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The Corsair Novablade Pro is an exceptional leverless fighting game controller that puts quality and customizability first
4:00 pm | October 30, 2025

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

Corsair Novablade Pro: One-minute review

I’ve spent the past week testing the Corsair Novablade Pro, and I’ve come away extremely impressed with this leverless fighting game controller. Like the more budget-friendly 8BitDo Arcade Controller and other contenders for the best fight stick, there’s no traditional joystick here; opting instead for a pure button layout that handles everything from movement to motion inputs.

What’s immediately striking about the Novablade Pro is its luxurious build quality. Made from high-quality plastic and metal materials, it also avoids the trap many leverless controllers fall into of being too bulky. In comparison, the Novablade Pro is remarkably thin, making it easy to play at home or out with you at in-person tournaments.

The Novablade Pro is also incredibly easy to customize to your liking. The magnetic aluminum face plate can be easily removed, allowing you to swap out buttons, keyswitches, or the face plate itself should you desire. Remapping buttons and creating your own layout profiles is also simple, with onboard function controls dedicated to such actions.

And that’s something I’d recommend looking into, as the default black face plate is unfortunately effective at picking up prints and smudges from your gaming sessions. And trust me, when you’re deep into a tense Tekken 8 ranked session, that’s going to be unavoidable.

Lastly, I’m personally not the biggest fan of the pressure-sensitive keyswitches Corsair has opted for here. Don’t get me wrong; they work great and let you fully customize button travel time, but I personally prefer the more tactile and immediately clicky switches found on the 8BitDo Arcade Controller and from manufacturers like Sanwa. But I must stress that this is purely a preference thing, and not necessarily a knock on the Novablade Pro itself.

Corsair Novablade Pro

(Image credit: Future)

Corsair Novablade Pro: Price and availability

  • $249.99 / £229.99 / AU$349
  • Compatible with PS5, PS4, and PC only
  • Matches the Victrix Pro KO on price

The Corsair Novablade Pro is available to buy for $249.99 / £229.99 / AU$349 (the latter as per a listing at JB Hi-Fi in Australia) and comes in one configuration, compatible with PS5, PS4, and PC. The product is available to buy from Corsair’s own website or participating retailers in your region.

This is a fairly mid-range to premium price tag for a leverless controller, coming in much pricier than the 8BitDo Arcade Controller’s $89.99 / £75.99 (around AU$136), but matches the price of the Victrix Pro KO at $249.99 / £229.99 / AU$399.95. In the latter regard, this positions the Novablade Pro as a competitively priced product, and one you might want to consider if you’ve also been looking at Victrix’s output.

Corsair Novablade Pro: Specs

Price

$249.99 / £229.99 / AU$349)

Weight

3.9lbs / 1.8kg

Dimensions

12.6 x 9.1 x 1.2in / 320 x 231 x 30mm

Compatibility

PS5, PS4, PC

Connection type

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

Battery life

Around 40 hours

Software

N/A

Corsair Novablade Pro: Design and features

Almost everything about the Corsair Novablade Pro feels carefully considered for customizability and a premium, high-end play experience. You’re looking at a very high-quality build here, with an aluminum finish for the face plate and rock-solid plastic for the unit itself and its buttons. The underside is completely covered in textured, non-slip rubber, providing utmost stability on flat surfaces.

As is pretty standard for leverless controllers, there are 15 buttons and keyswitches on the Novablade Pro. At the top, there are six dedicated function buttons that encompass actions like pausing, profile switching, activating tournament-ready modes (which prevent pausing or resets), and, of course, a power button. Off to the top right, you’ve got L3 and R3 buttons as well as a DualSense-like touchpad.

To the right of said touchpad are five additional function buttons aligned vertically, and these can be used for mapping various button macros, something I found handy in various fighting game training modes for recording inputs, resetting positions, and the like.

The rear of the controller has a really handy USB-C cable lock, along with a slider that can both unlock and lock it in place. This keeps your cable nice and secure with minimal disconnection risk if you opt for a wired connection via USB-C.

I have to mention the Novablade Pro’s excellent RGB lighting, too, which is something I initially thought would be distracting during games. That couldn’t be further from the truth; the lights aren’t overly bright, and customizable color coding helps you to visually identify which buttons are where at a glance. This can all be customized on the controller, of course, on a per-profile basis.

The face plate can be removed by placing a finger underneath the notch at the top and easily pulling it free. Underneath it, you’ll find a 2.4GHz dongle for wireless connectivity, as well as switches for swapping between platforms (PS5, PS4, and PC) and connectivity options (Bluetooth, 2.4GHz, or wired).

The plate itself is quite a fingerprint magnet, though, so I’d recommend routinely wiping it down after play sessions, or swapping it out for other compatible face plates - especially if you like to alter your controller’s looks (and support commissioning artists while you’re at it!).

Corsair Novablade Pro

(Image credit: Future)

Corsair Novablade Pro: Performance

As mentioned, Corsair definitely has intermediate to professional-level fighting game players in mind with the Novablade Pro. This is apparent with its choice of pressure-sensitive keyswitches. This is a standout feature of the controller, and you can fully alter the travel time of your buttons from 0.1mm all the way up to 4mm. So, you have the choice of sharply immediate presses or longer ones, depending on the situation. I found that this could also prevent mispresses with certain buttons by not pushing them in all the way.

Personally, I do prefer the clicky, more tactile results of microswitches. I find them to be more satisfying to press, as was the case on the 8BitDo Arcade Controller, which I reviewed previously. By no means does this make the Novablade Pro deliver an unsatisfying or inaccurate play experience. The buttons here still feel great, bouncy, and responsive. That’s just a matter of personal preference on my end, but something you may want to consider based on your own experience with leverless controllers.

Otherwise, the Novablade Pro is exceptionally responsive, no matter what type of connection you go with, though I would suggest avoiding Bluetooth connectivity altogether. It’s not bad here, but in general, it offers a slightly higher degree of input latency compared to 2.4GHz and especially wired. On PC, both wired and 2.4GHz connections offer a 1,000Hz polling rate, level with some of the best PS5 controllers and best PC controllers. Though due to the PS5 and PS4’s design, you’ll only get that 1,000Hz polling rate with a strictly wired USB-C connection. Again, something to keep in mind if you’re playing on console.

Corsair Novablade Pro

(Image credit: Future)

Should I buy the Corsair Novablade Pro?

Buy it if…

You want a premium leverless experience
The Corsair Novablade Pro, from build to performance, is all about quality. It’s rare that controllers I test have build quality and attention to detail at this level. So I can wholeheartedly recommend it if you’re looking for a premium experience.

You love customizability
15 buttons, plenty of functions, and five custom profile slots mean you’ll very likely be able to find setups on a per-game basis that work just right for you.

Don’t buy it if…

You’re a leverless beginner
It’s costly, for one thing, but the Novablade Pro’s high amount of utility can be a little daunting if you’re brand new to the leverless world. In this case, I’d recommend dipping a toe in with a cheaper model like the 8BitDo Arcade Controller.

Also consider...

If the Corsair Novablade Pro isn’t quite what you’re looking for, consider the following two alternatives.

Corsair Novablade Pro

Victrix Pro KO

8BitDo Arcade Controller

Price

$249.99 / £229.99 (around AU$399)

$249.99 / £229.99 / AU$399.95

$89.99 / £75.99 (around AU$136)

Weight

3.9lbs / 1.8kg

2.7lbs / 1.225kg

2.42lbs / 1.1kg

Dimensions

12.6 x 9.1 x 1.2in / 320 x 231 x 30mm

13.35 x 9.23 x 0.8in / 235 x 334 x 22mm

11.9 x 7.9 x 0.9in / 301 x 201 x 22mm

Compatibility

PS5, PS4, PC

PS5, PS4, Xbox Series X, Xbox Series S, Xbox One, PC (PlayStation and Xbox models sold separately)

Nintendo Switch, Nintendo Switch 2, Xbox Series X, Xbox Series S, Xbox One, PC (Switch and Xbox models sold separately)

Connection type

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

Wired (USB-C)

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

Battery life

Around 40 hours

N/A

Around 20 hours

Software

N/A

N/A

Ultimate Software V2

Victrix Pro KO
It’s priced the same as the Novablade Pro, and pretty comparable in terms of specs and capabilities. While wired only, it’s certainly worth considering if you want a highly customizable pad, and there’s even an Xbox version available if you play on those consoles.

Read our full Victrix Pro KO review

8BitDo Arcade Controller
An excellent introduction to the world of leverless controllers. It’s affordable, but still impressively versatile with 15 tactile buttons, profile creation, and a superb lightweight build that makes it a perfect travel companion.

Read our full 8BitDo Arcade Controller review

Corsair Novablade Pro

(Image credit: Future)

How I tested the Corsair Novablade Pro

  • Tested for one week
  • Played a variety of fighting games on PS5 and PC
  • Compared to the 8BitDo Arcade Controller and Victrix Pro KO

I tested the Corsair Novablade Pro over the course of one week, and having now got a proper feel for leverless controllers after the 8BitDo Arcade Controller, I felt incredibly comfortable with the Novablade Pro’s layout and high build quality.

I played a variety of the best fighting games with it across PS5 and PC, including Street Fighter 6, Tekken 8, Granblue Fantasy Versus: Rising, and Guilty Gear Strive.

In my time with the Novablade Pro, I was able to compare it directly to a cheaper model I also have in for testing - the 8BitDo Arcade Controller - and one of comparable price and features in the Victrix Pro KO. Both being some of the best fight sticks around. If you’re after a premium leverless controller, you likely won’t be disappointed here. Especially given its superb build quality and high level of customization.

Read more about how we test

First reviewed October 2025

I’ve spent more than 40 hours slaying fiends in Dragon Quest I & II HD-2D Remake, and it’s a triumphant revival of two legendary RPGs
6:00 pm | October 29, 2025

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

Here goes, I’m going to try and review two games in one. Yes, Dragon Quest I & II HD-2D Remake is a revival of the legendary series’ first two titles, combined into one shiny package. Square Enix and Artdink are back again after their triumphant remake of Dragon Quest III, bringing a similar promise forward. A promise of significantly revamped visuals, full voice acting, new in-game content, and a much more user-friendly experience for modern gamers.

Review info

Platform reviewed: Nintendo Switch 2
Available on: PS5, Nintendo Switch, Nintendo Switch 2, Xbox Series X and Series S, PC
Release date: October 30, 2025

And good news, Dragon Quest fans, this is yet another brilliant remake, sure to win the series new admirers and satisfy long-time fans simultaneously. With this 2-in-1 release, the so-called Erdrick trilogy is complete, as the first two chapters in the Dragon Quest story follow up on the events that took place in the third game. A little confusing, I know.

For anyone unfamiliar with the first two stories, allow me to introduce you. In Dragon Quest I, you play as a solitary Hero who is descended from Erdrick. In the past, Erdrick foiled the dastardly plans of a character known as the Lord of the Underworld and restored peace to the land of Alefgard. But now, the scheming Dragonlord has made an unwelcome return, and it is up to you, and you alone, to deliver the land from evil.

And then, after the Hero of Dragon Quest I was able to save Alefgard again, we move to Dragon Quest II, where you take control of four young princes and princesses, themselves also descended from Erdrick. After foul beasts suddenly invade Alefgard, it is up to the band of young nobles to honor Erdrick’s legacy and ensure the realm’s safety once more.

So, how engaging are these stories? And just how well do these remakes bring the world, combat, and characters of classic Dragon Quest into the modern era of gaming? Having played this duology for well over 40 hours on my Nintendo Switch 2, I’ll break it all down for you below.

A remake fit for a king

The Hero, the king, and his advisor in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

I want to start by discussing some of my general feelings about the duology before I speak about the two games individually.

As soon as you’ve been thrust into either title’s fantasy world, you’re treated to a delicious cocktail of sublime HD-2D graphics, wonderful voice acting, and head-spinningly beautiful music. No, seriously, the score here is majestic. It’s grandiose, orchestral, and emotive – it really does complement the medieval-inspired fantasy world to absolute perfection.

Meanwhile, the duology is a visual delight. Character sprites are detailed and faithful to the series' origin, while light is used in a way that makes each environment feel deeply natural. The polish on display through each building, mountain, and piece of equipment makes the game a joy to look at.

Square Enix is the pioneer of the HD-2D graphical style, so it may not be a huge surprise that it nailed the visuals, but I was still bowled over by the appearance of each new area and enemy I encountered.

Best bit

The Hero battles Robin 'Ood and his band of merry men in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

This one’s easy. My favorite moment by far was the Hero’s interaction with Robin ‘Ood in DQI. The dialogue is hilarious and had me laughing out loud – voice acting here is top-notch, too. When you battle it out against the masked figure and his band (well…two guys) of merry men, it is challenging – but not overwhelming. It’s just a wonderful segment of the game.

As I mentioned above, the voice acting across both games is top-notch, too. There’s so much character running through the veins of each performance.

Comedic moments are delivered with expert timing, while moments of heartbreak feel raw and convincing. I criticized Final Fantasy Tactics: The Ivalice Chronicles for a few flat-sounding performances and small inconsistencies, but this wasn’t the case here at all.

But one thing that was slightly disappointing was the decision to only partially voice the main story. A few segments have no voice acting whatsoever, which can really break up your immersion in the action. As the voice acting is so great, I would have loved it to have featured throughout, although this is a minor gripe in the grand scheme of things.

Me against the world

Battle in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

Right, let’s drill into both games in a little more depth. Naturally, I started with Dragon Quest I, and I had a fantastic time during my playthrough.

In this title, it’s you against the world. No, really, there are no additional team members to recruit. You’ve got to fight your way through enemy encounters – where you can sometimes be significantly outnumbered – totally by yourself.

This remake does a masterful job of making you feel like David in his plight against Goliath. Especially because combat is no longer one-on-one only – you can face large groups of enemies now. I faced some absolutely gruelling turn-based battles during my time playing, both from aggressive hordes of foes and ruthless standalone bosses.

Luckily, the game has an auto-save feature, so if you die (spoiler alert, this will probably happen quite a bit), you can continue from the point of the last successful battle. This means you can rapidly progress through the game without having to trek through entire areas from the beginning. What an addition!

At times, I did feel like the odds were stacked a little too far against me. A few bosses, like the very last one, caused me a fair bit of bother. But the game gives you the tools to overcome your challenges. If I went away and grinded up against random enemies, I was always able to level up enough to best my enemies. Levelling increases stats like HP, MP, strength, and resilience (defense), and you’ll often learn new abilities and spells too.

Fiends and the princess' entourage come to a head in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

Scrolls have also been added, which can be found scattered across the world, and contain abilities that can be learned at any time. They’ll disappear after use – a bit like how TMs used to work in Pokémon (in the good old days, at least). Combine that with Sigils, which can ‘soup up’ the skills you already possess, and you’ve got everything you need to crack through the Hero’s quest.

