Organizer
Gadget news
The Commodore 64 Ultimate takes me back to my very first days with a computer and I loved nearly every moment
7:00 pm | February 25, 2026

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

Commodore 64 Ultimate: One-minute review

The Commodore 64 Ultimate is a modern recreation of the classic home computer from the 1980s. It’s a tremendous achievement, taking me straight back to my childhood with glee, and also making me wonder how on earth seven-year-old me had the patience to truly figure it out. Using it is wondrous and occasionally frustrating and slow, but for fans of that era, it’s hard to resist (assuming money isn’t an issue).

It’s so much more than just an emulated machine like if you’ve Nintendo Classic Mini or the PlayStation Classic. It provides compatibility with most of your old Commodore 64 hardware if, like me, you’ve kept a huge box of cassettes, cartridges, and joysticks, but you can also go online to download some games too.

Capturing that nostalgia has some downsides that are only truly apparent now that we’ve moved forward. Loading times are slow, albeit not as slow as back in the day, while knowing what commands to hit on the keyboard isn’t as intuitive as it once felt. However, a comprehensive manual goes some way to helping you remember how you used to do things, and ensures newcomers aren’t left in the dark.

Think of this as like a project rather than a brief flirtation, and you should be delighted with the Commodore 64 Ultimate. I enjoyed rediscovering how to complete simple routines in BASIC, but also playing old favorites, even if they weren’t exactly games I’d still play for dozens of hours anymore.

It’s a fantastic love letter to the computer that sent me down a lifelong path of loving technology, but it also reminds me how far we’ve come. At times, you’ll find yourself a little frustrated by a system that doesn’t feel as logical as it once did, but if you were here back at the start, you’ll always return for more. Just be ready for a bit of a learning curve.

Commodore 64 Ultimate

(Image credit: Future)

Commodore 64 Ultimate: Price and availability

  • List price: $349.99 (around £260 / AU$524)
  • Currently available for preorder for March / April 2026
  • Beige and Starlight variants available

The Commodore 64 Ultimate is currently available for pre-order directly from Commodore. At the time of writing, it’s expected to ship in March or April 2026. The standard Beige variant is $349.99 (around £260 / AU$524) while the more futuristic-looking Starlight model is an extra $50, and the Founder’s Edition with 24K gold-plated badges is $549.99.

I went with the Beige version as it looks nearly identical to the one from my childhood (more on that in a moment), but even that model is pretty expensive compared to other retro games consoles and machines.

Of course, it’s far more than just an emulator, given it works with your original hardware, but this isn’t impulse buy territory. I’d think carefully about whether this is a novelty product for you or something that you truly plan on using for a long time to come.

Fortunately, if you’re like me and kept your old collection, you won’t have to worry about buying new games, joysticks, or a cassette deck. If you’re starting from scratch, there’s a USB stick full of games included, and an extra supply of games is available online via the computer’s storefront for free.

Commodore 64 Ultimate: Specs

Commodore 64 Ultimate

Price

$349.99 (around £260 / AU$524)

Weight

5.6lb / 2.56kg

Dimensions

16 x 8 x 3in / 400 x 200 x 70mm

Extras

Integrated Ultimate-II+ functionality with tape emulation and DMA loader, Wi-Fi, Ethernet, USB, 2 x Game Controller Ports

CPU

AMD Xilinx Artix-7 FPGA

RAM

128MB DDR2 RAM

Video

HDMI 1080P at 50Hz PAL or 60Hz NTSC Analog via DIN-8: CVBS, S-Video, or RGB

Compatibility

Commodore 64 cassettes, disks, cartridges, ROMs

Controllers

Serial Port Joystick/DB9 controller

Commodore 64 Ultimate: Design and features

  • Matches the original aesthetic well
  • Traditional interface paired with more modern menu system
  • Works with original accessories and games

The Commodore 64 Ultimate is an instant nostalgia trip if you owned the original. Even the box design is similar. Open it up, and you’re presented with a USB drive disguised as a cassette tape along with a wire-bound User Guide which looks a lot like the one I gazed over in wonder as a kid. The computer itself also looks nearly identical to the original, right down to the power switch on the side and all the ports possible.

Such ports include the modern essentials like USB and HDMI, but also older connectors for adding your original cassette deck, your joysticks, or a disk drive. It also works with C64 cartridges if you have any of those lying around.

It’s all plug and play, which is great if you’ve got an old collection ready to try out again, tapping into a similar model as the Atari 2600+. It also even sounds like the Commodore 64 from what I remember, with a bit of a creak as anything loads coming from the sound chip.

Commodore 64 Ultimate

(Image credit: Future)

The Commodore 64 Ultimate’s user interface is just like how you might remember, too, which is both good and bad. Back in the day, there was no drag-and-drop, and everything was done through a keyboard with arrow keys that needed the shift key to switch between directions. That’s replicated here, and it takes a hot minute to remember the old ways.

To offset that aged way of doing things, there are menus to navigate. It’s still a little awkward, but it opens up more functionality, such as being able to go online to download community-made games or access bulletin board forums.

There’s a ton of depth to these menus, so if you like to tweak and adjust settings, you’re in luck. This is a far more feature-rich model than the original it’s taking after. How far you want to go mostly depends on your enthusiasm. It can still be a relatively plug-and-play device if you just want to download games.

Commodore 64 Ultimate

(Image credit: Future)

Commodore 64 Ultimate: Performance

  • Loading times are faster than the OG but still slow
  • Overclocking options
  • BASIC is just how you remember it

Remember when the Commodore 64 would take 10 minutes or more to load a cassette, then sometimes simply fail? Those days are gone with the Ultimate! That doesn’t mean it’s fast, though. The processing power is there, but presumably, waiting around for a game to load is there to remind you of the simpler times.

That goes for whether you’re loading a tape image from USB or online, so this isn’t an old media issue. In the long term, I plan on adding a Tapuino to make it easier to load my original cassettes, but you don’t actually need anything extra besides what’s in the box.

Going online is as simple as connecting any other device to your network, and in no time, you can search for games or browse bulletin boards. While I never found my new favorite game through these methods, it was fun to take a look.

Curiously, you can dive into a menu and activate turbo boost to improve performance from 1MHz to 64MHz with a RAM expansion unit, increasing RAM to 16MB, which feels mind-boggling for a Commodore 64 machine.

My favorite part about using the Commodore 64 Ultimate actually has nothing to do with gaming performance, though. I loved coding in BASIC again. It was my first time programming anything, and also arguably when my programming knowledge peaked. The wire-bound manual guides you through the early stages of BASIC, and digging out a few old books and magazines with programs was a ton of fun.

Variety is where much of the joy comes from with the Commodore 64 Ultimate. It’s truly a whole home computer rather than a restrictive games emulator. Being able to switch between playing some old games and discovering new ones online, or simply coding something, gives it tremendous depth compared to something like the C64 Mini that came before it.

Commodore 64 Ultimate

(Image credit: Future)

Should I buy the Commodore 64 Ultimate?

Buy it if…

You loved the Commodore 64 the first time around
The nostalgia factor is huge here, but made better. It has everything you’d expect from the original, but with improvements like an HDMI port and internet connectivity for downloading new games.

You want a fun new tech project
The Commodore 64 Ultimate has enough depth that you won’t spend one afternoon with it. You can work on some coding projects, play a huge number of games, and track down old but compatible hardware.

You want to escape the modern world
The Commodore 64 may go online, but there are no notifications, no ads, no distractions. This is still a very purist experience, and it’s rather nice to leave the digital world behind for a time.

Don’t buy it if…

You’ve never used a Commodore 64 before
Without the nostalgia, I’m not convinced this would be a very exciting passion project. It’s hard to go back to the old days if you don’t remember them from before.

You want simplicity
The moment you reach for the escape key and realise there isn’t one is when you remember how much has changed. It’s a little daunting at first, so it won’t be for everyone.

You want a cheap project
This isn’t a cheap piece of hardware, and that shows in the quality of it. Throw in the need for joysticks and other original hardware to get the most out of it, and the Commodore 64 Ultimate could end up pretty expensive.

Also consider...

Not sure if the Commodore 64 Ultimate is the retro hardware for you? Here’s how it compares to two similar products.

Commodore 64 Ultimate

Atari 2600+

Commodore 64 Mini

Price

$349.99 (around £260 / AU$524)

 $129.99 / £129.99 / AU$269.95

$79.99 / £69.99 / AU$149.95

Weight

5.6lb / 2.56kg

1.3lb / 0.59kg

0.82lb / 0.38kg

Dimensions

16 x 8 x 3in / 400 x 200 x 70mm

10.6 x 7 x 2.8in / 269 x 178 x 71mm

9.8 x 7.9 x 2in / 250 x 200 x 50mm

Extras

Integrated Ultimate-II+ functionality with tape emulation and DMA loader, Wi-Fi, Ethernet, USB, 2 x Game Controller Ports

CX40+ Joystick with DB9 connector, USB-C, Light-up Atari logo

USB flash drive with disc, cartridge, and casette ROM file compatibility, Dual USB-A ports, THE Joystick (microswitch joystick)

CPU

AMD Xilinx Artix-7 FPGA

Rockchip 3128 SOC

ARM A20 SoC

RAM

128MB DDR2 RAM

256MB DDR3 RAM

64KB

Video

HDMI 1080P at 50Hz PAL or 60Hz NTSC Analog via DIN-8: CVBS, S-Video, or RGB

HDMI (widescreen support)

HDMI (720p 60Hz output; full width/4:3/CRT filter options)

Compatibility

Commodore 64 cassettes, disks, cartridges, ROMs

Atari 2600 and 7800 game cartridges

Games on board, plus games via USB port

Controllers

Serial Port Joystick/DB9 controller

CX40+ JoystickS

THEJoystick

Atari 2600+
If your childhood was all about the Atari 2600, check out the Atari 2600+ model which is a lot cheaper than the Commodore 64 Ultimate and still allows you to use old cartridges as well as new. The latter can get quite expensive but it’s more plug and play friendly than the C64.

Read our full Atari 2600+ review

C64 Mini
The C64 Mini is a great alternative if you simply want to play some old, curated games in ROM form and maybe dabble in some programming. It’s less complete than the Commodore 64 Ultimate, but it’s more accessible for the less tech-savvy amongst us.

Read our full C64 Mini review

How I tested the Commodore 64 Ultimate

  • Tested for about 20 hours
  • I used it solely out of the box, and I also added my own original joystick and cassette deck to play games
  • I also spent time using it to code simple programs in BASIC

I used the Commodore 64 Ultimate after digging out my old collection of C64 games and hardware. Unfortunately for me, not all the cassettes survived their time untouched, and one joystick was temperamental at best, but it gave me an opportunity to see how well the new and old hardware worked together.

I also went online with the Commodore 64 and browsed through seemingly every menu within the original user interface. I downloaded new games to play to see how well that experience worked, and I spent substantial time typing out BASIC programs and reveling at how easy it was, and feeling some lovely nostalgia to child me who thought they could rule the world because they knew a little BASIC.

The Commodore 64 Ultimate is very different from other retro machine comebacks, so I mostly focused on comparing it to the original machine.

Read more about how we test

First reviewed January 2026

Resident Evil Requiem is a blast, but after 30 years it’s time the series’ narrative let go of the past
6:00 pm |

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

Resident Evil Requiem is quite literally a game of two halves.

Its dual protagonists, newcomer Grace Ashcroft and series veteran Leon S. Kennedy, both represent disparate aspects of the long-running survival horror franchise brought together to appease fans of tense first-person exploration and resource management and bombastic third-person action, respectively.

