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

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

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

Review info

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

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

Ninja Gaiden 4

(Image credit: Team Ninja)

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

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

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

Raven's call

Ninja Gaiden 4

(Image credit: Team Ninja)

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

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

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

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

Steeped in blood

Ninja Gaiden 4

(Image credit: Team Ninja)

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

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

Best bit

Ninja Gaiden 4

(Image credit: Team Ninja)

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

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

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

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

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

Slice and dice

Ninja Gaiden 4

(Image credit: Team Ninja)

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

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

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

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

Ninja Gaiden 4

(Image credit: Team Ninja)

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

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

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

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

Should you play Ninja Gaiden 4?

Ninja Gaiden 4

(Image credit: Team Ninja)

Play it if...

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

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

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

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

Don't play it if...

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

Accessibility

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

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

How I reviewed Ninja Gaiden 4

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

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

First reviewed October 2025

I’ve been playing Just Dance for years, and camera controls make 2026 Edition the strongest entry yet
7:47 pm | October 20, 2025

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

There’s always been one big problem with Ubisoft’s flagship dance party series since it made the jump to modern platforms. Without the motion sensing capabilities of the Kinect, Wii Remote, or PlayStation Move controller, it’s just been a pain to control.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X and Series S, Nintendo Switch
Release date: October 14, 2025

Sure, those playing on Nintendo Switch have benefitted from the option to use a single Joy-Con in one hand, but if you were on PlayStation 5 or Xbox Series X and Series S you’d have to rely on awkwardly waving your phone around with the Just Dance Controller mobile app open on screen. The results weren’t particularly accurate or reliable, making chasing high scores far more awkward than it ever should’ve been.

With Just Dance 2026 Edition, however, it feels like the series has once again found its footing. This annual expansion introduces camera scoring letting you simply prop up your phone to record your actions and it’s something of a revelation.

Pair this brilliant feature with a fantastically varied song selection that contains some of the most visually stunning music videos yet, heaps of content, and a neat new mode, and you have by far the best instalment in years.

Break it down

A Just Dance 2026 Edition gameplay screenshot.

(Image credit: Ubisoft)

If you’ve played a Just Dance game before, then you know the basic thrust here.

You pick a song from a selection and a stylized music video begins on screen. Your goal is simple, match the moves of the on-screen dancers as closely as possible - racking up points for every successful move as you go. Your score is then added to a leaderboard, measured against your previous attempts, or those of other players if you prefer. It’s a simple but effective formula, especially when you factor in the countless cosmetic unlocks awarded for hitting various goals and used to decorate your online profile.

Well-implemented local co-op makes it a great pick for livening up parties for up to four friends, while solo players can use an on-screen calorie counter to turn their dance into a workout. These aren’t entirely new features as Just Dance 2026 Edition is the fourth entry since the series made the transition to more a live service model, releasing as song packs alongside meaty updates rather than entirely new games, but there’s still a lot that’s new and exciting here for returning fans to enjoy.

The big new inclusion is the camera scoring system, which has been added to the existing Just Dance Controller mobile app. Whenever you start a compatible song you’re asked whether you want to play with the old motion scoring, or camera scoring. If you select camera scoring you’re instructed to prop up your phone on a surface a few meters away from your play space and line yourself up with an on-screen silhouette.

A Just Dance 2026 Edition gameplay screenshot.

(Image credit: Ubisoft)

I normally play in the very compact area around my desk, so I was a little sceptical that I would have enough room but I was thankfully proven wrong. Propping the phone up on my bookshelf, it detected me immediately and never lost track of where I was. Playing without the weight of a phone in your hand is liberating and makes it so much easier to follow the choreography. Worrying about accidentally catapulting your pricey device out the nearest window every time a move has you swing your arms is finally a thing of the past.

Better still, if you already own Just Dance 2025 Edition you’ll be able to play all of those songs with this new control mode, giving you a fantastic excuse to revisit them. The only minor letdown here is that you can only use camera scoring when you’re playing alone. This is presumably some technical limitation and not a huge dealbreaker, but is worth bearing in mind if you were planning to pick up the game just for co-op play.

It can also be a little bit tricky to keep your phone stable. I reliably managed it with some books, but you might want to invest in a cheap phone stand if you intend to set it up directly in front of your screen.

Backing track

A Just Dance 2026 Edition gameplay screenshot.

(Image credit: Ubisoft)

It wouldn’t be a new Just Dance edition without a heap of fresh songs to play, and this year's entry doesn’t disappoint. Your enjoyment of any line-up is always going to come down to personal preference, but I found the 40 or so tracks this year to be fantastically varied.

Where previous years have been dominated by one or two big artists or themes, 2026 Edition has everything from recent hits like Chappell Roan’s ‘Good Luck, Babe!’ and Sabrina Carpenter’s ‘Feather’ to long-awaited party titans like Smash Mouth’s ‘All Star’.

