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Keeper wants you to love its colorful weirdness, but it’s ultimately a little vanilla
6:00 pm | October 17, 2025

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

Taking control of a lighthouse wasn't on my video game bingo card for 2025, but that’s the thrust of Keeper, a puzzle adventure game from Double Fine Productions, with an emphasis on strange style and atmosphere over mind-warping challenges and obstacles.

Inspired by Creative Director Lee Petty’s musings during the COVID-19 pandemic, Keeper imagines a post-human island where metamorphosis has run riot with unusual lifeforms now occupying structures and environments, all built around a central mountain.

Review info

Platform reviewed: Xbox Series X
Available on: Xbox Series X, Series S, Xbox Cloud Gaming, PC, Steam
Release date: October 17, 2025

There’s a surrealist feeling here, as if Double Fine reached into the minds of artists Salvador Dali and Max Ernst, while drawing inspiration from some of the odder music videos from Radiohead and Gorillaz; this vibe is only given more weight from music that blends soft uplifting tracks with glitchy, darker tunes that wouldn’t be out place on an album like Kid A.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

Petty describes the game style of Keeper as “weird, but chill” and I can’t disagree. There’s a sense of discovery and wonder as the adventure progresses, yet without the angst to constantly press on at speed.

Lighthouse leanings

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

This journey begins in a suitably bizarre manner: a run-down, dormant lighthouse suddenly erupts with light to rescue a seabird, who you soon discover is called Twig, from a cloud of dark and malevolent bat-like creatures.

Flipping to the player’s control, the lighthouse shakes awake, crumbles to the ground, and then sprouts a quartet of legs to shakily stumble down a rock outcrop and begin a journey to the top of the mountain, with Twig in tow.

And that’s about as much as Keeper reveals in its opening chapters.

There’s no narration, no spoken or written dialogue, or any other text to give voice to the characters or setting. Rather, the world react to the lighthouse and Twig's squawks, while an authored camera acts as your guide, being fixed in place from scene to scene, which ensures your attention is directed to important parts of the environment without being overtly obvious.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

While I would have liked a bit more movement to better peer at some of the weirder and wonderful details of the island and its inhabitants, this approach works well and meant I never really got lost or turned around in what can be a visually bombastic setting.

Keeper also drip-feeds abilities and ways to interact with the environment, initially starting with the simple move to shine the lighthouse’s light independent of its direction of momentum, which has the satisfying effect of prompting some plants and fungi to bloom and sprout.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)
Best bit

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

The game’s strong and striking art style and its gorgeous world, which you’ll traverse in increasingly creative ways, are the true highlights of Keeper. This is accompanied by a trippy but compelling soundtrack, evolving with each new area.

This quickly evolved into the ability to focus an intense beam of light onto surfaces, which melts away some obstacles and prompts reactions from onlooking critters. It scratches a very innate human itch to try things, and had me blasting light at all sorts of objects and outcroppings to see how the game would react.

The lighthouse then gains the albeit to dash, helping it traverse obstacles. And as the game progresses, there’ll be new ways to navigate the world; I don’t want to spoil any surprises, but it kept Keeper feeling fresh over some 39 chapters.

In general, the light is the main way the lighthouse can interact with the world, but Twig is not merely here for the ride and effectively serves as the lighthouse’s hands. When a little blue star emits from an object, be it mechanical or natural, Twig can be sent to interact with it, which switches the player into using a button, key, or joystick to have the seabird peck, pull, or turn the object.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

It’s the combination of the lightbeam and Twig that holds the key to most of the Keeper’s puzzles. Starting off as simple one-stage puzzles, such as shining a light on an organic growth to get it to react, then sending Twig out to pull it out of the way, building to ones with multiple stages and interactions at once.

One of the more complex puzzles involved jumping between three points in time, in a rather creative and satisfying way to bring back life to a machine; oddly enough, it reminded me of the brilliant Effect and Cause mission in Titanfall 2.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

None of these puzzles were particularly challenging. And I only had a couple of moments of head-scratching where the tight camera angles meant I missed a path to an object or interaction I needed to complete a puzzle.

There was one area where I had to get past a blocked tunnel, where I could see the solution, having followed previous interactions, but the game’s logic wasn’t playing out here. With mounting frustration, I’d hit my head, and indeed the lighthouse’s, against it multiple times, thinking I needed to perfectly time a suite of moments to blow away the blockage. Instead, I simply had to first take another path, which, given the camera angle and the color palette of the area, seemed more part of a wall than a navigable route.

Ultimately, I was expecting more complexity to some of these puzzles, so I would overthink potential solutions, rather than poke around in a few more corners, which, to Keeper’s credit, is exactly what I was supposed to do.

While I lack the patience to ponder really tricky puzzles, I do wish there were a little more challenge to the ones Keeper throws up.

Some are so simple that they almost feel like busywork, such as needing to rotate a thumbstick to crank a wheel rather than just pressing a button and having it done. Keeper just about keeps to the right side of this, but there are times when interactions can feel there just for the sake of it, rather than leading to interesting discoveries.

The world is enough

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

The absence of brain-wracking puzzles, or indeed any failstate for Keeper, is intentional, with Double Fine wanting the journey through the world to be front and center.

And what a world it is.

You start out crunching through a ruined and near-fully obscured seaside town – you can just make out a tarmac road now lost to eons of passing time – to traversing seaside paths, caves, forests, mini archipelagos, and towns and structures that wouldn’t look out of place in a Zelda game.

Adopting a cartoon-like aesthetic that reminds me of Disney Pixar movies, these areas are all gorgeous and richly detailed despite using the soft, painterly-esque textures. There’s a vibrant color palette here, too, which just begs Keeper to be played on an OLED display, such as those you’ll find on some of the best 4K TVs.

Naturally, light plays a big part here, with the beam of the lighthouse cutting through right shadows and intermingling with volumetric fog. But it's the way the light triggers a reaction from the flora and fauna that makes the environment feel alive.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

There’s nearly always some creature on screen, be it Twig quietly chirping as the lighthouse enters a foreboding cave, to flocks of birds soaring across a blue sky, jellyfish floating in technicolour plateau, and hulkling beshelled creatures walking, flying, or swimming in the background.

Animation is also top-notch, from the scuttling of tiny creatures to Twig’s wonderfully expressive movements. I can’t help but be impressed at how Double Fine manages to inject so much character into the lighthouse, blending its scuttling insectoid legs with the jaunty wobble of its broken body and metal roof, which serves as at pseudo hat that shields the light-holding structure, itself able to convey a surprising amount of emotion in cutscenes.

Add in some detailed soundwork that even has the quiet clicks of gears moving as the lighthouse ‘looks’ around, and deft use of cinematic camera angles, and Keeper presents a an absorbing world I could just sit and stare at; there are some platforms and outcrops in the journey that exist solely for this with the camera pulling back and giving you a surreal landscape to drink in.

Surreal feel, Pixar plot

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

Keeper’s artistic presentation and aesthetic wear the theme of metamorphosis very much on its sleeve. The idea of how nature could evolve without human interference, then taken to a surreal level, isn’t subtle but is certainly eye-catching.

Yet for all the weirdness Double Fine touts, including one set piece where it felt like pseudo-70s psychedelia was being forced into my eyes, I found the core narrative of Keeper to be fairly normal. The story of an unexpected journey to reach a destination with a newfound companion, while avoiding an unknowable malevolent force and encountering strange but companionable characters on the way, could be picked from a Disney movie.

While there were some really fun and captivating set pieces across Keeper’s adventure, I could see the direction of the story and its beats from miles away. This isn’t necessarily a bad thing, as Keeper is more about the vibe of the world than an unfurling plot.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

However, with inspiration from Dali and mycelial networks, I was hoping for a story that embraces bizarreness below the surface or had a more thought-provoking story than one that could be boiled down to being a buddy adventure.

There are some neat storytelling flairs, such as having details and context layered in achievement text; for example, you only find out that the antagonistic force that’s threatening the island is called The Wither via the first achievement and chapter titles – the latter you’ll only see in the chapter select menu.

But these don’t really go deep enough for my liking, and I was left wanting to know more about the island, the societies that inhabit it, and The Wither.

an screenshot taken from Keeper on Xbox Series X

Hidden objects in Keeper unlock achievements that sprinkle in detail to the story. (Image credit: Future / Roland Moore-Colyer)

It could be argued that any deeper elements of the story are open for interpretation, but I don’t think there’s enough environmental storytelling here for that to play out. I’m all for games being considered art, but I don’t think they work as vehicles for abstract interpretation in the same way as paintings.

None of this would matter if Keeper lent more into its puzzles and systems of interaction to present more of a challenge and depth to its world. Take Astro’s Playroom as a prime example: it hardly has a plot, but it throws up a bounty of puzzles and system-led interactions all wrapped up in an oddball world.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

But Keeper eschews the puzzles for a more absorbing adventure, yet I feel it needs more of a story to hold that up.

A great example of this can be seen in 2012’s Journey, which tells its emotional story through its environment, music, and exploration, without the need for any text or puzzles.

None of this is to say Keeper fails at what it set out to do, especially as I enjoyed my time with it and happily jumped back into chapters to drink in its visual splendour.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

Were this a decade ago, I’d have happily applauded a Pixar-style narrative and aesthetic in an adventure game.

But it's 2025, and my expectations from artistically focused games are higher than what Keeper delivers.

Ultimately, with all the turmoil at Xbox right now, I’m pleased to see Double Fine have the chance to create something esoteric and original, rather than a remaster of an existing game. And for that reason and more, Keeper is worth experiencing over a weekend to immerse yourself in its art, world, and creativity.

Should you play Keeper?

Play it if...

You want a gorgeous, weird world to explore
Keeper’s art style is undeniably special, awash with colors and surreal flair that’s worth taking the time to take in. If you have an OLED TV, then it's a feast for the eyes.

You want an atmospheric game for the weekend Around seven hours long, Keeper is a game you can play over a weekend, yet not feel like you’ve been short-changed on the experience thanks to its solid pacing.

You have Xbox Game Pass
Keeper is a day-one release on Game Pass, so if you have a subscription to the service, it’s well worth checking out, especially as oddball creative games coming from a Microsoft-owned studio deserve to be experienced.

Don't play it if...

You want a thought-provoking story
Keeper’s main story has a lot of heart and emotion, but ultimately it feels a bit too Disney-esque despite the surreal setting. You’ll enjoy the story, just don’t expect it to stay with you.

You want a challenge
There’s absolutely no failstate in Keeper, and its puzzles are very straightforward. So if you’re looking for an adventure game that’ll work out your grey matter, you might want to look elsewhere.

Accessibility

Keeper has a selection of accessibility options that you can adjust to suit your needs. UI text size can be adjusted, and screen narration is also on offer. There’s also the option to adjust how frequently prompts pop up. There’s a standard option to tweak different volume settings, such as turning down the music but keeping the main sound up. At launch, Keeper will feature 26 interface languages.

Most importantly, there are fully remappable controls and the ability to accept alternative inputs, along with the standard options to tune aim sensitivity and vibration feedback.