Review info

Platform reviewed: Nintendo Switch 2 / PC
Available on: PS5, Xbox Series X and Series S, PC, Nintendo Switch 2
Release date: February 27, 2026

An intriguing formula which, on paper, should offer something for all kinds of Resident Evil lover and this is certainly true throughout the game’s strong first half. Navigating wonderfully designed, interconnected environments filled with mysterious puzzles to scrounge for resources while dodging prowling horrors, as Grace is a consistent delight, punctuated by the refreshing moments where you can briefly let loose as Leon and tear through zombie hordes with an almost unlimited supply of guns and ammunition.

Unfortunately, this careful balance is upset by the overwhelming number of sequences in the action camp later on. They’re still a blast to fight through, even as the plot becomes increasingly bizarre, but I still found myself hoping for more of the serious scares experienced early on.

Spencer Mansion memories

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode showing a city street in the rain.

(Image credit: Capcom)

It’s clear that Resident Evil Requiem is intended to be a celebration of the series, smartly blending elements from almost every entry thus far. Grace inherits not only the first-person perspective of Resident Evil 7: Biohazard, but also the classic puzzle-solving of the original Resident Evil and its immediate follow-ups. The Rhodes Hill Chronic Care Center, the first section where you play as Grace, is a showstopping example of this formula at its best, with some of the greatest level design in Resident Evil history.

The whole area is an unsettling blend of tight corridors and small rooms, with objectives that require you to carefully scour your surroundings as you match keys with their respective locks, decipher secret codes, or collect other important items. Moving forward is always intuitive, and I never found myself scratching my head, wondering what to do next, in part because there are often multiple possible ways to progress with what you have on hand.

Rooms like the ornate banquet hall and the facility's expansive main foyer also echo the iconic design of the Spencer Mansion, a tasteful throwback for long-time fans, while a barrage of new enemy types keep things feeling fresh and prevent you from ever getting too comfortable. The new viral strain at the heart of this game's outbreak gives us some of the most intelligent zombies yet, repeating phrases that often hint at ways to counter their unique behaviours.

A zombie obsessed with turning off the lights, for example, can be lured out of your path by the flicking of a distant switch in order to preserve valuable ammo. Even if you do choose to go guns blazing, a handful of powerful horrors like the kitchen's huge, mutated chef can only be taken on with ample reserves of equipment. Successfully down them and you're treated to a deluge of goodies, namely collectible coins that can be spent on useful upgrades, appropriately rewarding those players prepared to take the risk.

Saving is restricted to set points where you can access a typewriter in dedicated safe rooms, adding an extra layer of tension even if, in reality, their plentiful nature means you're never really short of opportunities to use them.

Despite this safety blanket, as Grace, you're never really out of harm's way, as you’re perpetually on the run from an invincible foe. A terrifying, long-limbed woman, she appears in both scripted scares and more dynamic moments where she stalks you through the building.

She has a good range of possible behaviors, like suddenly reaching under tables to grab you if you make too much noise, or prowling towards your path after catching a whiff of your scent as you creep by. The creature is easy to outsmart if you make liberal use of distraction items like glass bottles, but the persistent dread that she might appear around any corner is hard to shake.

Your fear is reflected in Grace, who is an incredibly relatable protagonist compared to the emotional brick wall that was 7 and Village’s Ethan Winters.

Her trembling hands and haggard breaths are a brilliant contrast to Leon’s quippy confidence, and she’s endearingly awkward in the many stunningly animated cutscenes, too. Her desire to discover the truth of her mother’s grisly murder eight years ago is also a compelling hook that drives you to push on in spite of the horrors that you face.

Back in '98

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode showing Leon aiming at a zombie construction worker on a city street.

(Image credit: Capcom)

It’s a shame, then, that she practically vanishes from the story at the halfway mark as the focus turns almost entirely towards Leon. Returning to the ruins of Raccoon City in some surprisingly hefty semi-open-world sections, it’s an unrelenting bombardment of combat gauntlets, boss fights, and cinematic action sequences.

Some moments, like a rocket launcher motorbike chase that extends up the side of a collapsed building, are certainly reminiscent of the much-derided over-the-top events of Resident Evil 6, while others feel like something you’d watch stone-faced in one of the franchise’s many terrible live action movies.

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode showing Leon entering a medical facility.

(Image credit: Capcom)

Throw in heaps of gratuitous fan service and an unsatisfying ending that leaves loads of unanswered questions (presumably for the sake of setting up future sequels or DLC), and it left me yearning for a tighter, more self-contained, and emotionally impactful experience.

That’s not to say that these moments are ever dull, though. To developer Capcom’s credit, while events may veer unapologetically into the camp and ridiculous, I was practically on the edge of my seat, wondering what on Earth could possibly happen next.

It definitely helps that Resident Evil Requiem is never boring to look at. This is a visually stunning game that really pushes the envelope with environmental fidelity, beautiful ray-traced reflections, fluid animation, and even subtle character details like strands of hair or droplets of blood and sweat. Yes, even on Nintendo Switch 2, despite some noticeable cutbacks to resolution and the odd framerate stutter.

I enjoyed my playthroughs thoroughly, but I can’t help but wish that Capcom was a little bolder with the plot. After more than 30 years, surely now is the time to be moving the series forward decisively rather than constantly harking back to the past?

Should I play Resident Evil Requiem?

Play it if...

You love classic Resident Evil
If you love the classic trilogy, or even newer entries like Resident Evil 7: Biohazard, then the Grace segments of Requiem make it well worth playing. You’re getting a decent chunk of old-fashioned puzzle solving and survival horror exploration here, even if it does skew towards action near the end.

You prefer the more bombastic action
If you loved the action-packed events of Resident Evil 4, the Leon sections here feature some of the best third-person combat in the series so far.

Don't play it if...

You’re not up to date with the story so far
The strong reliance on fan-service and call backs is going to really diminish the experience for those that aren’t long-time Resident Evil fans. If that’s you, my recommendation is to start with Resident Evil 7: Biohazard or the Resident Evil 2 remake and then play through the rest of the series before reaching this one.

Accessibility features

Resident Evil Requiem has multiple difficulty levels, including a Casual mode that’s designed to be more forgiving as well as Standard (Modern) and Standard (Classic). Standard (Classic) restricts your ability to save during Grace sections, requiring a consumable ink ribbon item each time.

The game has a dedicated accessibility menu with a suite of available options geared towards visual, auditory, motion sickness, and physical accessibility. On the visual front, you can customize the HUD and text size, plus subtitle presentation and size.

For auditory needs, you can enable closed captions with optional speaker name display, while motion sickness settings allow you to adjust camera wobble, motion blur, and turn on a dot in the middle of the screen to focus on.

Physical accessibility options include the options to disable repeated inputs in favor of holding a button, turn of vibration, and configure your controller layout.

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode.

(Image credit: Capcom)

How I reviewed Resident Evil Requiem

I played more than 20 hours of Resident Evil Requiem on Nintendo Switch 2, my primary platform for review, in which time I completed the game and then began a second run. I tested it almost exclusively in handheld mode, relying on the Joy-Con 2 controllers and the system’s built-in speakers.

I then tested the PC version on my system from retailer Scan. It features a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus.

This proved more than capable of running the game on maximum graphics settings with full path tracing enabled at 1080p 60fps. On PC, I relied on my Razer DeathAdder V3 Pro mouse and Cherry XTRFY K5V2 keyboard, plus an Astro A20 X gaming headset for audio.

I’m a long-time Resident Evil fan and have played almost every entry (most on more than one occasion). Yes, I’ve even subjected myself to the likes of Operation Raccoon City and Umbrella Corps.

Throughout my time with Requiem, I compared my experience to the other games (particularly Resident Evil 7: Biohazard, the remakes of 2, 3, and 4, Village, and the original three games) plus the wider survival horror and action horror genres.

First reviewed February 2026

There’s no gaming chair quite like the ThunderX3 Core, and after two years, I’m still stuck to it like glue
7:00 pm | February 24, 2026

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

ThunderX3 Core gaming chair: one-minute review

Having spent the past two years glued to the ThunderX3 Core gaming chair, I can say with confidence that the technology packed into the backrest is not, in fact, a gimmick. Looking at this racer-style gaming chair with its wiggly backrest protruding out, you might think it's undergone some kind of malfunction. But sit down and prepare to be amazed, because the ThunderX3 Core goes above and beyond for the price point, and it does so with impeccable style.

I've always steered away from gaming chairs with a separate lumbar cushion like that of the Corsair TC100 Relaxed; their rigidity does little for me as someone who moves around a lot, and I always feel like there's too much of a gap in the middle of my back. With the majority of racer-style gaming chairs opting for this solution, or some form of adjustable lumbar like the AndaSeat Kaiser 3 XL's practical but not-so-elegant, built-in side dial, I had thought my only other option was to spend over $1,000 on an office-style gaming chair that would adapt and reform itself to my body in motion. Then I spotted the ThunderX3 Core.

This ergonomic gaming chair features Lumbar 360° technology that sees almost the entire backrest deftly responding to your body as you bend and lean in the sitting position. I've felt consistently supported from the lower back right up to the upper back since the moment I started using it, helping me avoid the usual back pain that arises from all those awkward sitting positions I've been warned off.

The ThundercoreX3 Core gaming chair in grey in front of a pale wall, next to a wooden bed frame

(Image credit: Future/Katie Wickens)

The gently-bucketed seat can be tilted forward and locked at a slight angle, and the backrest can tilt and lock in several positions up to around 45 degrees. That does mean you don't get the full recline, but all that adjustability adds up, not to mention the four-dimensional armrests that even some mega premium chairs I've tested have omitted. Granted, the ThunderX3 Core doesn't come with an adjustable headrest like more premium ergonomic designs do, but it does include a gorgeous memory foam headrest with winged sides, as well as a footrest with two zippable sections and a non-slip texture on the bottom. All this while oozing premium design, without the premium price tag.

The major drawback for me has always been the armrests, which have always been a little rattly, but more so after a few years of learning. They've also always felt a little far forward for my liking, and don't move back as you recline, so the gap tends to see me leaning forward to reach them with my little arms. Over the years, the back of the armrest has been dented by my elbows while the rest hasn't, but it's still comfy as anything. I can't feel the plastic under the padding even after two years of everyday use.

Even the best gaming chairs will start to rattle a little after a time, and while it does get picked up by my mic every now and then, these little gripes haven't compromised the overall adjustability and comfort of a well-aged chair. If you're looking for refined aesthetics that combine steady comfort with dynamic and highly-adjustable ergonomics, I can wholeheartedly recommend the ThunderX3 Core. Not least thanks to the money saved compared to premium ergonomic chairs like the X-Chair X2 K-Sport Management.

The ThundercoreX3 Core gaming chair in grey in front of a pale wall, next to a wooden bed frame

(Image credit: Future/Katie Wickens)

ThunderX3 Core gaming chair: price and availability

  • List price: $399.99 / £249.95 / around $595
  • Footrest cushion is extra in the US, but totally unavailable in the US
  • Affordable end of the spectrum and good value for money

Available in the US and the UK from Amazon and other big retailers, the ThunderX3 Core is easy to get a hold of and well worth the price of admission. It only comes with the footrest cushion in the UK, sadly, meaning US citizens will need to pay extra for the privilege, but with the money saved, you could buy two or three of these babies for the price of other premium gaming chairs like the Herman Miller x Logitech Embody.