K-pop fans can feast on Babymonster’s ‘Drip’ while TikTok addicts will have plenty of fun with viral sensations like Doechii’s ‘Anxiety’. Just Dance titles also offer their own original songs which for the last few installments have basically boiled down to generic pop with slightly cringeworthy lyrics. One of this year’s however, the cutesy ‘Sokusu’, is genuinely very catchy with an easy to learn but hard to master dance that has you hopping across the screen.

Best bit

A Just Dance 2026 Edition gameplay screenshot.

(Image credit: Ubisoft)

It’s hard to pin down a favorite aesthetic in Just Dance 2026 Edition’s strong selection of music videos, but the especially bright primary colors of ‘Sokusu’ look absolutely sublime on a big screen.

Each track is accompanied by a gorgeous music video which all stand apart as some of the most attractive and complex that the series has had yet. They look stunning with a wide range of colorful visuals and themes. Some also break away from the conventional Just Dance aesthetic in innovative and interesting ways. Take this year’s inevitable kids song inclusion, a Bluey-inspired medley that’s animated exactly like the hit children’s TV show or the spooky claymation style of ‘Born to Be Alive (Reborn Version)’.

A few songs have engaging alternate versions too, whether that’s relaxed drag show performances or intense sports routines designed to test your fitness.

If all of this somehow isn’t enough, you can add to your library by picking up previous Edition releases (which are available pretty cheaply now) or subscribing to Just Dance Plus to stream hundreds and hundreds of songs taken from across the series.

All versions of Just Dance 2026 Edition include memberships of varying length (which you can activate at any time from an in-game menu) and it only costs $24.99 / £19.99 to add on a whole year - a very reasonable price for what you get.

Personal highlights for me include the energetic ‘Love Ward’ from Just Dance 2018 and the utterly ridiculous Angry Birds ‘Balkan Blast Remix’. The only thing that could possibly make it better would be if some of the best tracks from the more obscure entries came over.

Where’s Koda Kumi’s ‘Cutie Honey’ from the Japan-exclusive Just Dance Wii, Ubisoft?

Lab rats

A Just Dance 2026 Edition gameplay screenshot.

(Image credit: Ubisoft)

Just Dance games rarely ship without some kind of new mode, and Just Dance 2026 Edition is no exception. This year you get a new co-op Party Mode themed around a mad scientist’s lab. It lets you play any of your owned songs in short bursts with weird visual effects overlayed on top.

This could involve an animated dinosaur appearing on screen and blocking your dancer from view to being forced to clap for points.

The effects themselves are amusing but not particularly game changing, though the fact that the mode can draw from your entire song library is great. If you’re playing with a Just Dance Plus subscription then there’s a strong chance that you haven't played whatever comes up before, forcing you to adapt not only to the special challenges but an unfamiliar routine.

It’s a great way to find new songs to play, and I've picked up a few new favorites that would have otherwise been completely overlooked given the sheer size of the roster.

It also helps avoid the struggle to pick which song to play when you’re joined by friends, leading to a much more frictionless experience and helping everyone get straight to the dancing rather than faffing around in menus.

I can't think what else you could possibly want from a dance party game.

Should I play Just Dance 2026 Edition?

Play it if…

You’re after a brilliant party game
Just Dance has always been a lot of fun at social gatherings, but the quality of this new entry makes it one of the most enjoyable yet. Pick it up if you’re after something to whip out at your next party.

You’re sick of holding your phone
If the awkward mobile phone motion controls of recent Just Dance games have been a big turn off, then you need to pick up Just Dance 2026 Edition. Camera controls are fantastic and make for the easiest to control entry in years.

Don’t play it if…

You're not big on the track list
There’s no point picking up a Just Dance game if the song list just doesn’t appeal to you. I personally love it and think that it will have pretty broad appeal, but still remember to check out what it includes via the Ubisoft website before you buy.

Accessibility features

There is unfortunately no dedicated accessibility menu in Just Dance 2026 Edition. The game supports scoring via both holding your phone in your hands or using its camera but each method requires a substantial range of motion across your whole body. The user interface can be tweaked somewhat, for example disabling visual score feedback or song lyrics.

How I reviewed Just Dance 2026 Edition

I played almost 10 hours of Just Dance 2026 Edition on PlayStation 5. For the controls, I relied on my Porsche Design Honor Magic 7 RSR Android phone using the official Just Dance Controller mobile app.

During that time I played the songs that appealed to me from the overall line-up, chasing high-scores in both motion control and camera control modes. I compared my experience to my hands-on testing of previous Just Dance games on a wide range of platforms including Just Dance VR.