At its core, Dragon Quest I is still a classic JRPG. You’ll have to grind now and then. Sometimes, you’ll get straight up unlucky and get wiped out in an instant.

Turn-based combat is fairly simple too – it just comes down to attacking, defending against incoming attacks, and healing. But when you master the balance of those three actions, seemingly basic battle becomes addictive, surprisingly strategic, and straight up exhilarating.

Narrative-wise, there’s nothing crazy going on. The kingdom is in trouble, you’re tasked with saving it, and you overcome the threat. It’s really classic stuff, but I found beauty in the simplicity, with endearing characters like the faeries, Princess Gwaelin, and of course Robin ‘Ood. And there have been plenty of new additions to the plot, with new battles, character dialogue, and areas to explore. I’m a big fan of this one.

Me… and my three pals against the world

3 characters fighting a group of enemies in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

Moving on to Dragon Quest II now, and the added variation of having four members in the party is very refreshing. That’s one additional team member than the original game had, but it still feels like your party is excellently balanced.

I found myself dying a lot less in the sequel, with the expanded team enabling me to dedicate one unit to healing, and others to hitting hard with magic and physical attacks, for instance. As a result of the larger team, you’ll have to manage scrolls a little more carefully, though – you have to consider who will suit the relevant ability best before waving goodbye to your scroll forever!

The world is more developed in the sequel, with multiple kingdoms established through Erdrick’s descendants. Said world is vast (and expanded for this remake), the runtime of your adventure is considerably longer than DQ I, and the amount of content additions is larger than that found in the revamped editions of DQ I and indeed DQ III. I found the story to be engaging, and I felt compelled to explore the world that lay before me.

And that’s because both of these games, especially the sequel, reward curiosity handsomely. If you take that extra time to look around a castle, to wander off into a random part of the overworld, or even search the local inn, you’re almost certain to find something of interest. I’m talking scrolls, money, armor, weapons…you name it! You can also find mini medals now, which can be redeemed for swanky prizes.

Two fiends scheming in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

There are just so many excellent quality of life additions across both games. Difficulty options are there if you want to make things a touch easier…or if you want to punish yourself and turn up the heat. Fast-travel has been refined, there are more customization settings, and objective markers make for a much more accessible user experience.

If I were to nitpick, I’d argue that the new UI is still too basic, and menus could’ve been both a little more stylish and developed. For instance, the ‘Misc.’ menu feels quite cluttered, holding everything from unit status, through to system settings and traveller’s tips. It does appear faithful to its classic JRPG roots, though, which some may still appreciate.

Overall, I had the adventure of a lifetime during my playthrough of Dragon Quest I & II HD-2D Remake. Not only did it run like a dream on my Nintendo Switch 2, but I felt genuinely excited to fire this game up every single time. I knew there would be new items to discover, new enemies that would probably beat the life out of me, and new areas to soak in. Combine that with a legendary score, excellent voice acting, and a gorgeous visual overhaul, and you’re looking at a very special remake indeed.

Should you play Dragon Quest I & II HD-2D Remake?

Two characters and a dog in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

Play it if...

You’re a fan of classic JRPGs
If you love the old school JRPG formula, then this duology is going to rock your world. The bones of DQ I and II are very much intact; they’ve just been fleshed out with some top-notch quality of life updates like voice acting, revamped visuals, and expanded storylines.

You’re looking for a challenge
These games aren’t the easiest I’ve played, I’ll be honest. I found the remake of Dragon Quest I to be especially tough, even though I played on the standard Dragon Quest difficulty. But having said that, I was able to overcome each challenge by re-strategizing and/or grinding.

Don't play it if...

You don’t dig the HD-2D visual style
I know that it’s not everyone’s cup of tea, even though I love the HD-2D style. But of course, if that’s not for you, I’d suggest skipping this duology. If you’re into more modern, 3D RPGs, you’ve gotta play Clair Obscur: Expedition 33, game of the year for sure (and it’s not close).

Turn-based combat isn’t your thing
And if you don’t really like turn-based combat, this certainly won’t tickle your pickle. You’re getting that traditional ‘I hit you, now you hit me’ formula with simple menus, which I personally really like, but if you’re after a more action-based system, it might not be your thing.

Accessibility features

You can adjust the camera to a zoomed-in mode if you prefer, and adjust aspects like text and battle speed using the system settings menu. You can also toggle controls like running, removing the need to hold down a button.

Voices can be set to English or Japanese, with text available in a wider range of languages, such as Simplified Chinese, French, Italian, and Spanish. There is no color blind mode, unfortunately.

How I reviewed Dragon Quest I & II HD-2D Remake

Princess praying in Dragon Quest I & II HD-2D Remake

(Image credit: ARMOR PROJECT / BIRD STUDIO / SPIKE CHUNSOFT / SQUARE ENIX)

I spent more than 40 hours playing Dragon Quest I & II HD-2D Remake, playing through the main story of both titles and tackling a bunch of side content. I played both titles in the ‘Dragon Quest’ mode, which is the normal difficulty equivalent.

As I downloaded the Nintendo Switch 2 version of the game, I was able to split my time fairly evenly between TV and handheld play. When in docked mode, I had my console hooked up to the Sky Glass Gen 2 television and the Marshall Heston 120 soundbar. In handheld mode, I sometimes connected my Sony WH-1000XM6 headphones to the Switch 2 via a 3.5mm cable.

Personally, I’ve reviewed a variety of games here at TechRadar, including a number of RPGs like Raidou Remastered: The Mystery of the Soulless Army and Trails in the Sky 1st Chapter. I’m also a seasoned RPG player, with some of my favorite games of all time including Shin Megami Tensei III: Nocturne, Yakuza 0, and Final Fantasy VII (the original, of course).

First reviewed October 2025

I had elevenses with a Took, cooked my finest taters, and built my own smial, but Tales of the Shire still left me feeling flat
7:00 pm | October 26, 2025

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

Nothing pains me more than facing continued disappointment at video game adaptations of The Lord of the Rings, but unfortunately, cozy Hobbit life simulator Tales of the Shire: A Lord of the Rings Game has me right back at rock bottom. It attempts to capture the world and lives of Tolkien’s halfling heroes, but instead posits a torturously slow and boring glimpse into the joys of such menial tasks as walking with slight urgency and inventory management.

Review info

Platform reviewed: Xbox Series S
Available on: PS5, Xbox Series X|S, Nintendo Switch, PC
Release date: July 29, 2025

A wizard arrives precisely when he means to, but Tales of the Shire did not. Numerous delays plagued developer Wētā Workshop, resulting in its release being pushed back from Fall 2024 to Spring 2025, then to its ultimate release date in July 2025. Having played the demo, it was a wise choice; the Shire should be brimming with life, simple joys, and fellowship, and yet our earliest glimpses of the game in demos last year showed there was much room for improvement.

A wizard arrives precisely when he means to, but Tales of the Shire did not. Numerous delays plagued developer Wētā Workshop, resulting in its release being pushed back from Fall 2024 to Spring 2025, then to its ultimate release date in July 2025. Having played the demo, it was a wise choice; the Shire should be brimming with life, simple joys, and fellowship, and yet our earliest glimpses of the game in demos last year showed there was much room for improvement.

Sadly, reader, I must inform you that such improvements were not made. I finally got around to finishing the game a few months after its release, and it was genuinely quite draining to make my way through its watery plotlines, half-baked features, and flavorless characters. In fact, one of Tales of the Shire’s greatest achievements is that it somehow makes Gandalf seem bland for the little screen time he gets.

The part of me that really, really wanted this game to win has done the rounds of questioning how this happened, but honestly, it just feels like poor direction. Where Tales of the Shire should reward patience, it punishes efficiency and speed; where it should encourage creativity, it incentivizes shortcuts; and where it should be fun and light, it’s downright boring and forces you to trudge through fields to find near-invisible Butterfly Cup mushrooms for days on end just to feed them to your socially awkward neighbors.

I genuinely don’t enjoy poo-pooing creative endeavors, but Tales of the Shire is a disappointing step into the game development limelight for Wētā Workshop, and one has to wonder if they had the IP just lying around and fancied giving game design a go. It’s not without good ideas, but it certainly lacks heart and execution.

“Nary a squib, cracker or backarapper”

Tales of the Shire screenshot

(Image credit: Weta Workshop)

The game opens with a familiar face: that of Gandalf towering over your custom character Hobbit on the roadside. He offers you a ride to your new home, Bywater, before ingraciously jet-setting off on his own travels around the Shire, leaving you to your fledgling journey. The tutorial sees you meeting most of the townsfolk, learning the ropes of Hobbit life through farming, foraging, fishing, and feeding neighbors to grow your reputation and the prosperity of Bywater.

The main plotline sees a small collective of local Hobbits band together on a mission to officially gain township for Bywater, a quest decorated by typical Hobbit foolery. The abstract and oft whimsical ways in which these Hobbits go about their problem-solving make for some enjoyable momentum to its credit. For example, when a very dated rulebook suggests that one condition for a township is a wolf's head hung over the town gate, they approach it with great confidence despite none of them ever actually having seen a wolf in the peaceful Shire. Using remnants of forgotten knowledge from elder townsfolk, they piece together a rather rough and ready fake ​​– which, of course, they later discover was entirely unnecessary​.

It’s small moments of nonsense and whimsy like these that I was so excited for, but unfortunately, they are few and far between in Tales of the Shire. Dialogue in the game is extensive, but at least half of the characters offer no depth or development beyond their archetypal roles. You’ve got the grumpy, weird fishing man, lovely elderly cooking lady, slightly dumb farmer, generic cute kid, and brassy bar owner. That’s no sin; the joy of Hobbits is their simplicity, but there’s little original content here that makes dialogue feel worthwhile, and the lack of any voice-overs really hammers home the lifelessness.

Tales of the Shire screenshot

Cutscenes are also unhelped by frequent perspective bugs (Image credit: Weta Workshop)

It’s quite the achievement that Tales of the Shire even fails to make Gandalf seem interesting; sure, he offers some hijinks and at least a few salient moments, but it’s a shallow attempt at capturing the wise yet whimsical wizard. Oh, and don’t get me started on the pitiful attempt at recreating a Gandalf firework display, because that truly is a crime against the source material. Seriously, 5-10 peony fireworks and nary a squib, cracker, or backarapper? That should be considered criminal.

That being said, some characters feel more Hobbit-specific in their caricatures. I loved Hobson, Bywater’s bumbling tradesman who will try to fob off any junk he finds to locals, and Delphinium, the herbalist who lives in the shadow – and lingering grief – of her deceased mother. While I wouldn’t go as far as to call these better-rounded characters dynamic, they at least pack a bit more of the heart and depth needed to make me want to interact with them.

Befriending your neighbors is a pretty central part of the game, so you’ll need to put aside any feelings of apathy towards them and muck in to build your relationships. The main way of doing this is through shared meals, hosted at a variety of locations around Bywater and with different party sizes, to win their favor. On the day of a shared meal, you’ll receive in your letterbox a hint at their food preferences; any meals or flavors they’re craving, which can help to raise friendships quicker.

These are, for the most part, fine, and cooking is most definitely the most fun activity in Bywater. It’s pretty basic, although it does get more complex as the game progresses when new recipes and tools are unlocked; even so, it’s pretty easy to master.

Time goes by so slowly

Tales of the Shire screenshot

(Image credit: Weta Workshop)

Your new home of Bywater, is an interesting backdrop for a cozy adventure. Thematically, it hits all the right notes; rolling hills, pastoral beauty, and relatively organic-feeling, and I must give it at least some credit for winning me over later in the game. Navigation is intentionally slow-paced; there’s no map overlay, so after pinning your destination or quest to follow in the map menu, you have to follow a series of bluebirds that perch along pathways to point you in the right direction. For the first few hours, it’s grating at best, unhelped by the abundance of dead ends, impassible objects, and steep slopes you can’t walk down, but over time, you learn the layout and shortcuts for yourself. It’s one of the best ways the game teaches you patience, and it reminded me of my own experience learning the lay of the land when my mother moved to the countryside.

The same can’t be said for the game’s wider pacing issues, however. Some days crawl by, and having run out of things to do, those days often ended with my Hobbit Peony waiting at her bedside for night to fall to start a new day. Other days see a litany of villager requests stuffing your mailbox in the morning, ready to send you on a chain of fetch quests that will often take you across all four corners of Bywater; it would be better if the game paced these out better, as I was able to blast through a majority of the main plotline by the end of my second season in the game.

Best bit: cooking up a storm

Tales of the Shire screenshot

(Image credit: Weta Workshop)

While there’s room for improvement even in my favorite part of the game, I did enjoy cooking. The minigames themselves are relatively fun, but I particularly like how it gives shape to the day, particularly when you find you need to nip out to grab ingredients from across Bywater. These more purposeful, time-bound tasks made hosting a treat.

Another oddity in the game’s pacing is the guild feature, which comes into play relatively late in the main storyline progression. As part of Bywater’s quest for township, you create groups for each of the four main activities, and every day, the group leader will post new requests. You can pin up to 10 requests, which, once fulfilled, will gain you progression points towards group mastery. However, it comes in so late in the game that you feel incentivized to just grind through these to unlock perks like a bigger backpack and additional cooking stations, which feels contrary to the wider pacing.

Never mind the fact that, on top of this, there are a lot of bugs and optimization issues – or at least, there were in my Xbox playthrough, but from what I’ve seen online, these are still present months after release for many players.

Skipping around town for too long leads to frame rate drops, characters in the background of conversations stutter about the screen, and quests can sometimes bug out if you go to sleep mid-way through, making some days a mad panic to complete it all before the clock strikes midnight. My game also fatally crashed upwards of ten times during my time with it, requiring me to play my day from scratch – and you can imagine from my desperate desire to finish this game how frustrating it was to lose a full day’s work.

Home is where the existential crisis is

Tales of the Shire screenshot

(Image credit: Weta Workshop)

There are some parts of Tales of the Shire I unabashedly enjoy, and chief among them is home decoration. You begin the game with a humble smial that, over time, unlocks and expands, but from the get-go, there’s a good amount of personality you can add to the rooms. You’ll receive furnishings and decor as gifts from neighbors as you go about your lives together, but you can also head to town to shop for more. Character creation isn’t quite as fun, but there are some really fun items in the mix and, if nothing else, their existence makes saving and spending money a little more worthwhile.

While you adventure and quest about Bywater, you can find fishing spots and plants to forage, as well as villagers to trade with. Some take your hard-earned cash for useful ingredients, seeds, and decor, while others will trade for their favorite ingredients. The early game makes this quite challenging; your only avenue for earning money is selling whatever you find or farm, and I quite enjoyed the grind. Unfortunately, the game scales weirdly, meaning it’s very easy past a certain point to rinse the local economy.