For the price, it's rare to spy a chair design with no corners cut. That's exactly what we like to see in a gaming chair: zero compromise and exceptional comfort, two things the ThunderX3 Core has in droves, and all at an exceptionally affordable price point. Plus, a three-year warranty is always much appreciated.

ThunderX3 Core gaming chair: specs

Thunder X3 Core

Price

$399 / £339 / around AU$595

Maximum user weight

331lbs / 150kg

Min seat height

18in / 46cm

Seat width

21.7in / 55cm

Recline angle

125 degrees

Warranty

3 years

The ThundercoreX3 Core gaming chair in grey in front of a pale wall, next to a wooden bed frame

(Image credit: Future/Katie Wickens)

ThunderX3 Core gaming chair: design and aesthetics

  • Lovely refined colorways
  • Extra storage in the back
  • Racer wing shape is a bit much

With several options when it comes to aesthetics and materials, the ThunderX3 Core doesn't pigeonhole gamers looking to live ergonomically enjoyers of the standard gamer aesthetic. While the Core Racer option caters to that with its high-contrast, almost neon blue strips along the back, the Loft and Modern options lean more toward refined colourways. Their ashy greys, muted red and navy give mature gamers the option to go subtle, or even opt for a suede-trimmed weave fabric chair if Pleather isn't your thing. I appreciate not having to peel myself off a Pleather seat in the summer heat, too.

I will say that cleaning a light grey fabric chair has been a minor challenge, but it's worth it for the gorgeous snowy look and plush feeling. Besides, over the years, it hasn't started to bobble, tear, or discolour.

The overall shape is a little over the top, with wings protruding unnecessarily far from either side of the head, but that's the only thing that gives it away as a racer. With the addition of a multifunction footrest, you're getting an extra boost where ergonomics are concerned, either for propping your feet up or leaning your arms on while gaming with a controller. Plus, the little pocket in the back is great for storing anything from a small laptop to a folder, or even a secret love note if that's how you roll.

The ThundercoreX3 Core gaming chair in grey in front of a pale wall, next to a wooden bed frame

(Image credit: Future/Katie Wickens)

ThunderX3 Core gaming chair: comfort and adjustability

  • Auto-adapting comfort
  • Cushioned to perfection
  • Armrests could be nicer

The Thunder X3 Core nails overall comfort, with oodles of latex foam padding that doesn't immediately deflate. Like our long-term favorite, the Secretlab Titan Evo 2022, the fantastic combination of dynamic ergonomics and versatile adjustability is great for getting awkward sitters like me through long days at my desk without feeling stiff before the week is out.

Since the armrests are a little too far forward for my frame, they have dented slightly due to constant pressure on the back. Still, those with a larger build will be best pleased. The wide, only-mildly-bucketed seat is yet another indicator that this chair caters to larger gamers. It also means I can sit with my legs crossed like an ergonomic heathen, because what's the point of joint hypermobility if you can't exercise it?

The ThundercoreX3 Core gaming chair in grey in front of a pale wall, next to a wooden bed frame

(Image credit: Future/Katie Wickens)

ThunderX3 Core gaming chair: assembly

  • Super short assembly time
  • Simple instructions
  • Heavy to get it where you need it

It took me under 20 minutes to get this whole chair up and running, though that's discounting the time it took me to lug it up the stairs and get it unpacked. Considering the amount of greebles, I was amazed I hardly needed the instructions aside from figuring out a practical order of events.

Out of the box, the arms are already screwed in place, and with no mechanisms left bare for me to mangle myself in there was no need to have my partner supervise the process either. Sure, it doesn't come fully assembled like the Herman Miller Vantum, but sixteen minutes of time for years of comfort is well worth the effort.

The ThundercoreX3 Core gaming chair in grey in front of a pale wall, next to a wooden bed frame

(Image credit: Future/Katie Wickens)

Should I buy the ThunderX3 Core gaming chair?

Buy it if...

You want dynamic back support
If you shift around in your chair a lot and need constant back support as you move, the Thunder X3 Core has you covered from lumbar to upper back.

You're looking to save a buck
The Thunder X3 Core is one chair that nails that price-to-performance ratio. I've tested chairs with far fewer features and worse comfort being sold at double or triple the price.

Don't buy it if...

You're rocking a smaller skeleton
Smaller gamers might struggle to reach the far-forward armrests. They don't move back enough for children, for example. But larger, heavier frames will have zero trouble fitting into it.

You prefer static ergonomics
If you know what you want and don't tend to shift around much (or prefer not to), then other, more rigid ergonomic designs might be more your speed.

Also consider...

If the ThunderX3 Core isn't quite for you, then consider these two fine alternatives that we think really highly of.

ThunderX3 Core

Secretlab Titan Evo XL

X-Chair X2 K-Sport Management

Price

$399 / £339 / around AU$595

$599 / £514 / AU$869

$879 / around £655 / around AU$1,315

Maximum user weight

331lbs / 150kg

393lb / 180kg

275lb / 125kg

Min seat height

18in / 46cm

18in / 46cm

15.81in / 40.1cm

Seat width

21.7in / 55cm

22.8in / 58cm (inc. sides)

19.5in / 49.5cm

Recline angle

125 degrees

165 degrees

40 degrees

Warranty

3 years

5 years

15 years

Secretlab Titan Evo 2022
Still our favorite gaming chair, the XL version of the Secretlab Titan Evo 2022 is only a little more expensive than the ThunderX3 Core, and comes with a slightly better warranty. Sure, there's no dynamic lumbar, but it ticks all the build quality boxes and offers a much higher weight capacity.

For more information, check out our full Secretlab Titan Evo 2022 review

X-Chair X2 K-Sport Management
The X-Chair X2 K-Sport Management has a lot to offer in terms of ergonomics without breaking the bank. While it's not as adaptable in real-time and takes far longer to set up, it's a much more customizable option. It's also super breathable and comes with an incredible 15-year warranty.

For more information, check out our full X-Chair X2 K-Sport Management reviewView Deal

The ThundercoreX3 Core gaming chair in grey in front of a pale wall, next to a wooden bed frame

(Image credit: Future/Katie Wickens)

How I tested the ThunderX3 Core gaming chair

  • Used the chair nearly every day for almost two years
  • Tested all the mechanisms
  • Compared long-term wear with out-of-the-box condition

I've been using the ThunderX3 Core almost every day for the past 2 years, and having put it together and dragged its bulk up and down the stairs several times, I've had enough hands-on experience with it to give an informed opinion.

I check the ease of use where mechanisms are concerned, the overall comfort then versus now, and have noted the general wear that's happened over the years.

First reviewed between 2023-January 2026

Read more about how we test

The Razer BlackShark V3 X takes the best gaming headset on the market and strips it down to a great-value price
2:00 am |

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

Razer BlackShark V3 X review: One-minute review

The bells-and-whistles version of Razer’s latest BlackShark V3, the V3 Pro, is one of the best wireless gaming headsets on the market. This model might share the name and the basic chassis design, but it’s available at a very different price, and that means the feature spec sheet looks wildly different too.

Razer’s positioning this as an esports model, based on the low-latency wireless connection its Hyperspeed 2.4GHz wireless dongle offers, and the impressively svelte 9.6oz / 270g weight. In reality, as welcome as those attributes are, they’re probably more relevant to a non-professional gamer who wants to save some cash, stay comfortable while they play, and avoid connection dropouts more than a professional player in a stadium.

One thing that translates very well all the way down the BlackShark range is the comfort and adjustability of the headband and earcup design. There’s a brilliant balance of clamping force and headband weight distribution that makes this headset immediately comfy, and it stays that way into the last moments of your 40-player World of Warcraft raid.

The microphone isn’t especially standout, but it offers decent clarity and noise cancellation, and it’s detachable, which means if you opt to connect the headset to your smartphone via Bluetooth, you can wear these on the train or bus without looking like you’re organizing air traffic.

Your mileage of the 7.1 virtual surround may vary, but to this reviewer’s ears, it sounds thin and artificial, inevitably detracting from the original audio source rather than widening it. These aren’t the same titanium drivers as you’ll find in the standard Razer BlackShark V3, and they’re not quite as precise or authoritative in their sound production, which means there’s less leeway for affecting audio sources with virtual surround.

But if you can live with merely good audio and mic quality, the huge 70-hour battery, lightweight, comfortable feel, and clean look are a pretty considerable upside.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

Razer BlackShark V3 X review: Price and availability

  • Costs $99.99 / £99.99 / around AU$141
  • Comparable to Microsoft’s Xbox Wireless headset
  • Considerably cheaper than the V3 and V3 Pro, so don’t expect a similar experience

This version of the Blackshark is really all about the price. A lot of the V3 and V3 Pro’s luxury trimmings have been jettisoned in order to meet a sub-$100 price point, but Razer’s decades of experience mean it knows which bits are essential: comfort, reliability, and usability. Those have stayed, of course.

The specs compare favorably to rivals at this price point, like the official Xbox Wireless headset and RIG R5 Spear Pro HS, a wired model that we’ve been digging lately in the sub-$100 pool.

Razer BlackShark V3 X: Specs

Razer BlackShark V3 X

Price

$99.99 / £99.99 / around AU$141

Weight

9.5oz / 270g

Battery life

70 hours

Compatibility

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

Connectivity

2.4 GHz Wireless / Bluetooth / USB Wired

Microphone

Unidirectional detachable cardioid mic

Razer BlackShark V3 X: Design and features

  • Similar design to the flagship BlackShark V3
  • Hyperspeed and Bluetooth, but not simultaneously
  • Simple control layout

The basic headband, earcup, and hinge design will be familiar to anyone who’s familiar with previous versions of the BlackShark, or indeed the pricier variations of this current V3 generation. The wireframe hinge allows for plenty of adjustability, and there’s a near-perfect balance between the weight carried by the wide, well-cushioned headband and the clamping force generated by the earcups against your temples.

Around those earcups, there’s a generous slice of memory foam to keep that horizontal force from digging in too much and becoming uncomfortable, and there’s a good amount of extension in the wireframe to allow for larger heads.

The control layout is simple and effective. On the left earcup, just above the USB-C cable input, there’s a textured power button, volume scroll wheel, and a mic mute button, while on the right-hand side, you’ll find the holy grail for gaming headsets, particularly more affordable models: a game/chat balance scroll wheel. Having grown accustomed to having this luxury through years of use with Arctis 7 headsets, I always miss it when it doesn’t feature, and I’m seriously grateful to find one on a cheaper headset like this one.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

While one probably wouldn’t expect simultaneous 2.4GHz wireless and Bluetooth connectivity at this price, it should still be noted that, unlike the V3 and V3 Pro, it isn’t available on this model.

The Hyperspeed wireless connection is very stable in my experience, though, suffering no dropouts over the several years I’ve been connecting wirelessly with Razer devices. It does invite some very infrequent audio artefacting in my experience, but that only manifests as a glitchy half-second of audio here and there when connecting to a PC.

Overall, the combo of comfort and looks of this model makes for a powerful one-two punch. Material choices and finish quality are both fantastic at this price range, and really distinguish this headset from rivals priced similarly.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

Razer BlackShark V3 X review: Performance

  • Decent sound but lacking that spark
  • Capacious battery
  • Mic does the job

The drivers within this V3 X’s earcups are a similar design to the V3 and V3 Pro’s drivers, with some important differences. All feature a 50mm size, but while the V3 Pro uses a bio-cellulose construction for its flagship version of the Tri-Force driver and the V3 uses titanium, this cheaper version uses… something else. It’s not stated in Razer’s materials.

