaster F/A-18 Super Hornet? Here’s how it compares to two similar products.

Turtle Beach VelocityOne
As we mentioned in our Viper review, Turtle Beach’s VelocityOne is a slick stick (say that ten times, quickly), with an OLED display and a comfortable stick with plenty of inputs. It’s not as weighty, though, which makes it feel less premium.

For more information, check out our full Turtle Beach VelocityOne review

Logitech T Flight Hotas One
Our trusty fallback, the T Flight HOTAS remains a very comfortable stick with a throttle included, all for less than half the price of the F/A-18 Super Hornet. It works on Xbox One and Series X|S consoles as well.

For more information, check out our full T Flight Hotas One review

Thrustmaster F/A-18 Super Hornet

(Image credit: Future)

How I tested the Thrustmaster F/A-18 Super Hornet

  • Tested over a period of months
  • Used on a gaming PC with an RTX 4070 Ti
  • Tested with Elite Dangerous, Star Wars Squadrons, and Microsoft Flight Simulator

I’ve been testing the Thrustmaster F/A-18 Super Hornet for a couple of months, but the aforementioned remapping issues meant things took a little longer to settle than I’d care to admit.

Once that was sorted, though, it was off to the races (or airport?). I tested it with Microsoft Flight Simulator for some trans-Atlantic trips, but as I mentioned above, I mostly used it for dogfighting in Star Wars Squadrons or hauling space cargo in Elite Dangerous.

Read more about how we test

First reviewed February 2025

I like the precise Hall effect sticks and triggers in the GameSir Kaleid Flux, but it’s a bit too limited for its price
4:00 pm | March 1, 2025

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

GameSir Kaleid Flux: one-minute review

Close-up of analog sticks and d-pad on GameSir Kaleid Flux, resting on plinth with pink wall and plant in background

(Image credit: Future)

The GameSir Kaleid Flux is a wired controller in the mold of the official Xbox Wireless Controller, adopting a similar layout but with a few extra features and functions to set it apart.

The large front panel and asymmetrical analog sticks will be familiar aspects to many gamers at this point. However, the D-pad is one point of difference, as it adopts a more traditional four-prong design rather than a circular one a la the Xbox controller. It’s also gold in color, as are the trigger buttons.

The Kaleid Flux further distinguishes itself with RGB lighting visible behind the transparent front panel, which offers high levels of brightness. Like the best PC controllers, this can be adjusted and customized.

You’ll also find some extra buttons, including an 'M' (multifunction) button that can be used to make various tweaks when used in combination with other inputs. These include changing audio and mic volumes of connected headsets, toggling the analog functionality of the triggers, and configuring the RGB lighting.

This M button can also be used to assign inputs to the back buttons, which are located underneath the grips. This can also be done using GameSir’s Nexus software, which contains various other adjustments, including those for the analog sticks, triggers, vibration and lighting.

When gaming, the Kaleid Flux performs well for the most part. It feels light and comfortable, fitting my hands without issue. Although it’s a wired controller, it features a detachable USB cable, but thankfully the deep recess and secure hold of the port means there’s very little danger of it coming loose.

The face buttons are snappy yet well-damped, and so too is the D-pad, making for accurate and satisfying inputs. The back buttons are also easy to use, thanks to their tactile nature and positioning, which makes them hard to mispress. The sticks are similarly smooth and precise as well.

What’s more, the ability to set the triggers to always vibrate, with the intensity based on their travel, is a useful one, helping in situations where precise feedback is important – although the feel of this vibration isn’t the most pleasant sensation.

However, it’s a shame there aren’t more advanced tweaks available within Nexus, such as the ability to change the curve profile for the analog sticks. And while there is an option to swap the D-pad and left analog stick inputs, there’s no option to switch both sticks with each other, which I would’ve found more useful.

For a wired controller, the Kaleid Flux is a little on the expensive side. There are wireless gamepads with similar prices, such as the official Xbox Wireless Controller. It also lacks the same level of compatibility and advanced adjustments of some of its rivals, such as the Manba One.

The Kaleid Flux is by no means a bad controller, since it offers good performance and ergonomics, but you’ll have to consider whether you can live with its limitations given its asking price.