The chief culprit here is farming due to the perplexing choice to let vegetables grow out of season. You have to plant them at the correct time of year, and they’ll certainly bear fruit more quickly during those seasons, but as soon as you unlock more farm space and flowerbeds, you can easily abandon in-depth farming strategy and support your voracious appetite for home-cooked meals with easily farmed and watered vegetables.

Tales of the Shire screenshot

(Image credit: Weta Workshop)

Of course, you’ll still need to forage and fish for more specific ingredients, but a fair amount of meals can be prepared with just farmed goods and purchased goods; the game could do with slightly higher stakes here, as it quickly became easy to cheese my way through.

It’s far harder to cheat your way to financial success with foraging or fishing, however. There are several designated fishing spots around the map, and while some do offer slightly rarer fish, most spots seem to generate the same species. Annoyingly, these aren’t stackable, and with a very limited 10-slot inventory space, you’ll probably find yourself heading to town to sell up your haul or back home to restock your pantry pretty often. This limitation makes some of the more rural fishing spots a real pain, but thankfully, you can pretty much ignore them without any real penalty.

The long and short of it is, almost everything I like about Tales of the Shire comes with a caveat, and it makes for an incredibly mixed bag experience. It certainly feels like, post demo, they had the opportunity to rework much of early reviewers’ criticism, but that was by and large ignored to the detriment of the end results.

Should you play Tales of the Shire?

Play it if...

You always wanted to decorate your own smial
Home decoration is fulfilling from day one in Tales of the Shire, and the rate you receive furniture is pretty satisfying.

You like cooking sims
While cooking in the game is relatively simple, it’s quite fun to just potter about the kitchen and dash about Bywater to grab the necessary ingredients.

Don't play it if...

You want a game you can’t put down
On the contrary, you’ll want to put it down often. Maybe not forever, but often enough that you’ll need a backup game to play, because Tales of the Shire is both boring and buggy in places.

You’re a die-hard Lord of the Rings fan
Between Gandalf’s withering personality to the disappointing mundanity of Hobbit life, franchise fans will find the game rings hollow.View Deal

You want well-rounded simulation mechanics
From the weird pace of farming to the oft-painstaking fishing process, Tales of the Shire only delivers complexity in that nothing makes much sense.View Deal

Accessibility

There are some accessibility features, but not an all-encompassing selection. For example, you can change text size, adjust camera sensitivity, and toggle auto-assist features for both the camera and the cooking station gameplay, as well as difficulty. There’s controller support, but with limited remappable buttons, and a major oversight is the lack of a sprint toggle here. Add to this the lack of a mini-map, poor performance, and frequent crashes, and you have yet another mixed bag for Tales of the Shire.

Tales of the Shire screenshot

(Image credit: Weta Workshop)

How I reviewed Tales of the Shire: A Lord of the Rings Game

I played over 25 hours of Tales of the Shire on my Xbox Series S, completing the main storyline and quests and significantly progressing my villager relationships and guild quests. I played on my Sony KD-49XH8096 TV using Logitech Multimedia Z200 speakers and a standard Xbox wireless controller.

I used standard settings, comparing the experience to other popular farming and life sims like Stardew Valley, Disney Dreamlight Valley, and Palia, as well as indie titles like Coral Island.

First reviewed October 2025

The RIG R5 Spear Pro HS gaming headset surprised me with rich, crisp audio that punches above its price point
7:00 pm | October 25, 2025

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

RIG R5 Spear Pro HS: one-minute review

Nacon RIG R5 Pro HS

(Image credit: Future)

Quality gaming audio doesn’t have to cost the earth; something that Nacon’s RIG brand has proven time and again with some of the best PS5 headsets around. Now, its RIG R5 Spear Pro HS wired gaming headset has landed around the top end of the budget spectrum, and yes, it’s also a winner.

I’m usually wary of cheapish gaming headsets as there’s usually always at least one glaring weakness, even if other aspects impress. However, the R5 Spear Pro is a fantastic all-rounder, providing great build quality, a high level of comfort thanks to its plush ear cups, and superb audio for both gaming and listening to music.

I guess the one big ‘weakness’ here is that the R5 Spear Pro is a wired-only gaming headset, an advantage the aptly named SteelSeries Arctis Nova 3 Wireless would have over it, for example. That means you won’t be going wireless via 2.4GHz or Bluetooth. But the silver lining here is that the headset will work with any platform, device, or controller that has a 3.5mm headphone jack.

The R5 Spear Pro is advertised as a PlayStation-facing headset, compatible with PS5 and PS4, while also supporting the brand’s Tempest 3D audio profile. However, you can expect it to work just fine on Xbox Series X, Series S, Nintendo Switch 2, and others, given its simple wired connection.

I really have very little to complain about here, so expect a review on the shorter side. Some on-board features would’ve been nice, like mic muting or EQ switching, but what’s here is impressive for the price.

Nacon RIG R5 Pro HS

(Image credit: Future)

RIG R5 Spear Pro HS: Price and availability

  • List price: $69.99 / £69.99 (around AU$99)
  • Available now in the UK and Europe; US release on November 1
  • Comparable in price to the Epos H3 and Corsair HS50

The RIG R5 Spear Pro HS gaming headset is having a bit of a staggered release right now. It’s available in the UK and Europe now, but US folks will have to wait until November 1. It retails for $69.99 / £69.99 (around AU$99), and can be bought from Nacon’s website or regional stores.

It’s a pretty fair price tag for what you’re getting here, finding itself between the retail prices of the Epos H3 - our pick for the best wired gaming headset - and another budget banger in the Corsair HS50. Though at this price and sound quality, RIG might just knock Epos’s long-conquering headset off its throne.

RIG R5 Spear Pro HS: specs

Price

$69.99 / £69.99 (around AU$99)

Weight

0.74lbs / 0.34kg

Drivers

40mm graphene

Compatibility

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

Connection type

Wired (3.5mm)

Nacon RIG R5 Pro HS

(Image credit: Future)

RIG R5 Spear Pro HS: design and features

Out of the box, the R5 Spear Pro presents a seriously no-frills package. You’re getting the headset itself and a pair of PlayStation-branded mod plates for the ear cups’ exterior. More on those soon.

The headset doesn’t draw much attention to itself with a largely matte black finish. The RIG logo is emblazoned on top of the headband and mod plates, but it’s an otherwise low-key aesthetic. Which, hey, we definitely expect at this price point.

The headset, like other RIG products, is made from sturdy plastic that’s strongly resistant to wear and tear. RIG headsets are always impressively durable, and it’s a similar story here. It’s incredibly comfortable, too, with plush material for the headband and earcups resting nicely on your head without irritating over longer gaming sessions.

The headset naturally features a mic attached to the left earcup. It’s unfortunately not detachable, meaning you probably won’t be leaving the house with it, but it’s impressively flexible and easy to shape into a position that feels right for you.

The centerpiece of the R5 Spear Pro’s design, though, is its bespoke magnetic mod plates, which attach to the headset’s ear cups. As mentioned, the box contains a pair with the PlayStation logo slapped onto them, but you can buy other official designs separately. That includes one specifically designed for the EVO fighting game tournament.

RIG R5 Spear Pro HS: performance

The R5 Spear Pro simply provides brilliant, crisp audio for the price. When I got to testing by plugging it into my DualSense Wireless Controller for a Ghost of Yotei play session, I was immediately struck by the impressively layered audio that picked up on everything from the swaying breeze to distant clashes of swords.

Directional audio is brilliantly accurate, too, with audio flitting between left and right channels in an impressively immersive manner. The absorbing soundtrack of Tetris Effect Connected really came alive here, its audio-reactive gameplay really playing to the R5 Spear Pro HS’s strengths. Its 40mm graphene drivers, overall, provide pristine audio with little distortion even at higher volumes. I’d have preferred its bass register to be a little stronger, but it’s by no means underwhelming here.

Microphone quality is also solid. Not quite as impressive as with the RIG 900 Max HS’s crystal clear quality, but this one still more than gets the job done. It certainly works best on consoles, this flip-to-mute mic, as on my Windows PC I did have to wrestle a bit to get it to recognize the mic. However, using it while connected to a controller on PC solved that issue for me in the short term.

As mentioned, there isn’t much in terms of on-board functionality. The cable does have a volume slider, though it’s honestly a little stiff, and I ended up preferring using software settings on console and PC to adjust the headset’s audio.

Nacon RIG R5 Pro HS

(Image credit: Future)

Should I buy the RIG R5 Spear Pro HS?

Buy it if...

You want exceptional audio quality for less
It’s hard to find sound quality this good at this price point. While not the absolute cheapest budget-friendly headset out there, I feel the R5 Spear Pro HS comes in at a very reasonable price given its fantastic audio and strong build quality.

You play on a variety of platforms
Whether you’re on PlayStation, Xbox, or Switch consoles or PC, the R5 Spear Pro HS is an impressively versatile gaming headset, delivering stellar audio quality across all major platforms.

Don't buy it if...

You prefer having on-board buttons and features
Aside from its volume slider, there are no quick shortcuts or buttons on the headset itself. It doesn’t need many, to be fair, but it means you won’t have access to desirable features on other headsets like EQ profiles.

You want better customization
With no compatible companion software, the R5 Spear Pro HS is very much a case of ‘what you hear is what you get.’ Not a terrible thing in and of itself, as you can always rely on Dolby Atmos or Tempest 3D, but those after a more customizable audio experience won’t find it here.

RIG R5 Spear Pro HS: Also consider

Here are a couple more gaming headsets that come highly recommended if you’re not keen on the RIG R5 Spear Pro HS.

RIG R5 Spear Pro HS

Turtle Beach Atlas 200

SteelSeries Arctis Nova 3X Wireless

Price

$69.99 / £69.99 (around AU$99)

$59.99 / £49.99 (around AU$79)

$109.99 / £99.99 / AU$109.99

Weight

0.74lbs / 0.34kg

0.62lbs / 0.28kg

0.57lbs / 0.27kg

Drivers

40mm graphene

50mm Nanoclear

40mm Neodymium

Compatibility

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

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

PC, Xbox Series X (Xbox version only), PlayStation 5, Nintendo Switch, iOS, Android

Connection type

Wired (3.5mm)

Wired (3.5mm)

Bluetooth, 2.4GHz wireless (USB-C receiver)

Turtle Beach Atlas 200
A real budget powerhouse, once again providing shockingly good audio for the price. Throw in a comfy fit and a crystal clear mic, and this one just may tempt you away from the RIG R5 Spear Pro HS for good reason.

Read our full Turtle Beach Atlas 200 review

SteelSeries Arctis Nova 3X Wireless
One for consideration if you’re looking for wireless options instead, but want to keep costs down. The Arctis Nova 3X Wireless is a brilliant, cost-effective gaming headset that’s multiplatform-capable and has a lightweight build that remains comfortable for hours on end.

Read our full SteelSeries Arctis Nova 3X Wireless review

How I tested the RIG R5 Spear Pro HS

  • Tested for two weeks
  • Tested across PS5, Xbox Series X, Nintendo Switch 2, and PC
  • Compared to other RIG headsets like the RIG 900 Max HS

I tested the RIG R5 Spear Pro HS for two weeks for this review. While I mostly played games with the headset, I also used it for work purposes, as well as casually listening to music in my spare time.

I used the headset across all major platforms, including PS5, Xbox Series X Digital Edition, Nintendo Switch 2, and my gaming PC. For this review, I played titles including Ghost of Yotei, Final Fantasy 14 Online, Sonic Racing: CrossWorlds, Tetris Effect Connected, PUBG Battlegrounds, and Tekken 8.

During testing, I went back and forth between the R5 Spear Pro HS and the pricier wireless offering, RIG 900 Max HS. I found audio quality to be largely identical across both products, though, as you might expect, build quality is better on the more expensive product, which also feels more durable thanks to its metallic, flexible headband and better materials used overall. Still, the R5 Spear Pro HS isn’t far off.

First reviewed October 2025

Read more about how we test

The Outer Worlds 2 is another great Obsidian adventure, and one that near-fully realizes its prequel’s vision
5:54 pm | October 24, 2025

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

It’s genuinely a shame that role-playing game The Outer Worlds 2 developer Obsidian Entertainment operates under the current Microsoft umbrella. This is a company that, in the past couple of years alone, has laid off an unimaginable number of workers, dramatically raised prices on its hardware and subscription models, and completed one of the most costly acquisitions in the medium’s history. That's all on top of cancelling a slew of games and shuttering studios.

It’s precisely this kind of overbearing capitalist mindset that The Outer Worlds 2 has a bone to pick with, and it’s left me with some pretty complicated feelings. On the one hand, the game’s critique of late-stage capitalism is scathing and steeped in the developer’s trademark wit. On the other, I can’t help but feel it all rings a little hollow when the target of said critiques is also the one funding and publishing The Outer Worlds 2.

Review info

Platform reviewed: Xbox Series X, PC
Available on: PS5, Xbox Series X, Series S, PC
Release date: October 29, 2025

Ultimately, Obsidian itself deserves praise for crafting yet another brilliant choice-driven role-playing game (RPG). Like Fallout: New Vegas, Pentiment, and Avowed before it, The Outer Worlds 2 provides an absorbing world to explore, chock-full of interesting characters and quests, and countless opportunities to make the most of your chosen build.

Skills in The Outer Worlds 2 aren’t just for bypassing doors or clearing speech checks; like in many of the best RPGs, some can genuinely open up the game in meaningful ways. The Observation skill, for example, is one I can’t do without. Especially not after it guided me to a secret room that revealed a quest to win the favor of a lucrative black market vendor. Even weapon-based skills like Guns or Science! (yes, that is how it’s formatted) are good for more than just shooting, and can be used to intimidate characters during dialog.

The Outer Worlds 2

(Image credit: Xbox Game Studios)

One of my favorite things about The Outer Worlds 2, then, is that you actually won’t be able to solve every problem, bypass every lock in a single playthrough. You will have times where an NPC isn’t swayed by your charms, and then stumble upon a quest or avenue of progression that suits your skill set to a tee. It's an ever-so-satisfying gameplay experience.

This interplay between success and failure isn’t quite a perfect balance, however; across my playthrough, I did find that some skills and traits barred progress more than others (for example, Engineering is used to get past jammed doors much more frequently than the Hack or Lockpicking skills are in their respective fields).

There are also some pacing issues through the mid-game, especially as quests tend to stack up on themselves and enemies start having tedious amounts of health to all but the most gun-slinging of character builds.

Minor issues aside, I won’t soon forget my time in the hyper-capitalist nightmare that is the Arcadia system, and chances are I’ll be diving back in again with a completely different approach and ending in mind.