First reviewed October 2025

I review premium headphones for a living – even I was surprised how great this budget gaming headset sounds
7:00 pm | October 19, 2025

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

Turtle Beach Atlas 200: two-minute review

The Turtle Beach Atlas 200 is a wired gaming headset. Available for $69.99 / £59.99 for the PC version and $59.99 / £49.99 for the PS5 and multiplatform versions, it sits firmly at the affordable end of the market. But don’t let the cheap price fool you: this is a surprisingly capable headset.

I’ll admit that the multiplatform version I tested here is not the most feature-packed headset I’ve ever gotten my hands on. While its 3.5mm jack means you’ll enjoy lossless audio, it can’t offer the hi-res audio its PC-focused stablemate can. Nor does it offer selectable sound profiles, EQ settings, or driver software. It’s an uncomplicated product, in every sense of the word.

When I stuck it on my head, though, any concerns I had about its feature set melted away. That’s because the sound it’s capable of happily rivals any of the best wired gaming headsets at this price range. Trying it out with Hades II, I was impressed with how clear it was, capturing the swish and slash of combat perfectly. Meanwhile, the crack of my rifle while taking out opponents on Counter-Strike 2 felt deeply convincing with plenty of low-end heft.

The Atlas 200’s soundstage also feels well apportioned – the stereo field feels nice and broad, while the separation of different sounds helps sound effects stand clear from atmospheric noise and background music. The only real criticism I have here is around the headset’s claimed spatial audio: while its audio definitely feels immersive, there isn’t quite the same height and rear-firing effects you’ll get from true Dolby Atmos style headphones. However, I imagine the immersive PC Audio enhancements offered by the PC version’s USB Audio Adapter go some way toward rectifying this.

And the Atlas 200’s foldaway mic offers yet more pluses to help compensate for this. Not only is it easy to flip away, but during my testing, this automatically muted any sound reaching our testing laptop. The mic is also crystal clear – thanks to its effective noise gate, I found that clacking keys and even the music I was listening to was very thoroughly quashed, making it far easier for those you’re gaming with to hear your every oath and utterance.

This is only the start of Turtle Beach’s smart design with this headset. Its plush memory foam ear cups and floating headband make it super comfortable to wear, even over longer periods. I often find the clamping force of many cheaper headphones makes my ears ache after not too long, but the Atlas 200 didn’t crush my cartilage.

There is one small misstep for me, though. Given that the headset’s height is adjusted by moving a velcroed strap on the inside of the headband, it’s impossible to adjust its height on the fly. This isn’t helped by the fact that the Atlas 200 seems to be designed with the larger head in mind – while my swollen dome happily fit it on every setting, colleagues of mine with more diminutive noggins did find the earcups sat quite low on even the tightest setting.

Despite this, though, it’s hard for me to argue that the Turtle Beach Atlas 200 is anything but an accomplished budget gaming headset. It sounds very credible for the price, and it’s all kinds of comfortable – at least if you have a capacious cranium. Fundamentally, if you’re looking to only spend around $50 / £50 on a gaming headset, I’d happily urge you to snap it up.

The Turtle Beach Atlas 200 sat on top of a cylinder, with the mic folded up, in front of a pink background.

(Image credit: Future)

Turtle Beach Atlas 200 review: price & availability

  • Launched on September 12, 2025
  • List price: PC – $69.99 / £59.99; PS5 and multiplatform – $59.99 / £49.99

Released on September 12, 2025, the Turtle Beach Atlas 200 is available now. The price you’ll pay is based on which platform you’re buying for: the PC version has a list price of $69.99 / £59.99, while the PS5 and multiplatform versions both have a list price of $59.99 / £49.99. Each version has slightly different specs, so bear in mind everything I’ve said in this review pertains to the multiplatform version.

In terms of additional options, the Atlas 200 PC and multiplatform versions only come in black. However, the PlayStation 5 offers black or white colorways – naturally, the latter is an excellent choice if you’re keen for your console to match your headset.

Turtle Beach Atlas 200 review: specs

Price

$59.99 / £49.99

Weight

9.9oz / 280g

Compatibility

Any device with a 3.5mm jack

Connection type

Wired (3.5mm)

Battery life

N/A

Features

Flip-to-mute mic with noise reduction

Software

N/A

A closeup of the Turtle Beach Atlas 200's earcup, volume control dial and 3.5mm cable.

(Image credit: Future)

Turtle Beach Atlas 200 review: design and features

  • Supremely comfortable
  • Height adjustment not well designed
  • PC-exclusive version offers far more features

Slipping on the Turtle Beach Atlas 200 for the first time, I was pretty impressed with its build quality. Despite being pretty affordable as gaming headsets go, they’re comfortably, even luxuriously, made. A featherlight 9.9oz / 280g build, floating headband, and memory foam ear cushions meant that they were comfortable even during epic gaming sessions – I often find cheaper headphones can make my ear cartilage ache after an hour or so, but these never outstayed their welcome.