That’s all academic until you get into road-testing the sound, and I’m bringing up the materials of various driver variations because those materials allow for faster and more supple articulation, which in turn gives you more sparkly high frequencies and more convincing, visceral lows. It’s in the raw sound quality category where I felt the V3 X’s pricing most obviously, and that certainly doesn’t mean they sound bad.

They’re clearly tuned for a balanced sound reproduction instead of wow factor, and that’s the right call. While at the extreme ends of the frequency response range, they sound a little dull, the overall quality is nice and neutral, and that speaks to the esports positioning of this headset. Pro players would probably use a more expensive model, of course, but if they did use this, they wouldn’t have to contend with vital audio cues being drowned out by over-emphasised bass.

Elsewhere, the battery deserves some serious acclaim. All the BlackShark V3s boast a 70-hour battery life, and while that’s boosted in part by the absence of RGB, it’s still an insane number. And it holds up in reality. I found I was even able to eke out a bit more than 70 hours from one charge, and charging is very quick via USB-C.

More muted praise – if you’ll excuse the excellent pun – for the microphone, which is simply serviceable. The audio reproduction lacks a little body, but it’s certainly crisp enough to cut through the mix and ensure your callouts are heard.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

Should I buy the Razer BlackShark V3 X?

Buy it if...

You love the BlackShark design
So much of what makes the pricier BlackShark models great carries over to the comfort and lightweight feel of this budget-friendly X option

You care a lot about latency
These are marketed as esports cans due to the low latency Hyperspeed wireless connection, so if you want assurance that you’re getting the comms in time, this is a good option.

You don’t need a broadcast-quality mic
Output quality is functional but not stellar on this model, so it’s a model for people who want clear chat but don’t need crystal-clear mic audio.

Don't buy it if...

You’re an audiophile
It takes a lot of balance and compromise to hit this price point in 2026, which means the drivers are tuned for clarity, not a sonic bath of creamy high fidelity luxuriousness.

You want one headset for multiple consoles
Like many modern headset models, this comes in either PlayStation or Xbox editions, which means you can’t use the same one for both devices.

You want a lot of passive noise cancellation
Despite comfortable pleather earpad cushions, this model’s prone to letting exterior sound bleed in while you’re wearing it.

Also consider...

Still not sold on the Razer BlackShark V3 X? Here's how it compares to two similar sets.

Razer BlackShark V3 X Hyperspeed

Xbox Wireless Headset

RIG R5 Spear Pro HS

Price

$99.99 / £99.99 / around AU$141

$99.99 / £89.99 / AU$149.95

$69.99 / £69.99 (around AU$99)

Weight

9.5oz / 270g

11.2oz / 320g

11.9oz / 340g

Battery life

70 hours

20 hours

N/A

Connection type

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

Bluetooth, USB wired

Wired 3.5mm

Compatibility


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

PC, Xbox X/S

PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC

Xbox Wireless headset
A similarly barebones offering from Microsoft for its own gaming consoles. Capable, but lacking battery life and connection options in comparison with Razer’s model.

For more information, check out our full Xbox Wireless Headset review

RIG R5 Spear Pro HS
Okay, it’s a wired headset. But despite that detail – and the fact it clearly has too many component parts, this is a seriously good value offering, and even cheaper than the budget Razer option.

For more information, check out our full RIG R5 Spear Pro HS review

How I tested the Razer BlackShark V3 X

  • Weeks of daily use on PC and Xbox Series S
  • Both connection types tested
  • Compared to the flagship Razer BlackShark V3 Pro

I swam the waters of low-budget gaming headsets for two weeks with the V3 X Hyperspeed, which meant the usual mix of gaming, Discord, and work calls to get a feel for the driver and mic performance alike.

The meditative, ambient soundscapes of Cairn comprised a lot of that time, along with some callout-heavy Counter-Strike 2 sessions, a few co-op Minecraft adventures, and some long drives in Assetto Corsa Evo.

Both compatible devices were tested, and I kept track of each charge’s duration to check Razer’s stated 70 hours checks out in reality.

First reviewed January 2026

Read more about how we test

I’ve spent months with the Drop + Epos PC38X wired gaming headset, and its audiophile audio quality and performance are hard to beat
7:00 pm | February 20, 2026

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

Drop + Epos PC38X review: One-minute review

Not necessarily a new model, but still a great one, the Drop + Epos PC38X is an excellent wired gaming headset and comes through with the promise of delivering top-shelf audio for the discerning gaming sound enthusiasts among us.

Featuring immensely enjoyable audio, no matter the game, a simple wired connection, a reliable mic, solid build quality, and a level of comfort that makes it a joy to wear for hours on end, it really is a do-it-all wired gaming headset that can be a one-stop solution across platforms.

The standout feature is easily the audio. I’ve tested some of the best and most expensive gaming headsets of the last decade, and only a few really blow me away; the Drop + Epos PC38X does that, too, for a sub-$200 price tag. It’s even played beautifully with an external sound card as well.

It’s by no means a flashy or outlandish gaming headset when it comes to design and build, but it does sport the level of quality you’d expect from Sennheiser and Epos. A symphony of piano black, the headset is slick, and its over-ear, open-back earcups are robust but supremely comfortable. The only blemishes on the scorecard here are a slightly plasticky-feeling build and that the microphone is a bit of a chunky one, despite it being a handy flip-to-mute model.

In brief, if you’re happy to be (or prefer being) a wired gamer, then the Drop + Epos PC38X is a superb option. It’s now my go-to wired headset - though it’s in constant battle with my Sennheiser HD 550s - and I’ve had a blast listening to all my music and entertainment, and playing games across PC and PlayStation 5 with it.

The Drop + Epos PC38X headset on a wooden surface in front of a white brick wall

(Image credit: Future/Rob Dwiar)

Drop + Epos PC38X review: Price and availability

  • Current approximate prices as of early 2026: $199 / £180 / around AU$305
  • Availability is spotty, but it represents excellent value for money
  • Pricing puts it in the mid-to-high range for gaming headsets, but good value for audiophile sets

The main point of discussion around the Drop + Epos PC38X gaming headset’s price and availability in 2026 is that it is not as readily available as its competitors. I’ve seen listings come and go at retailers, both US and UK, and prices go up and down like yo-yos, too.

There’s also some variation in the headset’s name when it comes to retailer listings. However, if you can find one of any Drop + Epos PC38X, DROP PC38X, or Drop + Sennheiser PC38X (or similar), know that it’s the same headset regardless of name, and you’re still getting a quality product.

Despite stock wobbliness, Drop’s own website has been a reliable seller of the headset, and currently has it in stock for $199, but has had it as low as $169 at times, too. It does very much look like you’ll be limited to the all-black variant if you do find it in stock, though - the version that had yellow-colored cups appears to not be available for purchase anymore.

Given that ‘roughly $200 / £200’ price point, that does put it in pretty lofty territory and in the company of some absolute belters - in both gaming headset and headphone territory. I’ve been comparing the PC38X most closely to my Sennheiser HD 550 headphones ($299.99 / $249.99 / AU$479) and the SteelSeries Arctis Nova Pro headset ($279.99 / £249.99 / AU$565); both are wired, both have great audio, and both are a little bit more costly, but are viable alternatives for gamers wanting seriously strong audio.

Drop + Epos PC38X review: Specs

Drop + Epos PC38X

Price

$199 / £180 / around AU$305

Weight

8.9oz / 253g

Drivers

Size officially unspecified

Compatibility

PS5, PS4, PC, Xbox Series X|S, Xbox One, Nintendo Switch, Nintendo Switch 2, Mac, mobile

Connection type

3.5mm audio jack (2.5m 2 x 3.5mm cable, 1.5m 1 x 3.5mm cable)

Battery life

N/A

Features

Openback design, Bi-directional, flip-to-mute electret condenser mic, dynamic neodymium drivers

Software

N/A

The Drop + Epos PC38X headset on a stand sitting on a wooden surface infront of a white brick background

(Image credit: Future/Rob Dwiar)

Drop + Epos PC38X review: Design and features

  • Open-back earcup design
  • Flip-to-mute boom-arm mic
  • Sleek and understated black finish

When it comes to design, the Drop + Epos PC38X doesn’t really stand out. It’s a slick black-on-black unit, with only black metal covers for the open earcups and mic punctuating the cloak of darkness. There used to be a slightly more exciting green/yellow colorway, but I haven’t been able to spot a listing for that in all my time testing this black model.

Away from aesthetics, it does feel like any other gaming headset to wear, too, in all honesty. The frame is a little plasticky, and there’s nothing too special here - but there are upsides to that. It’s just an easy-to-wear, very comfortable headset with padding in the right places, and a deliberate and appropriate use of materials.

The cables provided make for easy connection too: you get both a mic-and-headphone split cable perfect for those who prefer the split (or to use their headphones with other devices), as well as a straight-up 3.5mm audio jack connection too - perfect for use with a gaming console controller.

My only small criticism is the boom mic, which is a chunky monster. Located on the left cup, every part of it feels large in the hand, and when inspecting or holding the headset.

The caveat to that is - when it’s flipped up, especially - it’s totally out of sight anyway, and is in no way an immersion or multiplayer-ruiner. It feels like something from one of the older Sennheiser gaming headsets, too, so it doesn’t feel out of place either. Completing the onboard set, the volume dial on the right cup is the only onboard control and is intuitive and easy to interact with.

A close up of Drop + Epos PC38X headset showing the volume wheel on its right earcup

(Image credit: Future/Rob Dwiar)

Drop + Epos PC38X review: Performance

  • Brilliant, immersive audio
  • While massive in design, the mic is crisp and clear
  • Comfortable to wear for long periods of time

The audio on offer from the Drop + Epos PC38X is excellent, across the board. It certainly punches above its weight and can certainly hold its own against even the most recent of premium headsets.

Bass notes are rich and thumpy without being muddy and unpleasant, mids are rich and full, and highs are always crisp and punchy, but not piercing. It really does channel some excellent Sennheiser and Epos pedigree that makes its out-of-the-box audio some of the best I’ve tested.

On PC, the echoes and spookiness of The Oldest House in Control were beamed to my brain superbly, while hearing every detail of my cities in Frostpunk 2, and every crunch and thwack in encounters in Warhammer 40,000: Dawn of War 3 were joyous. On my PS5 Pro, I experienced some wonderfully atmospheric and rich audio in Death Stranding: Director’s Cut, which really upped my immersion to brilliant heights.

Elsewhere, every punch of a Nazi’s face in Indiana Jones and the Great Circle was fulsome and full of oomf, and gunfire in Tom Clancy’s Ghost Recon: Breakpoint, as well as Battlefield 6, were excellent, giving me the right balance of rich chaos, but punchy action and crisp gunfire audio. No matter what I played on either platform, the Drop + Epos PC38X really did excel, and I can’t sing its audio praises high enough.

The Drop + Epos PC38X headset on a wooden surface in front of a white brick wall

(Image credit: Future/Rob Dwiar)

As an everyday work headset, it also performed admirably, transporting my voice beautifully down the internet as well as giving me clear audio on calls and meetings, and also becoming a stalwart companion for a range of music and entertainment.

While that mic is chunky, it’s easy to use and doesn’t impact the comfort of the headset during use. I wore the headset for hours and hours at a time without ever feeling uncomfortable, and the mic being flip-to-mute at least makes for a convenient design.

As I’ve mentioned elsewhere in this review, I’ve also been able to test the Drop + Epos PC38X with external sound cards. This enabled me to get even more out of the headset - so if you have the luxury of having one of these devices in your setup already, or fancy adding one, then know that it’s an ideal combination. Be it on PS5 or PC, adding an extra layer of excellence to augment the experience the Drop + Epos PC38X gave me was great - but I still defaulted to the out-of-the-box audio on more than one occasion away from the sound cards.