GameSir Kaleid Flux review: Price and availability

  • $46 / £59 (about AU$75)
  • Available now in a single colorway
  • Wireless rivals are similarly priced

The Kaleid Flux costs $46 / £59 (about AU$75) and comes in one colorway: black with gold accents.

If you’re looking for one of the best Xbox controllers, then you can’t do much better than the official Xbox Wireless Controller. This nominally costs about the same as the Kaleid Flux, but it can often be found for less. However, it doesn’t come with a rechargeable battery – you’ll have to use AAs or pay extra for the optional rechargeable battery pack. The official software also lacks even basic customization options, such as button remapping.

If your heart is set on a Hall Effect controller, then the Manba One is a viable alternative to the Kaleid Flux. What’s more, it features more advanced customizations, including multiple curve profiles for the analog sticks. It’s also wireless and has Nintendo Switch and mobile support, yet the price difference (at least in the UK) isn’t much greater.

GameSir Kaleid Flux review: specs

Close-up of shoulder buttons on GameSir Kaleid Flux, resting on plinth with pink wall in background

(Image credit: Future)

GameSir Kaleid Flux review: design and features

  • Wired only
  • Useful multifunction button and back buttons
  • Mixed software

The Kaleid Flux adopts a familiar gamepad design popularized by Xbox controllers, with its substantial front panel and asymmetrical analog sticks. However, it adds some panache with its gold D-pad and shoulder buttons, as well as RGB lighting, which sits behind the transparent front panel, offering plenty of luminescence should you want it.

The overall construction of the body is solid and the materials feel durable. This extends to the membrane face buttons, which are reassuringly damped and smooth in operation. Despite its solidity, the Kaleid Flux also feels quite light.Although the grips aren’t rubberized, the plastic has a dotted texture which I found offered plenty of grip during my play sessions.

The included braided USB cable is similarly well-made. Since the Kaleid Flux can’t be used wirelessly, it’s a little curious the cable is detachable, but thanks to the deep recess of the port on the controller, it’s very secure and I had no concerns at all about it coming loose in the heat of the moment.

You’ll find the usual gamepad buttons on the Kaleid Flux, including an Xbox home button in the middle. However, there are some extra buttons, including a share button just below the home button, and an M button, which acts as a modifier allowing you to adjust various settings on the fly when pressed in conjunction with other inputs.

You can switch profiles, adjust RGB effects and brightness, toggle the triggers between analog and digital modes, and adjust audio output and microphone volumes when a headset is connected via the 3.5mm jack. The M button is well positioned, making it easy to reach with your thumb.

The Kaleid Flux also has two back buttons located under the grips. These can be assigned inputs by using the M button or GameSir’s Nexus software on a Windows PC.

This software allows for further customizations, including button remapping and various other tweaks. For the analog sticks, there are dead zone adjustments and an option to toggle raw input mode. However, there’s no option to swap the left and right stick inputs with one another, which is a shame. You can swap the left stick with the D-pad, but personally I find this switch less useful.

For the triggers, there are alterable parameters for their travel distance, and you’ll also find a toggle for switching between analog and digital modes here too. Vibration intensity can be adjusted as well, and there are independent settings for trigger and grip vibrations, which is more than many other controllers and their companion software offer.

Back of GameSir Kaleid Flux, resting on plinth with pink wall and plant in background

(Image credit: Future)

GameSir Kaleid Flux review: performance

  • Good trigger feedback
  • Reasonably precise sticks
  • Some performance tweaks missing

The Kaleid Flux performs well when gaming. The aforementioned damped buttons make for satisfying yet snappy presses, with the D-pad being a particular highlight in this regard. Its long prongs also meant that mispressing certain directions wasn’t an issue for me, yet it still retains that rolling ability when adjacent directions need to be hit in quick succession – which made Tekken 8 more pleasurable for me to play.

Offering sufficient precision and feedback, the Hall effect analog sticks perform well too. It’s a shame, however, that their response curves can’t be altered, as they can on other controllers, such as the Manba One.

The triggers also employ Hall effect technology. They offer just the right amount of travel in my view, and allow for both precise, gradual actuation, which I welcomed when playing Art of Rally for maximum car control. However, they're still amenable to snappy inputs when required.

Should you require more snappiness, however, the ability to toggle the triggers between analog and digital modes is a useful one, as it allows you to perform quickfire presses – useful in shooters where you might not need the full travel of an analog trigger. However, if you want to switch modes quickly you’ll be disappointed, as there’s some delay when using the M button method for toggling between them (it may prove quicker using Nexus instead).

