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I spent a week playing EA Sports FC 26, and I’m baffled that EA has found new ways to make me care
7:00 pm | September 19, 2025

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

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC, PS4, Xbox One, Nintendo Switch
Release date: Early Access: September 19, 2025 | Full release: September 26, 2025

Developer and publisher EA’s marquee sports franchise is in a strangely privileged position. For years, FIFA fans lambasted the developer for wheeling out what seemed like the same game in a fresh lick of paint, and while the newer EA Sports FC titles haven’t exactly rewritten the FIFA rulebook, they have felt like more complete, harder-to-criticize packages overall.

Why? Because a decade’s worth of minor tweaks is bound to add up to something great. As I wrote in my EA Sports FC 25 review this time last year, “it feels like we’ve reached a point where the overall FC experience is so good that it’s hard to chastise EA for making small improvements to an already excellent foundation,” and the latest entry in this long-running series, EA Sports FC 26, is shielded by the same safety blanket.

FC 26 is not a dramatically different offering from what’s come before, but it is an objectively better game than FC 25 in a few key ways.

There’s a brand new gameplay option for slower, more realism-focused offline play, a clever real-world integration for Career Mode, and meaningful player-requested changes for Ultimate Team (FUT) and Clubs. The graphics have never been better, and, of course, there’s the customary thrill of using up-to-date players, in up-to-date kits, at up-to-date clubs.

None of these upgrades are particularly flashy; they’re more under-the-surface than something you can advertise in a TV spot. But (I promise!) they do bring new, unexpected depth to EA’s tried-and-tested modes – particularly Career Mode, which feels closer to Football Manager than it’s ever been (complimentary).

Keeping it real

Cole Palmer in EA Sports FC 26

Cole Palmer in EA Sports FC 26 (Image credit: EA Sports)

If you pressed EA to tell you this year’s single biggest FC upgrade, it would probably say “the overhauled gameplay experience powered by feedback from the FC Community.” That sounds like marketing mumbo jumbo, but FC 26 genuinely does play better than FC 25 for a number of reasons.

There are fewer bounce-backs this year (read: matches feel less like a game of pinball), dribbling is more responsive, it’s easier to change direction, goalkeepers no longer parry the ball straight into your opponent’s lap (or rather, they do so less frequently), and, mercifully, headers are now scorable again.

These were the five most tangible gameplay improvements I noticed during my short time with FC 26 ahead of launch, though EA also says that tackles are cleaner, interceptions are more controlled, passes are quicker, and skills are easier to perform.

Screenshot from EA Sports FC 26

Some of the best players in EA Sports FC 26 (Image credit: EA Sports)

Players with high dribbling stats definitely feel more powerful in FC 26. The likes of Lamine Yamal, Cole Palmer, and Khvicha Kvaratskhelia are now just as fun to play with as they are to watch in real life, and while pace freaks like Kylian Mbappé and Vinícius Júnior will undoubtedly remain the weapon of choice for FUT loyalists, it’s nice that more of the world’s best players feel genuinely threatening in-game. There’s a new Gamechanger PlayStyle for flair finishers like Yamal, too, which feels like a cheat code when paired with existing dribble-focused PlayStyles like Technical+.

EA has also rolled a bundle of realism-focused tweaks into an entirely new gameplay preset called Authentic Gameplay. An optional mode in Kick-Off and Career Mode, Authentic is tuned for higher realism and true-to-life match speed; dribbling is slower, tackles are more violent, AI defenders are smarter, and rebounds, blocks, and bounces are more unpredictable. In other words, Authentic is a slower, harder, but (in my experience) more rewarding gameplay experience than Competitive, which is the faster-paced gameplay preset locked to online modes like FUT and Clubs.

Screenshots from EA Sports FC 26

Just look – look! – at Marc Cucurella's in-game hair in EA Sports FC 26 (Image credit: EA Sports / Future)

In Authentic, it’s much easier to keep hold of possession for long spells, and much harder to slip players in behind using L1. It’s also nigh-on impossible to burst away from defenders with pacey players, which – as in real life – encourages you to aim for space (I do expect EA to tweak the latter aspect in the coming weeks, though, as Mbappé should be able to leave Francesco Acerbi for dead, regardless of the game mode).

It’s true that previous FC games (and indeed previous FIFA games) featured a Simulation preset that, in theory, imposed similar realism-focused gameplay changes. But toggling this option always felt like spiking your players with horse tranquilizer. Yes, in FC 26, Authentic Gameplay feels slower than its Competitive counterpart, but it doesn’t throw the whole FC experience out of kilter. I like it a lot.

Board Expectations 2.0

Screenshots from EA Sports FC 26

The Manager Live Hub in EA Sports FC 26 (Image credit: EA Sports / Future)

Career Mode is the perfect place to give Authentic Gameplay a spin, and EA has sprinkled some great new features into its decades-old take on Football Manager.