Keeper can have a lot going on screen at once, which can be a challenge for people like me with somewhat compromised sight. There's not much that can be done here, but the pacing of the game means you have time to take in the details and spot areas of interest at your leisure.

an screenshot taken from Keeper on Xbox Series X

(Image credit: Future / Roland Moore-Colyer)

How I reviewed Keeper

I played Keeper to completion, over around seven hours, which involved poking around in corners for secret paths and achievements. As a fairly linear game, there aren’t any extra modes or features to tap into, with Keeper all being about its main story experience.

I reviewed Keeper on an Xbox Series X connected to an LG C1 OLED TV running in its gaming mode, playing with a standard Xbox Wireless Controller. There are no performance or graphics settings to choose from, and I simply ran Keeper on my setup as it came, with no adjustments, and got a rather smooth experience.

On the audio side, I played Keeper using a Bang & Olufsen Beoplay Portal Xbox headset for the course of the game, which worked well with the soundscape and music the game pumped out.

First reviewed October 2025

Vampire: The Masquerade – Bloodlines 2 is a cobbled-together mess – but its biggest crime is being really, really boring
4:00 pm |

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

How do you follow up one of the greatest role-playing games (RPGs) ever made? The answer, according to developer The Chinese Room, is a shallow action title set in a lifeless, empty world with a bland story, apocalyptically bad pacing, and janky, repetitive combat.

Review info

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

Where its legendary predecessor offered fantastic freedom of choice, a cast of complex, well-written characters, and a dynamic open world filled with opportunities for emergent play, Vampire: The Masquerade – Bloodlines 2 brings absolutely nothing similar to the table. It looks pretty at times, but that’s literally all that can be said in favor of this disappointing follow up.

To be outclassed in almost every regard by a game from more than twenty years ago should be a source of embarrassment, let alone by one that was literally released in an unfinished state by its original developer.

It’s hard to view Vampire: The Masquerade – Bloodlines 2 as anything other than a cynical cash grab that will massively disappoint long-time fans like me.

(Un)dead world

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

Set in the World of Darkness universe from the Vampire: The Masquerade tabletop game, Bloodlines 2 takes you to an alternate version of Seattle gripped in a battle between the living and the dead. It's a world that looks a lot like our own, but has an alien, sinister edge to it.

This is most obviously conveyed in an atmospheric, neo-noir art direction that sees the dark streets bathed in fog and glowing neon lights, but extends to everything from the depressing barks of random non-player characters as you walk past to the aggressive tone of in-game advertisements.

Although the visuals are impressive enough at times thanks largely to the gorgeous lighting, there’s nothing here that appeals beyond the surface level. Almost the entire game takes place within the same city block and it's just depressingly barren. Random civilians roam the streets, while others stand around nearly motionless on street corners dispensing the same canned voice lines every single time you walk past.

Best bit

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

The visuals are by far the best part of Vampire: The Masquerade – Bloodlines 2 and can be pretty impressive when you first boot up the game. The night-time Seattle setting is striking thanks to its bright neon lights and a smattering of thick snow.

There are a handful of buildings with modeled interiors and their inhabitants never waver from their set positions - making everything feel sterile and lifeless. There are no moving vehicles at all, exacerbating the issue.

It’s hard to adequately convey just how little there is to do in this map. Sure, there are some collectible marks that you can hoover up for bonus experience points (spoiler: you won’t need them, and there’s seemingly no reward for getting them all), but that’s your only real activity aside from some bland side quests. Attacking civilians sees you chased by the local police who often spawn right in front of you and, if you keep it up, instantly killed in a canned animation.

Santa Monica in the original Vampire: The Masquerade – Bloodlines was not a large map either, but felt significantly more lifelike and gave you some interesting ways to mess around with your chosen vampire powers in between its missions.

Plodding along

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

Story is clearly the big focus in Bloodlines 2, but sadly it does nothing to make up for its shortcomings everywhere else. The basic thrust is that you’re an elder vampire awakened from a centuries-long slumber with the voice of a dead detective called Fabien in your head. With a sinister mark on your hand that limits your original power, you team up to solve Fabien’s murder as you try to work out how to remove it.

It’s an interesting premise, but the narrative is extremely rigid, which severely limits the possibilities for role-play. Your vampire has a set name, Phyre, and beyond choosing your gender and one of six vampire clans, you have vanishingly few opportunities to impact the plot.

As far as I can tell, your choice of clan barely makes any difference either. I went with Toreador, the alluring artiste faction, and this fact was referenced about three times in throwaway dialog in total. Even when you are able to make choices, they seem incredibly inconsequential beyond a brief epilogue cutscene that you see right at the very end of the game.

If that wasn’t enough, the storytelling suffers from terrible pacing throughout. It's split between three separate time periods which it alternates between at the end of each main quest. One is in the 1920s and takes place entirely in tiny rooms, while the other two are modern. In two of the timelines you play entirely as Fabien, which basically involves trudging through the deserted streets with none of your usual traversal powers (like the ability to climb walls or glide) to reach one of the few buildings with interiors to talk to someone.

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

It’s absolutely miserable and many of these segments seem consciously designed to waste your time, forcing you to frequently double back with every completed objective. Named non-player characters (NPCs) sit around in the same static spots, meaning that you’re constantly walking between the same buildings to glean a new spec of information over and over and over again. It doesn’t even pay off as the plot veers awkwardly between entirely predictable and completely stupid as it plods towards its unsatisfying twist ending.

Fabien has a few special powers up his sleeve, like the ability to converse with imagined objects or dead bodies, but they can only be used at very specific points decided by the developers. They also serve to cheapen any actual detective work that you would otherwise be doing by simply telling him what he needs to know for the story to progress.

I love a narrative-driven game, but there is nothing here that’s particularly enjoyable. As a Malkavian vampire (a very madness-prone faction), Fabien is suitably bonkers, but beyond some annoying quips there’s very little examination of what that actually means and how it would impact his crime-solving role in the blood sucking community.

It’s significantly worse written than the compelling indie Vampire: The Masquerade – Shadows of New York visual novel from a few years back - and that game mercifully didn’t force you to haul yourself between buildings for each new line. The voice acting is also hit and miss. The performances for Phyre and Fabien are decent on the whole, but minor characters are often flat and awkward-sounding.

Tooth and claw

A promotional Vampire: The Masquerade – Bloodlines 2 screenshot.

(Image credit: Paradox Interactive)

There is at least some combat to break up this monotonous formula when you’re playing as Phyre. The bad news is that it's simply bad, with buggy heavy and light strikes and sloppy finisher animations that get old the two hundredth time. It might not impact the story, but your chosen clan does dictate which abilities you’re able to unlock, and some of them are quite good. I enjoyed using my charms to turn foes against each other, though there aren’t very many powers per clan and no ways to develop or augment them.

Your choice of clan is also undermined by the fact that you can still unlock the abilities from other clans by collecting the right blood types (obtained by harvesting highlighted NPCs around the map), which only further de-emphasize player decision-making in what is purportedly an RPG.

You have no inventory, so you can’t keep any guns on hand for fights, but can at least pick them up via telekinesis for a few shots if they’re dropped by one of the five or so enemy types that you’ll be facing ad nauseam throughout the game.

The combat designers presumably went on strike at some point towards the end of the game’s production, too, as the initially quite tightly designed encounters soon devolve into massive swarms of enemies equipped with overpowered ranged weapons that are just frustrating to deal with.

The game is also a technical mess, at least on PlayStation 5. Crashes are frequent later on, with a particularly nasty one forcing my console to reboot several times, and the frame rate always completely tanks whenever you enter or exit a building.

All of this leaves Vampire: the Masquerade – Bloodlines 2 almost impossible to recommend. If you’re a lover of the original game, you’re going to hate it, as it represents the antithesis of everything that made it so great. If you're new to the universe, literally any other World of Darkness game would be a better introduction. Yes, even Werewolf: The Apocalypse – Earthblood - at least it’s not this dull.

Should I play Vampire: The Masquerade – Bloodlines 2?

Play it if…

You only want a decent-looking vampire game
If you literally only care about the visuals, then Vampire: The Masquerade – Bloodlines 2 might satisfy. The lighting can be particularly impressive when you’re walking through its Seattle streets.

Don’t play it if…

You love the original game
If you’re a big fan of the original Vampire: The Masquerade – Bloodlines, then you should stay away from this so-called sequel. It contains none of the elements that made the first a cult classic and will just be a big let down.

You crave an RPG
Vampire: The Masquerade – Bloodlines 2 is basically a glorified walking simulator with terrible combat thrown in. It’s not going to give you your role-playing fix, so you might as well play something else.

You’re after a good story
The story is not particularly exciting or interesting and is horribly paced. There are countless other RPGs with better stories, and if you’re after something set in the World of Darkness, I’d highly recommend the visual novels instead.

Accessibility features

There are a small number of accessibility options in the game, namely the ability to enable or disable subtitles and tweak their size. You can also reduce camera movement using a slider. Controls cannot be rebound on consoles, though there is a setting to invert the Y axis.

How I reviewed Vampire: The Masquerade – Bloodlines 2

I played almost 15 hours of Vampire: The Masquerade – Bloodlines 2 on PS5 for this review. During that time, I completed the game once, having experienced every major story beat and a small handful of the boring side quests.

As a huge fan of the original Vampire: The Masquerade – Bloodlines, I frequently compared my experience to that game, having completed several full playthroughs over the years.

I also compared it to other games set in the same universe, namely Vampire: The Masquerade – Coteries of New York and its sequel Vampire: The Masquerade – Shadows of New York in addition to others like Vampire: The Masquerade – Bloodhunt, Vampire: The Masquerade – Swansong, and Vampire: The Masquerade – Justice plus Werewolf: The Apocalypse – Earthblood for good measure.

Throughout my time with the game, I played it with the standard DualSense Wireless Controller and an Astro A20 X gaming headset for audio.

First reviewed October 2025

Pokémon Legends: Z-A is the Pokémon game I always wanted, and with some fine tuning it could be perfect
4:00 pm | October 14, 2025

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

Pokémon Legends: Z-A feels like a mega evolution for the franchise.

It draws on elements from the core series of games, the battle mechanics ripped from the anime, the exploration and freedom pioneered by Legends: Arceus, and a story focus that I feel we haven’t seen since the Gamecube’s XD: Gale of Darkness – which, alongside its predecessor Colosseum, are my two favorite Pokémon titles.

REVIEW INFO

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch, Nintendo Switch 2
Release date: October 16, 2025

The final concoction produces a game that lands perfectly between familiar and fresh. It’s so delightfully moreish, I have struggled to rip myself away to write this review – or really do anything else other than play it since being sent my copy to try ahead of the game’s launch.

While there are a few areas where Legends: Z-A narrowly missed the mark – namely, difficulty scaling, there’s some battle bugginess, and Lumiose City isn’t quite varied enough to carry a whole game on its back – Legends: Z-A is easily the best Pokémon game I’ve played in years. I’d go as far as to say that this title might be the best since Mega Evolution was last seen in a mainline game.

My hope is that we see the series lean more deeply into what makes Z-A excellent, as with only a few minor tweaks, its formula could be perfect rather than near-perfect.