The triggers also have a vibrate function, and in Nexus you can set the Kaleid Flux to override in-game settings and instead vibrate them whenever they’re pressed, with intensity based on their travel. I found this particularly useful for racing games, where the feedback this provided made accelerating and braking more tactile.

However, the nature of this vibration is a little strange, feeling more like a buzz, which isn’t the most pleasant sensation under the finger. Also, there’s a slight dead zone at the start, meaning the vibration doesn’t kick in until the triggers are a certain way along. However, both of these are minor gripes and weren’t enough to derail the experience.

One particular quirk of the Kaleid Flux I noticed (at least in the unit I reviewed) is that the left grip vibration was notably stronger than the right. This could be an issue with the motor, but regardless, this again wasn’t immersion-breaking.

Hand holding GameSir Kaleid Flux on table with pink wall and plant in background

(Image credit: Future)

Should I buy the GameSir Kaleid Flux?

Buy it if...

You want something comfortable
The Kaleid Flux is light and it fit my hands perfectly. It sticks to the ergonomic excellence of the official Xbox controller.

You want good trigger feel
By default, the triggers offer plenty of feedback, but the option to increase vibration depending on how hard they’re pressed adds to their tactility.

Don't buy it if...

You want a wireless controller
In today’s gaming landscape, wired peripherals are starting to feel a little outmoded, especially considering the performance and declining costs of their wireless counterparts.

You want wide platform support
The Kaleid Flux only officially supports Windows, Xbox, and Steam Deck, which is a shame when other gamepads offer wider compatibility.

Also consider...

There's no shortage of PC and Xbox controllers out there, so take a look at these two wireless alternatives.

Xbox Wireless Controller
As our best Xbox controller and best PC controller, you can’t go far wrong with the Xbox Wireless Controller. It’s wide compatibility and ubiquity make it a dependable companion for your gaming sessions. It does miss out on rechargeable batteries as standard, and there’s no native customization software, but you can pick one up for a bargain if you shop around. Read our Microsoft Xbox Wireless Controller review.

Manba One
The Manba One is another controller with Hall effect technology, but it features more advanced performance-related tweaks via its software. It can also be used wirelessly thanks to its Bluetooth capabilities, and it’s compatible with a PC, the Nintendo Switch and mobile devices. It does cost more than the Kaleid Flux, but not by much. Read our Manba One review.

How I tested the GameSir Kaleid Flux

  • Tested for a week
  • Played a variety of games
  • Plentiful gaming experience

I tested the Kaleid Flux for about a week, during which time I used it to play a variety of games on PC.

I played Art of Rally – a racing game that provided a good test for trigger feedback thanks to the accelerating and braking controls – and Tekken 8, which is great for putting the D-pad and face buttons through their paces, since the game requires quick and precise inputs. I also played the Mafia: Definitive Edition to test the precision of the analog sticks when shooting.

I also made sure to use as many features and functions on the Kaleid Flux as possible, including the two back buttons and M button, and tried to make every tweak and adjustment on offer via GameSir’s Nexus software tool.

I have been gaming for over 25 years across a variety of platforms, and have experienced many controllers over this time, including models that I’ve reviewed.

I’ve spent days testing the Thrustmaster T598 force feedback wheel and it’s the best entry point into direct drive wheels
5:00 pm | February 28, 2025

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

Thrustmaster T598: One-minute review

In a previous era, the line in the sand for racing wheels was drawn between those with force feedback, and those without. Today it’s about direct drive vs. belt-driven force feedback, and with the arrival of this innovative new T598 comes an affordable way to enjoy direct drive’s benefits.

Specifically, it delivers an ultra-smooth, cogging-free steering experience, powered by an axial DD motor which doesn’t judder or feel grainy when it sends resistance through your hands like belt-driven wheels can.

In fact, Thrustmaster says the new axial design allows for even smoother, more detailed feedback than existing – and much pricier – direct drive bases, and having spent months using this as my daily driver, I’m inclined to agree.

There are concessions to hit a competitive price point, most notably an all-plastic wheel with very basic inputs and no rotary dials, but importantly, the wheel itself is swappable for other Thrustmaster or third-party units. That makes this an excellent starting platform to build upon in the long term, especially when you consider the high quality pedals bundled with it.