The headline addition is Manager Live, which evolves last year’s Live Start Points mechanic into a series of full-blown, inspired-by-real-life challenges. Manager Live is essentially Manager Career, but you commit to fulfilling certain objectives or storylines in a given number of seasons. The catch? Each challenge imposes a unique set of feature restrictions and operating conditions, meaning it’s harder to cheese your way to victory by buying the best players or never rotating your squad.

For instance, one Manager Live challenge – Winning With Youth – tasks you with finishing at least eighth in any European league while only playing players under the age of 24 and not signing any players under the age of 21. Another – European Royalty – challenges you to win the UEFA Super Cup twice in three years with increased referee strictness and no ability to restart matches. These feats are harder to complete than they sound, and they force you to think more like a real-life manager under similar real-life pressures.

Screenshots from EA Sports FC 26

The Icon and Heroes selection in my edition of EA Sports FC 26 (Image credit: EA Sports / Future)

By completing Manager Live challenges, you can earn classic kits and, for the first time, the ability to play with Icon and Hero players in regular Manager Career. I haven’t yet had enough time with FC 26 to complete one of these multi-season challenges, but luckily, my Ultimate Edition version of the game included three Career-ready Icons straight out of the box (you best believe Fernando Torres went straight into my 2025 Chelsea side).

Other neat updates for regular Career Mode include Manager Market and Unexpected Events. The former gives managers their own Manager Profile and Job Security rating, and you can track which coaches are untouchable, under pressure, or seeking new opportunities throughout the season in a dedicated Manager Market menu. Previously, you’d have to hope and pray that your next role of choice would appear in the hard-to-find Vacancies tab, but now, you can track your dream managerial job and react accordingly.

Screenshots from EA Sports FC 26

The Manager Market interface in EA Sports FC 26 (Image credit: EA Sports / Future)

Unexpected Events are exactly what they sound like: random scenarios (positive or negative) that test your adaptability as a manager. Events like Abrupt Retirement, Urgent Family Leave, and Budget Malfunction bring new dynamism to long seasons, where previously, you’d only have the odd player injury or contract negotiation to contend with. Again, this is another small-but-welcome change.

No more rage quits?

The new Live Events interface in EA Sports FC 26

Live Events are a new addition to Ultimate Team in EA Sports FC 26 (Image credit: EA Sports)

For FUT fans, those aforementioned gameplay tweaks will prove the most meaningful change (the improvements made to goalkeeper parries, in particular, should reduce the number of rage quits considerably). But EA has also reintroduced Tournaments under a new Live Events banner in FC 26, while Gauntlets force you to rotate your FUT squad in every round, encouraging you to build two competition-ready XIs. During my pre-launch testing, I only had one live Live Event available – the Early Access Elimination tournament – but three more were listed as ‘upcoming’ post-launch.

Other changes include the removal of Rivals qualifiers, the addition of a second tier of Weekend League, and – finally! – fairer consequences if your opponent disconnects from a match by any method: yes, you’ll be awarded the win if the score is a draw.

Best bit

Lamine Yamal in EA Sports FC 26

(Image credit: EA Sports FC 26)

Hitting my first trivela assist with Lamine Yamal after beating three defenders using the Technical+ playstyle. These types of moments felt harder to pull off in previous games, but FC 26 actively encourages them.

Those Live Events now feature in Clubs, too, as does a new Archetypes system for developing your Pro, which encourages you to pick a specific style of play (Magician, Creator, Engine, and so on) and run with it. You can choose more than one Archetype (once you’ve unlocked more), but each Archetype progresses separately, so you’ll need to play multiple matches with each one to level them up.

Honestly, I’m not too sure about this new system. Previously, you were able to change your Pro build on the fly to suit the needs of any given position, or just to mix things up. In FC 26, you’ll be able to get really good at being one type of player, but then be forced back to square one if you join a squad that necessitates a position change.

I’m intrigued to see how longtime Clubs fans take to this new progression system – though any annoyances might be offset by the long-awaited ability to join multiple clubs in FC 26.

 Should I play EA Sports FC 26?

Ronaldo Nazário in EA Sports FC 26

Ronaldo Nazário in EA Sports FC 26 (Image credit: EA Sports)

 Play it if…

You want a more in-depth Career Mode experience
The Authentic Gameplay preset, coupled with the new Manager Live challenges, makes Career Mode the best it’s ever been.

You love FUT, but hate the rage it leads to
EA has taken strides to make FUT a less rage-inducing experience. Gameplay is more enjoyable, and disconnection consequences have been made fairer.

You want the best-looking football simulator
I say this every year, but EA Sports FC 26 is the best-looking football game EA has ever made. Just look at those hair physics.