Turtle Beach also claims that their ProSpecs technology means they offer ‘glasses-friendly’ comfort. Despite not being a specs-wearer myself, I asked my colleague Nikita Achanta from Tom’s Guide’s reviews team to give them a go, and she found them perfectly comfortable even with glasses.

One element of their design I find less persuasive, though, is how you adjust the height of that floating headband. As you need to unstick, adjust, then restick the velcro straps on the headset’s inside, it’s basically impossible to change their height while you’re wearing them, meaning I often had to use trial and error to get the right setting.

The headset’s height range is also not great – you can adjust its height by an inch / 2.5cm, max. Exercising some radical self-awareness here, I have a pretty big head, yet the Atlas 200’s entire height span seems to fit me pretty comfortably. This made me suspect that if you’ve got a smaller nut than I, you may struggle to find a cosy fit. And, indeed, when I asked Cesci Angell, my littler-noodled colleague, how she found them, she remarked they did sit a little low for her liking.

A closeup of the Turtle Beach Atlas 200's floating headband and adjustment mechanism.

(Image credit: Future)

Fortunately, Turtle Beach doesn’t make this mistake elsewhere. The Atlas 200’s foldaway mic, for example, is simple to adjust, clicking firmly into place in three positions – up, out, and halfway between – with a satisfying clonk. It’s also poseable, making it easier to curve it to sit in the perfect position in front of your mouth when it is in use.

When it comes to features, the Turtle Beach Atlas 200 is uncomplicated to the point of being almost no-frills. Its chunky 50mm Nanoclear drivers offer an expansive frequency range of 20Hz - 20kHz and are optimized for spatial audio. Meanwhile, it offers no wireless connectivity, although its wired 3.5mm cable means you can enjoy lossless quality audio and can hook it up to any gaming device.

But that’s largely your lot: unlike its platform-exclusive PC version, the multiplatform version doesn’t offer high-fidelity audio, sound profiles, or driver software for tweaking settings. And on-device controls are limited to a single volume dial, which does at least offer granular control over the loudness of your game audio.

  • Design & features score: 4 / 5

A closeup of the inside of Turtle Beach Atlas 200's earcup.

(Image credit: Future)

Turtle Beach Atlas 200 review: performance

  • Expressive audio and wide soundstage
  • Mic does great job of isolating voice
  • Spatial audio not that convincing

But no matter how comfortably a headset is designed or how fully featured it is, that’s all irrelevant if it doesn’t have the aural grit to back it up. So does the Turtle Beach Atlas 200 deliver the goods?

At first, I wasn’t entirely sure. Firing up Hades II, I was impressed with how the wind noises surrounding me were crisp and immediate without being overly bright. Meanwhile, the mids were deftly handled, rendering the background music competently while allowing the slashes and impact of combat to cut through. But there was one element I was unsure of: bass, with it sounding decent but not necessarily booming like that of the Corsair HS55 Stereo.

That is, until I dived into Counter-Strike 2. Not only was the whizzing of the bullets rendered by the treble, but the heft of the low end ensured the combat I was plunged into felt sufficiently visceral. Every time I popped off a headshot, the boom of the sniper rifle in my hands made it feel every bit the instrument of death it should be.

Stereo separation is also impressive on the Atlas 200. During the opening titles of Clair Obscure: Expedition 33, I felt like I was submerged right in the middle of the soundtrack, with the piano sitting slightly to the left, beautifully textured strings to my right, and the vocals right down the middle. Once I’d gotten into the game, this persisted, with the cranking of mills around me in the opening moments perfectly positioned in the space.

A closeup of the Turtle Beach Atlas 200's foldaway mic.

(Image credit: Future)

Possibly the only thing I’d question about the Atlas 200’s performance is its ‘optimized for 3D audio’ claims. Yes, elements are well separated, but I’ve plenty of experience testing some of the best headphones for spatial audio, and I did not get the same sense of height or rear-firing audio that you can get from the Epos H3 wired headset, for example. Triangulating would-be assassins in Counter-Strike 2 often took a good half a second of wheeling around, so I would moderate your expectations of how immersive this headset actually is.

Fortunately, that foldaway mic did not disappoint. I tested it out by recording audio while playing some games, and it works perfectly, cutting out all registered noise the second I folded it away, making it great when you need moments of privacy. On top of that, its noise gate works well in minimizing background sounds – even while typing, I couldn’t really discern any of the clack of the keys in my recording.

Keen as ever to try to push things to breaking point, I even tried cranking out some drum & bass while testing, but the Turtle Beach was wise to my tricks. There was naturally a little pump of some trebly beats in the background that coincided with the syllables I spoke, but the gate kept things deathly silent in between, doing an impressive job of maintaining the clarity of my words.

  • Performance score: 4 / 5

A hand holds the Turtle Beach Atlas 200 in front of a pink background.