Shoot the moon

Xbox Games Showcase

(Image credit: Microsoft)

In terms of background, The Outer Worlds 2 gives you a bit more to work with compared to its prequel, with your character being an established and respected agent of the Earth Directorate - a sort of task force that prides itself on the very idealistic and somewhat fantastical notion of bringing peace to the galaxy. Turns out, the Earth Directorate might not be very good at their jobs, though.

The opening mission, an infiltration of a space station run by a cultish sect known as the Protectorate, goes horribly wrong when a fellow agent double-crosses us, detonating the station and killing everyone on board save for ourselves and a previously injured squad member by the name of Niles Ibara.

Ten years on, you’re woken from an extended hibernation period by Niles, who informs you that the detonation has caused a rift in the fabric of space that threatens to destroy the entire system in an undetermined amount of time. It’s a race against the clock to track down the double-crossing agent and save the system of Arcadia from a grisly fate.

Your quest for justice (whatever form that may take based on your own choices throughout the game) isn’t one you’ll emerge from without someone’s blood on your hands. Like it or not, you will often have to side with one or two dubious factions in order to get your way. That could be the previously established Protectorate, or Auntie’s Choice - a mega corporation that’s the result of a hostile merger of the first game’s Auntie Cleo’s and Spacer’s Choice companies.

You won’t always like who you’re choosing to work for, but there is at least a good variety of dialog flavor to have your character respond in a way that suits your desired personality - whether that be good-natured or unfathomably cruel, or everything in between.

Choices, so many choices

Xbox Games Showcase

(Image credit: Microsoft)

Like its prequel, The Outer Worlds 2’s explorable planets are smaller, individual biomes, as opposed to having one larger map a la Fallout: New Vegas. For this game, it’s an approach that really works. Each of the main planets has its own central conflict, even if most offer a general theme of Auntie’s Choice and the Protectorate battling it out for control.

Best bit

Xbox Games Showcase

(Image credit: Microsoft)

The Outer Worlds 2 puts player choice first and foremost, in both build variety and choice-based decision making. The game is designed in a way that means you never quite know when your character’s particular skill set will come in handy, making exploration and experimentation almost always enjoyable.

Each map is smattered with characters to meet, side quests to take on, buildings to explore, and no shortage of secrets to unearth. Exploration really is the focal point of progress in The Outer Worlds 2. Combat is, of course, one way of getting things done. And in terms of feel and feedback, it’s a huge improvement over the first game, with satisfying gun play and plenty of weapon types - from stealthy knives and silenced pistols to ammo-hungry SMGs and energy weapons.

Personally, I preferred a more low-key approach to progressing through the game’s main missions. Problems can be solved with combat, sure, but as the game went on, a frustrating tendency to pad out enemy health bars often made such encounters a tedious affair.

As a result, I rolled a charismatic character able to pass speech checks to bypass combat wherever possible. Some points in Sneak and Observation also helped in stealthily getting through busy areas and finding secret routes. You absolutely can play a passive character in The Outer Worlds 2, and you’re more often than not rewarded for doing so.

The Outer Worlds 2

(Image credit: Obsidian)

One piece of advice I have would be to think very carefully about your specializations while initially creating your character. Get comfortable with the idea that many choices and solutions will be locked off to you, as a trade-off for excelling in two or three areas instead. You’ll have one chance to respec after the tutorial section, but beyond that, no such option exists.

I like this change overall. Not being able to respec on a whim meant that I had to approach most scenarios with my chosen skill sets in mind. For me, this largely meant that going guns blazing was simply off the table. On the other hand, I can see indecisive players - or those who like to take a flexible approach based on the situation - may struggle with this. I certainly restarted the game a handful of times until I settled on skills that satisfied my preferences.

One returning feature from the first game that I really enjoy, though, is flaws. These are reactive, passive effects that you can accrue, and they’re essentially the game’s way of adding additional challenge to your playstyle. Flaws pop up if you adopt a certain way of playing enough. One is based on a hoarder mentality, lowering vendor prices but also reducing money you earn from selling.

Another flaw plays on indecisiveness, letting you only increase the level of skills with zero points, or ones you have the lowest total in, the upside being you’ll get one extra skill point to spend at each level up. Flaws are optional, but if you accept them, they’re with you for good, so think carefully about how useful you think they’ll be in the long run.

Horizon point

Xbox Games Showcase

(Image credit: Microsoft)

I did find that The Outer Worlds 2 started to lose its luster as the campaign went on. It’s not the longest RPG out there, coming in at around 40-50 hours, but it’s definitely one that started to feel a bit formulaic. There’s only so many firefights to endure, air ducts to crawl through, or terminals to hack before the game starts to feel like it’s shown its entire hand. And it does so long before credits roll. It remains an enjoyable game throughout, but I definitely had the most fun solving the problems in the first major biome when it still felt fresh and vast.

That repetition does tend to hurt the game’s overall pacing, too. There are some nice surprises here and there; recruiting new companions for your squad is often something you’ll just stumble upon, rather than being outright told where you can pick them up. And digging into the depths of an installation or base to uncover a cool weapon or decision-making opportunity is always a satisfying reward. But such moments felt few and far between in the midst of trudging from township to outpost, ticking off various elements of busy work in the hopes of expanding my choices for the main quest.

What I can’t fault The Outer Worlds 2 on is its gorgeous visual style. It’s something I found really impressive about Avowed, and it’s much the same case here. Outdoor environments are awash with color and interesting landmarks, while interiors often feel cold and oppressive in the best way possible. While the soundtrack didn’t do much to move me, I did often find myself taking in the impressive amount of environmental detail on offer.

It’s a winner on the performance front, too, and I noticed only a handful of dips at 60fps across both Xbox Series X and PC. Load times can be uncomfortably long on occasion (exacerbated by reloading quick saves to try out alternate routes), but by and large the game’s performance is acceptable.

Should you play The Outer Worlds 2?

The Outer Worlds 2

(Image credit: Xbox Game Studios)

Play it if...

You want a massive Obsidian RPG to get stuck into
Obsidian remains one of the most talented developers in the business when it comes to level design, top-quality writing, and consequential decision-making. This is an unpredictable sci-fi adventure that - despite some pacing shortcomings - delivers a top-notch immersive experience. Definitely one of the best Xbox Series X games in recent years.

You want to think outside the box
If you enjoy solving problems in RPGs that don’t end in bloody shootouts, The Outer Worlds 2 is for you. Whether it’s through hacking, stealth, uncovering secrets, or convincing characters through charm and wit alone, there are plenty of opportunities to do so in this game.

You loved The Outer Worlds
The Outer Worlds 2 is a significantly better game than its prequel in almost every aspect. Gameplay options are much more robust, and there are always several ways of solving even the most basic quests. It builds upon everything the first game did well, and then some.

Don't play it if...

You don’t want to be locked into any given playstyle
The lack of a respec option past the intro means you need to pick a handful of skills to specialize in and stick with them. Spreading your skills too thin means you won’t be able to meet high skill check requirements later in the game. If you’re not keen on potentially being locked out of certain options, segments, or endings based on your choices, it might not be the game for you.

Accessibility

As is the case with many Xbox Game Studios titles, The Outer Worlds 2 offers a solid amount of accessibility options for gamers of all stripes. For starters, you can adjust motion blur and field of view to a granular degree, as well as apply subtitles to general, background, and audio log speech.

There are also two motion sickness modes for reducing on-screen motions to varying degrees. You can also adjust overall text size and HUD scaling, as well as apply colors and outlines to subtitles and their backgrounds.

How I reviewed The Outer Worlds 2

I played The Outer Worlds 2 for 40 hours across both my Xbox Series X Digital Edition and my gaming PC. I was able to transfer my save across both versions thanks to Xbox’s handy Play Anywhere feature. During my playthrough, I opted for a character capable of hacking and uncovering secrets via the Observation skill, with some points in Speech and Guns to get myself out of tight situations in a pinch.

I primarily played on console using the Razer Wolverine V3 Pro Xbox controller, on an LG CX OLED TV display. My audio device of choice here was the RIG R5 Spear Pro, a multiplatform wired gaming headset that delivered exceptional, immersive audio during my playthrough.

First reviewed October 2025

I’ve spent a few weeks with the SteelSeries Arctis Nova Elite, and it is simply the best gaming headset I have ever used
1:59 pm |

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

SteelSeries Arctis Nova Elite: one-minute review

If you’re someone who craves the best in gaming audio and the most performant gaming accessories, then the SteelSeries Arctis Nova Elite is the only wireless gaming headset you need to consider buying - it is the best I have ever tested, and probably the best gaming headset, period.

While its price tag means it’s more expensive than most of the best gaming consoles, if you’re someone who strives to build the most performant gaming setup, or someone who craves the highest-quality audio for gaming, then the Elite is for you - and boy does it prove to be worth it for that audience.

Its design and build are something I’ve never experienced before, and I simply have no complaints here. The headset is extremely robust with its all-metal frame, and is as comfortable to boot with its super plush leatherette ear pads. All controls and buttons are intuitively placed and a joy to use, with genuinely satisfying motions to the volume wheel and microphone.

The SteelSeries Arctis Nova Elite headset on headset stand in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

The feature set is even more impressive. First and foremost, it really is the first certified Hi-Res (96kHz/24bit) wireless gaming headset on the market, and it’s such a joy to use in all its premium quality audio goodness. This is in no small part provided by its 40mm carbon fiber drivers that are stretched over a brass surround ring inside each cup, and supported by a brilliant GameHub DAC unit, which also offers multiconnectivity and even multimedia play - simultaneously. The brilliant SteelSeries’ Infinity Power battery system returns, and the microphone is now dual-fold with a brilliant boom mic supported by a beamforming built-in mic – taking over automatically whenever the boom one is retracted.

The performance of the Elite is otherworldly when it comes to gaming audio. It’s rich and detailed, with zero harshness or muddiness, and only the best, most rounded and fulsome profiles being directed down your ears at all times. It is relentlessly good. Throw in the fact that you can make it your own audio-wise with the Sonar PC app, or the mobile Arctis App to change things on the fly, and it’s elevated further.

Whether you're looking for a PC gaming headset, PS5 headset, Xbox headset, or even a Nintendo Switch headset, this is the ultimate one to strive for, and one that all other premium gaming headsets should now be measured against. In a similar vein to how I described the Garmin MARQ Golfer (Gen 2) premium golf watch I reviewed recently, if you want to go once, go hard, go premium, and go big on a gaming headset, then this is the one.

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

SteelSeries Arctis Nova Elite: price and availability

  • List price: $599.99 / £599.99 / AU$1,349
  • The most expensive gaming headset I’ve tested, and nearly twice the price of the Arctis Nova Pro Wireless
  • Offers its own premium, audiophile-grade vision of value

There’s no denying that the SteelSeries Arctis Elite is expensive. At the above price, it’s more than a PlayStation 5 and not that far off a PlayStation 5 Pro either. You could also get two 512GB Xbox Series S consoles for the same price or almost three DualSense Edge controllers. Anyway, it’s expensive, but where does it sit in the market?

In terms of direct competitors at the price point, in the gaming headset market, there are basically none. SteelSeries’ own Arctis Nova Pro Wireless is generally my pick for a premium gaming headset with its $350 / £330 sticker price (though it is often discounted now) - but the Elite comes in at nearly twice the price of that now. Similarly, outside of the SteelSeries ecosystem, it’s also comfortably more than the likes of the audiophile-focused Audeze Maxwell and Beyerdynamic MMX 300 Pro, too.

To find direct competitors pricewise, you’re looking to the core audiophile headphone market and products like the Bowers & Wilkins Px8 S2, Focal Bathys, and the Elite is still even more expensive than the Sennheiser HD 660S2 as well - and they all, of course, do not feature any gaming headset features or enhancements.

However, and hopefully this review shines light on all the reasons why, I genuinely believe that there is robust value in the Elite if you are the precise audience it is targeting. If you are that ultimate setup gamer, or an audiophile gamer who wants the best gaming audio money can buy above all else, then the Elite is absolutely for you, and you will see and hear the benefits and boosts.

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

SteelSeries Arctis Nova Elite: specs

SteelSeries Arctis Nova Elite

Price

$599.99 / £599.99 / AU$1,349

Weight

13.4oz / 380g

Drivers

40mm carbon fiber with brass surround

Compatibility

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

Connection type

Hi-Res wireless (2.4Ghz via dongle), Wired (audio jack), Bluetooth 5.3 + LE Audio

Battery life

Up to 60 hours (2 x fully-charged batteries), Infinite Power System

Features

Certified Hi-Res audio (96kHz/24-bit) ClearCast Gen 2.X - Retractable Boom Mic and Smart-Switching On-Ear Beamforming Microphone with AI noise rejecting, ANC, Omniplay GameHub (connect four devices simultaneously),

Software

SteelSeries GG/Sonar, SteelSeries Arctis Companion App (iOS & Android)

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

SteelSeries Arctis Nova Elite: design and features

  • Every part of the build is premium and of superb quality
  • A host of first-ever premium features built into its DNA
  • Two great colorways and a robust but comfortable build, epitomized by the metal frame

Starting off with the obvious, yes, this is another headset cut straight from the same SteelSeries Arctis Nova cloth as many others - at least, in terms of overall aesthetic, shape, and form. Which is fine - if it isn’t broken, why fix it? Instead, enhance it, as the Elite does, by offering a metal frame and hinges made of rolled steel and aluminum for starters.

However, elsewhere, literally every part of the Elite’s design and build looks and feels premium. This includes the volume wheel, which is incredibly satisfying to use, offering a lovely click with each notch you reach. The trademark retractable mic extends and rolls away with a new level of smoothness that I haven’t felt on any headset before, let alone a SteelSeries one, and the comfort of the plush leatherette earpads is something like never before, too.

It also comes in two distinct colorways, with the sage and gold combination being particularly striking and very evocative of the luxurious lifestyle device that SteelSeries is keen to describe the Elite as being. The other obsidian colorway is more familiar on a gaming headset, but the shine of the metalwork of the build gives it a chic edge. The dial on the accompanying GameHub DAC unit matches the gold or obsidian, respectively, of each colorway, too.

Ensuring we cover the necessities, on the left cup, we have the retractable bidirectional, 32KHz ClearCast Gen 2.X boom mic, the mic mute button, the power button (which also acts as the ANC and transparency mode button), the volume wheel (which can also be pressed in to remotely control the GameHub’s function), and audio jack port. On the right cup, we have the Bluetooth button (which controls media on your connected devices too, with a range of different presses) and the secondary beamforming mic, a ClearCast on-ear microphone, to be precise.

Both earcups have the swappable metal plates on the outside that SteelSeries fans will know and love, and they both hide something important, as they do on other headsets from the brand; on the right, it’s the replaceable battery, and on the left, it’s the USB-C port.

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

As with Nova Pro headsets, the Elite comes with a DAC unit that connects to your device. The version with the Elite is called the GameHub with OmniPlay and is a beefed-up version of the ones that accompany the Pros, which still offers the way to charge your removable batteries and tinker with settings, but has a trick up its sleeve.