All in, however, you won’t need an external sound card at all with the Drop + Epos PC38X. If you can find it in 2026 and are after a top wired gaming headset with pedigree and sublime audio, then it won’t let you down.

The Drop + Epos PC38X headset on a wooden surface in front of a white brick wall

(Image credit: Future/Rob Dwiar)

Should I buy the Drop + Epos PC38X?

Buy it if...

You’re after a top wired gaming headset - and can find it in stock
Honestly, if you are committed to finding a top wired gaming headset that’ll cover you across platforms, offer you excellent audio across the board, superb comfort, and a solid mic, then the PC38X is a no-brainer for me to recommend.

You want an audiophile-quality sound in your wired headset
The PC38X’s audio quality is genuinely some of the best I’ve heard and is right up there with some of my other favorites like the SteelSeries Arctis Nova Pro, the Audeze Maxwell, and headphones like my Sennheiser HD 550s.

You want a simple solution that you can still tailor externally
The PC38X is at its heart a plug-and-play gaming headset; there’s no software, and even its onboard controls are minimal. However, I’ve really enjoyed using its baseline audio excellence and tinkering it somewhat with external soundcards to get even more out of the PC38X’s sound, and it has really played exceptionally well with such devices.

Don't buy it if...

You’re looking for a compact mic
Overall, the design of the PC38X is agreeable, but in 2026 its large flip-to-mute mic does stand out as a bit of a chonker - if you want something more subtle and tidier, then a product from the likes of SteelSeries would be a better fit.

You’re looking for flawless build quality
The PC38X is solid enough, don’t get me wrong, but I’ve definitely tested more robust and stronger-feeling sets, so if you think you’ll need something that can offer more durability, you may have to look elsewhere.

You like to use software to tinker with audio settings and EQs
The PC38X doesn’t have any software, so there’s no app or program in which to alter your EQs or manipulate your sound. If that’s a must-have for you, then this plug-and-play option may not be the right fit.

Drop + Epos PC38X review: Also consider...

Still not sold on the Drop + Epos PC38X? Here are two competitors that might hit the mark instead.

Drop + Epos PC38X

SteelSeries Arctis Nova Pro

Sennheiser HD 550

Price

$199 / £180 / around AU$305

$279.99 / £249.99 / AU$565

$299.99 / $249.99 / AU$479

Weight

8.9oz / 253g

16.08oz / 456g

8.35oz / 237g

Drivers

Size officially unspecified

40mm

38mm

Compatibility

PS5, PS4, Xbox Series X|S, Xbox One, PC, Nintendo Switch, Nintendo Switch 2, Mac, mobile (where audio jack is present)

PS5, PS4, Xbox Series X|S, Xbox One, PC, Nintendo Switch, Nintendo Switch 2, Mac, mobile (where audio jack is present)

PS5, PS4, Xbox Series X|S, Xbox One, PC, Nintendo Switch, Nintendo Switch 2, Mac, mobile (where audio jack is present)

Connection type

3.5mm audio jack (2.5m 2 x 3.5mm cable, 1.5m 1 x 3.5mm cable)

USB, 3.5mm audio jack

3.5mm audio jack; 6ft / 1.8m cable (3.5 to 6.5mm adapter provided)

Battery life

N/A

N/A

N/A

Features

Openback design, Bi-directional, flip-to-mute electret condenser mic, dynamic neodymium drivers

40 mm Neodymium drivers, Bidirectional microphone polar pattern, ClearCast Gen 2 microphone, GameDac Gen 2 control panel

38mm transducer, 150 Ω nominal impedance, 6Hz – 39.5kHz frequency response, synthetic velour ear pads

Software

N/A

SteelSeries GG

N/A

SteelSeries Arctis Nova Pro
One of my absolute favorite wired gaming headsets, the SteelSeries Arctis Nova Pro is truly brilliant. If you’re looking to spend a bit more to go even more premium, have a retractable mic, a wonderful USB DAC unit, and some of that sweet, sweet SteelSeries audio and build quality, then this is the wired competitor for the PC38X to go for from the brand.

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

Sennheiser HD 550
Keeping it even more simple than the PC38X and really focusing on providing top- level audio for your games and nothing more, the Sennheiser HD 550 is one of my favorite sets of headphones that target gaming performance. That known Sennheiser quality shines through here, and a simple audio jack connection is all you need. An easy alternative to recommend.

For more information, check out our full Sennheiser HD 550 review

How I tested the Drop + Epos PC38X

  • Tested for around six months
  • Used across multiple platforms and with multiple devices, including USB sound cards
  • Compared performance across game types and against other headsets and headphones

I used the Drop + Epos PC38X on and off over a period of around six months, on PC and PS5, and for games, music, entertainment, and work. I was able to compare it to a bunch of other headphones and headsets to gauge its place in the market in 2026.

On my PS5 Pro, I used the PC38X set across games like Dying Light 2, Hellblade: Senua's Sacrifice and Senua's Saga: Hellblade 2 Enhanced, Death Stranding Director’s Cut, Ghost of Yotei, Tom Clancy’s Ghost Recon Breakpoint, Battlefield 6, Indiana Jones and the Great Circle, and more. I plugged it into both a DualSense Wireless Controller and a Creative Sound BlasterX G6 sound card during sessions as well.

When testing the headset on my old RTX 3090 gaming PC and my newer RTX 5070 gaming PC (provided by Acer), I dove into a host of games such as Frostpunk 2, Control, and Warhammer 40,000: Dawn of War 3, while also using the headset daily for music, entertainment, and daily work commitments and calls.

First reviewed July 2025-February 2026

Read more about how we test

I became a master of stealth in Styx: Blades of Greed and finished my playthrough with hundreds of guards kicked off cliffs, countless coins pilfered, and a full arsenal of magical abilities
12:00 pm | February 17, 2026

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

Styx: Blades of Greed isn’t an Assassin’s Creed game. It’s not a Sniper Elite, a Hitman, or part of any of the other popular stealth action franchises that have received new entries in the last couple of years. This is a proper, old-fashioned stealth game - the kind that you really don’t see much of anymore.

Review info

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

The focus is entirely on the act of sneaking, surreptitiously sticking to shadows, and creeping around environments in order to avoid detection entirely, rather than trying to blend in or silently take out enemies from afar.

As the titular green goblin Styx, you’re certainly not a fighter, and detection means an almost certain demise. Sure, you can fend for yourself against one or even two low-level enemies in a pinch, but your health pool is extremely limited, and open combat quickly spirals out of control as more guards are alerted by the sound of the fray.

You can hardly break out of a crouch when you’re moving around maps, as your footsteps alone are enough to trigger a chain reaction that inevitably ends with you getting skewered by an army of heavily armed goons. It sounds frustrating, and believe me, it sometimes is, but I simply wouldn’t have it any other way.

Nothing beats the satisfaction of pulling off the perfect heist, and some smart quality-of-life features stop the experience from ever becoming too exasperating.

Styx and stones

A Styx: Blades of Greed screenshot showing Styx sneaking around outside some wooden fortifications.

(Image credit: Nacon)

Its big innovation is a clever, quick save system. You might see the phrase ‘save scumming’ (the practice of frequently reloading saves made before your mistakes) tossed around as a derogatory term in discussions about other titles, but in Styx: Blades of Greed, it’s not only necessary for success, but actively encouraged.

It’s instant and bound to pressing down the left thumbstick on your controller, with a successful save signaled by a small on-screen notification that doesn’t break your immersion. Get slashed by a guard, fall off a ledge, or accidentally come into contact with water (goblins dissolve instantly like the Wicked Witch of the West, apparently), and you’re back to your save point after just a brief loading screen.

It’s a little awkward at first, but after a few hours, saving every time you make any significant progress becomes second nature, and it’s absolutely liberating.

A Styx: Blades of Greed screenshot showing Styx lurking menacing behind an NPC guard.

(Image credit: Nacon)

Rather than annoyingly setting you back, deaths become your signal to experiment. "What would happen if I tossed an acid trap on that carpet just as the guard saw me?” “Can I actually take out that worker without his mate seeing me?” “Would that falling chandelier really land on that armored patrol if I timed it just right?"

Best bit

A Styx: Blades of Greed showing

(Image credit: Nacon)

In this instalment Styx is more mobile than ever before, with an incredibly fast default move speed and rapid double jump. It makes scurrying across open rooftops or darting down empty corridors a joy, and really helps you feel like a devious little goblin.

The game’s three main levels are mammoth and filled with multiple avenues of approach that really reward trying new approaches. With endless ledges, chimneys, the undersides of tables, inside barrels or chests, and maintenance passages, you’re never short of places to hide, and making full use of every available spot in order to infiltrate somewhere flawlessly is satisfying.

Don’t be worried about the fact that there are ‘only’ three maps either. Side quests and collectibles incentivize you to scour them thoroughly, and an intelligent metroidvania-esque progression system sees you gradually acquire new traversal tools like grapple hooks or gliders that open up vast new zones in them to explore.

Each story chapter also ends in unique, more linear segments that are a refreshing change of pace after such openness and help you get acquainted with each new mechanic as they come.

Carrot and Styx

A Styx: Blades of Greed screenshot showing Styx hiding from guards in a dimly lit corner.

(Image credit: Nacon)

Styx is a seasoned master of infiltration, so he has a wealth of abilities to play around with that are unlocked through a modest but impactful upgrade tree. The most interesting of these are tied to your acquisition of Quartz, the sinister new material that Styx and his rag-tag crew of allies are pursuing.

Mind control has you manually piloting adversaries that would otherwise be too powerful to defeat and commanding them to jump to their deaths, while slowing down time helps you escape otherwise impossible situations in a flash.

This is on top of some returning favorites from the past Styx games, like invisibility, throwable clones that latch on to the faces of foes, plus basic tools like throwable bottles, acid mines, and more. It’s perfectly possible to get through the game without using the majority of these, but fully engaging with every tool at your disposal invites exciting gameplay possibilities.

It’s unfortunate that there are plenty of jagged edges here that might trip up those coming over from more casual stealth experiences. I really appreciate the commitment to make Styx: Blades of Greed a faithful sequel to both Master of Shadows and Shards of Darkness (not to mention a prequel to Of Orcs and Men), but it’s almost too faithful at times when the last instalment was almost ten years ago.

Without knowledge of the previous entries, the otherwise surprisingly decent story isn’t going to make a lick of sense, and many of its coolest moments, like returning to the ruins of an old map, simply won’t resonate.

A Styx: Blades of Greed screenshot showing Styx about to drop a load of heavy boxes on some enemies.

(Image credit: Nacon)

Even true Styx heads like me might struggle to stay fully engaged with it, given the fairly dire voice acting, though. The performance for the protagonist is excellent, especially his many ironically charming one-liners, but the lines for side characters and NPCs are often amateurish. Cutscenes feel cheaply animated, with stilted motion and odd cuts that never seem to flow quite right.

There’s plenty of more general jankiness to get past, too, from frame rate stutters and typos in subtitles to bugs that see you fall through the floor, get seen through solid objects, or have the entire game crash without warning. Thanks to its strong foundations, the experience was never truly spoiled for me, but I do hope there are some patches in the works to make everything more stable.

Should I play Styx: Blades of Greed?

Play it if...

You want a true stealth experience
Fighting back if you’re caught? Forget about it. Styx: Blades of Greed is a true stealth game that’s all about using the tools at your disposal to infiltrate areas undetected - and very satisfying if that’s what you’re looking for.