(Image credit: Future)

Turtle Beach Atlas 200 review: value

All in all, I was seriously impressed with how the Turtle Beach Atlas 200 performed. Yes, it makes a few promises its specs can’t cash – I’m not totally swayed by its 3D sound credentials, for example – but it also offers excellent comfort and really rather decent sound.

And that’s before you even consider its cost. With a price of $59.99 / £49.99, this wired gaming set is very much at the affordable end of the market, and yet it never feels cheap – to the contrary, what it can do is actually pretty impressive for the price. If sound performance is your big priority in a budget headset, the Atlas 200 should make you very happy indeed.

  • Value score: 5/5

Should I buy the Turtle Beach Atlas 200?

Attributes

Notes

Rating

Design & features

Although it packs a limited feature set, the Atlas 200 gets high marks for its comfy, well-built design.

4 / 5

Performance

Aside from average 3D performance, the Atlas 200 sounds impressive and has a great quality mic.

4 / 5

Value

Once you view these strengths through the lens of the Atlas 200's price, it's pretty clear: this is a fantastic value headset.

5 / 5

Buy it if…

You want awesome audio for a great-value price
For a headset that costs a mere $59.99 / £49.99, the Atlas 200 offers great audio, with accurate treble, expressive mids, and colossal bass.

You want excellent comfort
If this headset is comfy even on my fussy ears, that should mean you’ll find them soft and forgiving enough to wear for even longer gaming sessions.

Don’t buy it if…

You’ve got a small head
With the Atlas 200’s quite large height only being adjustable by about an inch, it doesn’t leave a lot of wiggle room for those who have smaller heads.

You want loads of features
The Turtle Beach Atlas 200 doesn’t have all that many extra capabilities. If you’re looking for sound profiles, true 3D audio, wireless connectivity, or customizable settings, you’re better off looking elsewhere.

Turtle Beach Atlas 200 review: also consider

Turtle Beach Atlas 200

Corsair HS55 Stereo

Epos H3

Price

$59.99 / £49.99

$59.99 / £49.99

$55 / £57.82 / AU$104.31

Weight

9.9oz / 280g

9.6oz / 284g

9.5oz / 270g

Compatibility

PC, Xbox Series X/S, PlayStation 5, Playstation 4, Nintendo Switch 2, Steam Deck

PC, Xbox Series X/S, PlayStation 5, Playstation 4, Nintendo Switch 2, Steam Deck

PC, Xbox Series X/S, PlayStation 5, Playstation 4, Nintendo Switch 2, Steam Deck

Connection type

Wired (3.5mm)

Wired (3.5mm)

Wired (3.5mm)

Features

Flip-to-mute mic with noise reduction

Flip-to-mute mic

Flip-to-mute mic

Software

N/A

N/A

N/A

Corsair HS55 Stereo
Another budget banger, this wired gaming headset has a list price of $59.98 / £49.99 but also offers excellent sound and superb comfort. The only criticism we did find however, is that its low-end can occasionally overplay its hand, so it might be one for pure bass-heads only.

Read our full Corsair HS55 Stereo review.

Epos H3
Slightly pricier than the Atlas 200 but also slightly nice-ier, the Epos H3 is our top pick for the best wired gaming headset for a reason. It sounds fantastic for a headset that costs under $100 / £100 and is super comfortable to boot. However, its 3.5mm cable is proprietary and hard to replace, so if you’re prone to losing things, you might wanna give this one a miss.

For more information, read our full Epos H3 review.

How I tested the Turtle Beach Atlas 200

  • Used the headset over several days
  • Tried it out on a variety of devices and games
  • Tested out the mic by recording while gaming

I tested the Turtle Beach Atlas 200 over the course of several days. First, I used it while playing multiple games on several different platforms, including on PC and Steam Deck. I played Clair Obscur: Expedition 33 to test out its capabilities with soundtracks, Hades II for general effects, and Counter-Strike 2 to try out its surround sound capabilities.

I also tested the foldaway mic by recording myself while gaming. Not only did I test out its general audio quality, but I also tried out its flip-to-mute functionality and assessed how well it filtered out background noise by typing and playing music.

In terms of my expertise, I've been reviewing audio gadgets for over five years and have gotten hands-on with dozens of cutting-edge headphones. I've also been a committed gamer for 35 years, first cutting my teeth on Super Mario Bros. and Alex Kidd in the halcyon days of 8-bit gaming. Now I regularly game on PC, Steam Deck, PlayStation 4 Slim, and Nintendo Switch 2.