This time, you can connect to all types of consoles or platforms from this one unit, from PC to PlayStation, and from Switch to Xbox - on top of the added Bluetooth connectivity the headset has too. The result is that you can connect up and listen to the audio of four different sources all at the same time - hence the term, OmniPlay. And it really is magic.

Underneath the physical features is where the real magic lies, and one of the most unique things about the Elite, which makes it truly different among its peers. First and foremost are its brand-new drivers: custom-designed 40mm carbon fiber drivers with a brass surround ring. These offer a frequency response of 10-40,000Hz and are at the core of the Elite’s bona fide, certified Hi-Res (24-bit/96kHz) audio offering - a first in gaming headsets.

The ANC onboard is formed of a four-mic hybrid active noise cancellation that features a transparency mode, and complementing that is the mic’s AI noise rejection tech, which is also witchcraft, given how much noise it can block out when in chaotic environments like busy streets and when trains scream past. You’ve also got the brilliant multi-faceted Infinity Power system (two removable batteries, one of which can always be charging in the GameHub, while also offering a USB-C port for quick charging), so you’ll likely never run out of battery, and a convenient method of charging the headset. Plus, Bluetooth codec support is excellent, with the 5.3 version supporting LC3 and LC3+.

I think the only feature missing from such a premium headset package would be a hard case, or at least something more protective than the leatherette one included.

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

SteelSeries Arctis Nova Elite: performance

  • Simply the best gaming audio from a headset I have ever experienced
  • Seamless and abundant connectivity, with a brilliant mic
  • Brilliantly comfy and easy to use, and perfect for all other media

Where do I start? The SteelSeries Arctis Nova Elite simply excels in every single audio manner, on every platform, and for every media and genre of game you can throw at it. That’s it, I could leave it there.

But I won’t, naturally. In practice, the audio is incredible on the Elite. I can immediately hear a difference from other sets I have to hand, like a SteelSeries Arctis Nova 7 or the also excellent Drop + Epos PC38X, and it’s almost certainly better than my Sennheiser HD 550 headphones, which I put above many gaming headsets.

Across all my testing on PC, console, and mobile, the Elite excelled. The world of Ghost of Yotei was alive through audio alone; the chaos of hectic scenes in the Battlefield 6 campaign on PS5 was incredibly bombastic and rich, without ever being muddy or boomy; and the details of Control and Frostpunk 2, to name but two, on PC were a sheer delight.

Technically, the Elite is fully unleashed as a PC gaming headset due to the PS5 and Xbox Series X, sadly, not being able to output at the highest res - though you’ll also need to manually change a setting or two in Windows to ensure your PC outputs in Hi-Res too. Given that Hi-Res edge that the Elite has on PC, it does leave me wondering whether it’s an equally wise investment for someone who exclusively games on PS5, Xbox Series X|S, or Nintendo Switch. It feels almost like a disservice to the headset - and the money you spent on it - to leave it tied to any single platform, and maybe more so a console that can’t unleash the full power of the Hi-Res headset.

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

However, that really isn’t to say you’ll not be having an awesome, spectacular time on console, so don’t let that put you off either, especially if you’re an audiophile who plays on PS5, for example. As previously mentioned, I still had a breathtaking time on console with the Elite, so you’ll still have a super quality headset for console, and the Elite’s other premium qualities will make it shine.

Away from gaming, as a pair of bona fide enthusiast audiophile headphones, the Elite absolutely holds up. They certainly sound just as good as my Sennheiser HD 550s, and perhaps better, after testing them across a range of music and video. Basically, if you’re at all concerned about how the Elite transposes its gaming audio prowess to other media, don’t be. This was echoed by my time using the Elite out and about as a set of contenders for best headphones on walks or travel; the audio never failed to impress, and the ANC is impressive too.

As with other modern SteelSeries audio devices, you can get even more out of the Elite with the companion app on mobile to give you flexibility and customization options on the fly - great when playing on console. And on PC, you can tap into all the SteelSeries GG and Sonar have to offer to tailor the Elite even more acutely to your preferences if need be.

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

Should I buy the SteelSeries Arctis Nova Elite?

Buy it if...

You want the absolute best gaming headset money can buy
Simply put, if you want the best of the best, then this is the headset to get, no matter your preferred platform; as close to perfection as you’ll get from build quality and feel, to audio quality and feature set.

You’re an audiophile gamer
If you are a gamer who prioritizes your audio, no matter what games you play or how you play them, and crave the highest audio quality money can buy, and you want to remain cord-free, then my advice is simple: buy the SteelSeries Arctis Nova Elite headset.

You want a single, premium solution for all your devices
If you’re looking for a total solution across your consoles, PC, and mobile devices, then the Elite can do it all and be your one, single awesome headset to service each and every one of them - in an exquisitely premium manner.

You want your gaming headset to also be a top pair of headphones
The Arctis Nova Elite headset shines as a pair of everyday headphones as well as for gaming. The ANC is a joy, the headset is supremely comfortable and robust, and you can change your audio preferences on the fly via your phone for music and podcasts, too.

Don't buy it if...

You play on console only and don’t need best-in-class features
If you only play on console and aren’t convinced you’ll be able to make the most of all the class-leading features and Hi-Res audio the Elite offers, then it’s likely not for you.

You’ve already got a quality mid or high-end headset and don’t crave Hi-Res audio
If you have already thrown a bit of cash at your gaming headset in the past few years, and are on the fence about needing Hi-Res audio, then you’re probably fine to skip the Elite - unless you crave one or more of its particular features. Otherwise, it’s an upgrade for a specific range of folk.

SteelSeries Arctis Nova Elite: Also consider

If the SteelSeries Arctis Nova Elite is either not what you’re after or a bit rich for you, then here are two competitors that might hit the mark.

SteelSeries Arctis Nova Elite

SteelSeries Arctis Nova Pro Wireless

Audeze Maxwell

Price

$599.99 / £599.99 / AU$1,349

$379.99 / £329.99 / AU$735

$329 / £319 / about AU$450

Weight

13.4oz / 380g

9.5oz / 266g

17.3oz / 490g

Drivers

40mm carbon fiber with brass surround

40mm neodymium

90mm Planar Magnetic

Compatibility

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

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

Playstation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile


Connection type

Hi-Res wireless (2.4Ghz via dongle), Wired (audio jack), Bluetooth 5.3 (LE Audio, LC3, LC3+)

Wireless (2.4Ghz via dongle), Wired (USB-C), Bluetooth 5.3

Wireless (2.4Ghz via dongle), Wired (USB-C & audio jack), Bluetooth 5.3 (LC3plus /

LC3 / LDAC / AAC)

Battery life

Up to 60 hours (2 x fully-charged batteries), Infinite Power System

Up to 60 hours (2 x fully-charged batteries), Infinite Power System

80+ hours

Features

Certified Hi-Res audio (96kHz/24-bit), 40mm carbon fiber, brass ring surround drivers, ClearCast Gen 2.X - Retractable Boom Mic and Smart-Switching On-Ear Beamforming Microphone with AI noise rejecting, ANC, Omniplay GameHub (connect four devices simultaneously)

Companion App, 40mm Neodymium magnetic drivers, 360-degree spatial audio, retractable ClearCast 2.X mic

Detachable hypercardiod mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox),

Software

SteelSeries GG/Sonar (PC), SteelSeries Arctis Companion App (iOS & Android)

SteelSeries GG/Sonar (PC)

Audeze HQ (PC)

SteelSeries Arctis Nova Pro Wireless
The closest competitor within SteelSeries' own impressive lineup, the Arctis Nova Pro is a fine choice for those looking for impressive audio and connectivity, while not spending as much money as the Elite demands. A super wireless headset, no matter your platform.

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

Audeze Maxwell
Offering perhaps the closest wireless audiophile gaming headset experience to the Elite, Audeze’s Maxwell headset is a solid alternative. It still demands a sizable price of admission, but offers excellent audio from its planar magnetic drivers.

For more information, check out our full Audeze Maxwell reviewView Deal

The SteelSeries Arctis Nova Elite headset in front of a white brick background and on a wooden surface

(Image credit: Future/Rob Dwiar)

How I tested the SteelSeries Arctis Nova Elite

  • Tested almost daily for nearly five weeks for work, gaming, and on the go
  • Used on PC and PS5 Pro on a wide variety of games, and work and home tasks
  • Compared directly to a set of Sennheiser HD 550 headphones, as well as other gaming headsets

The SteelSeries Arctis Nova Elite has been my daily gaming headset for work and play for around five weeks for review. I have integrated them into both my gaming PC and PS5 Pro setups, as well as used them out and about as a pair of audiophile headphones.

On my RTX 3090 gaming PC (a machine teamed with an Acer Predator X32QFS gaming monitor), where I was able to test the Hi-Res audio after changing a setting in Windows, I played a host of games, including the Titan Quest 2 Early Access build, Frostpunk 2, Control, and Warhammer 40,000: Dawn of War 3. I also used them extensively for work and video calls.

On console, I primarily tested the Elite with my PS5 Pro, but also with my office setup’s PS5 Slim for good measure. On PS5, I tested the Elite with almost my entire playthrough of Ghost of Yotei, as well as some of Death Stranding Director’s Cut, Battlefield 6, Hellblade: Senua’s Sacrifice (the PS5 version) and the Claws of Awaji expansion for Assassin’s Creed Shadows, and for multiplayer testing I used the Elite for finishing a Ghost Recon: Breakpoint playthrough with my buddies as well as an Aliens: Fireteam Elite playthrough.

As well as using the Elite as headphones while on dog walks, I also tested them with music and entertainment. I used them as I normally would with the likes of Spotify and YouTube, but also hi-res audio providers like Tidal. During my testing, I was able to compare the Elite to my set of HD 550 headphones as an audiophile headphone reference point, as well as a Drop + Epos PC38X headset, and a SteelSeries Arctis Nova 7 headset.

First reviewed September-October 2025

Read more about how we test

With this one tweak, the Turtle Beach Velocityone Race KD3 wheel becomes the best in the budget market
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Turtle Beach Velocityone Race KD3: One-minute review

Previously a headset specialist, Turtle Beach has expanded into the more distant shores of sim peripherals lately and has had some especially impressive first forays into flight sim gear. The original VelocityOne direct drive bundle didn’t stick the landing quite as well over in the sim racing space, but this revised KD3 version addresses a lot of user feedback, and the result is simply our favourite budget-end direct drive bundle.

Both the wheelbase and pedals are equally at home on a desktop setup or installed on a racing seat, which is a smart move at this price point since the split of users who race one way or the other is far more even than at a higher price. Although there’s some plastic present on both the base of the pedals and the framework of the wheel, this doesn’t detract from what’s a solid and detailed driving sensation.

Torque weenies will be quick to point out the low 3.2Nm output from Turtle Beach’s direct drive motor, but in reality, it doesn’t feel weak to drive. There’s enough muscle here to make a car feel weighty, and to articulate a rear-end slip well enough for you to react to it.

Turtle Beach Velocityone KD3

(Image credit: Future)

Conversely, the wheel is the weak point of the whole bundle. The buttons are uninspiring and feel cheap to press, and while the magnetic shifters feel great, the visual design isn’t going to turn many heads.

But Turtle Beach has a plan: a rather excellent FR-X formula-style wheel unit, sold separately for $225 / £189. If you buy that wheel plus the base bundle, you’re still in competitive pricing territory with the Thrustmaster T598, Moza R3, and Nacon Revosim, and you’ll have arguably the best wheel out of the lot.

One question mark to consider before purchasing is that, since Turtle Beach is just getting started in the sim racing space, the product ecosystem is limited at present. There’s nothing to upgrade to higher up the pricing ladder, so if you wanted to swap in a better set of pedals one day, or affix that FR-X wheel to a motor with a higher torque output, you’re banking on Turtle Beach continuing to expand its range of gear. With that said, at this price, it’s well worth the gamble.

Turtle Beach Velocityone KD3

(Image credit: Future)

Turtle Beach Velocityone Race KD3: Price and availability

  • List price: $449.99 / £329.99 (around AU$690)
  • Cheaper than both the Nacon Revosim and Thrustmaster T598
  • Worth factoring in the $225 / £189 FR-X wheel upgrade

Truthfully, the price is what makes this bundle as exciting as it is. There’s been a lot of activity in and around the $500 / £500 direct drive bundle mark in 2025, but the build quality, sensation, and design of this one make it the best value of all. Turtle Beach has undercut Nacon’s Revosim, and the Thrustmaster T598 - two bundles that offer extraordinary value in their own right.

The tradeoffs to hit this pricing aren’t obvious or troublesome, either - a basic wheel with a mostly plastic construction, and a plastic pedal base. Most value-conscious sim racers can live with that in order to enjoy the considerable benefits.

The FR-X wheel is the jewel in Turtle Beach’s nascent ecosystem, and it’s a borderline-mandatory upgrade to this bundle, which unlocks mechanical switches, a great input layout, and a much more premium look and feel. It’s priced at $224.99 / £189.99, and you should add that amount to the price of this bundle unless $399.99 / £329.99 is the hard limit of your budget.

Turtle Beach Velocityone Race KD3: Specs

Weight

14.4lbs / 6.5kg

Peak torque

3.2Nm

Features

Magnetic shifters, adjustable angle, killswitch, rev display

Connection type

USB-A

Compatibility

Xbox Series X, Xbox Series S, PC

Software

VelocityOne Tuner

Turtle Beach Velocityone Race KD3: Design and features

  • Solid, adjustable pedals
  • A lot of detail from just 3.2Nm
  • Well-designed for desktop use, suitable for sim rigs too

Turtle Beach has clearly been paying attention to the feedback it garnered when it brought the first VelocityOne bundle to the sim racing market. This newest iteration looks more sophisticated and takes more of its design cues from the world of motorsport than gaming, allowing it to sit flush against the likes of Fanatec and Moza’s grown-up, serious-looking wheel bundles.

I’m a particular fan of the compact, no-nonsense motor design. It’s surprisingly small and neat, with a killswitch at the top and some additional buttons on the right-hand side, which add inputs for the three central buttons on an Xbox Wireless Controller.

The wheel mounts to the motor via a sturdy quick-release design, which doesn’t require any screwdrivers. Just pull the quick-release mechanism back towards you, then pull the wheel off. It feels secure and tight when the wheel’s affixed, and allows you to swap between two different wheel models easily – more on that below.

The supplied wheel is the weakest element of the bundle, but by no means is it unfit for purpose. It’s simply that there’s a plasticky feel to the upper and lower portions of the wheel, north and south of the texturized grips, and a rather basic finish quality. There are 20 total inputs to assign, the majority being simple face buttons, but there are two scroll wheels, reachable with the thumb while driving, for mapping to functions like traction control or engine mappings.