You’ve played the other games
The story of Styx: Blades of Greed would probably be impenetrable for a newcomer, but if you’re a true Styx head like me, you’ll love diving back into the universe and appreciate the call-backs to other games.

Don't play it if...

You’re not willing to overlook rough edges
This is not a high-budget game, so some level of jankiness should be expected. Still, there are plenty of issues with performance, crashes, and a wealth of bugs to overcome if you want to get to the good stuff.

Accessibility features

Styx: Blades of Greed has three difficulty levels, in addition to a modest accessibility menu. Aside from the option to disable controller vibration, all of the settings relate to color blindness.

There are three vision filters: deuteranopia, protanopia, and tritanopia. Subtitles are enabled throughout the game by default.

How I reviewed Styx: Blades of Greed

I went full goblin and played more than 20 hours of Styx: Blades of Greed on PC over the course of a few days. During this time, I completed the entire game, thoroughly explored all of the levels, tested every single ability, and worked my way through many of the side quests.

The keyboard and mouse support is pretty dire, so I relied on a DualSense Wireless Controller to play in addition to my Astro A20 X gaming headset.

I reviewed the game at full graphics settings on my system, which is a 5070 Ti-powered model from retailer Scan that features a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus.

First reviewed February 2026

I became a master of stealth in Styx: Blades of Greed and finished my playthrough with hundreds of guards kicked off cliffs, countless coins pilfered, and a full arsenal of magical abilities
12:00 pm |

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

Styx: Blades of Greed isn’t an Assassin’s Creed game. It’s not a Sniper Elite, a Hitman, or part of any of the other popular stealth action franchises that have received new entries in the last couple of years. This is a proper, old-fashioned stealth game - the kind that you really don’t see much of anymore.

Review info

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

The focus is entirely on the act of sneaking, surreptitiously sticking to shadows, and creeping around environments in order to avoid detection entirely, rather than trying to blend in or silently take out enemies from afar.

As the titular green goblin Styx, you’re certainly not a fighter, and detection means an almost certain demise. Sure, you can fend for yourself against one or even two low-level enemies in a pinch, but your health pool is extremely limited, and open combat quickly spirals out of control as more guards are alerted by the sound of the fray.

You can hardly break out of a crouch when you’re moving around maps, as your footsteps alone are enough to trigger a chain reaction that inevitably ends with you getting skewered by an army of heavily armed goons. It sounds frustrating, and believe me, it sometimes is, but I simply wouldn’t have it any other way.

Nothing beats the satisfaction of pulling off the perfect heist, and some smart quality-of-life features stop the experience from ever becoming too exasperating.

Styx and stones

A Styx: Blades of Greed screenshot showing Styx sneaking around outside some wooden fortifications.

(Image credit: Nacon)

Its big innovation is a clever quick save system. You might see the phrase ‘save scumming’ (the practice of frequently reloading saves made before your mistakes) tossed around as a derogatory term in discussions about other titles, but in Styx: Blades of Greed, it’s not only necessary for success, but actively encouraged.

It’s instant and bound to pressing down the left thumbstick on your controller, with a successful save signaled by a small on-screen notification that doesn’t break your immersion. Get slashed by a guard, fall off a ledge, or accidentally come into contact with water (goblins dissolve instantly like the Wicked Witch of the West, apparently), and you’re back to your save point after just a brief loading screen.

It’s a little awkward at first, but after a few hours, saving every time you make any significant progress becomes second nature, and it’s absolutely liberating.

A Styx: Blades of Greed screenshot showing Styx lurking menacing behind an NPC guard.

(Image credit: Nacon)

Rather than annoyingly setting you back, deaths become your signal to experiment. "What would happen if I tossed an acid trap on that carpet just as the guard saw me?” “Can I actually take out that worker without his mate seeing me?” “Would that falling chandelier really land on that armored patrol if I timed it just right?"

Best bit

A Styx: Blades of Greed showing

(Image credit: Nacon)

In this instalment Styx is more mobile than ever before, with an incredibly fast default move speed and rapid double jump. It makes scurrying across open rooftops or darting down empty corridors a joy, and really helps you feel like a devious little goblin.

The game’s three main levels are mammoth and filled with multiple avenues of approach that really reward trying new approaches. With endless ledges, chimneys, the undersides of tables, inside barrels or chests, and maintenance passages, you’re never short of places to hide, and making full use of every available spot in order to infiltrate somewhere flawlessly is satisfying.

Don’t be worried about the fact that there are ‘only’ three maps either. Side quests and collectibles incentivize you to scour them thoroughly, and an intelligent metroidvania-esque progression system sees you gradually acquire new traversal tools like grapple hooks or gliders that open up vast new zones in them to explore.

Each story chapter also ends in unique, more linear segments that are a refreshing change of pace after such openness and help you get acquainted with each new mechanic as they come.

Carrot and Styx

A Styx: Blades of Greed screenshot showing Styx hiding from guards in a dimly lit corner.

(Image credit: Nacon)

Styx is a seasoned master of infiltration, so he has a wealth of abilities to play around with that are unlocked through a modest but impactful upgrade tree. The most interesting of these are tied to your acquisition of Quartz, the sinister new material that Styx and his rag-tag crew of allies are pursuing.

Mind control has you manually piloting adversaries that would otherwise be too powerful to defeat and commanding them to jump to their deaths, while slowing down time helps you escape otherwise impossible situations in a flash.

This is on top of some returning favorites from the past Styx games, like invisibility, throwable clones that latch on to the faces of foes, plus basic tools like throwable bottles, acid mines, and more. It’s perfectly possible to get through the game without using the majority of these, but fully engaging with every tool at your disposal invites exciting gameplay possibilities.

It’s unfortunate that there are plenty of jagged edges here that might trip up those coming over from more casual stealth experiences. I really appreciate the commitment to make Styx: Blades of Greed a faithful sequel to both Master of Shadows and Shards of Darkness (not to mention a prequel to Of Orcs and Men), but it’s almost too faithful at times when the last instalment was almost ten years ago.

Without knowledge of the previous entries, the otherwise surprisingly decent story isn’t going to make a lick of sense, and many of its coolest moments, like returning to the ruins of an old map, simply won’t resonate.

A Styx: Blades of Greed screenshot showing Styx about to drop a load of heavy boxes on some enemies.

(Image credit: Nacon)

Even true Styx heads like me might struggle to stay fully engaged with it, given the fairly dire voice acting, though. The performance for the protagonist is excellent, especially his many ironically charming one-liners, but the lines for side characters and NPCs are often amateurish. Cutscenes feel cheaply animated, with stilted motion and odd cuts that never seem to flow quite right.

There’s plenty of more general jankiness to get past, too, from frame rate stutters and typos in subtitles to bugs that see you fall through the floor, get seen through solid objects, or have the entire game crash without warning. Thanks to its strong foundations, the experience was never truly spoiled for me, but I do hope there are some patches in the works to make everything more stable.

Should I play Styx: Blades of Greed?

Play it if...

You want a true stealth experience
Fighting back if you’re caught? Forget about it. Styx: Blades of Greed is a true stealth game that’s all about using the tools at your disposal to infiltrate areas undetected - and very satisfying if that’s what you’re looking for.

You’ve played the other games
The story of Styx: Blades of Greed would probably be impenetrable for a newcomer, but if you’re a true Styx head like me, you’ll love diving back into the universe and appreciate the call-backs to other games.

Don't play it if...

You’re not willing to overlook rough edges
This is not a high-budget game, so some level of jankiness should be expected. Still, there are plenty of issues with performance, crashes, and a wealth of bugs to overcome if you want to get to the good stuff.

Accessibility features

Styx: Blades of Greed has three difficulty levels, in addition to a modest accessibility menu. Aside from the option to disable controller vibration, all of the settings relate to color blindness.

There are three vision filters: deuteranopia, protanopia, and tritanopia. Subtitles are enabled throughout the game by default.

How I reviewed Styx: Blades of Greed

I went full goblin and played more than 20 hours of Styx: Blades of Greed on PC over the course of a few days. During this time, I completed the entire game, thoroughly explored all of the levels, tested every single ability, and worked my way through many of the side quests.

The keyboard and mouse support is pretty dire, so I relied on a DualSense Wireless Controller to play in addition to my Astro A20 X gaming headset.

I reviewed the game at full graphics settings on my system, which is a 5070 Ti-powered model from retailer Scan that features a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus.

First reviewed February 2026

The Fractal Scape has no business offering this many features for a wireless headset at this price
2:00 am |

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

Fractal Scape review: one-minute review

The bar keeps being raised in gaming peripherals lately, and as such, there’s no room for overpriced or feature-bloated models whose specs don’t translate to a great user experience. Fractal Design clearly knows this very well as it enters the wireless gaming headset market with a $200 model that looks like something Apple would try to sell you for $500, and comes with a charging dock and feature set that you’ll be more accustomed to seeing from pricer Astro headsets.

The looks will be a big selling point for many, as you’d expect from Fractal and its reputation for understated, Scandi-style PC cases. Available in both black and white, it’s got a grown-up look quite apart from the gaming peripherals of yesteryear, and with a detachable mic and Bluetooth connectivity, you can quite comfortably leave the house wearing the Fractal Design Scape as your smartphone’s headset without broadcasting an overstated ‘gamer gear’ look to the world and its judging eyes.

Also included is a wireless charging station, which will juice up the headset with up to 40 hours of use when RGB is disabled, and up to 24 when it’s enabled. Taking the headset out of the magnetic dock automatically powers it on, which feels like an incredibly decadent feature for this price.

While the materials and design generally lend themselves well to comfort – with a particular shout-out due to the high-grade memory foam earcup covers – this definitely favors a smaller head size, and I have concerns about the amount of padding on the headband itself. If you’ve got a larger head, you may start to feel the headband dig in during longer sessions.

It’s not perfect then, but that imperfection is effectively offset by how generous Fractal has been by adding not just a detachable boom mic but a built-in omnidirectional mic too. Not to mention fundamentally crisp and clear sound with some meaty bass response.

Fractal Scape wireless headset sat on a table in its charging dock.

(Image credit: Future)

Fractal Scape review: price & availability

  • List price: $199.99 / £169.99 (around AU$285)
  • Astro-like features for a far lower price
  • Priced competitively against Razer Blackshark V2 Pro and PlayStation Pulse Elite

The price point is a big win for Fractal out of the gates. How the manufacturer has managed to bundle a high-quality headset and charging station that look ready to sit in the window of an Apple store is anyone’s guess, but somehow that very thing has been achieved. The choice of two mics and strong construction materials and finish quality are further bonuses that make this a frontrunner in the $150-$200 market.

The competition? Probably still two members of the old guard. PlayStation’s official PS5 Pulse Elite headset features similarly elegant looks and hassle-free wireless operation, while Razer’s older Blackshark V2 is more of an all-rounder that features similar device compatibility to the Scape.

A close-up of the Fractal Scape's plush ear cups

(Image credit: Future)

Fractal Scape review: Specs

Fractal Design Scape

Price

$199.99 / £169.99 / around AU$285

Weight

11.8.oz / 338g

Compatibility

PC, Mac, PS5, PS4, Nintendo Switch, iOS/Android

Connection type

2,4 GHz Wireless via USB-A dongle, Bluetooth 5.3, Wired via USB-C to USB-A cable

Battery life

40 hours RGB off, 24 hours RGB on

Microphone

1x detachable unidirectional 50–16 000 Hz, 1x omnidirectional (built-in)

Fractal Scape review: Design & features

  • Typically minimalist looks
  • Wireless dock will beautify your desk
  • Sensible controls layout

Fractal’s headset was never going to be an aggressive, overwrought affair. Its cases are recognizable for their elegant minimalism, and the same is very much true of this Scape. It’s reminiscent at first glance of Steelseries’ Arctis range, but has a ‘debadged’ look and the most minimal of RGB zones that carries through the Scandi operation’s less is more philosophy.