  • First reviewed: October 2025
  • Read more about how we test
The PowerA Fusion Pro Wireless Controller for Xbox frustrates with distracting RGB lighting and trigger locks that aren’t fit for purpose
11:00 pm | October 18, 2025

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

PowerA Fusion Pro for Xbox: One-minute review

It brings me no pleasure to find that the PowerA Fusion Pro Wireless Controller for Xbox is the most disappointing product I’ve tested in the brand’s catalog to date. PowerA is admittedly a brand I’ve had mixed feelings about in the past. Sometimes it provides real winners, like the PowerA Enhanced Wireless Controller, which I consider a solid alternative to the official Nintendo Switch Pro Controller. Other times it doesn’t quite hit the mark, like we’ve seen recently with the PowerA Advantage Switch 2 Wired Controller and indeed the Fusion Pro for Xbox here.

First and foremost, the best Xbox controllers should provide a satisfying play experience with minimal frustrations, but this PowerA pad is loaded with them. From its awkward d-pad and abrasive textured grips, to obnoxious Lumectra RGB lighting and trigger locks that simply don’t work most of the time, this is a controller that tries and fails to punch above its weight class with an absurdly high price tag to match.

It’s not all bad. You at least get a carry case and charging dock included in the box. Battery life is reasonably strong, and a neat audio switch lets you adjust headset volume or mute your mic in an instant. I also love PowerA’s quick-twist thumbsticks here, which provide three adjustable height levels. Plus, they’re Hall effect, meaning they’ll be able to resist stick drift much longer than traditional analog sticks. Still, these high points don’t do enough to outweigh the myriad frustrations I have with this controller.

PowerA Fusion Pro

(Image credit: Future)

PowerA Fusion Pro for Xbox: Price and availability

  • List price: $169.99 / £149.99 / AU$199.95
  • Comparable in price to the Nacon Revolution X Unlimited and Razer Wolverine V3 Pro
  • There are plenty of cheaper and better options available for Xbox and PC

I’d feel a bit more comfortable recommending the Fusion Pro for Xbox if it weren’t for that eye-watering price tag. At $169.99 / £149.99 / AU$199.95, it’s bordering on the premium territory of Xbox pads like the Nacon Revolution X Unlimited and Razer Wolverine V3 Pro.

If the Fusion Pro provided a stellar controller experience, the price would be an easier pill to swallow. The issue for PowerA is that there’s no shortage of superb Xbox and PC-compatible controllers like it that are available for less than half of its price, including the 8BitDo Ultimate 2, GameSir Kaleid, and even the official Xbox Wireless Controller.

PowerA Fusion Pro for Xbox: Specs

Price

$169.99 / £149.99 / AU$199.95

Weight

1.44lbs / 0.65kg

Dimensions

6.1 x 4.2 x 2.4in / 156 x 107 x 61mm

Compatibility

Xbox Series X, Xbox Series S, Xbox One, PC

Connection type

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

Battery life

Around 30 hours

PowerA Fusion Pro for Xbox: Design and features

The initial package out of the box is promising. The PowerA Fusion Pro for Xbox comes with a carry case and bespoke charging dock, both incredibly useful accessories that I welcome with any gamepad. Both are solidly made, too. Especially the charging dock, which is well-built, unintrusive, and can sit in any gaming setup ready to charge your pad up via USB-C. The carry case, meanwhile, is sturdy and has a compartment for the USB-C cable.

The pad itself bears a striking resemblance to the official Xbox Wireless Controller, which certainly isn’t anomalous in the wider Xbox controller market. It does feel slightly weightier than Microsoft’s pad, owing to inclusions like trigger locks and a magnetic charging dock connector.

Carrying on with the good, the controller’s quick-twist thumbsticks are genuinely brilliant. Turning them clockwise raises the thumbstick shaft, while lowering it when turned counterclockwise. There are three height levels here, and I personally found the middle setting to be the most comfortable. They lock firmly in place after adjusting, too, so there’s no unnecessary fiddling.

Besides a handy headset audio adjustment switch, that’s about where my praise ends for the PowerA Fusion Pro. To that end, I simply could not get on with the abundance of RGB lighting here. By default, a bright rainbow effect coats the controller, revealing a preset tribal-esque silhouette. It’s a nice pattern, but I found it to be really distracting during play.

You can change the RGB pattern profile (or switch it off entirely) via a dedicated button on the rear of the controller. I opted to keep it switched off, as some of the other pulse-like patterns weren’t much better.

The overall feel of the controller leaves much to be desired, too. The textured grips feel just a little too rough on my hands, making for rather uncomfortable long play sessions. The d-pad is also fairly listless, feeling fine on one end while awkwardly spongy and hard to press on the other. Admittedly, this could be an issue with my unit specifically, but something to keep in mind if you’re planning on buying.

PowerA Fusion Pro

(Image credit: Future)

PowerA Fusion Pro for Xbox: Performance

Despite my criticism, I can at least say the PowerA Fusion Pro does get the job done as a controller. If you can ignore the awkward d-pad and abrasive textured grips, performance is perfectly reasonable across the board.