The best city there ever was

Visiting Lumiose City – the largest in the Kalos region – for a vacation, the player character is drafted in to help save it from a phenomenon known as Rogue Mega Evolution, which sees wild pokémon randomly mega evolve and cause havoc without a trainer (which shouldn’t be possible).

There’s also brewing tension between the people of Lumiose and Quasartico Inc., a technology firm renovating the city and introducing new Wild Zones – spaces in the streets which have been converted into safe havens for wild pokémon (allowing you to find and catch a pokédex worthy array of critters without ever leaving the city).

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

While I love the Wild Zones, and generally exploring rooftops, looking in trees, and delving into all sorts of hidden spaces to find new additions to my pokédex, the folks of Lumiose are not too pleased with their streets and parks being taken over by dangerous wild ‘mons.

When Legends: Z-A was announced, like many, I was skeptical that a single city could support a whole adventure, but it almost does.

There’s a lot more of Lumiose to explore since the last time we visited – I mean a lot, lot more – and its densely packed streets are filled with shops, side quests, parkour challenges, and the aforementioned wild pokémon, making it feel like a much more bustling space than any Pokémon game city has ever felt before.

Though the city can start to feel a little samey once you’re many hours into your journey.

The wild zones do mix things up, but they aren’t quite large enough to feel like truly distinct biomes – I’d love it if varied habitats much more drastically changed the landscape, or added a good range of exploration challenges to the space they overtake. This way, the map could feel like it evolves drastically as time goes on and would help sell the idea that Lumiose is being over taken by wild pokémon.

There are some changes, but in my playthrough so far, Lumiose has yet to feel unfamiliar.

Another minor gripe here: I wish the pokédex did a better job of highlighting specifically where non-Wild-Zone pokémon can be found – as there are a few ‘mons I know I’ve battled on a random rooftop somewhere, but now can’t locate again for the life of me.

Pokémon Legends Z-A

(Image credit: Nintendo)

Battle time

Another departure for the game is its approach to battling – a core component of the franchise which has remained practically unchanged since its introduction all the way back in Red and Blue.

Much like Legends: Arceus, you are as much a part of the fight as your partners – take too many hits and you’ll be knocked out. However, the big change is rather than the usual turn-based affair, fights are now real-time.

You can select moves as quickly as they cool down – each attack has its own timer – and this allows for more aggressive as well as more reactive defensive tactics. You can spam damaging moves in quick succession with a faster ‘mon, or you could hold up a Protect to defend against a finishing blow as your foe goes to launch it rather than wasting it on a weaker or set-up move where it wouldn’t be as useful.

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

There’s also some level of positioning. Based on where the player moves, your pokémon will follow – perhaps moving out of the way of attacks, which are now not only categorised as either physical or special, but also in how they materialise in different ways, such as ranged attacks, melee range attacks, charge attacks, and area of effect attacks.

With the debut of Pokémon Champions, the competitive scene will still focus on classic turn-based fights, but with Legends: Z-A’s online connectivity and a couple of battling competitions already planned, I am excited to see what new metas can be derived from this more anime-like approach to battle.

I do hope we see it return; however, I do think the battling needs two tweaks. For a start, I wish the type of attack (melee, ranged, etc) a move is was shown in the attack description to help remind me when I’m outfitting my Pokémon with its move pool – my current approach is somewhat trial and error.

I also found that because battles can happen anywhere, sometimes the environment causes some positioning bugs, including a Pokémon lining up for a ranged attack when a foe is much too far away, or Pokémon getting stuck on geometry, causing them to fight a wall rather than move to actually seek out their intended target.

Here I’ll throw in a mention of the Z-A Royale, this title’s alternative to the classic Gym Challenge. Instead of seeking out eight Gym Leaders for a badge, players must instead fight opponents in Battle Zones set up each night in Lumiose to earn a challenger ticket, to then take on a promotion match in order to progress to a new rank – starting at Z, and ending at A.

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

Progressing through the 26 ranks is far less tedious than I thought it might be, and the Battle Zones keep me coming back every night.

That’s because to build up points (and cash to afford the game’s wide array of mega stones), you must not only win fights but also complete optional challenges, which ask you to use specific moves or tactics in battle.

This shift away from Gym Leaders also helps to keep your opponents generally feeling more varied, as even if they openly have affinity towards a specific type, their teams generally aren’t one-note – meaning you can’t simply sweep with one super effective partner.

Call this a challenge?

Pokémon titles aren’t known for their difficulty, but it’s quite easy to outpace Legends Z-A if, like me, you’re the sort of trainer who’s desperate to complete their pokedex and complete every side mission as it appears.

Even just by pushing yourself that bit further in a Battle Zone (especially with a high-tier Red Canari plush that boosts your EXP) can mean you quickly become 5-10 levels higher than your competition – unless you decide to regularly swap some ‘mons out as you discover new companions for your team.

Being so over-levelled can make standard trainer battles feel somewhat trivial, and I wish there was some kind of difficulty scaling option so that my foes kept pace with me better. Perhaps with larger or higher-level teams.

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

At the same time, there are some challenges.

The Rogue Mega Evolution battles feel like proper boss fights, and the structure of wild zone brawls is a free-for-all – that is, if you disrupt five wild pokémon, then you’ll be faced with a five-on-one battle. In these boss and multi-mon brawls, it becomes apparent that as hardy as your team is, you, as a squishy human, aren’t as resilient.

I’ve not blacked out from my Pokémon being knocked out (so far), but I’ve definitely been bested by my player character being hit too many times while I still had a full team to protect me.

I get it’s a game aimed mostly at younger players so the difficulty can’t spike too high, but as the franchise persists as a game with a fanbase made up of kids and adults alike, and as the series pursues a more open-world design which can easily lead to over exploration and overlevelling, I’m firmly of the belief that difficulty options are more essential than ever.

A promotional Pokémon Legends: Z-A screenshot.

(Image credit: Nintendo)

Let’s get mega

I’ve yet to finish Pokémon Legends Z-A – at the time of writing, I’m about 25 hours into my adventure, and counting – but I’ve yet to discover any new entries to the pokédex.

BEST BIT

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

There’s a lot of excellent moments – the mega evolution cinematic, when it plays, is always hype – but I actually just love the music so much in this game. It really sells the changing vibes of Lumiose, and every track is an audio delight.

Perhaps understandable given this title is set in modern-day Kalos only five years after we last visited the region – rather than being somewhere completely new to us, or set in a region we know but in the distant past, like with Hisui in the last Legends game.

Instead, we’re treated to a grand selection of brand-new mega evolutions. Some, like Hawlucha and Victreebel, have been spoiled by trailers, but just know there are plenty more on top of all the megas we already know and love.

I won’t be spoiling how many new megas we’ve got – or which pokémon are lucky enough to receive a new final form – but the picks cover a surprisingly broad range of fan favorites and more niche picks, and every new mega I saw felt like an excellent addition to the lineup.

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

There's also one other change to this mechanic. Rather than being able to mega evolve once per battle, and needing to recharge your bracelet at a Pokémon Center, you instead charge up your mega meter over time and can then mega evolve any of your pokémon, provided they have their corresponding mega stone in hand.

I love this change because it allows you to push on with your quests without constantly needing to heal, as well as allowing you to mix up your plans on the fly – even using two megas in one fight if needed.

That said, I did find this meant my teams generally gravitated towards almost exclusively mega stone-wielding ‘mons. A problem only exacerbated by Rogue Mega Evolution battles, which are near impossible to defeat without megas – and it’s not all that convenient to train up new mega pokémon as and when you need them, further cementing your team into one that generally ignores any item that isn’t a mega stone so that you're ready for any challenge.

No spoilers

Much like the new mega pokémon, I’m not about to spoil the game’s plot here, just know that I think it’s really fun.

Legends Z-A isn’t likely to win any awards for narrative design, but it succeeds in every metric for what I want from a Pokémon adventure.

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

That is it puts you at the center of the narrative in a way that makes sense; the missions offer a good range of low, medium and high stakes action that keep you on your toes and the adventure feeling varied; and the game doesn’t waste your time at the start – you can get right into the action with thankfully minimal exposition front loaded unlike some recent Pokémon entries (*cough* Pokémon Scarlett / Violet *cough*).

I thought Legends: Arceus was what I always wanted from a Pokémon game, but I was wrong. What I wanted was Pokémon: Legends Z-A.

It finds a way to simultaneously mix things up while gripping perfectly to a few core Pokémon pillars such that the end result can feel very different yet very recognisable all at once.

Yes, there are a few bits of fine-tuning to be done on this new formula, but it’s one that I desperately hope we see more of in the future.

If you’re a Pokémon fanatic like me, who are we kidding, I know you’ve already preordered the game before reading any reviews. Everyone else with a Nintendo Switch 2, however, should definitely consider picking this title up – even if you’re a lapsed fan or never touched a Pokémon game before.

Pokémon Legends: Z-A feels like it could be the dawn of a new era for the series, one where the franchise understands what it wants to and should be – an understanding I sometimes wonder might have been lost since Pokémon games left 2D graphics behind with Pokémon Black 2 and White 2.

I desperately want to see more of what Pokémon Legends: Z-A delivered – and that one announced DLC won’t be enough, I’m certain of it. For now, I’m going to continue to savor this treat while I can, and I look forward to what the next Legends game and the Generation X games will bring when they’re ready.

Pokémon: Legends Z-A screenshots

(Image credit: Future / The Pokémon Company)

Should you play Pokémon Legends: Z-A?

You want a fresh take on a Pokémon adventure
Pokémon Legends: Z-A feels like a one-of-a-kind pokémon adventure right now, in all the right ways.

You like limited open-world adventures
This game’s manageable version of an open world is ideal for players who love to explore, but don’t want to try and find every nook and cranny in a map that is far too big for its own good.

You have a Nintendo Switch 2
I’ve tried a lot of what the Nintendo Switch 2 has had to offer so far, and this is easily one of the best games out there for the fledgling system.

Don’t play it if…

You crave a difficult game
Pokémon Legends: Z-A is great, but it isn’t all that difficult, so those looking for a challenge may need to look elsewhere.

You’re a Pokémon purist
While I love the ways Pokémon Legends: Z-A mixes up the formula, if you just want a classic Pokémon game, this isn’t what you’re after.

Accessibility features

Beyond the Switch and Switch 2's built-in accessibility features like text-to-speech, the ability to remap buttons, and to change text size, among a few others, Pokémon Legends: Z-A has no additional accessibility features.

How I tested Pokémon Legends: Z-A

I played Pokémon Legends: Z-A on my Nintendo Switch 2 for 25 hours – which has allowed me to experience a lot of what the game has to offer, including many side quests and a lot of story, though I have yet to roll credits at the time of writing this piece.

I played it in handheld and docked mode using standard Switch 2 hardware – though I do use an 8Bitdo Ultimate 2 controller when I’m playing a Switch 2 game on my TV – spreading my time fairly evenly between each method. The game ran fine throughout all my tests in both modes.

As this is an early preview, none of the online functionality works, but this was the only key feature I wasn't able to try.