The dock features magnetic connections that keep the headset in place and carries through the understated look, guaranteed to bring some culture and sophistication to your desk, no matter how many Funko Pops it’s sharing the real estate with. A USB-A dongle is hidden on the underside of that dock so that you can plug the dongle into the dock and use the USB cable from the dock to your device’s USB port, keeping things nice and clean and giving you a bit more choice over where to position the dock.

In addition to the usual physical controls at the rear of each earcup (power, wireless/Bluetooth connection, and mic mute on the left, RGB on/off on the right), there’s a ‘control crown’ in the upper-left rear which controls volume and provides some multimedia controls for pausing music and skipping tracks. While every other control works well, feels sturdy, and is easy to find without having to take off the headset, I find the control crown a bit fiddly. It’s too small to make precise volume changes easily, and pressing and holding the crown to pause or skip feels awkward.

With that said, it’s extremely impressive that the two mic options have bespoke mute mechanics. The boom arm is flip-to-mute, whereas the built-in omnidirectional is controlled with a button.

A look at the Fractal Scape's plush headband

(Image credit: Future)

Fractal Scape review: Performance

  • Strong and precise sound
  • Great battery performance
  • Headband comfort can be an issue

Great care has clearly been taken to build a lot of comfort into these cans. That’s most evident when you give the earcup cushions a squeeze and find the most luxuriously squishy memory foam pads you ever squished. This is seriously high-grade material, equivalent to flagship Bose models.

And it’s a vital piece of the comfort puzzle, because the Scape offsets its middleweight heft (11.9oz / 338g is on the lighter side of average for wireless sets now) with a lot of clamping force. The idea is that the tighter the earcups clamp around your ears, the less weight hangs from the headband on top of your head. Plus, you get a nice bit of passive noise cancellation and a tight acoustic chamber for low-end frequencies to resonate in.

A closer look at the Fractal Scape's design and ear cups

(Image credit: Future)

That works on two of three fronts. It’s great at blocking out noise, and the bass response sounds full-bodied. But personally, I still notice the weight of the headband during longer sessions, and when I examine its construction, I find considerably less padding and considerably lower-grade cushion material.

It’s still absolutely possible to adjust the Scape so that it sits comfortably for marathon sessions, by extending the headband as big as possible and thereby placing more emphasis on the horizontal clamping force. But it’s something to keep in mind if your mind is kept within a larger skull.

The sound quality isn’t audiophile stuff, but with a standard-issue 20Hz-20KHz frequency response range, its drivers are more than capable of articulating power, detail, and nuance all at the same time in your game mix. Even with a Discord buddy shouting callouts with their 2011 headset mic.

The battery goes for just as long as the specs suggest, and during my real-world testing, I found more than 40 hours could transpire before I got the beeps. It’s so welcome to have an RGB off button on the headset rather than having to delve into Fractal’s (actually very decent, zero-footprint, web-only) software app, and similarly, I found that enabling the lighting didn’t quite reduce the charge life down to 24 hours. Perhaps I like to play at a lower volume than Fractal does.

Onto the choice of mics. It’s a double-edged sword, this feature, because although it’s incredible value to have two inputs on one headset, the noise cancellation on the unidirectional boom mic isn’t very strong, and external noises can leak into your voice chat. That’s even more true when using the omnidirectional mic, obviously. So: yes to dual mic design, no to the noise cancellation. This is the sort of thing that can be remedied in firmware updates, though, and I really hope it is because otherwise this is an exemplary package, and it’s priced low enough to have established brands like Razer, Logitech G, and Corsair worried.

A side shot of the Fractal Scape headphones, showcasing the attached microphone.

(Image credit: Future)

Should you buy the Fractal Scape?

Buy it if...

Your desk needs a centerpiece
The Scape’s wireless charging dock exemplifies the same Scandi minimalism that Fractal made its name with in the case market.

You’re not into flashy RGB
It’s very handy to have an RGB off mode and save some battery life instead.

You like talking but hate boom mics.
There’s a choice of a detachable unidirectional boom mic and a built-in omnidirectional, giving you a very rare choice of outputs.

Don't buy it if...

You’ve got a large head
This headset’s built around a particularly snug fit. Works great on smaller heads, but bigger craniums may notice the headband digging in.

You play in a noisy space
The noise cancelling on the boom mic still allows some ambience through, and even more so when using the omnidirectional option.

You want one headset to rule them all
The combination of a wireless docking station and a lack of Xbox compatibility means this isn’t the all-in-one battlestation headset you’re looking for.

Also consider...

Does this Fractal leave you in two minds? Consider these premium wireless alternatives.

Fractal Scape

Razer BlackShark V2 Pro

PlayStation Pulse Elite

Price

$199.99 / £169.99 / around AU$285

$199 / £199 / AU$349

$149.99 / £129.99 / AU$239.95

Weight

11.84oz / 338g

11.2oz / 320g

12.1oz / 347g

Compatibility

PC, Mac, PS4, PS5, Nintendo Switch, iOS/Android

PS5, PC, Nintendo Switch

PS5, PlayStation Portal, PC, Mac

Connection type

2.4 GHz Wireless via USB-A dongle, Bluetooth 5.3, Wired via USB-C to USB-A cable

Bluetooth, 2.4GHz wireless (Hyperspeed dongle)

Wireless (PlayStation Link via dongle), Wired (3.5mm audio jack), Bluetooth

Battery life

40 hours RGB off, 24 hours RGB on

70 hours

30 hours

PlayStation Pulse Elite
Sony doesn’t do its official console peripherals by half measures. Not only is the Pulse Elite an object d’art, but its specs stack up very competitively among other wireless headsets in the $150-$200 bracket.

For more information, check out our full SteelSeries PlayStation Pulse Elite review

Razer Blackshark V2 Pro
It’s no longer the latest and greatest Blackshark in Razer’s pool, but it’s still pretty great. Wireless, full of features and boasting a ridiculous 70-hour battery life, the V2 can usually be found for less than retail now, too.

For more information, check out our full Razer Blackshark V2 Pro review

How I tested the Fractal Scape

  • Weeks of daily use on PC, PS5 and iPhone
  • All connection types tested
  • Tested in online games, Discord comms, and work calls

This being a wireless product with a ton of usability options, including an on/off RGB battery saving setting, it was important to stress-test the Scape’s stated battery capacity and wireless stability.

That meant tracking hours of use without charge, putting in some long mountaineering sessions in Cairn, and plenty of Discord walk-and-talks to test out the wireless range.

First reviewed February 2026

Read more about how we test

I’ve spent 18 hours taking down Big Pharma in High On Life 2, and it’s exactly what a sequel should be
8:11 pm | February 16, 2026

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

High on Life is a game that a lot of people love, but I just couldn't get on with it thanks to its at-times obnoxious comedy and slow, clunky gameplay, so I didn't know how to feel going into Squanch Games' first-person shooter (FPS) sequel. High on Life 2, however, is a remarkable step up in quality from the original, and it's felt right from the beginning.

Review info

Platform reviewed: PS5 Pro
Available on: PS5, Xbox Series X|S, Nintendo Switch 2, PC
Release date: February 13, 2026 (April 20 on Switch 2)

After taking down the G3 Cartel, the unnamed bounty hunter has become a superstar in the galaxy. You'll experience the highs of fame throughout the intro of the game, which manifests itself as a montage that sees you appear on talk shows and reality TV, take down kaiju, and perform a lot of stabbing. But the world comes crashing down soon after as you become the galaxy's most wanted, while yet another entity wants to turn the human race into drugs.

The formula of High on Life 2 remains mostly the same, but instead of hunting down bounties, you're hunting the ranks of a corrupt pharmaceutical company in order to find out the identity of its CEO, and, y'know, kill them too before the massive court hearing to legalize humans for use in drugs takes place. This almost-episodic structure not only keeps things pretty brisk throughout the runtime of the game but also allows it to take wild swings that, for the most part, stick.

You'll be solving murder mysteries on expensive yachts, traveling through various conventions, and casually running into your target on the street. Each of the main hunts felt wholly unique. And this is helped by a unique chapter design, with my highlight – the finance wizard target – embedding classic tropes, genres, and references in a way that feels far more meaningful than your usual "lol remember retro games" throwback.

Funny games

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

Chances are, how you felt about High on Life came down to its stars, the talking guns known as Gatlians. Personally, I found Justin Roiland's Kenny to be nigh-unbearable thanks to the voice performance being the annoying voice he does in Rick and Morty.

High on Life 2 brings most of the sentient weapon cast back, and while I still find Betsy Sodaro's Skweezy to be a bit too much, the return of Michael Cusack as Knifey and Tim Robinson as Creature were welcome returns. And the new additions – namely Ralph Ineson as Sheath and the duo of Travis and Jan – are the highlights of the game.

Comedy is rough in games, but High on Life 2, for the most part, is a far funnier joke. There are still occasional stinkers that made me roll my eyes, but for the most part, I found myself chuckling more, be it from the random non-player character (NPC) dialogue, dumb side quests, or the news reports from Jason Testicles recounting what you just did on a mission. Although my absolute favorite jokes in the game were ones that were so dumb, like your hideout having a "Crane Machine" based around sitcom Frasier or a subplot about Jar Jar Binks (no relation).

Skate or die

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

Where High on Life 2 steps up the most, however, is the gameplay. Gone is the slow, clunky, awkward shooter of the original, and it's all thanks to a plank of wood. High on Life 2's skateboarding mechanic is a game-changer; levels have ample opportunity for you to grind and slide about while dispatching enemies at will. What was once sluggish now feels akin to arena shooters of years past and is uber satisfying once you get skating down. Although it really would've benefited from gyro aiming.

My only wish is that the guns felt as good as the skating. While some of them get a lot better once you've stacked them with upgrades (Creature is a strong example of this), for the most part, the guns – mostly Skweezy and Gus – lack much impact. Gus, in particular, is a contender for one of the worst-feeling shotguns I've used in a shooter for how weak he feels, to the point where I only ever really used him for his disk ability, which I loved. Just like with the comedic chops, the new guns introduced in this game, like Sheath – which is a Halo Battle Rifle – and Bowie – shocker, a bow – were the highlights of the game.

A screenshot from High on Life 2

(Image credit: Squanch Games)

High on Life 2 has an incredible intro that packs a ton of storytelling and gags into an effective tutorial segment, chronicling the G3 killer at the height of their fame before the events of the game bring it all crashing down.

High on Life 2's peak is its boss fights. The majority of them are thoroughly enjoyable and wholly unique, from your standard gunfights to puzzle-based encounters and a final boss that is a true gauntlet of how well you know your weapons. Senator Muppy Doo in particular is a highlight, as it has him embed himself in your suit, and you have to continue the fight through the pause and settings menus, with a conclusion that I can't say I've ever seen in a game (well, I have, but it'll make sense when you get there).

Also, the breadth of dumb side stuff returns. You can still go to the movies, but this time around, there's a selection of emulated retro games (with classics like Super 3D Noah's Ark, Bible Adventures, and Gourmet Warriors) as well as the likes of speed dating, the comedy club, and helping out random citizens around the world. I got super into the skateboarding time trials present in each of the hub areas, trying to get the highest times possible, and I spent an embarrassing amount of time watching old commercials in my room (but the Glover N64 commercial popped me big time).