A major gripe here, though, is that the 3-step trigger locks just don’t work. When set to the midpoint, you have to squeeze the triggers really quite hard to register the press. And on the most acute setting, the triggers stop working entirely.

This was the case across multiple games I tested with the controller, including Halo Infinite, Fortnite, and Final Fantasy 14 Online. I like a shallow trigger in games like these, as it lets me fire weapons (or access hotbars in the latter’s case) a good deal quicker, but I was unable to do this on the Fusion Pro.

On a more positive note, the Fusion Pro’s battery life exceeded my expectations, coming in at around 25-30 hours when used wirelessly via a 2.4GHz connection. I tested the controller over the course of a week, across both Xbox Series X Digital Edition and PC, and found I didn’t have to charge the controller until my very last few sessions with it. Impressive stuff, and beats many other Xbox controllers - both cheaper and pricier than this one - on battery life overall.

PowerA Fusion Pro

(Image credit: Future)

Should I buy the PowerA Fusion Pro for Xbox?

Buy it if…

You really, really like RGB
I can’t lie, the RGB pattern itself on the PowerA Fusion Pro is really quite lovely, and I like the underlying tribal-like pattern. For me, it’s just a bit too distracting during gameplay, but might be worth checking out if you like color-filled controllers.

Don’t buy it if…

There are better, cheaper options available
You don’t have to spend a fortune on a quality Xbox or PC pad. Most GameSir and 8BitDo controllers, for example, come in well under $100 / £100 while still being replete with desirable features.

Also consider...

I’m being honest here; the PowerA Fusion Pro for Xbox would be a hard sell at most price points. Consider these two excellent alternatives if you’re currently shopping for a new Xbox and/or PC gamepad.

PowerA Fusion Pro

Nacon Revolution X Unlimited

8BitDo Ultimate 2

Price

$169.99 / £149.99 / AU$199.95

$199.99 / £179.99 (around AU$229)

$59.99 / £49.99 (around AU$90)

Weight

1.44lbs / 0.65kg

0.72lbs / 0.33kg

0.54lbs / 0.25kg

Dimensions

6.1 x 4.2 x 2.4in / 156 x 107 x 61mm

6.5 x 4.5 x 2.2in / 164 x 115 x 56mm

5.7 x 4.1 x 2.4in / 147 x 103 x 61mm

Compatibility

Xbox Series X, Xbox Series S, Xbox One, PC

Xbox Series X, Xbox Series S, Xbox One, PC

Xbox Series X, Xbox Series S, Xbox One, PC

Connection type

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

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

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

Battery life

Around 30 hours

Around 10 hours

10-15 hours

Nacon Revolution X Unlimited
A superb premium controller and one of the brand’s best-ever. This Xbox and PC controller’s unique selling point is its handy on-board LCD display, which lets you quickly customize aspects of your pad and gameplay sessions, including button mapping and headset volume. It’s a real winner for the price.

Read our full Nacon Revolution X Unlimited review

8BitDo Ultimate 2
For a more budget-friendly choice, I can’t recommend the excellent 8BitDo Ultimate 2 enough. Pleasant and subtle RGB ring lights, drift-resistant TMR thumbsticks, and sublime build quality make this one a real budget powerhouse.

Read our full 8BitDo Ultimate 2 review

PowerA Fusion Pro

(Image credit: Future)

How I tested the PowerA Fusion Pro for Xbox

  • Tested for one week
  • Played several games across Xbox and PC
  • Compared to competitors from Razer, Nacon, 8BitDo, and more

I used the PowerA Fusion Pro for Xbox for a week in order to write this review. During that time, I played a wide range of titles on Xbox Series X Digital Edition and PC, including Fortnite, Silent Hill f, Tekken 8, Hollow Knight: Silksong, and much more besides.

Given this controller’s high price point, I compared it directly to similarly priced Xbox gamepad competitors like the Razer Wolverine V3 Pro and Nacon Revolution X Unlimited. These pads are slightly pricier, but offer more satisfying play with better build quality and high-end features (not to mention trigger locks that actually work).

Even then, I found a lot more to love with cheaper controllers, including the GameSir Kaleid and 8BitDo Ultimate 2. Both offer sublime features like Hall effect or TMR thumbsticks, clicky microswitch-powered buttons, and a tasteful amount of RGB that isn’t overly distracting to the eye.

Read more about how we test

First reviewed October 2025

The SanDisk microSD Express Card for Nintendo Switch 2 is blazing fast – and you don’t even have to pay more for the Mario branding
6:51 pm | October 17, 2025

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

SanDisk microSD Express Card for Nintendo Switch 2: review

If you’re looking for one of the best Nintendo Switch 2 microSD Express cards, then you can’t go wrong with the SanDisk microSD Express Card for Nintendo Switch 2.

This recent release from storage giant SanDisk is officially licensed by Nintendo, so you don’t need to worry about any potential compatibility issues. It also boasts an attractive Mario red design that helps it stand out compared to the numerous non-gaming options on the market.