Is it a thing of beauty? Not particularly. But it deserves credit for a sensible ergonomic button layout, and for its size. Not many wheels at this end of the price bracket are full-size, and when you’re driving in titles that really benefit from a round wheel like EA Sports WRC, it’s a real benefit to have that full-size maneuverability.

Turtle Beach Velocityone KD3

(Image credit: Future)

There’s a two-pedal base supplied with this bundle, and although the brake doesn’t feature a load cell design with different elastomers that can be swapped in and out manually, you can still adjust the tension by twisting the spring housing.

Turtle Beach FR-X wheel

Turtle Beach Velocityone KD3

(Image credit: Future)

Available for $224.99 / £189.99, Turtle Beach’s formula-style FR-X wheel expands the company’s nascent racing ecosystem and… well, it’s just fantastic.

Everything about it, from the full-scale size, rubberized grips, to the mechanical buttons and aluminum dials, feels incredibly premium. It’s such a step up from the rather basic round wheel that’s bundled with the KD3 that I’d personally just add on this wheel’s price to the bundle and consider it mandatory.

That still keeps it in the realm of the Thrustmaster T598 and the Nacon Revosim, but offers you the additional value of having two wheel shapes to swap between when you play, say, a track racing sim and a rally title.

If the point needed labouring any more, it’s worth mentioning that the construction quality and layout are certainly on par with Fanatec wheels that sell for double the price. Well done, Turtle Beach.

Typically, you find that budget-end direct drive bundles offer less stamping resistance, since it’s the more experienced and serious sim racers who want the all-out leg workout of a GT car’s brake pedal resistance, and so it proves here. For my personal driving style, I found I was able to dial in enough tension in order to apply plenty of braking and find the sweet spot just before locking up. That’s the most important aspect. If you want your sim racing setup to feel exactly like a GT car, you’ll need a stiffer brake. If you just care about lapping quickly and consistently, Turtle Beach’s design works very well.

The plastic base that houses the pedals is another concession to this bundle hitting an affordable price point, and when compared to Thrustmaster’s very sturdy, all-metal pedal base construction for the T598, it does look and feel cheaper and offers less customization. However, it stays put admirably well on a variety of floor surfaces, making it pretty ideal if you prefer to race at your desktop rather than in a sim rig.

In fact, while both the pedals and wheelbase can be easily mounted to a racing seat, it’s during desktop use where their practical and sensible design really shines through. Take the desktop mounting clamp, for example: this is often an aspect of affordable direct drive bundles that feels like an afterthought, but here, one simple but sturdy part slots into the underside of the motor and lets you screw it into place, with minimal chances of your legs knocking into it. Simple as that.

It’s definitely worth noting here that while the supplied wheel feels quite basic, for $224.99 / £189.99, the FR-X wheel is an absurdly well-put-together formula-style wheel with loads of luxurious touches, and it really elevates the whole experience. See our boxout for more details on it.

Turtle Beach Velocityone Race KD3: Performance

  • More torque than you’d expect
  • A sturdy and detailed driving experience
  • Comfortable layout

Sim racers love to talk… well, torque. The Nm output of a direct drive wheelbase is often cited as a crucial spec when someone’s weighing up their options, and on those terms, the 3.2Nm on offer from this model seems meager.

However, using torque output as a measure of how detailed or immersive a wheelbase can be is simply too reductive. The Thrustmaster T598, for example, has 5Nm on paper, but it’s capable of 100% torque overshoot and, in real terms, feels as powerful and resistant as any wheel I’ve tested.

It’s a similar story with this wheelbase. While it isn’t so powerful that I feared for my thumbs when I crashed, it’s got more than enough torque to articulate subtle weight transfer, traction loss, road rumble, and brake lockups. And yes, when you crash, it feels like you’re crashing.

Turtle Beach Velocityone KD3

(Image credit: Future)

If it lacks anywhere, it’s in how quickly it delivers those sensations. At times, particularly when racing lightweight vehicles like F1 25’s F1 cars or open wheelers in Automobilista 2, the front end feeling is slightly dull and imprecise. However, in road cars and GT vehicles that you’d find in Assetto Corsa Competizione or Assetto Corsa Evo, I noticed this far less.

In the end, that slightly dull delivery is another concession to price. Just like the stamping force on the brake, it takes you marginally out of the immersion of controlling a real vehicle, but has little to no impact on your lap times.

Elsewhere in performance terms, I love the spacing of the pedals, the size of the round wheel, and the articulation of the large aluminum magnetic shifters. That lets me compete in longer races without feeling fatigued, and having all the face buttons arranged within easy reach of my thumbs helps a lot, too.

Turtle Beach Velocityone KD3

(Image credit: Future)

Should I buy the Turtle Beach Velocityone Race KD3?

Buy it if…

You drive with a desktop setup, but might move to a rig
Desktop mounts seem to be a stumbling block for many bundles, at the budget end or otherwise, but Turtle Beach’s smart design makes it easy to clamp the motor to a desk, while the pedals stay put on any floor. That said, it’s equally at home mounted to a Playseat.

You’re feeling thrifty
This really is some incredible value Turtle Beach has crammed into one box, and if you can live with some high-plastic construction to the wheel and pedal base, there are few other tradeoffs.

You race rally and road
Spend the extra $225 / £190 for the magnificent FR-X wheel, and you’ve got a mini-modular setup with both a round wheel and a formula-style option, depending on the driving style you need.

Don’t buy it if…

You want to buy into a big ecosystem
Turtle Beach is just getting started in this vertical, so as yet, the future upgrade options are limited when compared to Fanatec’s range, for example.

You’re a torque snob
Only 3.2Nm? Surely you can barely feel the road? In reality, there’s plenty of power here, but if Nm is what counts to you, there are similarly priced rivals with higher output.

You’re a Gran Turismo fan
Bad news, Autumn Ring Mini aficionados – this one’s PC and Xbox-compatible, so your PS5 racing activities will need separate hardware – consider the Thrustmaster T598 instead.

Turtle Beach Velocityone Race KD3: Also consider

If the Turtle Beach Velocityone Race KD3 doesn’t bring you out of your shell, try these similar alternatives.

Turtle Beach Velocityone Race KD3

Thrustmaster T598

Nacon Revosim

Price

$449.99 / £329.99 (around AU$690)

$499.99 / £449.99 (around AU$899.99)

$799.99 / £699.99 (around AU$1435)

Weight

14.4lbs / 6.5kg

14.1lbs / 6.4kg

52.9lbs / 24kg

Peak torque

3.2Nm

5Nm

9Nm

Features

Magnetic shifters, adjustable angle, killswitch, rev display

Modular pedal base, detachable rim, 100% torque overshoot

Direct drive, customizable button covers, quick release wheel, two-pedal base, phone mount attachment

Connection type

USB-A

USB-A

USB-A

Compatibility

PC, Xbox Series X|S

PlayStation 5, PlayStation 4, PC

PC

Thrustmaster T598
Thrustmaster does things differently than the competition with this industry-disrupting, axial drive wheel. Sure, the motor is massive and a strange shape, but it delivers an incredibly nuanced and powerful drive. Those who complain that its 5Nm torque output isn’t enough clearly haven’t driven one with the feedback strength maxed - it’s more than enough to snap your thumbs off.

The big consideration here is compatibility - if you’re a PC-only sim racer, then both are great options, but the Turtle Beach is Xbox-only on console while the T598 is PlayStation-only.

For more information, read our full Thrustmaster T598 review

Nacon Revosim
Priced higher than the others, Nacon’s Revosim does its best to justify the extra outlay with bombproof build quality and tons of extras, including a smartphone mount and several load cell configuration options for the brake, bundled in the box. The feeling is robust and detailed, but like the Turtle Beach wheel, the ecosystem is as yet very small, so there’s not much long-term upgrade or expansion potential.

For more information, read our full Nacon Revosim review

Turtle Beach Velocityone KD3

(Image credit: Future)

How I tested the Turtle Beach Velocityone Race KD3

  • Tested in F1 24, F1 25, Rennsport, ACC, and AC Evo
  • One week of testing on a desktop
  • Both the bundled KD3 wheel and FR-X wheel tested

Force feedback implementation and input schemes can vary from one title to another, so my testing process when a new bundle shows up at the door always involves a variety of games. And, indeed, a variety of vehicle types within them.

For the past week, I’ve been hotlapping in F1 24 and F1 25, obsessing over tire temps in Rennsport, whittling down the odd hundredth from my PBs in Assetto Corsa Competizione, and trying to ignore the low frame rates in Assetto Corsa Evo. In all titles, the KD3 feels powerful and just agile enough to convey the key info about the platform. Button mappings and default axis values all feel sensible, too.

Read more about how we test

First reviewed October 2025

The Razer Raiju V3 Pro is a great premium PS5 controller, but it hasn’t blown me away like its Xbox counterpart did
6:00 pm | October 23, 2025

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

Razer Raiju V3 Pro: one-minute review

After roughly two weeks with the Razer Raiju V3 Pro, I can confidently say it’s one of the best PS5 controllers I’ve tested to date. While it’s arguable that the space doesn’t have all that many compelling third-party options - outside of the Victrix Pro BFG Reloaded at least - Razer’s controller nonetheless sets a new standard for PS5 pads.

It accomplishes this partly through its inclusion of tunneling magnetoresistance (TMR) thumbsticks. That’s not as glamorous as it sounds - simply providing a highly drift resistant pair of sticks similar to Hall effect - but it’s an overdue inclusion among the best PS5 pads that significantly cheaper offerings on rival platforms have had for a number of years now. See the GameSir Tarantula Pro or 8BitDo Ultimate 2 for proof of that.

But that’s not the only reason to consider buying the Razer Raiju V3 Pro. Like with the Xbox-compatible Razer Wolverine V3 Pro, Razer’s own mouse click tech powers its remappable rear buttons, bumpers, and triggers, and they all feel so amazingly satisfying to press. As an esports-facing controller, rapid responsiveness for button presses is paramount, and the immediacy on offer here is simply excellent.

Razer Raiju V3 Pro

(Image credit: Future)

Aspects that I loved about the Wolverine V3 Pro are here on the Raiju. Razer has arguably the best trigger locks in the business, again leveraging that mouse clickiness for quick and satisfying results. The circular d-pad design remains one of my favorites, too, allowing for a heightened level of precision over traditional 4-way d-pads; truly a wonderful thing for the best fighting games, especially.

So far so good, then, and the inclusion of a carry case is a welcome one if you’re inclined to take your controller out with you to local tournaments or just to a buddy’s house. But I have to mark down the Raiju V3 Pro slightly in its overall build quality.

While still certainly on the higher end of PlayStation pads, it just doesn’t feel quite as premium as its Xbox counterpart. The face buttons, too - while still making use of tactile microswitches - don’t feel quite as satisfying or clicky as they do on the Wolverine V3 Pro. A shame, especially given that the Raiju is more expensive than the Wolverine in the US and the same price as it in the UK.

Razer Raiju V3 Pro: price and availability

  • List price: $219.99 / £199.99 (around AU$339)
  • Available now at Razer and select retailers
  • Similarly priced to the Wolverine V3 Pro

The Razer Raiju V3 Pro is available to buy now for $219.99 / £199.99 (around AU$339). You can pick up the PS5-compatible controller from Razer’s own website, or stocking retailers in the US and UK. An Amazon listing is due to go live at a later date.

In terms of price, it falls in the same territory as other premium-adjacent PlayStation 5 controllers. For example, the DualSense Edge comes in at $199.99 / £199.99, while the Victrix Pro BFG Reloaded is available for $209.99 / £179.99.

But why are these controllers so expensive? Truthfully it usually comes down to two things. For one, they’re aimed at a specialist market - usually competitive gamers. Secondly, such gamepads typically come loaded with extra features like enhanced thumbsticks, trigger locks, remappable buttons, microswitches and more. There may or may not be a bit of a brand tax in the mix, too.

Razer Raiju V3 Pro: Specs

Price

$219.99 / £199.99 (around AU$339)

Weight

9.8oz / 279g

Dimensions

6.6 x 4.2 x 2.6in / 168 x 105 x 65mm

Compatibility

PS5, PC

Connection type

Wireless (2.4GHz), Wired (USB-C)

Battery life

Around 10 hours

Razer Raiju V3 Pro

(Image credit: Future)

Razer Raiju V3 Pro: design and features

While a counterpart to the Wolverine V3 Pro, the Razer Raiju V3 Pro actually looks a lot more similar to the Wolverine V2 Pro from a few years back. It has the same general silhouette, albeit with an entirely matte black finish rather than a clean white. It’s a very unassuming look, with even the PlayStation face button iconography sharing the same black as the pad itself.

Expect a similar layout to that of the DualSense Wireless Controller, or indeed the DualSense Edge. Symmetrical thumbsticks, a central Home dashboard button, along with a large center (and functioning) touchpad with Options and Share buttons on either side. The triggers and bumpers are a bit of a departure, though, feeling more similar to that of the Xbox Wireless Controller.

Usual suspects aside, the feature set is practically identical to the Wolverine V3 Pro. Two claw grip bumpers (essentially secondary bumpers lodged next to the triggers) are joined by four remappable rear buttons situated behind the pad’s grips. There’s also a pair of two-way trigger lock switches at the top rear, and between those, switches for swapping between wired and wireless play, and PC and PS5 connectivity.

The textured grips feel wonderful, and let you get a firm, comfortable grasp of the controller during play. The remappable buttons are positioned so that your fingers rest conveniently on them, too.

It’s a very solidly built controller, overall. But a nagging feeling I had during testing was that it just doesn’t feel quite as nice as the Wolverine V3 Pro. For that Xbox controller, I found its build quality to be one of the highlights, feeling suitably weighty and well-built.

The Raiju V3 Pro is noticeably lighter, which isn’t a bad thing in and of itself, but materials used here just feel a touch less premium overall, from its chassis to its sticks and buttons. Plus, the fact the USB-C port juts outwardly is an awkward blemish on the controller’s looks. And it could also mean that cables beyond the one Razer has included might not fit.

Razer Raiju V3 Pro

(Image credit: Future)

Razer Raiju V3 Pro: Performance

I at least can’t fault the Razer Raiju V3 Pro when it comes to gaming performance. Like its Xbox cousin, the Raiju provides a superb play experience especially in online multiplayer environments.

TMR sticks are a really welcome addition here. They achieve much the same as Hall effect by eliminating the risk of stick drift. However, they’re a lot closer to traditional analog sticks in feel, if that’s something you prefer. If you’re jumping over from a DualSense, you should feel right at home here, then, albeit the sticks on the Raiju are leagues ahead in durability.

Like the Wolverine V3 Pro, the Raiju is an exceptionally satisfying pad from a play perspective. The tactile immediacy of its buttons, d-pad, bumpers, and triggers (provided you’ve got those trigger locks enabled) just feels great in practice.