The King Is Half-Undressed

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

Unfortunately, High on Life 2 feels like it could've used a little longer in the oven. Firstly, the visuals – while generally good-looking stylistically – have that smeared-in vaseline look at times. I also found the game either way too bright or impossible to see when I had HDR enabled, with no way to actually adjust the HDR in-game aside from a general gamma slider, so I had to disable it from the console settings to make it less obnoxious.

Performance issues weren't always present, but when the framerate issues hit, they really hit. There's a specific boss that takes place in a field, which is probably the longest boss fight in the game as it is, but the framerate absolutely tanked during this segment, making what should've been a highlight to cap off a great section of the game an annoyance.

This was on PS5 Pro too, mind you, so I can't imagine what the base PS5 or Xbox Series S versions are like. There isn't even a performance option either, just which upscaling mode you wish to use – but frankly, I didn't see a difference between PSSR and TSR in either performance or looks.

Worst of all, however, were the glitches. Multiple times, I would get stuck in the maps or fall through the ground, including one where I was amid a great side quest about going to the zoo with another character, but once I reloaded my last checkpoint, I was locked out of the mission. I also would occasionally get random freezing; while the game never crashed, these could last for a good 20 seconds at their worst. The glitches got even worse towards the end of the game, with the final boss bugging out on me multiple times, between my weapons entirely locking up or the ground just straight up disappearing, sending me into a freefall.

High On Life 2 won me over in ways I didn't expect when it was first announced. It's a funnier, bolder, and – crucially – faster sequel that turns it from a novelty into a strong FPS contender in its own right. But it's also a game that could've seriously used some more time in development as far as performance is concerned.

Aside from those issues, it's a wonderfully imaginative FPS campaign with a Ratchet & Clank-esque level of playfulness when it comes to weapons, set pieces, and levels, and it has turned me from a naysayer to someone who is looking forward to the next one.

Should you play High on Life 2?

Play it if...

You're after a unique, fast-paced FPS experience
High on Life 2 takes you through some wonderfully varied levels that make the game feel like it's at a breakneck pace. And the addition of skateboarding makes for blissful movement that feels ultra satisfying once you get it down.

You liked the first game
High on Life 2 is just High on Life, but bigger, funnier, and more confident. It feels like a game that is exactly what a sequel should be, meaningfully building on what worked in the original while targeting its shortcomings.

Don't pt if...

You're sensitive to performance issues
High On Life 2 really could benefit from some extra polish; the visuals can look rough in places, the framerate absolutely tanks itself during certain moments, and the glitches are plentiful.

You really don't like the humor of the first
I didn't love the original game's humor, but there were still some funny jokes in there, even if they were marred by annoying characters or poor delivery. While I'd say it's better on the whole, humor is still pretty similar this time around, with awkward over-the-top exposition, and more.

Accessibility features

High on Life 2 has a number of accessibility features, like speaking indicators, subtitles, and UI size options, and an option for "hyper legible text" for the subtitles, which gives it a bolder font.

There are colorblind options for Deuteranope, Protanope, and Tritanope with a slider to tune how severe these are. But conversely, a lack of rebindable controls and lackluster input settings fall a bit flat.

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

How I reviewed High on Life 2

I played High on Life 2 for 18 hours. In this time, I finished the main campaign, all of the skating challenges, and delved into a good amount of side content like the trip to the zoo, escape room, and comedy club.

I played the game on a PS5 Pro between a Samsung Q60D TV with a Samsung HW-T450 soundbar and a Samsung Odyssey G5 gaming monitor with a PlayStation Pulse 3D Headset.

First reviewed February 2026

Mario Tennis Fever is a fun and wacky tennis game, if not quite a Switch 2 exclusive smash
5:00 pm | February 10, 2026

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

When celebrating the 40th anniversary of Super Mario, I expected something more substantial for gaming's most iconic character than Mario Tennis Fever. But even if it's not a brand-spanking new platformer, the ridiculous success of Mario Kart 8 means it would be unwise to dismiss a Mario spin-off.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: February 12, 2026

Mario sports spin-offs have always been a fun arcade sports alternative to the more serious simulations. But Fever feels like it takes the most inspiration from Mario Kart, while retaining the solid tennis mechanics of its predecessors to make for a more fulsome Nintendo Switch 2 game.

It also does the opposite of what Mario Tennis: Ultra Smash back on the Wii U failed to do, and that's layering these mechanics with a wide variety of content, whether that's different modes and challenges or just having a large roster of characters and fever rackets to unlock so that you can mix up and experiment with the combinations to keep the gameplay feeling fresh.

But with Mario fans having to make do with re-releases like Super Mario Galaxy + Super Mario Galaxy 2, and the upcoming Nintendo Switch 2 edition of Super Mario Bros. Wonder, is Mario Tennis Fever going to be enough to satisfy those hankering for a truly new Mario title?

Courting with content

A screenshot from Mario Tennis Fever showing full-court action

(Image credit: Nintendo)

As the first new Mario game for the Switch 2 since launch title Mario Kart World, Fever makes less of a strong case than the faux-pen world racer as an exclusive for Nintendo's new hardware.

Apart from the motion controls of Swing mode previously included in its Switch 1 predecessor, there's a lack of any hardware gimmicks or technical grunt. The most clear difference from previous instalments is that Fever gives more bang for your buck - as it should, being the most expensive Mario Tennis title to date.

The main menu is packed with different modes to play, and sometimes breaks down into further modes. For instance, Ring Shot from Mario Tennis Aces returns, but this time just as one of many other modes under Mix it Up. Here, even more unusual rules come into play, which are also linked to the themed court you're playing in.

For example, one court is designed like a pinball machine where you and the ball can get bounced off pinball bumpers that pop up from the ground or the side, while another is themed after Super Mario Bros. Wonder, where hitting a Wonder Flower causes random things to happen.

This does, however, mean the annoying Talking Flower is a character here, and actually serves as the commentator. You'll also find that even though there's an option to turn off commentary, there will still be times when you can't shut him up.

Best bit

A screenshot from Mario Tennis Fever showing a boss fight

(Image credit: Nintendo)

Although Adventure mode is short and largely consists of tutorials, its latter half does make up for it, where instead of just tennis matches, you've also got some fun boss fights to make use of your tennis skills to defeat. It's the closest you'll get to a Mario game.

If you're after something more traditional, Tournament mode offers different tiers of difficulty playable in singles and doubles. A more unconventional challenge, however, is Trial Towers, where you have to complete a run of pre-set challenges with just three lives, progress resetting once you've failed three times.

What makes these trials fun is that each challenge has its own conditions, and also gives you a different character to play as, a good way to force you to mix things up if you're usually only sticking with one or two characters.

That choice of how and who to play is arguably one of Fever's strengths, with a total roster of 36 characters to unlock, more if you take into account the different colour options of several characters, such as Yoshi. There's a nice sense of progression that you'll always be unlocking something new, be it a new character, court, or difficulty mode, especially as some of these come from just playing a set number of matches.

So even if you eat dirt in an online match, you can at least console yourself that it counts towards your goal of unlocking something else. Any piece of grayed-out content will also tell you what you need to achieve to unlock it, which helps with working towards ticking off your achievements.

Fever dream

A screenshot from Mario Tennis Fever showing a new racket screen

(Image credit: Nintendo)

Adding to that variety is, of course, the introduction of Fever Rackets. The best way of describing it is basically if you put Mario Kart-style items into a tennis match. Once you fill up your Fever gauge, you can activate this on the next returning ball, while having a short window to aim where in the court for it to go, and create all sorts of shenanigans on the court for your opponent.

Flame Racket, for example, scatters flames around where the ball lands, but this is also different from the Fire Bar racket, which creates one of those iconic spinning fire bars on the ground. Then there are rackets that give you an advantage, like having a shadow double running away to return shots for you, or another where you instantly dash to impossible lengths to catch a returning shot.

While these rackets can disrupt and even cause damage to an opponent, they're also not meant to be an ace. Where Mario Tennis Aces could let you win a match by breaking an opponent's racket, a KO isn't an instant forfeit in Fever. It's also possible to counter fever shots by returning the ball before it lands on the ground, meaning you can return a fever racket's effects back to the other player, potentially building up a tense rally with the knowledge that the loser is going to have the disadvantage of mud, slippery ice, or worse to stick out at least the next point.

If you'd rather not do with the gimmicks, then you can also just play classic tennis, where in the ranked online mode, you can choose between singles and doubles modes with or without fever rackets, while on the other extreme, Free Play or custom online lobbies gives you the option to pick two fever rackets in a match then swap between them before a serve so you can change up tactics.

A screenshot from Mario Tennis Fever showing on-court tennis action

(Image credit: Nintendo)

Where fever shots feel underutilised is in the game's Adventure mode, which is also on the short side, even though it has some lovely presentation, including several of the best-looking cinematics in a Mario game since Luigi's Mansion 3.

Even the premise, which finds Mario, Luigi, and Peach (as well as the no-good Wario and Waluigi) turning into babies, is a fun idea that also justifies having to train Baby Mario back to his prime through a role-playing game-style levelling system.

Unfortunately, this also means much of the campaign is a glorified tutorial where you're being taught (and occasionally quizzed) by multiple Toads in every aspect of tennis, with the fever mechanics reduced more to aiming at an enemy weak spot. While there are some well-designed minigames in this section, which can also be replayed on higher difficulties, it's deflating to discover that the adventure proper will have you racing through its world map in and the whole campaign over in about 4 hours.

It's not without some highlights, though if you've already dipped into some of the other modes, there'll also be a touch of deja vu in some of the challenges encountered. The consolation is that there is at least plenty more for you to do in Fever, even if you've rolled credits in Adventure mode.

Should you play Mario Tennis Fever?

Play it if...

You're after a variety of content in a wacky arcade tennis game
Mario Tennis Fever keeps things fresh with a generous variety of content, from unlockable characters to unlockable fever rackets, so that you're never far away from having something new to play with and master.

You want a fun tennis game to play with friends
The tennis mechanics are simple enough that you can play with a friend out of the box with a single Joy-Con 2 each, either with in-button or swing modes. You can play against each other or together in doubles, and multiplayer supports up to four players local or online, and even using Game Share locally, where only the host needs to own the game.

Don't play it if...

You're after a deep Adventure mode campaign
While there's plenty to be unlocked just playing matches or the different modes on offer, if you're after a meaty story mode, then you may find it short-lived when it's over in a few hours.

Accessibility features

Mario Tennis Fever doesn't have accessibility settings specifically, but its settings do allow for adjustments, such as performing moves like lobs and drop shots as one-button inputs, which you can assign to the bumpers or triggers. The camera position can also be adjusted between standard and raised perspectives, and you can also set which racket hand your character is using in both button and swing modes.

A screenshot from Mario Tennis Fever showing on-court tennis action

(Image credit: Nintendo)

How I reviewed Mario Tennis Fever

I played Mario Tennis Fever for about 15 hours on Nintendo Switch 2, which included completing Adventure mode and unlocking a substantial amount of content over 100 matches across different modes. This also included playing some local and online multiplayer matches, but not its Game Share functionality.

I played primarily in docked mode on an LG C2 OLED TV with the default TV speakers. I played mostly with a Switch 2 Pro Controller, but also tested it in handheld mode, as well as the Joy-Con 2 for swing mode.

First reviewed February 2026

« Previous PageNext Page »