It even comes in cheaper than some unlicensed alternatives like the PNY microSD Express Card - at least for the time being - so you’re not getting ripped off for wanting a Nintendo-approved model. The card performed well in benchmarks, achieving an average read speed of 894.4 MB/s and write speed of 674.1 MB/s and even beating the manufacturer’s own claimed figures (though this is likely just the result of different testing conditions).

It was actually the fastest read speed among the models that I tested for comparison, which included the aforementioned PNY alternative and the officially licensed Samsung microSD Express Card for Nintendo Switch 2.

The SanDisk microSD Express Card for Nintendo Switch 2.

(Image credit: Future)

It also impresses in the real world. As you would expect, given those strong benchmark results, I never experienced any noticeable loading time slowdowns while playing fast-paced games like Mario Kart World and Donkey Kong Bananza.

File transfer speeds on the console itself were good, too. My 60.5GB installation of Cyberpunk 2077: Ultimate Edition was copied to the micro SD Express card in a total of 14 minutes and 25 seconds, then moved back to the internal storage in 12 minutes and 1 second. A smaller game, the brand new Pokémon Legends: Z-A, moved to the card from the internal storage in 1 minute 48 seconds, then back in 1 minute 16 seconds.

This is one of the best Nintendo Switch 2 accessories, and the only downside is your limited options when it comes to the card’s capacity. There’s just one 256GB model, which should be enough for most users, but not if you have a particularly large game collection. Hopefully, there will be some more variants on the way, but in the meantime, the great value Lexar Play Pro microSD Express Card has you covered with its mega 1TB capacity.

SanDisk microSD Express Card for Nintendo Switch 2: Price and specs

Price

$59.99 / £49.99 / AU$79.95

Capacity

256GB

Quoted read speed

880 MB/s

Quoted write speed

650 MB/s

Benchmarked read speed

894.4 MB/s

Benchmarked write speed

674.1 MB/s

Should I buy the SanDisk microSD Express Card for Nintendo Switch 2?

Buy it if...

You want a simple storage upgrade
The SanDisk microSD Express Card for Nintendo Switch 2 is an easy choice. It’s officially licensed by Nintendo, so it will work perfectly with your console and doesn’t come in any more expensive than unlicensed options.

You need reliable performance
This model also performed well not only in my benchmark tests, but also in real-world use. Pick it up if you need a storage device you can rely on.

Don't buy it if...

You’re after larger or smaller sizes
Sadly, this card only comes in one capacity: 256GB. If you need something bigger or even smaller for your game library, then you need to choose something else.

Also consider

Not keen on the SanDisk microSD Express Card for Nintendo Switch 2? Check out these worthy alternatives.

SanDisk microSD Express Card for Nintendo Switch 2

Lexar Play Pro microSD Express Card

PNY microSD Express Card

Price

$59.99 / £49.99 / AU$79.95

$58.98 / £59.45 / AU$119.34 (256GB)

$59.99 / £59.99 / around AU$100 (256GB)

Capacity

256GB

256GB / 512GB / 1TB

128GB / 256GB

Quoted read speed

880MB/s

900MB/s

890MB/s

Quoted write speed

650MB/s

600MB/s

550MB/s

Benchmarked read speed

894.4MB/s

831.97MB/s

893.74MB/s

Benchmarked write speed

674.1MB/s

310.03MB/s

713.42MB/s

Lexar Play Pro microSD Express Card
The Lexar Play Pro microSD Express Card was the first 1TB microSD Express model on the market, and it remains the best choice if you want a high-capacity option that performs well on Nintendo Switch 2.

Stay tuned for our full Lexar Play Pro microSD Express Card review

PNY microSD Express Card
The PNY microSD Express Card isn’t licensed by Nintendo, but still performs well. It also has a cheaper 128GB capacity, so it could be the better pick if you have a small game library and only need a modest storage boost.

Stay tuned for our full PNY microSD Express Card review

How I tested the SanDisk microSD Express Card for Nintendo Switch 2

  • Tested against other microSD Express Cards
  • Using a range of benchmarks
  • Real-world use also evaluated

I reviewed the SanDisk microSD Express Card for Nintendo Switch 2 alongside three other Nintendo Switch 2-compatible microSD Express models, including the Lexar Play Pro microSD Express Card and PNY microSD Express Card, for the purposes of side-by-side comparison.

I tested the sequential read and write speed of each card using a standardised benchmark via CrystalDiskMark in its default flash memory settings. In order to facilitate this, I relied on the Lexar Play Pro MicroSD Express Card Reader, which features active cooling via a fan.

To see the real-world performance, I used each card with my personal Nintendo Switch 2 - playing a range of games and timing different file transfers on the system itself.

Read more about how we test

First reviewed October 2025

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

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
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