While I dabble in Fortnite and PUBG Battlegrounds, fighting games are my go-to competitive experience. And I’m as happy with the Raiju in this regard as I was with the Wolverine V3 Pro. The clicky, circular d-pad helps tremendously with rapid movement and motion-based inputs, whereas with traditional 4-way d-pads, it’s a lot easier to fumble commands or hit something you didn’t mean to. I’d genuinely love it if this circular design became the standard across most gamepads going forward; it just feels so nice in comparison.

In terms of battery life, it’s a similar story with the Raiju as it was with the Wolverine V3 Pro. I got around 10 hours out of the controller before it started to drop off and lose connection. Not brilliant, especially compared to the Victrix Pro BFG Reloaded and Revolution 5 Pro, but certainly a step up from the DualSense Edge’s 5-6 hours on average.

Razer Raiju V3 Pro

(Image credit: Future)

Should I buy the Razer Raiju V3 Pro?

Buy it if...

You want a more fulsome premium PS5 controller experience
The DualSense Edge is nice with all its PlayStation-centric features, but it doesn’t offer TMR sticks, claw grip bumpers, or the same tactile feeling. The Raiju addresses all of this, making for a more complete competitive-ready controller overall.

You play a lot of online multiplayer
Whether it’s shooters, fighting games, or otherwise, this controller is tailor-made for competitive play, and absolutely succeeds in delivering a satisfying, expertly responsive experience.

Don't buy it if...

You want to enjoy the DualSense’s bespoke features
You won’t be getting PlayStation’s haptic feedback or adaptive triggers here while playing on PS5 or for compatible PC titles. If you really want those extra layers of immersion or tactility, you should stick with a DualSense or DualSense Edge.

Razer Raiju V3 Pro: Also consider

If the Razer Raiju V3 Pro isn’t quite what you’re looking for, there are other premium controller options for PS5 you might want to consider instead.

Razer Raiju V3 Pro

Victrix Pro BFG Reloaded

DualSense Edge

Price

$219.99 / £199.99 (around AU$339)

$209.99 / £179.99 (around AU$322)

$199.99 / £199.99 / AU$399.95

Weight

9.8oz / 279g

9.3oz / 265g

11.4oz / 322g

Dimensions

6.6 x 4.2 x 2.6in / 168 x 105 x 65mm

6.3 x 4.1 x 2.4in / 160 x 105 x 60mm

6.3 x 4.2 x 2.6in / 160 x 106 x 66mm

Compatibility

PS5, PC

PS5, PS4, PC (Xbox version sold separately)

PS5, PC

Connection type

Wireless (2.4GHz), Wired (USB-C)

Wireless (2.4GHz), Wired (USB-C)

Wireless (PS5 native), Wired (USB-C)

Battery life

Around 10 hours

Around 20 hours

5-6 hours

Victrix Pro BFG Reloaded
An excellent premium PS5 controller with a unique selling point; the ability to swap out dedicated stick and button modules to your liking. This lets you adopt either symmetrical or asymmetrical stick layouts, for example. An included fightpad module is also excellent for fighting games.

Read our full Victrix Pro BFG Reloaded review

DualSense Edge
Not quite as impressive when compared to its immediate competition, but it does offer PlayStation’s unique haptic feedback and adaptive triggers. A pair of handy function buttons also let you swap button profiles on the fly, which is a nice touch.

Read our full DualSense Edge review

How I tested the Razer Raiju V3 Pro

  • Tested for two weeks
  • Played a range of PS5 and PC games
  • Compared directly to its Xbox counterpart, the Razer Wolverine V3 Pro

I tested the Razer Raiju V3 Pro for around two weeks for this review. In that time, I played a handful of games across PS5 and PC - both single player and online multiplayer-focused. These include Monster Hunter Wilds, Fortnite, Final Fantasy 14 Online, Street Fighter 6, Tekken 8, and the recently-released Ninja Gaiden 4.

I compared my experience with the Raiju to that of the Razer Wolverine V3 Pro. I certainly prefer that Xbox counterpart thanks to its more premium-feeling build quality. But overall, both are top performers when it comes to gaming proper, and I could easily recommend both depending on your platform of choice.

First reviewed October 2025

Read more about how we test

Jurassic World Evolution 3 lets you design a custom park and fill it with macro beasts – but at the cost of bit too much micromanagement
1:00 am |

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

Platform reviewed: PC
Available on: PS5, Xbox Series X, Series S, PC
Release date: October 21, 2025

Jurassic World Evolution 3 is a beast of a management simulation game that allows you to manage your own prehistoric park. It’s by far the most creative entry in the series so far, offering you the ability to create your own buildings and scenery from scratch for the first time. The challenge mode, sandbox mode, and innovative campaign are crammed full of things to research and create, not to mention 70 different dinosaur species. But Jurassic World Evolution 3 also sometimes gets in its own way with systems that distract from, rather than deepen, your core objectives.

I should probably mention that I’m a bit of a park management games addict, particularly those developed by Frontier Games. Not only did I write our Planet Coaster 2 review, but I’ve poured a truly disgusting amount of time into some of their other games. My current play time on Planet Zoo totals 1,100 hours – or six and a half weeks solid – so even though I’m new to the Jurassic World Evolution franchise, I’ve invested probably more of my life in park sim games than is entirely good for me.

While Jurassic World Evolution 3 might not offer quite the same absurd open sandbox experience of its sister titles, it does offer far more satisfying and comprehensive management, bringing it far more in line with some of the best simulation games. I could always take or leave park management in the Planet Coaster and Planet Zoo games – which is why I often switched it off entirely. But in Jurassic World Evolution 3, management is much more in its genes.

At the heart of Evolution 3, there’s a really tight management loop. You hire scientists, send them on expeditions to harvest fossils, use them to extract the juicy dino DNA contained within, and then set them to work synthesizing any of the 70 species included in the game. You can then peruse the traits of the eggs this creates and decide which ones to hatch before incubating and releasing them into your chosen exhibit.

The Expedition screen in Jurassic World Evolution 3.

(Image credit: Frontier Developments)

Naturally, though, this is only half of the experience. Keen though the game is to stress that you’re running a sanctuary for all these saurians, they sure look a lot like zoos, and, as with any zoo, you have commercial considerations to take into account. You’ll create viewing galleries to allow your guests to spy on your cretaceous critters, tours to get them up close and personal, and amenities to make a fast buck keep them fed and watered.

Simple as this sounds, there’s way more layered on top of this. There’s dinosaur breeding to manage, research to conduct, and diseases to diagnose and treat. And unless you’re quick to tranquilize and return any carnivorous dinosaurs that break out to their pens, they’ll scarf down your guests – bringing a whole new meaning to the term ‘paleo diet’.

But it wouldn’t be Jurassic World if you couldn’t conduct crazy experiments that cross a line man was not meant to cross. Before synthesizing species of dinosaurs, you can tinker around with their DNA, adding traits that modify their appetite and thirst, ups their resilience, improve their sociability, or even improve their combat potential. And if that’s too vanilla for you, you can also research awful genetic chimeras, including the Indominus Rex, Indoraptor, and Spinoceratops.

On the campaign tail

A herd of Parasaurolophus walking in front of a waterfall in Jurassic World Evolution 3

(Image credit: Frontier Developments)

In fact, there are so many mechanics at play, I was glad the Campaign was there to hold my hand. It’s the first time I’ve found the Campaign mode of a management sim game to genuinely be unmissable, rather than something I can just dip my toes in. And there’s certainly plenty to get your teeth into here.

After the events of the Jurassic World franchise, you’re leading the Dinosaur Integration Network (DIN), an organisation dedicated to helping dinosaurs coexist alongside humanity. Conveniently, keeping the public safe from vicious man-eaters and helping endangered dinosaurs breed looks a lot like running a certain Jurassic-themed park, so you won’t find much of a tonal shift here.

While the campaign is structured across a series of parks around the world, you’ll work across them concurrently – although you’ll be moved on to new locations as you complete story objectives, as your international reputation improves, further objectives are unlocked in maps you’ve already visited. This feels far more dynamic an incentive to return to former parks than just improving a star rating: I genuinely felt like I was running a global network of sanctuaries that each impact one another, rather than just visiting isolated maps that I was done with the second I moved on to the next one.

A Mamenchisaurus lit by the sun standing by some water in Jurassic World Evolution 3.

(Image credit: Frontier Developments)

The voice acting is generally excellent. Jeff Goldblum is fantastic as always as Ian Malcolm, even if his lines largely are just arch variations on: ‘Welp, here we go again!’ And while I wouldn’t say the story throws that many curveballs, there are just enough elements like interfering corporate interests and human-supremacist saboteurs to add some bumps in the road.

Should you want a more focused test of your skills, Challenge mode provides a variety of scenarios for you to tackle. From containing vicious carnivores with limited fencing to pacifying grouchy giants without tweaking their genome, I found there was a decent variety of trials to help me flex my management muscles.

Jurassic Parks & Recreation

A Patagotitan eating leaves from a tree in Jurassic World Evolution 3

(Image credit: Frontier Developments)
Best bit

A ranger taking a photo of a Patagotitan in Jurassic World Evolution 3.

(Image credit: Frontier Developments)

Zipping around in vehicles to vaccinate velociraptors, snap photos of protoceratops, or tranq raging tyrannosaurs never ceases to amuse me. Yes, you can automate this, but why would you let your artificial park employees have all the fun? Come on: let’s hop in this chopper and chase after some plodding sauropods.

Not everything in Jurassic World Evolution 3 is quite so high-stakes. There’s always the option to just kick back and enjoy the fun of creating your perfect park, whether in the campaign missions or in the dedicated sandbox mode. And this is where the game really shines: designing your dream habitats and getting up close and personal with the prehistoric beasts in them.

Part of the reason for this is that the creatures themselves are exquisite. Generally speaking, I found the graphics in Jurassic World Evolution 3 to be good, if unexceptional. On Ultra settings, the game ran at a smooth 60 fps on our Acer Predator Helios 300 laptop with an Nvidia GeForce RTX 3080 GPU, but from a bird's eye view, it was pretty, but didn’t necessarily blow me away in the way I expected.

However, once you get down to the level where you’re face-to-face with your dinosaurs, the 3D models are beautifully detailed and animated, while raytracing gives lighting effects and shadows a literal glow up. At one point, I watched some sauropods wading across the shallows in front of a guest’s canoe, and the way they were silhouetted against the sun was spectacular. I just wish my parks had quite the same pop when viewed from an overhead perspective.

Fortunately, there are plenty of excuses to immerse yourself in your parks. You view everything from your guests’ perspectives, whether that’s viewing their perspective from ride cameras or walking around in the in-game Google Street View. But, on top of this, you can take the wheel of every vehicle in your park to deliver meds to your dinosaurs or mend fences when the inevitable happens and there’s a breakout.

There’s also the opportunity to channel your inner architect and create your own scenery. Frontier’s games have always been creatively anarchic: you have complete freedom to design whatever you want to decorate your parks and zoos, but the tools at your disposal were frequently chaotic, often requiring all kinds of botches and hard work to make bespoke scenery that looked truly organic.

Up until now, Jurassic World Evolution has been the exception to this rule, limiting you to prefabricated buildings and scenery items.

A fountain featuring a DNA double helix statue surrounded by jets of water at the middle of a roundabout in Jurassic World Evolution 3.

(Image credit: Frontier Developments)

Well, not anymore. In Jurassic World Evolution 3, Frontier has added the ability to create your own amenities and decorations from scratch, adding an enormous toybox of scenery parts for you to play with. From rock formations and fossils to gantries and girders, it enabled me to build up my own blueprints piece by piece, including aquatic coral reefs and a slightly wonky fountain centerpiece.

But while Jurassic World Evolution 3 has been learning elements from other games in Frontier’s fold, it’s also been refining them.

Path-placing mechanics are far more intelligent – I was able to quickly lay out straight routes and curving arcs simply by placing my cursor where I wanted it to go, rather than messing around with path angles. The part-scaling that was introduced in Planet Coaster 2 has been expanded here, allowing me to tweak the size of almost any model to achieve much more variety in my scenery design. And plants are now fully animated, swaying in the breeze and bending double during storms, making them feel far more alive.

In my opinion, there’s even more Jurassic World Evolution 3 could learn from its sister titles, though. Enclosures still aren’t as flexible as in Planet Zoo – guests really only interact with dinosaurs from set-pieces rather than marvelling over them from every viewpoint, and creature path-finding isn’t as sophisticated, making multi-height habitats impossible. And there’s no way to create raised paths, which makes multistory buildings and bridges over enclosures impossible, so maps are by necessity much flatter than I’d like. I’m not quite as free as I’d like to create sprawling, hyperrealistic dino parks, and that’s a shame.

Micromanageasaurus

The needs screen of an Ankylosaurus in Jurassic World Evolution 3.

(Image credit: Frontier Developments)

Fundamentally, there’s a reason for this more restrictive gameplay. Unlike some of its sister titles, Jurassic World Evolution 3 is a management sim first and a creative sandbox second. And while this often works to its favour, there are points in the campaign where I started to find its mechanics became as gargantuan and unwieldy as the genetic revenants I was managing.

Regularly, while playing Jurassic World Evolution 3, I’d have to drop what I was doing because my prehistoric pets weren’t happy with the flora on offer in their exhibits. With a single species of dinosaur in an enclosure, this is trivial to satisfy – you quickly paint in different kinds of cover, water, fiber, nuts, and fruit until the sliders representing their preferences are satisfied.

But add multiple species to a single exhibit – something that is not only encouraged but mandatory in some scenarios – and requirements quickly conflict. For example, my Apatosaurs love tall leafy plants and pasture, while my Lokiceratops, Houdini, wouldn’t stop perennially trying to break out of her prison until I’d provided ground fiber and a wetland. And this is all exacerbated by the fact that juvenile dinosaurs have different requirements from adults, meaning exhibiting even just two species together means you’ll often have four radically opposed needs to meet.

Houdini, the Lokiceratops, eating grass backlit by the sun in Jurassic World Evolution 3.

This is Houdini, the Lokiceratops. Her endless breakouts make her my nemesis. (Image credit: Frontier Developments)

Satisfying conflicting needs is a zero-sum game: painting in one removes another, and, as you seemingly can’t pin two different dinosaurs’ needs on screen at once, you’ll often come away happy that you’ve pleased one cretaceous critter only to discover the other is now sulking over the lack of swamps.

Even once you’ve reached an equilibrium, laying tours through exhibits will carve swathes through the undergrowth, meaning you need to repaint it all over again. Ultimately, I’d regularly find myself having to expand exhibit sizes after the fact, moving all my guest facilities in the process, just to ensure I could satisfy competing demands that were now impossible to meet within the existing space.

The Environment Brush settings in Jurassic World Evolution 3.