Thrustmaster T598

(Image credit: Future)

Thrustmaster T598: Price and availability

  • List price: $499.99 / £449.99 (around AU$899.99)
  • Similar pricing to Fanatec’s CSL 5Nm Ready2Race bundle (around $399.95 / £400)
  • Also up against Moza’s R5 bundle: $599 / £460

What a time to be alive – multiple direct drive bundles available for under $500 / £500. Fanatec and Moza have the most popular products in this range, and the T598’s priced to take them on directly. It’s also considerably cheaper than Thrustmaster’s own belt-driven T-GT II wheel, and excellent as the latter may be, it makes sense to spend less on newer tech that provides better driving sensation.

While the Fanatec CSL 5Nm bundle may look cheaper on paper, the online pricing doesn’t include VAT for UK customers, and you may need to buy extras like the desk mount, depending on your setup. Availability is an ongoing issue with Fanatec stock, too.

Thrustmaster T598: Specs

Thrustmaster T598: Design and features

  • Basic but functional wheel rim
  • Odd wheelbase shape
  • The pedals look pro

Let’s start with that axial direct drive. What does it mean? It’s all about the design and positioning of the internal components that generate the torque resistance inside the wheelbase. While traditional motor design can generate an undesirable ‘cogging’ sensation where operating the wheel feels grainy or juddery, the T598’s axial flux motor has been designed to eliminate it and deliver smoother steering and feedback.

And that’s why, one suspects, the wheelbase itself is such an odd shape. While Fanatec and Moza offer box-shaped motors, the T598’s hexagonal base sits much taller. It’s been styled with some jet engine-like lines, but the fact remains that this thing looks quite conspicuous. Fortunately I was able to install it onto my Playseat Sensation Pro’s wheelbase shelf without too many dramas, and the tall base doesn’t impact visibility.

The wheel rim itself attaches via a quick release mechanism, although in name only - it takes considerably longer to install or take off the wheel from the base than Logitech’s G Pro wheel, or Fanatec’s QR2 system. Like the wheelbase, the rim’s predominantly plastic, with textured rubberized hand grips and a carbon fiber effect in the central panel that, frankly, isn’t fooling anyone.

Thrustmaster T598

(Image credit: Future)

A decent array of input buttons have been placed around the wheel in ergonomically sensible fashion. On the bottom-left and bottom-right corners you’ve got two four-way d-pads, with three console controller-style buttons in the middle. The four face buttons and two of the shoulder buttons are translated to two three-button clusters within easy reach of your thumbs. Then to the rear, of course, you’ve got two nice big aluminium magnetic shifters, with a satisfyingly mechanical thunk to their action.

The pedal offering here is particularly strong for a bundle, and features two load cell pedal units on an all-metal base. This is a modular design, so you can add a pedal and shift the unit placements to your taste, and swap out springs of varying stiffness to get you the brake and accelerator feel that you’re looking for.

Personally, even the stiffest spring set at the highest tension position doesn’t quite get me that high resistance, GT car-like stamp that I’m looking for, but I wouldn’t expect to be able to dial in such an exact preference from a bundle at this price. The main thing is that I’m able to swap parts in or out later to fine-tune that.

Similarly, you can use the wheelbase itself with multiple different wheel rims, including those already part of Thrustmaster’s range via an adapter, or natively using the new Hypercar wheel. Adapters can sometimes disrupt the immediacy of feedback, or the smoothness, so I’ll have to reserve judgment on how well it works with this particular wheelbase until I test it with some different wheels.

One final note on the design - tweaking the settings is currently handled via physical controls and a small LED screen on the wheelbase itself, rather than via Thrustmaster’s proprietary software. This is far from ideal, but I was able to dial in a few different profiles in this way without too much hair-pulling.

Thrustmaster T598

(Image credit: Future)

Thrustmaster T598: Performance

  • Butter-smooth actuation
  • Enough torque for most racers
  • Compatible games library is growing gradually

If the T598’s design is all about making small compromises to keep the price competitive, its performance and driving experience are where this new contender really shines.