First reviewed October 2025

Trails in the Sky 1st Chapter scratched my JRPG itch in the best way, and is easily one of 2025’s greatest remakes
11:00 pm | October 12, 2025

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

Trails in the Sky 1st Chapter is a remake of the classic Japanese role-playing game (JRPG), The Legend of Heroes: Trails in the Sky, which was first released 21 years ago. Developer Nihon Falcom has modernized its 2004 title with full English voice acting, an overhauled combat system, and multiple quality of life improvements, bringing it to just about every modern platform you can imagine.

Review info

Platform reviewed: PS5
Available on: PS5, Nintendo Switch (physical and digital); Nintendo Switch 2, PC (digital only)
Release date: September 19, 2025

Now, I’ll put my cards on the table. I’m totally new to the Trails series. Sure, I predominantly play role-playing games (RPGs), but I simply hadn’t found the time to sink my teeth into it. But Trails in the Sky 1st Chapter appeared to be the ultimate entry point. Why? Firstly, it’s a remake of the very first part of the Trails story – but it's also got a smooth, up-to-date UI and graphics, making it very easy to get into for new players like me.

And after hours and hours exploring the Liberl Kingdom, I have to say, I’m so happy that I got the opportunity to dive into a Trails game. Yes, Trails in the Sky 1st Chapter is a very apt remake, with addictive combat, an engaging plot, and brilliant visuals. Here’s a rundown of my experience with the game, and why I think it's among the best RPGs of 2025.

Brace yourself for an epic journey

Characters adventuring in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

Trails in the Sky 1st Chapter follows the journey of Estelle Bright and her adopted brother, Joshua Bright, as they aim to track down their missing father and become Senior Bracers – essentially protectors of the peace.

As the tale unfolds, Estelle and Joshua find themselves embroiled in something much deeper than a simple search and rescue. I won’t spoil what’s to come, of course, but the game isn’t short on twists and turns. Although things take a while to get going – the opening is pretty lengthy – the narrative remains intriguing throughout. Cutscenes never feel overlong or convoluted, either, so rest assured, you’re in for an engaging adventure.

Estelle and Joshua make for interesting dual protagonists – Estelle is the explosive, fiery, energetic type, who’s all action. Meanwhile, Joshua appears more measured and introverted, resulting in some humorous conflicts, especially earlier on.

Best bit

Capture of battle in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

Without question, my favorite moment was defeating the boss in the game’s prologue – yes, really! I lost a fair few times here, which forced me to get a better understanding of the game’s combat and orbment system. After some learning, levelling, and restrategizing, I finally got my victory. If that’s not a good example of rewarding combat, I don’t know what is.

I will say that a few characters – Estelle included – do have that stereotypical over-the-top anime energy. This can be a little intense in moments, and may wear some players down, but it rarely bothered me, personally.

And the English voice acting is delivered to a high standard – every character’s personality is communicated with genuine passion and care. This adds so much texture to the various individuals you meet throughout the game, and it's a very welcome improvement from the 2004 original.

However, there are some segments – even in the main story – where scenes aren’t voice-acted, or bizarrely, only partially voice-acted. For instance, I encountered a non-player character (NPC) whose lines were voiced entirely, while those of Estelle, Joshua, and company were not. This resulted in a kind of awkward viewing experience, slightly reducing my immersion in the scene.

A Liberl dose of upgrades

Estelle Bright in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

It's not only voice acting that elevates the Trails in the Sky experience, though. Just about every other area has been significantly upgraded, making the game a lot more appealing than its original counterpart.

Perhaps the most obvious thing is that the visuals have received a major revamp. And I’m a huge fan of this new look.

Character models looked fantastic on the PS5 version of the game, environments are bursting with color, and elements such as shadows appear natural. That’s not to mention the fact that the game ran just about flawlessly for me, with a smooth frame rate and short loading screens throughout my playtime, even when fast-traveling or playing in the handy high-speed mode.

I massively appreciated the graphical quality here – especially when you consider that the original game used chibi-style sprites in combat and cutscenes, rather than fully fledged 3D models.

Capture of battle in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

Something else I loved about this remake was its revamped original soundtrack. The music in Trails 1st Chapter is a beautiful mixture of funky, emotive, and invigorating, with almost every track complementing your battles or exploration down to a T. I also adore the fact that you can cycle between standard, arranged, or original background music – that sort of optionality is seriously commendable.

One more thing I want to shout out is the improved UI. I found the various menus in the game to be extremely easy to navigate through, whether I was equipping new gear, cooking up a new dish, or viewing my status. Everything about this game is silky smooth; it really is a joy to play.

The only aspect that I’d argue could’ve been improved would be the localization. There are some grammatical and translation errors littered throughout the text displayed throughout the game. I’ll admit that this is a small issue, especially as the voice acting is ultra-clean and the story has been faithfully re-created.

Chain…follow-up…I just can’t stop

Joshua Bright in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

I’ve been excited to discuss this game’s combat because it seriously impressed me. There are two ways to battle through Trails in the Sky 1st Chapter: quick battle, real-time action-based combat; and command battle, a turn-based, more slow-paced approach.

It’s great fun to dive headfirst into scuffs via quick battle. I had a blast slashing up my opponents, charging up almighty crafts, and weaving around incoming attacks. If you stun an enemy, you can even switch into command battle and fight with an advantage over your foes, making it easier to clean up normal encounters quickly and load up on exp.

Command battle is the default for boss and mini-boss encounters. Turn order is displayed on the side of the screen, and on each turn you can decide whether to: cast an art, like a healing or attack magic; leather your opponent with a craft – a strong physical attack; use an item, shield, or flee. You’ll also get the chance to follow up or chain attack your enemies for huge damage. It took me a while to get used to this system, but when I nailed down the right arts, I was able to withstand harsh strings of enemy attacks and then launch a deadly counter-offensive.

You’ll need to get used to the orbment and quartz system if you want to stand a chance against some bosses, too – there are some difficulty spikes that are punishing to say the least.

The orbment system essentially requires you to string a range of gems together in a specific pattern in order to unlock new arts. Some, like Earth Guard, proved almost necessary for me to get through some tough battles in the early game – if you’re struggling, I’d suggest re-evaluating your build-out in this department, as well as purchasing better gear at an in-game shop.

Orbment in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

If you’re still struggling after re-stratagizing, don’t fear! You can simply turn down the difficulty, which ranges from Very Easy all the way up to Nightmare. As an experienced RPG player, I went with Normal – but this was by no means without its challenges.

Yep, I got my fair share of kickings during my playthrough. Sometimes, I was left dumbfounded as to how I could possibly survive such high-damage attacks and whittle down some imposing health bars. But the orbment system really does encourage experimentation, and when you finally nail down the right strategy, victory is oh so satisfying.

Sure, the game is going to ask some tough questions of you – but it’s also going to give you the tools to find the right answers. And in the end? That makes for exceptionally satisfying gameplay.

As someone who was experiencing a Trails game for the first time, I wasn’t entirely sure what to expect from this title. But truly, it blew my expectations out of the water. With a mixture of gorgeous graphics, addictive combat, a whimsical world, and a gripping plot, Trails in the Sky 1st Chapter is a top-class JRPG.

But not only that, it's also a top-class remake. There are just so many improvements – a new UI, battle mechanics, visual style…I could go on. And it rarely feels like Nihon Falcom takes any half-measures. There are some small localization errors and some offbeat partially-voiced segments, sure. And some may find the difficulty spikes to be intimidating.

Still, Trails in the Sky 1st Chapter is one of the best remakes of 2025, and one of the best JRPGs I’ve played this year, no question. If you’re a fan of the genre, this is an easy recommendation, and if you’ve ever wanted to get into the Trails series, now is the time to do it!

Should you play Trails in the Sky 1st Chapter?

Man with flowers singing with Estelle watching on in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

Play it if...

You want to get into the Trails series
As a remake of the first chapter in the Trails series, this is the ideal entry point for any new player. On top of that, the up-to-date visuals and user-friendly quality of life changes make this title highly accessible for modern players.

You want action-packed combat with a hint of turn-based goodness
We’ve seen a few games combine turn-based and action combat systems lately – think Metaphor: Refantazio, for example. And like Atlus’ masterpiece, Trails in the Sky 1st Chapter does a great job of balancing action and strategy too. Mastering each battle type is highly satisfying, and the variation keeps battles fresh.

Don't play it if...

You’re not a massive fan of the ‘anime-inspired’ vibe
If you don’t really dig the anime-inspired tropes you’ll find in a lot of JRPGs, this title may not be to your tastes. Personally, I’m accustomed to this style, so it was no issue for me, but some may be turned off by aspects like the visual and comedic style of Trails.

You want something to play with a short runtime
As is the case with many JRPGs, Trails in the Sky 1st Chapter requires a fair time investment if you want to complete the main story and a good portion of side content. Sure, it’s not the 100-hour-plus epic you’ll experience with games like Persona 5 Royal, for instance, but if you want a quick game to dip into, this won’t be it.

Accessibility features

You can adjust the subtitle language to English, German, French, or Spanish, and select either English or Japanese voice acting. There are a number of ways to customize the camera’s behavior, too, such as normal or inverted configurations, camera movement speed, and camera distance.

On top of this, there are difficulty options, including a Very Easy mode if you just want to focus on the game’s story. Unfortunately, there is no colorblind mode.

How I reviewed Trails in the Sky 1st Chapter:

Estelle Bright watching a ship in the sky in Trails in the Sky 1st Chapter

(Image credit: Nihon Falcom, GungHo)

I spent more than 30 hours playing Trails in the Sky 1st Chapter, predominantly focusing on the main story, but also picking up a few side quests here and there. I played the game on Normal difficulty throughout my time with it.

When playing Trails in the Sky 1st Chapter on PS5, I had my console connected up to the Sky Glass Gen 2 TV and used the Samsung HW-Q800D soundbar. On occasion, I also dipped into the game via remote play on my Samsung Galaxy S24 FE, but this was pretty rare.

On a personal note, I’ve reviewed a variety of games here at TechRadar, including recent releases like Raidou Remastered: The Mystery of the Soulless Army and Final Fantasy Tactics: The Ivalice Chronicles. I'm also a life-long fan of JRPGs, with some of my favorite games including Shin Megami Tensei III: Nocturne, Persona 3 Reload, and Final Fantasy VII (the original, of course).

First reviewed September-October 2025

Nintendo’s official all-in-one Switch 2 case may be rammed full of storage space, but is it really worth its high asking price?
4:00 am | October 10, 2025

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

Nintendo Switch 2 All-In-One Carrying Case: review

If you’re looking to buy a case for your shiny new Nintendo Switch 2, you may have come across the official Nintendo Switch 2 All-In-One Carrying Case. This model is large enough to house your Nintendo Switch 2 console, but also everything else you’d need to enjoy the console in TV mode.

Yep, there really is a lot of room to play with here. I’m talking slots for your console, dock, controllers… the full works. But with a list price of $84.99 / £66.99 / AU$109.95, is it really worth investing in? I tested it across multiple days to find out…

If, like me, you’re someone who much prefers playing your Nintendo Switch 2 in TV mode, then this case has you covered. It’s large and spacious, with individual compartments designated for your console, dock, Joy-Con 2 controllers, Nintendo Switch 2 Pro Controller, and more. There’s also a zip-up pouch for you to store cables and any additional bits and pieces.