Balancing dinosaurs' needs can be painful – and not that rewarding. (Image credit: Frontier Developments)

Now, I’ll readily acknowledge the game has mechanisms to ameliorate some of these issues. Once you have unlocked enough dinosaur species, you can select pairings that align better with their requirements. And tweaking Houdini’s genome could have allowed me to make her more relaxed about her environmental requirements. However, these are tools you’ll only research later in a map playthrough, and in the interim, you’re left with a bunch of busywork that commits the cardinal sin in a management game: it’s just not that fun.

This is a real shame because many other tasks in the game are a real blast, and I loved releasing new monsters into my exhibits or building unique scenery. But if I’m going to be pulled away from these enjoyable tasks to fight fires, the mechanics should support me in dousing them permanently, not reignite the same one the second my back is turned.

Should you play Jurassic World Evolution 3?

A herd of Corythosaurus among trees on Jurassic World Evolution 3.

(Image credit: Frontier Developments)

Play it if…

You want an innovatively designed campaign
I love the way Jurassic World Evolution 3’s main campaign plays out as a series of concurrent maps that have further objectives unlocked as your reputation grows. It gives a much better reason to revisit older maps and makes it feel like a true international network of parks.

You like having a lot on your plate
Whether you’re managing expeditions, building exhibits, breeding dinosaurs, or trying to research monstrous genetic chimeras, there’s an almost dizzying amount you can do in this game.

You’re a Jurassic Park super-fan
From Jeff Goldblum’s sardonic quips to the various movie-mimicking designs, there are a lot of elements here that will give you that nostalgic buzz. If you don’t mutter ‘clever girl’ the first time your velociraptor busts out of its enclosure, you have far more self-control than I do.

Don’t play it if…

Micromanagement makes you Tyrannosaurus vexed
Everything you do in this game takes time to complete, while dinosaur needs are difficult to balance and feel a bit thankless at times. If you’re not a fan of having to wait for timers to count down or repeatedly tweaking things to balance sliders, you might want to give it a miss.

You just want Planet Zoo, but dinosaurs
Fundamentally, Jurassic World Evolution 3 is a management game and doesn’t offer as smart creature simulation as a game like Planet Zoo. If you just want to build a wholesome zoo packed with cute dinosaur interactions, it may not be for you.

You want a limitless creative sandbox
The new building elements Frontier has added here have definitely added some much-needed creativity. But you still may not find it offers quite the same creative freedom as some of the developer’s other games, so bear that in mind.

Accessibility

Jurassic World Evolution 3 has a good range of accessibility options. You can tweak the colors of both the UI and management views for Deuteranopia, Protonopia, Tritanopia, and high contrast. You can also switch on highlight mode for dinosaurs, tweak the highlight color according to these same profiles, and set the highlight distance.

On top of this, you can tweak the size and opacity of subtitles, set different colors for different speakers, and increase the scale of the HUD. There are also options to disable certain effects, allowing you to switch off camera shaking and flashing effects.

How I reviewed Jurassic World Evolution 3

I played Jurassic World Evolution 3 over the course of two weeks. Not only did I play my way through the campaign, but I also experimented with building my own park from scratch in Sandbox mode and explored the challenges available.

I reviewed the PC version, but I also tried it out on multiple platforms, including our Acer Predator Helios 300 gaming laptop and on my Steam Deck, to see how it fared on multiple devices. I also played it using a keyboard and mouse and using a PowerA Moga XP-Ultra multi-platform wireless controller to test out various control modes.

In terms of experience, not only have I been reviewing gaming hardware for around five years, but I've spent my whole life playing simulation games, dating right back to Theme Park on the PC. I've also played many of Frontier Developments' games to date, having played Planet Coaster and Planet Coaster 2 and clocked up a ridiculous 1,100 hours in Planet Zoo.

First reviewed: October 2025

Ninja Gaiden 4 isn’t just great; it’s the best game Team Ninja and PlatinumGames have made in years
2:00 am | October 21, 2025

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

Ninja Gaiden 4 is, without a shred of doubt in my mind, the best action game of 2025. It’s co-developers Team Ninja and PlatinumGames doing what they do best; firing on all cylinders to provide a wicked hard combat experience that puts priority on learning effective combo routes and enemy behavior - as well as spatial awareness - over bloated health bars or other cheap difficulty tricks.

Review info

Platform reviewed: Xbox Series X, PC
Available on: PS5, Xbox Series X, Series S, PC
Release date: October 21, 2025

Like the best of its peers, such as Devil May Cry 5 or the Bayonetta games, Ninja Gaiden 4 gives you all the tools you need to make quick work of almost any foe in the game. But getting to that point is a skill that demands utmost mastery at its higher difficulty levels. And embarking on that journey here manages to recapture that satisfaction of the best the character action subgenre has to offer.

Ninja Gaiden 4

(Image credit: Team Ninja)

If you’re already a Ninja Gaiden head, you’ll be pleased to know that all the staples are here. Multiple weapon types with expandable move sets, dismemberment for instant-kill obliteration attacks, and the need for a careful balance of offense and defense to get the better of the armies of enemy soldiers and daemons standing in your way.

It’s not without its faults. Environments can be quite dull, often lacking in the gorgeous vistas and arena variety of its predecessors - while prior games often had you fighting for your life in claustrophobic spaces, combat areas in Ninja Gaiden 4 are decidedly more open and boxy. There’s also an over-reliance on on-rails platforming sections that are largely scripted. They can look cool, but certainly lack the challenge and thrills of the main combat loop.

These slight hitches aside, Ninja Gaiden 4 provides an exhilarating combat experience with strong enemy variety and tremendous chapter-ending boss fights. And as a bonus, while the main plot isn’t spectacular, series fans can expect plenty of callbacks to Ninja Gaiden’s universe - albeit none that I will explicitly spoil for you in this review.

Raven's call

Ninja Gaiden 4

(Image credit: Team Ninja)

In Ninja Gaiden 4, the corpse of the colossal Dark Dragon continues to loom over Tokyo, emitting a rain of death and decay that threatens to destroy the city. Our newcomer protagonist, Yakumo, is a ninja of the Raven Clan that forms an uneasy alliance with a priestess named Seori. The goal of the partnership is to actively resurrect the Dark Dragon in order to slay it - body, soul, and all - for good.

Returning series legend Ryu Hayabusa, meanwhile, is none too happy at the prospect of bringing such a great evil back to life. He allies himself with the Divine Dragon Order (D.D.O. for short) - one of the game’s main enemy factions - in order to combat the Raven Clan’s plan.

This doesn’t so much set up Hayabusa as the villain as it does provide conflicting ways to solve the problem at hand. It’s the most interesting aspect of Ninja Gaiden 4’s plot, but don’t expect Nier Automata levels of storytelling here. Like other games in the series, the story serves a simple backdrop to the action, not the core focus.

Yakumo himself begins as a fairly one-note entity. I do love his design, emulating a painfully 2010s level of edginess; clad entirely in black and sporting a haircut that threatens to cover his line of sight entirely. But he’s an effective contrast to the more traditional, arguably sensible look of Hayabusa. Something much more rebellious and unpredictable in nature.

Steeped in blood

Ninja Gaiden 4

(Image credit: Team Ninja)

That chaotic nature plays strongly into Yakumo’s weapons and abilities. While he has access to iconic Hayabusa-brand moves like the gap-closing Flying Swallow and cranium-obliterating Izuna Drop, Yakumo’s very much his own beast with his signature Bloodraven form.

At any time during combat, assuming you have a sufficient amount of gauge, Yakumo can enter Bloodraven stance by holding the left trigger. This powers up his light and heavy attacks, but is also able to break through guarding enemies and interrupt unblockable attacks noted by a handy exclamation point icon.

Best bit

Ninja Gaiden 4

(Image credit: Team Ninja)

What I find most striking about Ninja Gaiden 4 is the unique imprint Team Ninja and PlatinumGames have left on the game through its two heroes. Yakumo is very much a Platinum-style acrobat, with flashy and nimble combat. Meanwhile, Hayabusa’s weightier style plays a lot like he did in prior titles. It’s a fascinating blend that serves to keep the campaign feeling fresh throughout.

Shifting between Yakumo’s base and Bloodraven forms is a skill unto itself. It’s certainly fun to rip enemies to shreds with it at first. But as the game progresses, you’ll be pressured to use it only when necessary. Running out of Bloodraven gauge means you won’t be able to effectively deal with blocking enemies or punish charged attacks, and can leave you wide open to heavy damage.

Even without Bloodraven form, you’re still powerful. Hitting enemies with basic combos enough can dismember their limbs, leaving them vulnerable to an instant-kill Obliteration attack. Furthermore, holding the heavy attack button charges up your ‘Ultimate’ technique, which zips you to the nearest enemy for enormous damage and outright killing weaker foes.

Hayabusa, meanwhile, feels suitably distinct. You’ll get control of him around the second half of the game, and he’s a lot weightier and grounded than his edgy acrobatic counterpart. His sections feel a lot more like classic Ninja Gaiden, and feel noticeably harder as a result.

On the defensive side, both Yakumo and Hayabusa are able to block, dodge, and parry incoming attacks. Parries are ultra-satisfying here, creating a flashing glint that lets you immediately hit back with an attack of your own. Dodging is also incredibly useful; when done at the last moment, it creates a Bayonetta-esque ‘Witch Time’ slowdown effect that helps you effectively reposition and get some free hits in.

Slice and dice

Ninja Gaiden 4

(Image credit: Team Ninja)

You’ll be doing all of this at breakneck speeds in the average combat encounter. When the game starts mixing in multiple enemy types - and even some elites - knowing when to both attack and defend becomes a high priority, and it’s a skill that’s heavily rewarded. Better performance leads to higher stage ranks, resulting in more currency and weapon experience to spend on life-saving consumables and additional weapon techniques respectively.

It’s not all combat, though. Ninja Gaiden 4 occasionally breaks up the pace with avenues for exploration. These often let you tick off specific side missions, or gather hidden collectibles or take part in optional challenges for additional currency and weapon experience.

These are nice distractions, allowing you to momentarily take a breather in between ruthless bouts of combat. Platforming sections achieve this, too, but these do grow stale rather quickly. There’s a good variety, often making use of traversal items like a grappling hook, glider wings, and a surfboard (Joe Musashi would like a word here, I think). However, these often run a bit long and ultimately only serve to pad out any given stage’s run time. I often found myself just wanting to have them over with to get stuck into the next batch of bads.

Level design in general isn’t a particular strength of Ninja Gaiden 4, either. It certainly serves its basic purpose, but there isn’t a strong variety here. Most arenas are large and square-shaped. Some have differing levels of verticality and let you zip about with the grappling hook.

Ninja Gaiden 4

(Image credit: Team Ninja)

But most arenas feel designed to your advantage. In prior Ninja Gaiden games, you’d often struggle for space in smaller rooms and hallways, or have enemies charge you from either side or via hidden passageways. There’s little in the way of the element of surprise in Ninja Gaiden 4 - nothing to especially catch you off guard during most encounters. The core combat loop remains incredibly strong, but a bit more variety in level design would definitely have been nice.

Thankfully, the game’s incredible boss fights are always worth trudging through the most uninspired levels to get to. Bosses are massive and all feel distinct. They feel like unique challenges in and of themselves, often requiring you to figure out which weapon types are most effective, and having you deal with unpredictable attacks. They’re incredibly thrilling and almost always backed by a superb blood-pumping soundtrack.

While the overall look of levels are a bit dull, I can’t fault the game for its visual fidelity. Characters and weather effects especially look stunning. And as you might expect from these developers, animation and combat feedback are satisfyingly on point.

It’s a winner in the performance department, too. For me, Ninja Gaiden 4 ran at a near-immaculate 60 frames per second on both Xbox Series X Digital Edition and PC via the Xbox app. It’s worth noting that this is a ‘Play Anywhere’ title, too. Meaning if you buy on Xbox, you’re free to play your copy on PC, too, and vice versa (so long as your purchase was done via the Microsoft Store). It’s also available day one on Xbox Game Pass Ultimate, so it’s definitely worth checking out and downloading if you’re subscribed.

Should you play Ninja Gaiden 4?

Ninja Gaiden 4

(Image credit: Team Ninja)

Play it if...

You’re up for a challenge
Ninja Gaiden 4 is hard. Really hard. Multiple difficulty options do exist, including an easier ‘Hero’ mode, but to be eligible for stage rankings and some unlocks you’ll need to be playing on Normal or above. But it’s here where the game’s combat and punishing difficulty come alive in such a satisfying way.

You miss classic character action
Ninja Gaiden 4 hearkens back to a time before soulslikes became the de facto action game archetype. Countless combos, character upgrades, and lightning-fast combat are the order of the day here.

You love PlatinumGames’ brand of thrillingly fast combat
I haven’t enjoyed a PlatinumGames-developed title this much since 2019’s Astral Chain on the original Nintendo Switch. What’s here in Ninja Gaiden 4 is a stylish, expertly-paced combat loop that seriously rewards mastery of its many layering systems and combos. It’s brilliant stuff.

You want to witness two legendary developers at their best
Team Ninja and PlatinumGames is a match made in heaven. The former’s calculated approach to combat design meshes perfectly with the latter’s prowess for set pieces and style. It’s a wonderful partnership that I hope we get more of in the future.

Don't play it if...

You’re easily frustrated by demanding combat
Ninja Gaiden 4 doesn’t pull any punches at its higher difficulties, and even Normal presents a significant challenge for first-time players. The easier Hero mode is a decent way around this, but you do lose much of the game’s appeal here with a watered down combat experience.

Accessibility

There's a very robust amount of accessibility options in Ninja Gaiden 4. For starters, if you're not overly keen on its crushing difficulty, 'Hero' mode offers optional toggles for easier combos and auto dodge and block mechanics. Other game related options such as auto healing and quick-time events can also be enabled here.

For vision-related accessibility settings, players can enable color highlights for both player characters, enemies, and objects in the world, helping them stand out against the background. You can also enable a high-constrast background. On the controls front, options for left-handed and single-handed play are available, too.

How I reviewed Ninja Gaiden 4

I played Ninja Gaiden 4 for around 18 hours across for this review, completing the main campaign once. I went back and forth between playing on Xbox Series X Digital Edition and my gaming PC thanks to Xbox’s Play Anywhere feature. On Xbox, I primarily used the Turtle Beach Stealth Pivot and Razer Wolverine V3 Pro controllers for play, while on PC, I went with the old reliable 8BitDo Ultimate 2.

I also hooked my controllers up with the RIG R5 Spear Pro HS wired gaming headset for more immersive audio, with my LG CX OLED TV for display while playing on Xbox Series X. I also played through a good chunk of Ninja Gaiden 2 Black on via Xbox Game Pass to get a grip on how this new game feels in comparison to the remastered classic.

First reviewed October 2025

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