The axial drive system really discerns itself from competitors. You do feel a difference in smoothness, both in comparison to belt-driven force feedback wheels like Logitech’s G923, and direct drive wheels like Moza and Fanatec’s similarly priced CSL 5Nm and R5 bundles, respectively. It’s not night and day, but considering the competitive pricing, it’s impressive to feel the benefits of a breakthrough tech in this package.

Since it hit the market there’s been some discussion among sim racers as to whether the stated 6Nm of torque is enough. Can it really actuate those severe traction loss events, and convey the feeling of dramatic weight shifts while steering under braking? Yes. Yes it can.

Indeed, using some of the profiles Thrustmaster sent me to use with Assetto Corsa Competizione, I found my hands actually aching after 10-15 laps from the sheer exertion of countering that torque. There’s plenty of resistance here.

Thrustmaster T598

(Image credit: Future)

Indeed, when you delve into the spec sheet you’ll see that the T598 has a 100% torque overshoot capability. So in theory it can actuate signals of up to 10Nm, and that axial arrangement means it’s easier to keep latency nice and low when that happens - torque undershoot or overshoot is usually the result of motor inertia lagging to meet the new torque demand, and that’s exactly what this new internal motor arrangement’s designed to minimize. In short: when torque overshoot does occur, it doesn’t produce cogging.

But let’s get our noses out of the theory books and back into the driving experience. While it’s definitely inconvenient to have to adjust universal wheel settings via a display on the wheelbase rather than using software, there are some cool features in here that add to the experience, like the gearshift jolt effect. When you turn this all the way up, you feel a surge of power which jolts you backwards on upshifts to simulate the momentary disruption in acceleration when shifting, then feeling the power being laid back down.

Like a lot of sim racers, I prefer to dial down the resistance a bit for easier, more consistent lapping, particularly over longer endurance races. It’s here, in the settings sweet spot (about 50-75% effects strength) where I particularly appreciate how smoothly the feedback’s delivered, and how rock-solid the connection between wheel rim and wheelbase is, even if it’s not connected via a fancy motorsport-style quick release mechanism as you’d find on a Fanatec wheel.

Given that such a bounty of great direct drive sensations is bundled with a sturdy pedal base that looks and feels much more expensive than it is, we’ve got a real winner in this bundle.

Should I buy the Thrustmaster T598?

Buy it if...

You’ve been on the fence about direct drive wheels
Now’s the time. This bundle perfectly demonstrates that they’re now affordable in bundles that don’t force major compromises on you.

You’re a smooth operator
It’s incredible how silky the feedback feels, and how the axial motor eliminates that cogging sensation.

You want a solid base to upgrade over time
Everything from the wheel rim to individual pedals can be swapped out or upgraded, so it’s a great foundation purchase.

Don't buy it if...

You’re not a tinkerer
It generally takes some settings tweaking in each game to get the right feel, and that’s done via physical controls on the wheelbase only.

You want a luxurious wheelrim
The rim itself is the weak spot of this package, and doesn’t look or feel very premium.

You like to adjust dials mid-lap
There are no dials or POV hat switches on the wheel rim’s input layout, which means changing TC, brake balance or ABS is a bit more fiddly than usual.

Also consider...

If the Thrustmaster T598 doesn’t grind your gears, consider these rival packages.

Thrustmaster T-GT II
Old school belt-driven force feedback tech, but it still feels weighty and articulate. Less tweaking required than the T598.

For more information read our full Thrustmaster T-GT II review

Logitech G923
It’s ubiquitous for a reason. Well-built, a smart button layout, and Trueforce feedback adds something extra to supported games when it comes to detailed articulation.

For more information read out full Logitech G923 review

How I tested the Thrustmaster T598

  • Two months of regular use during testing
  • Used with PC and PS5
  • Racing sims and arcade titles tested

As an Assetto Corsa Competizione obsessive, I put the majority of my hours spent with the T598 into hotlapping in an M4 and ranked endurance racing. Kunos’s new Assetto Corsa EVO also saw some serious hours, along with The Crew Motorfest on the arcade side of the spectrum, and F1 24. I tested the T598 as a PC racing wheel, and a PS5 racing wheel thoroughly on both platforms overall.

Read more about how we test

First reviewed February 2025

The Razer Handheld Dock Chroma offers Steam Deck owners a premium design and, of course, plenty of RGB
3:00 pm |

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

Razer Handheld Dock Chroma: One-minute review

The Razer Handheld Dock Chroma is the most stylish Steam Deck dock I’ve ever seen, offering a sleek all-black aesthetic that compliments the handheld PC perfectly in addition to some pleasingly bright RGB lighting.