I was easily able to fit everything I needed within the case – something I can’t say about any other case I’ve tested.

The only aspect that could be improved storage-wise is an increase in physical game card slots. You only get six here – less than some third-party options like the Belkin Charging Case for Nintendo Switch 2, for instance. Still, if you’re taking a short trip – perhaps to game at a friend’s house, for example – six slots will probably be plenty.

Let’s talk durability – a pretty big factor when deciding on which case to buy. Now this model is certainly durable enough. No, it’s not got a rock-hard exterior or anything – it’s more flexible than some rivals. Still, it’s got a decent amount of padding, and the material used for the exterior is rough enough to deal with drops and scratches. On top of that, there’s a protective flap for your Switch 2 console and dock.

I tried throwing the case on the floor and giving it a good scratch, and I didn’t see any damage, so no complaints from me.

Person holding the Nintendo Switch 2 All-In-One Carrying Case

(Image credit: Future)

I do have a couple of complaints, though. Firstly, the case’s handle is pretty narrow and doesn't extend all too much. As a result, it felt undersized in my hand. But as someone with relatively large hands, I wanted to get some additional opinions. Unfortunately, everyone in my office agreed that the handle’s extension and shape were too limiting, with one colleague noting that this resulted in a weak overall grip.

Secondly, I’d argue that the design is a little one-note. It's entirely black with no fun detailing of note. That’s not the be-all and end-all – but I would’ve liked to see a splash of color, or at the least, a few colorful options. As an official case, I feel like there was an opportunity to make use of Nintendo’s amazing IPs for a more charismatic look.

Finally, and you may have seen this coming, we need to talk about that price. This is definitely the most spacious case I’ve tested. It’s also durable and secure. But $84.99 / £66.99 / AU$109.95 is quite the investment – especially when a lot of third-party rivals are charging around half of that for a similar sort of build.

All in all, then, is the Nintendo Switch 2 All-In-One Carrying Case worth it? Well, I’m pretty torn. On one hand, I can see myself using this due to a combination of abundant storage space and solid durability. On the other hand, I’m not convinced that it's priced particularly well, and I was disappointed with the awkward handle and slightly limited number of game slots. If you’ve got the cash, it’s an option worth considering – otherwise, I’d recommend checking out some third-party alternatives.

Person placing the right Joy-Con 2 controller into the Nintendo Switch 2 All-In-One Carrying Case

(Image credit: Future)

Nintendo Switch 2 All-In-One Carrying Case review: price & specs

Price

$84.99 / £66.99 / AU$109.95

Dimensions

6.4 x 9.5 x 9.8 inches / 163 x 241 x 248mm

Weight

1.7lbs / 770g

Number of game card slots

6

Compartments

7

Handle

Yes

Color

Black

Compartments inside the Nintendo Switch 2 All-In-One Carrying Case

(Image credit: Future)

Should I buy the Nintendo Switch 2 All-In-One Carrying Case?

Attributes

Notes

Rating

Design

Slightly one-note look, awkward handle, but plenty durable and secure.

3.5/5

Storage

Well-made individual compartments for console and accessories, only six game card slots.

4.5/5

Value

Despite high storage and ruggedness, it’s very expensive and not without its flaws.

3.5/5

Buy it if…

You want a highly secure case
I was more than satisfied with the durability of Nintendo’s official all-in-one case. It’s got a hardy, yet flexible exterior, a protective flap for your Switch 2 console and dock, and secure compartments for all of your accessories.

You’ve got plenty of accessories
Yes, if you’ve got an additional controller – such as the Pro Controller 2, for example – as well as Joy Con 2 grip and straps and cables, it should all fit with ease. Of course, you have space for your dock too.

Don’t buy it if…

You want the best bang for your buck
With a list price of $84.99 / £66.99 / AU$109.95, Nintendo's official all-in-one case is quite the investment. And although it's both durable and spacious, I'm not sure it's quite worth that much. A rival like the Nacon case in the 'Also consider' section, for example, is large enough to house your console, dock, and cables. And although it doesn't have as much room for accessories, it's still durable and easy to handle, while also coming in at around half the price.

You want to carry a large number of games around
Don’t get me wrong, six game slots is solid enough, and if you’re only taking a short trip, that should be enough. But there are competitors who offer 10 or more game card slots, so it would’ve been nice to get a couple more here.

Nintendo Switch 2 All-In-One Carrying Case review: also consider

Nacon Protection Case XL for Nintendo Switch 2
Unfortunately, this one’s not available in the US or Australia just yet, but if you’re in the UK, the Nacon Protection Case XL is the ideal alternative to Nintendo’s full-sized model. It comes in at under £25 (about $34 / AU$50), but still has enough room for your console, dock, and cables. It won’t quite offer the space for a Pro Controller as well, say, but if that’s ok with you, then you may get better bang for your buck with Nacon.

Read our full Nacon Protection Case XL for Nintendo Switch 2 review.

How I tested the Nintendo Switch 2 All-In-One Carrying Case

Person placing power cable into the Nintendo Switch 2 All-In-One Carrying Case

(Image credit: Future)
  • Tested over the course of multiple days
  • Compared directly against rival models
  • Trialled by a Switch 2 owner and life-long gamer

I tested the Nintendo Switch 2 All-In-One Carrying Case over multiple days. I loaded it up with a Nintendo Switch 2 console, dock, Joy-Cons, a third-party controller, cables, games… you name it.

Although I wasn’t particularly keen to drop the case with my console inside, I threw it onto the floor while empty. I also tried scratching the exterior and checked for any wear after a few days of use. I also compared aspects like sturdiness and storage space against the Nacon Protection Case XL for Nintendo Switch 2.

Generally speaking, I’m a Switch 2 owner, lifelong gamer, and experienced tech reviewer. I’ve had the Switch 2 from launch, and have reviewed a bunch of accessories, like the Genki Aegis Shield, DBrand Prism 2.0, and Hori Piranha Plant Camera for Nintendo Switch 2.

  • Read more about how we test
  • First reviewed: October 2025
Battlefield 6 is incredibly fun in multiplayer, but you shouldn’t expect much from its campaign
6:00 pm | October 9, 2025

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

I can't think of the last time an entry in any long-running first-person shooter series was as safe as Battlefield 6. It seems as though the lackluster reception to Battlefield 2042 has left developer Battlefield Studios terrified of taking any kind of creative risks, which is a real double-edged sword.

Review info

Platform reviewed: PS5
Available on: PC, PS5, Xbox Series X and Series S
Release date: October 10, 2025

It delivers almost everything you would expect from a Battlefield game - often to a fault. While a generic campaign and strong multiplayer offering will undoubtedly be more than enough to satiate some fans, and I can't say that I haven't enjoyed much of my time with it so far, others will surely be disappointed that it's not anything we haven't seen before.

Boots on the ground

A Battlefield 6 gameplay screenshot taken on PS5.

(Image credit: EA)

This lack of risk-taking is most evident in the single-player campaign, which is easily one of the least memorable that I've played in years. It does a good job of preparing you for online multiplayer by introducing the controls and basic mechanics, but it's not something you'll be eager to dive back into once the credits roll.

Set in 2028, it takes us to a near-future world in which NATO is on the brink of collapse. A private military force, Pax Armata, has stepped up to replace it, funded by former NATO states. The opening mission takes place in Georgia, with US Marine Dylan Murphy and his squad tasked with pulling out with the rest of NATO’s army as Pax moves in.

The supposedly peaceful handover quickly spirals into an all-out war when Pax attacks without warning, with Murphy's squad cornered in a downed helicopter. The sole survivor, Murphy, is assigned a new team and then becomes the central part of NATO's effort to take down this sinister force.

The nine missions are set in a range of global locations and have you alternating between different members of Murphy's squad. Playing as the likes of Gecko, the team's sniper, adds a decent amount of variety, but none of the activities are particularly original.

A Battlefield 6 gameplay screenshot taken on PS5.

(Image credit: EA)

There are the obligatory night time stealth sections, a handful of tank driving segments, and a few more open areas that have you taking out enemy squads with long-range weaponry and a spotter. The most interesting stages are the ones that take place in a war torn New York, including a townhouse assault similar to the iconic Clean House mission from 2019’s Call of Duty: Modern Warfare and an enjoyable section that has you chasing a train down abandoned subway tunnels in an armored vehicle.

The underlying narrative that ties them all together is perfectly serviceable, but entirely predictable right down to its final twist. There was still plenty of enjoyable shooting throughout, but it's a notable step down from the much stronger, cinematic single-player action of Battlefield 1 and Battlefield 5. There are plenty of challenges and hidden collectibles to discover that unlock some rather nifty skins in multiplayer, which is a nice touch, though, and might draw me back in for another run a few months down the line.

It certainly doesn’t help that the visuals are distractingly rough at times. This is the first Battlefield game to launch exclusively for modern consoles, but it doesn’t show in the slightest. The visual fidelity is nowhere near even previous titles, with muddy textures, a low overall render distance, and fuzzy artifacts around objects on PlayStation 5 - even with the optional high resolution textures installed. The frame rate is impressively stable at least, even in the more explosive moments of destruction.

On the front lines

A Battlefield 6 gameplay screenshot taken on PS5.

(Image credit: EA)

Battlefield 6 fares much better when you jump into its multiplayer modes. The minute-to-minute action is some of the best in the series to date, with no hint of the frustrating balance issues that plagued 2042 on day one. You get a total of nine maps at launch, including the return of the popular Operation Firestorm from Battlefield 3.

Most of my time in multiplayer so far has been spent in the new maps, which all seem refreshingly well-designed. The huge Liberation Peak and Mirak Valley, both perfect for the massive flagship Conquest and Breakthrough modes, are strong combat environments, with tumultuous, uneven terrain that’s filled with nooks and crannies for infantry to explore. This lends them a fantastic pacing, with short bursts of intense combat as you discover entrenched enemies, and importantly, helps level the playing field against powerful vehicles and snipers by giving you places to hide.

This contrasts nicely with the more open Operation Firestorm. Those who love racking up long-range headshots will feel right at home here, but the smart addition of some new cover means that this never becomes too annoying for infantry players. The new Escalation mode, which decreases the play area as the two teams capture objectives, is thrilling - gradually ramping up the intensity of each match as you hurtle towards a dramatic final confrontation.

A Battlefield 6 gameplay screenshot taken on PS5.

(Image credit: EA)

Urban warfare is well represented in the smaller Gibraltar and New York maps, both filled with winding streets and an impressive number of building interiors to explore. These maps do highlight the limits of the tactical destruction system, though, which is quite inconsistent at times. It’s hard to tell what can and can’t be destroyed at a glance, leading to occasional frustration. While the brick wall of a house crumbles like a cookie at the slightest provocation, an almost identical wall elsewhere will be totally impervious to even direct tank fire.

On a handful of occasions, I’ve found myself unable to flank groups of enemies thanks to the odd indestructible barrier, or hunkered down in a corner to regenerate health, only to watch all of my cover evaporate before my eyes. I also found that the maps looked quite similar aesthetically. Aside from New York, everywhere has a brown, flat look that runs the risk of all blending into one.