While a similar price to the official Valve offering (and notably more expensive than the many standard laptop docks out there that also work with Steam Deck), it ranks among some of the best Steam Deck accessories thanks to a nifty integrated stand that provides a neat way to adjust the position of your Deck if you intend to play without an external display. This can also be folded down for easy transport and the use of durable metal components makes it easy to stash in a rucksack on the move without having to worry about potential damage.

There is also no shortage of ports, with the dock coming equipped with a USB-C input for charging, three 5 Gbps USB-A ports for your various controllers, a Gigabit Ethernet (GbE) port, and an HDMI 2.0 video output. The lack of a DisplayPort option is a shame, especially as there is one present on the official Steam Deck Dock, but realistically the up to 4K 60hz / 1440p 120Hz of HDMI 2.0 is going to be more than enough if you’re keen to hook your Steam Deck up to a TV.

While clearly designed with the Steam Deck in mind, the Razer Handheld Dock Chroma is also fully compatible with other handheld PCs including the Asus ROG Ally and even some Android gaming tablets.

There might be cheaper alternatives out there, but the overall proposition of the Razer Handheld Dock Chroma makes it well worth considering if you’re after a premium option.

Image 1 of 3

The Razer Handheld Dock Chroma as it arrives.

(Image credit: Future)
Image 2 of 3

The unfolded Razer Handheld Dock Chroma.

(Image credit: Future)
Image 3 of 3

The RGB of the Razer Handheld Dock Chroma.

(Image credit: Future)

Razer Handheld Dock Chroma: Price and availability

  • Costs $79.99 / £79.99 / AU$149.95
  • Available via Razer and Amazon
  • More expensive than your average laptop dock

The Razer Handheld Dock Chroma is readily available in the US, UK, and Australia via Razer and online retailers like Amazon. It comes in at $79.99 / £79.99 / AU$149.95, which puts it around the price of the official Valve Steam Deck Docking Station (which is $89 / £69). It’s quite good value compared to Valve’s offering, as it benefits from the adjustable stand and addition of RGB.

If you’re on a budget, however, you’re better off going for one of the countless cheaper laptop docks available via Amazon. These are not specifically designed for the Steam Deck, but generally will still work. To give an example, the Anker 332 USB-C Hub (5-in-1) costs just $34.99 / £19.99 and offers a cheaper but still effective way to get your Steam Deck on an external display.

Razer Handheld Dock Chroma: Specs

The ports on the Razer Handheld Dock Chroma.

(Image credit: Future)

Razer Handheld Dock Chroma: Design and features

  • Robust and sturdy design
  • Adjustable stand
  • RGB lighting

The Razer Handheld Dock Chroma has a very sleek design, coming in a slick matte black. It looks like a small rectangular box when taken out of the packaging, with the adjustable stand portion positioned flush on top of the box.

To set it all up, you simply have to pull the stand out and slot it into place, which creates a sturdy little shelf where your Steam Deck can rest while it’s plugged in via the attached USB-C cable. A ribbed rubberized strip helps support the Steam Deck when it’s docked, preventing it from sliding out easily and stopping it from picking up any scratches from the dock itself.

The stand is adjustable, with a few positions allowing you to angle your Steam Deck or a more vertical or horizontal orientation - which is great if you don’t intend to use an external display and want a clear view of the system’s screen from your seat. It also helps when you’re using the other supported devices, be that the Asus ROG Ally or a gaming tablet. I tested the recently released Lenovo Legion Tab Gen 3 in the dock and, after some small adjustments, it was in the perfect position for watching videos or playing some Call of Duty: Warzone Mobile with a wired controller.

The majority of the Razer Handheld Dock Chroma is constructed with sturdy-feeling plastic, with a layer of soft foam on the underside to prevent slippage. The shelf where the Steam Deck sits is a robust metal, which is not only hard-wearing but also feels suitably premium given the price. At the bottom of the front of the dock is a thin RGB lighting strip that illuminates when the dock is in use. This is bright and attractive, with a plethora of in-built modes that you can cycle through via a small button on the right-hand side of the dock.