Although they were significantly less enjoyable to actually play, I miss the striking map themes of Battlefield 2042. There’s nothing anywhere near as engaging as that bright and colorful high-tech Korean city block or the eerie automated lightshow of a half-buried Doha.

Play your part

A Battlefield 6 gameplay screenshot taken on PS5.

(Image credit: EA)

The return to a proper class system is at least a dramatic upgrade compared to its predecessor’s cartoon-like heroes, really helping to sell the large-scale combat fantasy. Split into Assault, Engineer, Support, and Recon, the four classes all play well and offer more than enough unique abilities and equipment to set each of them apart.

Assault benefits from the option of bringing a portable ladder to fights, quickly scaling buildings to find vantage points and create ambushes. You can also pack a third weapon instead of one of your usual gadgets, giving you quick access to a shotgun or marksman rifle in a pinch. It’s perfect for some of the larger maps that still have dense interior areas, and is evened out by the fact that your third weapon has extremely limited ammunition.

Best bit

A Battlefield 6 gameplay screenshot taken on PS5.

(Image credit: EA)

There’s nothing more satisfying than hunkering down in a distant corner as the Recon class in multiplayer, taking cross-map pot shots that occasionally pay off with an incredible long-distance headshot elimination.

Engineer is more designed for vehicle players, with gear that helps you repair or destroy them more easily, while Recon focuses on stealthy long-range sniping. They all complement each other well, though I do wish that there was a separate medic class, as some Support players are clearly more interested in handing out ammo than reviving fallen comrades. This is far from a major complaint, however, and does little to harm the otherwise successful balancing.

Battlefield 6 also ships with a revamped Battlefield Portal, a suite of creation tools designed to let the community create their own maps and modes. It’s only available on PC, but is basically a whole game engine with practically limitless possibilities for those willing to put in the work to learn it. Anything that the community builds can be made accessible in the game, and I’m already seeing loads of enjoyable creations pop up from a remake of the famous Call of Duty shipment map to a full-on Counter-Strike style game mode.

Unfortunately, browsing Portal maps is a lot trickier than it should be, thanks to the dodgy home screen UI. Designed in a similar way to a video streaming service, it arranges everything in little rectangular boxes, leaving loads of unused screen space and forcing you to really dig through the different options in order to find what you want.

Still, this doesn’t detract from the experience when you’re actually playing multiplayer or Portal, and with loads of seasonal content and the Firestorm battle royale mode still on the way, Battlefield 6 is a fantastic foundation for what’s to come

Should I play Battlefield 6?

You're after brilliant multiplayer
Battlefield 6 is fantastic when you're playing any of its online modes. Pick it up if you're searching for a new multiplayer FPS to play for hours at a time.

You yearn for classic Battlefield
With the returning class system and modern military theming, Battlefield 6 is a deliberate call-back to the fan favorite Battlefield 3 and 4.

You love building your own maps
If you enjoy designing your own maps and modes, then Portal is going to be right up your street. It offers a fantastic set of creative tools, but is only available on PC.

Don't play it if...

You're playing for the campaign
The Battlefield 6 campaign is easily the weakest in the series. You shouldn't buy it if you're mainly after a strong single-player story.

Accessibility features

Battlefield 6 offers a decent set of accessibility options.
This includes the ability to enable subtitles and adjust the font size. It also offers the ability to fully customize the colors of on-screen icons and remap the controls. The game features some text to speech options too, plus a setting to disable controller vibration.

How I reviewed Battlefield 6

As TechRadar’s resident FPS expert, I played almost 20 hours of Battlefield 6 on PS5 using a copy provided by EA, plus an additional five or so hours on PC during closed preview sessions.

During this time, I completed the entire single-player campaign and spent a significant portion of time in the multiplayer both before and after the public launch. I relied on the standard DualSense Wireless Controller throughout my time with the game and a Logitech G522 Lightspeed gaming headset for my audio.

I compared my playing experience with that of previous Battlefield games, most significantly Battlefield 2042, but also 1, 5, and 4, plus other first-person shooter series such as Call of Duty.

Star Wars: Beyond Victory somehow makes VR podracing boring, and I don’t understand how
7:00 pm | October 7, 2025

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

Star Wars: Beyond Victory has the makings of a perfect Star Wars buffet and a contender for one of the best VR games of recent times.

The promise of a VR story delving into the previously one-inch deep lore of podracing is enticing – especially to someone for whom the prequel trilogy was a hallmark of their childhood.

Review Info

Platform reviewed: Meta Quest 3
Available on: Meta Quest 3, Meta Quest 3S
Release date: October 7, 2025

Podracing not only provides the opportunity for exhilarating VR gameplay, but gives storytellers the chance to expand on characters like Sebulba – a key antagonist of the Phantom Menace, who we only spend about 5 minutes with before he's benched in favor of a dual-blade-wielding Sith – and explore the seedy underworld that would facilitate this dangerous and deadly sport.

After plating up, however, you realise Beyond Victory's buffet has gone stale, and there’s not nearly enough of it to satiate your hunger.

Beyond Boring

Like a growing number of titles this generation, Star Wars: Beyond Victory blends virtual and mixed reality elements in its gameplay and storytelling. Unfortunately, every segment you'd want to be in VR is instead relegated to MR, and the remaining first-person segments left me wishing there wouldn't be more.

Effectively cutscenes, the VR sections have you mostly standing around in one of a few tiny locations that you can hardly explore, with the occasional ‘puzzle’ to solve – tedious minigames where you use tools to fix up vehicles, but which require next to no thought to work out.

Everything else plays out in MR via a virtual table you can place in your room. This includes exploration of more expansive spaces (though the exploration wasn't super enjoyable, so I always just made a beeline for the objective) and podracing.

Yes, that's right. In this VR podracing game, you never sit in a podracing cockpit; instead, you look down at the virtual table as you race through a track using your controllers to accelerate, steer, and boost your podracer from a bird's-eye view.

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

While somewhat enjoyable, the simplistic podracing gameplay feels like it was lifted from a mediocre mobile game – right down to the table offering only a limited view of what's ahead, like a smaller phone screen restricting your vision.

Oh, and there’s only three podraces – and one car chase. You can replay them in arcade mode with unlockable characters, but there's only so much enjoyable replayability to be extracted from repeating the same few tracks over and over.

A Star Wars Short Story

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

A common theme for Star Wars: Beyond Victory is that its ingredients sound an awful lot more delicious than the final concoction.

Story-wise, things start well. You have a podracer desperate to become a champion to honor his friend, allies who support him but who believe podracing is a vile sport and are willing to face arrest (or worse) to stand up for their beliefs, and Sebulba's criminal crew – led by the former podracing champion looking to raise a champion of his own, and also pull him down into his villainous activities.

The issue here is that the game is far too short – I finished it in about an hour. You don't spend long enough with any of these factions to do anything more than rush through cliché story beats and conflicts that start and resolve in mere minutes.

I would love to have seen our protagonist Volo evolve more gradually over a longer story. Perhaps seeing his racing style adapt to be more aggressive across a series of races to reflect him turning into a true member of Sebulba's crew before eventually standing up for his friends.

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

Or heck, give us some kind of basic choice-based story for different endings and race abilities based on who we side with.

That way, at least the short experience could be replayable a few times to get different outcomes, and make this game feel more worthwhile.

Unfortunately, lackluster gameplay and story left me frustrated at the time I'd spent reviewing this game – with one of my favorite moments being when the credits rolled and I could finally go back to Hades 2 on my Nintendo Switch 2.

A single star in the night

There was nowhere else in my review to work this in, but I also want to talk about the playset feature. So I'm tacking it on the end here.

This alternative to the campaign and arcade modes is a full MR experience that allows you to move, scale, and place 3D models of Star Wars characters and vehicles in your home to construct static dioramas. You can even add explosive effects to bring your models to life.

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

I did think the models were well-crafted – with a good level of detail that works with the sculptures at tiny all the way up to human scale – however, while it would be a neat add-on to an already good game, it doesn’t do enough to save Beyond Victory in my books.

If you’re a Star Wars mega fan and see Beyond Victory on sale for a heavily discounted price, then I think playset does just enough to be worth playing around with – it helped me feel like a kid again playing with action figures.

Otherwise, this is still a Star Wars game worth skipping over.

Should you play Star Wars: Beyond Victory

Buy it if...

You want to play with MR action figures
Playset is the only mode in Star Wars: Beyond Victory that I actually enjoyed playing around with. Unfortunately, it’s quite simplistic and isn’t enough to justify buying the whole game at full price.

Don't buy it if...

You want a VR podracing game
The mixed reality podracing gameplay is not what you’d expect from Beyond Victory if you came into it blind. You’ll find the classic Star Wars: Racer series does a better job of scratching that immersive itch – and the first came out in 1999.

You aren’t a mega Star Wars fan
There’s not a lot here to love, and even less if you care little about Star Wars. Sometimes these sorts of games can find ways to appeal to non-fans, but that’s certainly not the case here.

Accessibility

For everything negative I’ve had to say about Star Wars: Beyond Victory, the game is quite accessible by VR’s standards.

You can enjoy the experience entirely seated, you can turn on settings like teleportation movement and screen shake to make the few VR segments less motion sickness-inducing if you’re still new to the medium, and the mostly mixed reality gameplay is even better for managing your motion sickness.

You could even play the game with only one controller if you need to. I used both, but all of the controls are doubled up across each handset, so you could put one down and still have every button you’d need.

How I reviewed Star Wars: Beyond Victory

I played this game on my Meta Quest 3, using a Kiwi design battery strap and controller grips. I played through the entire story from start to finish in two sessions (as I hadn’t charged my Quest 3 up before diving in for the first time) after completing the tutorial. Afterwards, I went straight into arcade mode and then spent a bit of time in playset mode.

I completed a few achievements to unlock some bonus racers for the arcade, and models for my playset, but decided to call it quits after no more than two and a half hours with this title, as I had sampled everything it had to offer.

First reviewed October 2025

The 8BitDo Arcade Controller is a great introduction to leverless fighting game controllers
9:00 pm | October 6, 2025

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

8BitDo Arcade Controller: One-minute review

Leverless controllers can appear daunting at first glance if you’re interested in picking one up for the best fighting games. The lack of a traditional joystick makes such controllers feel more akin to a keyboard, with buttons dedicated to everything from inputs to movement.

They almost feel counterintuitive when you have one in your hands for the first time. But thankfully, 8BitDo has stepped in with its own take on leverless fighting game controllers, and it’s one that’s relatively beginner-friendly.

The 8BitDo Arcade Controller is a 16-button leverless pad that has some similarities to the 8BitDo Arcade Stick, carrying over that NES-inspired look for the Switch-compatible model. However, both are fundamentally different controllers.

For one, the 8BitDo Arcade Controller is much, much thinner, and thus a lot lighter as well. It can sit in your lap or on a desk or tabletop with ease. This alone makes the device more portable; ideal if you’re heading over to local tournaments.

Its buttons are excellent, too. They feel responsive and immediate with their short travel time, and have a springy, tactile press that makes learning with the controller a satisfying affair.

I’d still recommend some caution if you’re interested in buying the 8BitDo Arcade Controller, though. If it’s going to be your first leverless controller, it’s ideal for that, but you should still expect a fairly steep learning curve if you’re used to the best fight sticks or more traditional gamepads.