On the back of the dock are all your ports. There’s one HDMI 2.0, 3 x USB-A, 1 x Gigabit Ethernet port, and a USB-C port used for 100W power delivery with passthrough charging. This is a decent selection, though not as many options as you would get with a more specialist bit of kit like the Anker Prime Charging Docking Station (14-in-1, Dual Display, 160W).

The Razer Handheld Dock Chroma with a Steam Deck inserted.

(Image credit: Future)

Razer Handheld Dock Chroma: Performance

  • Perfect for Steam Deck
  • Seamless set up
  • Easy to store in a bag

The Razer Handheld Dock Chroma is perfect for Steam Deck and there’s very little to fault it on in performance terms. You simply slot the Steam Deck in, plug in your display, and use the USB-C ports for any desired accessories, be that a keyboard and mouse or a quality gamepad like the Xbox Wireless Controller, and you’re ready to play on your monitor or TV. It’s about as seamless as you can get and I didn’t encounter any problems getting it all set up on a variety of screens throughout my testing.

The lack of HDMI 2.1 support here is a shame on paper, especially compared to alternatives like the BenQ beCreatus GR10, though practically doesn’t really make that much of a difference. In my testing, I was not able to find a single game that I would be able to run on my Steam Deck OLED at an 8K resolution, or in 4K at above 60 fps.

Compared to other Steam Deck docks, the Razer Handheld Dock Chroma is also impressively portable. Being able to fold everything flat makes it easy to stash in your bag alongside your Steam Deck. It’s heavier than most given the incorporation of metal, but it’s hard to complain about that when the result is a product that really feels like it could take a beating if you happened to drop it out on your travels.

The folded Razer Handheld Dock Chroma.

(Image credit: Future)

Should I buy the Razer Handheld Dock Chroma?

Buy it if...

You want a great-looking Steam Deck dock
With its slick design and RGB lighting, the Razer Handheld Dock Chroma is one of the best-looking Steam Deck docks out there today. Pick it up if you’re willing to spend more on an accessory for aesthetic reasons.

You want to use it without a monitor
The adjustable viewing angles of the Razer Handheld Dock Chroma are a big plus, making it significantly easier to play in the dock without an external monitor.

You want a sturdy dock
The incorporation of metal and general sturdiness of the Razer Handheld Dock Chroma is also superb. This is a dock that you can stash in your rucksack without fear of it picking up any substantial damage.

Don't buy it if...

Pure value is your number one concern
There are plenty of generic laptop docks that also work with the Steam Deck, and come in significantly cheaper than the Razer Handheld Dock Chroma.

Also consider...

Want some alternatives to the Razer Handheld Dock Chroma? Check out these two strong options.

BenQ beCreatus GR10
The BenQ beCreatus GR10 is more expensive than the Razer Handheld Dock Chroma and lacks RGB, but it does offer HDMI 2.1 support for those eager to crank up the video quality. It’s also a lot lighter.

Read our full BenQ beCreatus GR10 review

Anker Prime Charging Docking Station (14-in-1, Dual Display, 160W)
The Anker Prime Charging Docking Station (14-in-1, Dual Display, 160W) is a serious bit of kit that offers the complete desktop docking solution. Although designed for laptops, it also works with the Steam Deck and, while pricey, does frequently go on sale.

Read our full Anker Prime Charging Docking Station (14-in-1, Dual Display, 160W) review

How the Steam Deck connects to the Razer Handheld Dock Chroma.

(Image credit: Future)

How I tested the Razer Handheld Dock Chroma

  • Tested for over a week
  • Tried with a Steam Deck OLED and gaming tablet
  • Compared to other docks

I tested the Razer Handheld Dock Chroma for over a week, during which time I played plenty of games on my Steam Deck OLED including lots of Disco Elysium and Dragon Quest 3 HD-2D Remake in addition to a few hours of play on the Lenovo Legion Tab Gen 3 gaming tablet.

Throughout my time with the dock, I tried a variety of monitors and TVs in addition to accessories such as the Asus ROG Harpe Ace Aim Lab Edition mouse, Endgame Gear Kb65he keyboard, Xbox Wireless Controller, and more. I constantly compared my experience with my hands-on time with other laptop docks like the Anker 332 USB-C Hub (5-in-1).

Read more about how we test

First reviewed February 2025

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