8BitDo Arcade Controller

(Image credit: Future)

8BitDo Arcade Controller: Price and availability

  • Switch/PC: $89.99 / £75.99 (around AU$136)
  • Xbox/PC: $99.99 / £84.99 (around AU$150)
  • Available to purchase now from 8BitDo’s Amazon store

The 8BitDo Arcade Controller comes in two variants. A Switch and Switch 2 compatible model retails for $89.99 / £75.99, while a version for Xbox consoles comes in at $99.99 / £84.99. Both work with PC, too, and are available to buy now, but don’t expect PlayStation compatibility here.

As retail prices go, the 8BitDo Arcade Controller is a sub-$100 leverless that I can happily recommend. Leverless pads often command rather premium price tags, as we see with the Victrix Pro KO ($249.99 / £229.99 / AU$399.95) and Hit Box Ultra ($299.99 / around £249.99 / around AU$429.99). This makes 8BitDo’s hardware very easy to recommend from a cost-effective standpoint.

8BitDo Arcade Controller: Specs

Price

$89.99 / £75.99 (around AU$136)

Weight

2.42lbs / 1.1kg

Dimensions

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

Compatibility

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)

Battery life

Around 20 hours

Software

Ultimate Software V2 (PC)

8BitDo Arcade Controller: Design and features

At just less than an inch thick, the 8BitDo Arcade Controller is impressively discreet and can be easily slid into a backpack or laptop bag for when you want to take your game to the locals. It’s also rather lightweight, coming in at just above a single kilo.

In terms of button layout, there are similarities to that of the 8BitDo Arcade Stick. The top end of the pad is lined with functions, including a dial that swaps between Switch and XInput layouts. Like on the Arcade Stick, different button notations will also light up depending on your layout of choice.

The top end also has a tournament lock switch, preventing you from accidentally pausing during matches, as well as a button to enable or disable custom button profiles. It’s a simple yet robust set of options, all available on the controller itself. The top rear also houses the Arcade Controller’s 2.4GHz receiver, and next to it, you’ll find a USB-C port for wired play, with a cable also included in the box.

As for the main buttons on the pad proper, you’ve got four directional buttons, mapped so you can rest your left hand’s fingers and thumb across them. Eight red buttons sit off to the right side of these in two rows of four, allowing you to rest a finger on each of them. Of course, being a leverless pad, these are just suggestions, and you can freely remap both in-game and via Ultimate Software V2 on PC to your preferences.

You also have four additional remappable buttons here, which aren’t assigned to anything by default. These can be assigned inputs via the Ultimate Software, and you can even set macros here if, say, you want quick access to throws or other per-game mechanics. Alternatively, four lock caps are included in the box, which you can swap in if you’d prefer not to use these at all and avoid any accidental mispresses.

On that note, all buttons on the 8BitDo Arcade Controller can be swapped out for third-party options easily. If you’re brand new to leverless controllers, you probably won’t have any alternative switches lying around, but if you do, they can be used here, which is nice.

8BitDo Arcade Controller

(Image credit: Future)

8BitDo Arcade Controller: Performance

As I mentioned at the top, getting to grips with leverless fighting game controllers for the first time can be quite the process. But once you get the hang of things like up and down inputs essentially being inverted (down is lodged between left and right on the pad by default, with up/jump being at the bottom), it can quickly become second nature.

I primarily used the 8BitDo Arcade Controller with my main fighting game, Tekken 8. Tekken’s rigid four-way movement actually works brilliantly well with leverless pads, and the responsiveness here had me sidestepping and backdashing faster than on a traditional controller.

Responsiveness is the keyword here. Button inputs feel immediate, and being able to roll a motion input special move in Street Fighter 6 or Guilty Gear Strive felt easier and more reliable to pull off than on a standard controller’s d-pad or thumbstick. Never did I feel at risk of fumbling the input or jumping by mistake, as I often end up doing with those pesky dragon punch motions. Here, just a couple of quick taps of the directional buttons had me inputting specials reliably and instantaneously once I’d gotten used to the motions.

I’ve raved about just how much mechanical and microswitch buttons can improve the feel of a fighting game thanks to their immediacy, and it’s a similar story here with the 8BitDo Arcade Controller. Its buttons are just oh-so satisfying to press. I wouldn’t necessarily say I’m a better player as a result of using a leverless controller like this one, but I have been able to more reliably iron out mispresses and become more efficient at combo strings with lenient timings. I’ve loved my time with it.

8BitDo Arcade Controller

(Image credit: Future)

Should I buy the 8BitDo Arcade Controller?

Buy it if…

You want an affordable gateway into leverless controllers
It may not be the absolute cheapest leverless out there, but the 8BitDo Arcade Controller oozes a shocking amount of quality at its sub-$100 price. You can safely dip a toe in here for less if a purely button-based pad appeals to you.

You want to take your game up a notch
Leverless controllers are designed with competitive players in mind first and foremost. A pad like the 8BitDo Arcade Controller can help prepare you for higher-level play by allowing your inputs to be faster, more responsive, and helping you to avoid costly mispresses.

Don’t buy it if…

You prefer casual play
Inversely, the 8BitDo Arcade Controller probably won’t be the best fit if you’re not keen to rewire your brain to its particular input requirements. Inputs aren’t where they would be on a regular controller, so if you’d rather not deal with the headaches that come with learning a leverless layout, give this one a miss.

Also consider...

The 8BitDo Arcade Controller is just one of many quality fighting game pad options out there. If this one’s not quite doing it for you, consider the following two alternatives.

8BitDo Arcade Controller

Victrix Pro KO

8BitDo Arcade Stick

Price

$89.99 / £75.99 (around AU$136)

$249.99 / £229.99 / AU$399.95

$119.99 / £99 (around AU$182.99)

Weight

2.42lbs / 1.1kg

2.7lbs / 1.225kg

4.63lbs / 2.1kg

Dimensions

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

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

11.9 x 8 x 4.4in / 303 x 203 x 112mm

Compatibility

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

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 20 hours

N/A

30-40 hours

Software

Ultimate Software V2

N/A

Ultimate Software V2

Victrix Pro KO
More of a premium pick in the leverless realm, the Victrix Pro KO offers sublime build quality, plenty of customization, and comes in much cheaper than the high-end Victrix Pro FS. One to check out if money’s no object.

Read our full Victrix Pro KO review

8BitDo Arcade Stick
If you’d prefer something more arcade-adjacent, I can definitely recommend the 8BitDo Arcade Stick. While much bulkier than its leverless counterpart, it offers the same level of responsiveness and customizability. If you can’t wrap your head around the lack of a stick on the 8BitDo Arcade Controller, then this one might be the answer if you don’t mind paying a little extra.

Read our full 8BitDo Arcade Stick review

8BitDo Arcade Controller

(Image credit: Future)

How I tested the 8BitDo Arcade Controller

  • Tested for a week
  • Played a variety of fighting games on Switch 2 and PC
  • Compared to the 8BitDo Arcade Stick

I’ve played with the 8BitDo Arcade Controller for around a week for this review. During that time, I hopped between Switch 2 and my gaming PC to play a wide variety of fighting games, including Tekken 8, Street Fighter 6 Years 1+2 Fighters Edition, Fatal Fury: City of the Wolves, Guilty Gear Strive, and Granblue Fantasy Versus: Rising.

I compared my time with the Arcade Controller to that of the 8BitDo Arcade Stick, really getting a feel for the difference between a traditional joystick and leverless inputs. I did find leverless to be a little trickier to get used to, but I would choose the Controller over the Stick for competitive settings purely thanks to its high level of responsiveness.

Read more about how we test

First reviewed October 2025

The 8BitDo Arcade Controller is a great introduction to leverless fighting game controllers
9:00 pm |

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

8BitDo Arcade Controller: One-minute review

Leverless controllers can appear daunting at first glance if you’re interested in picking one up for the best fighting games. The lack of a traditional joystick makes such controllers feel more akin to a keyboard, with buttons dedicated to everything from inputs to movement.

They almost feel counterintuitive when you have one in your hands for the first time. But thankfully, 8BitDo has stepped in with its own take on leverless fighting game controllers, and it’s one that’s relatively beginner-friendly.

The 8BitDo Arcade Controller is a 16-button leverless pad that has some similarities to the 8BitDo Arcade Stick, carrying over that NES-inspired look for the Switch-compatible model. However, both are fundamentally different controllers.

For one, the 8BitDo Arcade Controller is much, much thinner, and thus a lot lighter as well. It can sit in your lap or on a desk or tabletop with ease. This alone makes the device more portable; ideal if you’re heading over to local tournaments.

Its buttons are excellent, too. They feel responsive and immediate with their short travel time, and have a springy, tactile press that makes learning with the controller a satisfying affair.

I’d still recommend some caution if you’re interested in buying the 8BitDo Arcade Controller, though. If it’s going to be your first leverless controller, it’s ideal for that, but you should still expect a fairly steep learning curve if you’re used to the best fight sticks or more traditional gamepads.

8BitDo Arcade Controller

(Image credit: Future)

8BitDo Arcade Controller: Price and availability

  • Switch/PC: $89.99 / £75.99 (around AU$136)
  • Xbox/PC: $99.99 / £84.99 (around AU$150)
  • Available to purchase now from 8BitDo’s Amazon store

The 8BitDo Arcade Controller comes in two variants. A Switch and Switch 2 compatible model retails for $89.99 / £75.99, while a version for Xbox consoles comes in at $99.99 / £84.99. Both work with PC, too, and are available to buy now, but don’t expect PlayStation compatibility here.

As retail prices go, the 8BitDo Arcade Controller is a sub-$100 leverless that I can happily recommend. Leverless pads often command rather premium price tags, as we see with the Victrix Pro KO ($249.99 / £229.99 / AU$399.95) and Hit Box Ultra ($299.99 / around £249.99 / around AU$429.99). This makes 8BitDo’s hardware very easy to recommend from a cost-effective standpoint.

8BitDo Arcade Controller: Specs

Price

$89.99 / £75.99 (around AU$136)

Weight

2.42lbs / 1.1kg

Dimensions

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

Compatibility

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)

Battery life

Around 20 hours

Software

Ultimate Software V2 (PC)

8BitDo Arcade Controller: Design and features

At just less than an inch thick, the 8BitDo Arcade Controller is impressively discreet and can be easily slid into a backpack or laptop bag for when you want to take your game to the locals. It’s also rather lightweight, coming in at just above a single kilo.

In terms of button layout, there are similarities to that of the 8BitDo Arcade Stick. The top end of the pad is lined with functions, including a dial that swaps between Switch and XInput layouts. Like on the Arcade Stick, different button notations will also light up depending on your layout of choice.

The top end also has a tournament lock switch, preventing you from accidentally pausing during matches, as well as a button to enable or disable custom button profiles. It’s a simple yet robust set of options, all available on the controller itself. The top rear also houses the Arcade Controller’s 2.4GHz receiver, and next to it, you’ll find a USB-C port for wired play, with a cable also included in the box.

As for the main buttons on the pad proper, you’ve got four directional buttons, mapped so you can rest your left hand’s fingers and thumb across them. Eight red buttons sit off to the right side of these in two rows of four, allowing you to rest a finger on each of them. Of course, being a leverless pad, these are just suggestions, and you can freely remap both in-game and via Ultimate Software V2 on PC to your preferences.

You also have four additional remappable buttons here, which aren’t assigned to anything by default. These can be assigned inputs via the Ultimate Software, and you can even set macros here if, say, you want quick access to throws or other per-game mechanics. Alternatively, four lock caps are included in the box, which you can swap in if you’d prefer not to use these at all and avoid any accidental mispresses.

On that note, all buttons on the 8BitDo Arcade Controller can be swapped out for third-party options easily. If you’re brand new to leverless controllers, you probably won’t have any alternative switches lying around, but if you do, they can be used here, which is nice.

8BitDo Arcade Controller

(Image credit: Future)

8BitDo Arcade Controller: Performance

As I mentioned at the top, getting to grips with leverless fighting game controllers for the first time can be quite the process. But once you get the hang of things like up and down inputs essentially being inverted (down is lodged between left and right on the pad by default, with up/jump being at the bottom), it can quickly become second nature.

I primarily used the 8BitDo Arcade Controller with my main fighting game, Tekken 8. Tekken’s rigid four-way movement actually works brilliantly well with leverless pads, and the responsiveness here had me sidestepping and backdashing faster than on a traditional controller.

Responsiveness is the keyword here. Button inputs feel immediate, and being able to roll a motion input special move in Street Fighter 6 or Guilty Gear Strive felt easier and more reliable to pull off than on a standard controller’s d-pad or thumbstick. Never did I feel at risk of fumbling the input or jumping by mistake, as I often end up doing with those pesky dragon punch motions. Here, just a couple of quick taps of the directional buttons had me inputting specials reliably and instantaneously once I’d gotten used to the motions.

I’ve raved about just how much mechanical and microswitch buttons can improve the feel of a fighting game thanks to their immediacy, and it’s a similar story here with the 8BitDo Arcade Controller. Its buttons are just oh-so satisfying to press. I wouldn’t necessarily say I’m a better player as a result of using a leverless controller like this one, but I have been able to more reliably iron out mispresses and become more efficient at combo strings with lenient timings. I’ve loved my time with it.

8BitDo Arcade Controller

(Image credit: Future)

Should I buy the 8BitDo Arcade Controller?

Buy it if…

You want an affordable gateway into leverless controllers
It may not be the absolute cheapest leverless out there, but the 8BitDo Arcade Controller oozes a shocking amount of quality at its sub-$100 price. You can safely dip a toe in here for less if a purely button-based pad appeals to you.

You want to take your game up a notch
Leverless controllers are designed with competitive players in mind first and foremost. A pad like the 8BitDo Arcade Controller can help prepare you for higher-level play by allowing your inputs to be faster, more responsive, and helping you to avoid costly mispresses.

Don’t buy it if…

You prefer casual play
Inversely, the 8BitDo Arcade Controller probably won’t be the best fit if you’re not keen to rewire your brain to its particular input requirements. Inputs aren’t where they would be on a regular controller, so if you’d rather not deal with the headaches that come with learning a leverless layout, give this one a miss.

Also consider...

The 8BitDo Arcade Controller is just one of many quality fighting game pad options out there. If this one’s not quite doing it for you, consider the following two alternatives.

8BitDo Arcade Controller

Victrix Pro KO

8BitDo Arcade Stick

Price

$89.99 / £75.99 (around AU$136)

$249.99 / £229.99 / AU$399.95

$119.99 / £99 (around AU$182.99)

Weight

2.42lbs / 1.1kg

2.7lbs / 1.225kg

4.63lbs / 2.1kg

Dimensions

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

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

11.9 x 8 x 4.4in / 303 x 203 x 112mm

Compatibility

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

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 20 hours

N/A

30-40 hours

Software

Ultimate Software V2

N/A

Ultimate Software V2

Victrix Pro KO
More of a premium pick in the leverless realm, the Victrix Pro KO offers sublime build quality, plenty of customization, and comes in much cheaper than the high-end Victrix Pro FS. One to check out if money’s no object.

Read our full Victrix Pro KO review

8BitDo Arcade Stick
If you’d prefer something more arcade-adjacent, I can definitely recommend the 8BitDo Arcade Stick. While much bulkier than its leverless counterpart, it offers the same level of responsiveness and customizability. If you can’t wrap your head around the lack of a stick on the 8BitDo Arcade Controller, then this one might be the answer if you don’t mind paying a little extra.

Read our full 8BitDo Arcade Stick review

8BitDo Arcade Controller

(Image credit: Future)

How I tested the 8BitDo Arcade Controller

  • Tested for a week
  • Played a variety of fighting games on Switch 2 and PC
  • Compared to the 8BitDo Arcade Stick

I’ve played with the 8BitDo Arcade Controller for around a week for this review. During that time, I hopped between Switch 2 and my gaming PC to play a wide variety of fighting games, including Tekken 8, Street Fighter 6 Years 1+2 Fighters Edition, Fatal Fury: City of the Wolves, Guilty Gear Strive, and Granblue Fantasy Versus: Rising.

I compared my time with the Arcade Controller to that of the 8BitDo Arcade Stick, really getting a feel for the difference between a traditional joystick and leverless inputs. I did find leverless to be a little trickier to get used to, but I would choose the Controller over the Stick for competitive settings purely thanks to its high level of responsiveness.

Read more about how we test

First reviewed October 2025

The Nintendo Switch 2 Camera gets the job done for GameChat, but it’s not a must-own accessory
12:00 am | October 4, 2025

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

Nintendo Switch 2 Camera: Review

If you’re looking to make the most of GameChat for online multiplayer, the Nintendo Switch 2 Camera is a decent way to go about it. Its basic design may lack the charm of the Hori Piranha Plant Camera, but rest assured that the official Switch 2 Camera is a significantly better product, even if I wouldn’t classify it as one of the best webcams out there.

I’m a believer that contemporary webcams should be aiming for at least 720p picture quality, with 1080p being the ideal. The Switch 2 Camera clears Hori’s product on this front, boasting 1080p picture quality over the Piranha Plant’s disappointing 480p. As a result, your face will come through crisply on GameChat, as well as on PC for work meetings or chats with friends.

Price will definitely be a bit of a sticking point, though. At $54.99 / £49.99 / AU$, it costs less than the Hori Piranha Plant Camera in the US, but a good deal more than it does in the UK. You’re basically paying for the official branding here, really, especially as you can pick up 720p and 1080p webcams that perform just as well for much less.

Nintendo Switch 2 Camera

(Image credit: Future)

While the Switch 2 Camera can be used when you’re playing in handheld mode, its rigid design (not to mention the lack of a clip or mount) makes it best suited for when your console is docked. The tall stem upon which the camera sits is likely the way it is for this reason, so it can still reasonably capture your face while you sit back on the couch.

It’s likely also designed to support its wide field of view, which is around 110 degrees. That’s a good deal more than most PC webcams, but it does make sense given Nintendo’s family-friendly approach. If you have a few folk sitting in the room while playing with GameChat, that wider viewing angle does a decent job of capturing everyone in the same frame.

You can also adjust the vertical angle of the camera itself by a total of around 30-40 degrees or so. That’s fairly acceptable when you take into account its otherwise unmoving design. And when you want to hide yourself, a privacy shutter is included via a circular dial around the camera. You can also manually turn off the camera feed in GameChat’s settings by hitting your controller’s ‘C’ button during play.

Nintendo Switch 2 Camera

(Image credit: Future)

As for performance, the camera’s 1080p output is decent, if a little soft around the edges. While you’re using GameChat, the Switch 2 attempts to crop you out of the background and place you onto a blank one that takes on the color of your profile picture. That’s a nice touch, and also means you don’t have to fiddle around with blur settings.

One major problem I had, though, had to do with the space between myself and the blank background. I have a blank wall behind me in my office space, and the surroundings were still noticeably fuzzy. I also had moments during a Mario Kart World play session where I appeared to phase in and out of existence on the screen, so it’s not a perfect implementation by any means. To be fair, your mileage may vary here depending on your background and lighting conditions.

Thankfully, the Nintendo Switch 2 Camera is blissfully simple to set up. Being an officially licensed product, simply plugging it into the console via USB-C caused it to be registered immediately. That was the same case on PC, too, when using it as a webcam. There’s no fussing with drivers or installs. Just plug it in and you’re good to go. It also works with a USB-A adapter on both Switch 2 and PC, if you prefer that.

Nintendo Switch 2 Camera

(Image credit: Future)

Nintendo Switch 2 Camera: Price & Specs

Price

$54.99 / £49.99 / AU$69.95

Resolution

1080p at 30fps

Field of view

Around 110 degrees

Dimensions

6.3 x 2.5 x 1.5in x 160 x 64 x 38mm

Weight

0.3lbs / 136g

Compatibility

Nintendo Switch 2, PC, MacOS

Should you buy the Nintendo Switch 2 Camera?

Nintendo Switch 2 Camera

(Image credit: Future)

Buy it if...

You primarily play in docked mode
If docked mode on TV is your preferred playstyle with Switch 2, then the official camera is the way to go for GameChat multiplayer sessions. The wide field of view makes it easy to capture multiple people in the same frame, and is useful if you sit a ways back from your console.

You want decently high resolution
Compared to Hori’s 480p, the 1080p resolution of the Switch 2 Camera is preferable, and certainly makes sense given its wide field of view. It’s not utterly crystal clear, but it does a fine job of capturing you at a range of distances.

Don't buy it if...

You’re on a budget
The Switch 2 Camera’s price tag is a little steep for what is essentially a webcam on a stand. You can buy webcams with similar specs for a lot less, and they’ll almost certainly be compatible with Switch 2 via USB-A or USB-C connections.

You mostly play in handheld mode
Unlike the Hori Piranha Plant Camera, the Switch 2 Camera isn’t quite as versatile, lacking any kind of clip or mount. That means handheld play, while doable, isn’t quite as well-suited here as it would be with Hori’s device.

Nintendo Switch 2 Camera: Also consider

Hori Piranha Plant Camera
While it’s let down by specs like a paltry 480p image quality, the Hori Piranha Plant Camera isn’t a total write-off. For one, its L-shaped mount makes it decently suited for handheld play. And if you’re a Super Mario head, the design of it is certainly very cute.

Read our full Hori Piranha Plant Camera review

How I tested the Nintendo Switch 2 Camera

  • Tested for one month
  • Used for Switch 2 GameChat multiplayer and as an office webcam
  • Largely tested with Mario Kart World and chat apps like Discord

I’ve been using the Nintendo Switch 2 Camera for a little over a month now, as both a Nintendo Switch 2 GameChat device and as a webcam for work and social gaming sessions over Discord. On Switch 2, I primarily played in docked mode while using the camera with an AOC Gaming 24G2SP 1080p gaming monitor.

While gaming, I tested the camera’s functionality with sessions of Mario Kart World with my TechRadar Gaming colleague Dash Wood. While here, I also made sure to test out GameChat’s various settings, including screen size and in-game face capture options.

  • Read more about how we test
  • First reviewed: October 2025
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