 Don’t play it if…

You’re looking for a dramatically different experience
EA Sports FC 26 brings meaningful tweaks to tried-and-tested modes, but you won’t find radical surface-level changes here.

 Accessibility

Screenshots from EA Sports FC 26

The Accessibility menu in EA Sports FC 26 (Image credit: EA Sports / Future)

EA Sports FC 26 offers a comprehensive suite of accessibility options, including settings for subtitles, button remapping, color blindness, and increasing the size of the player indicator. It also introduces a dedicated High Contrast Mode for low-vision and cognitively disabled players. All of these accessibility options can be found in a dedicated Accessibility Settings tab. The game has six difficulty levels – Beginner, Amateur, Semi-Pro, Professional, World Class, Legendary, and Ultimate – and features support for 21 languages.

 How I tested EA Sports FC 26

I played EA Sports FC 26 for five days ahead of its official release. During that time, I had access to all modes and features and was able to compete against real-world players who also had early access to the game (before the start of EA’s Early Access promotion).

I played on PS5, using a standard DualSense controller, on a Samsung QN95A Neo QLED 4K TV. I’ve played every EA Sports football title since FIFA 13, and also reviewed FIFA 22, FIFA 23, EA Sports FC 24, and EA Sports FC 25 for TechRadar Gaming.

First reviewed September 2025.

Midnight Murder Club is a lot of fun – but only if you can convince your friends to join in
1:00 am |

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

Midnight Murder Club is a bite-sized first-person shooter with a unique premise that makes it worth trying out.

Set in a pitch black mansion, this PS5 exclusive (well, console exclusive) challenges you to track other players using only the light from a small torch and audio cues like muffled footsteps, the creaking sound of doors opening, and overheard conversations through proximity chat.

Review info

Platform reviewed: PS5
Available on: PC, PS5
Release date: August 14, 2025

When you have a full match of six players all using their microphones, the atmosphere is absolutely electric. There’s serious tension as you creep around, which always gives way to pure chaos once the shooting starts. If you’re looking for something to try on your next night of gaming with friends, then you can certainly do much worse for the modest $9.99 / £8.99 asking price. There’s even a ‘Guest Pass’ feature that lets your buddies join in completely for free, which is appreciated.

Unfortunately, the experience falls apart when you don’t have a dedicated group. Finding online matches is almost impossible thanks to a tiny pool of players just a few weeks after launch, and the few offline modes, while a decent starter course, won’t keep you entertained for long.

Lights out

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Midnight Murder Club offers a total of five player-versus-player (PvP) game modes, and while they follow the same general format, a few unique mechanics keep each one interesting.

The main mode is called Wildcards and features three teams of two players vying for the most kills. At the start of the match, every player selects a titular wildcard from a deck, each one boasting a unique effect. This ranges from simple bonuses like faster reload speeds and more effective flashlights to whackier options like a card that turns every gunshot into a loud jazz trumpet toot or another that gives everyone massive heads.

The chosen wildcards affect all players, leading to some enjoyably bonkers combinations. More cards are unlocked with each completed match, too, giving you at least a small reason to keep coming back for more.

Best bit

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Nothing quite compares to the satisfaction of nailing a foe using nothing but sound. Hearing footsteps and taking a risky shot only for it to instantly pay off is fantastic every time.

The other modes on offer are a standard free-for-all and team deathmatch, and more exciting ‘Thief in the Night’ and ‘Headhunters’, which see you clamoring to collect valuable skull fragments or destroying evil totems, respectively.

You start off each game armed with a basic revolver that has unlimited ammunition in most modes, but vending machines littered around the map give you access to more powerful machine guns and deadly traps like falling chandeliers. Getting gear from vendors doesn't cost money, but rather produces a huge amount of light and noise - forcing you to weigh up whether the gear on offer is worth exposing your position.

Your flashlight presents much the same risk-versus-reward proposition. Levels are completely pitch black without it on, so it's necessary to navigate unless you want to spend most of your time running into walls. Beams of light make it easy to track your location, though, and if you blindly shoot where one is coming from, more often than not, you'll bag an easy elimination.

Dead silence

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Voice chat is a key part of Midnight Murder Club, and coordinating with your team is almost vital for success. It relies on a proximity chat system, where your DualSense Wireless Controller or PS5 headset is constantly broadcasting your voice to nearby players - whether friend or foe.

Turning off your flashlight and following the sound of other players’ voices for a sneak melee attack is a constant source of devilish satisfaction - particularly when you get to hear their panicked screams as you strike.

Although proximity chat can be a lot of fun, its inclusion does present some risks when you're playing with strangers. I was particularly impressed to see an ‘Auto Scramble’ feature that automatically distorts the voices of anyone who's not on your team.

You can still decipher general emotions, but individual words are impossible to make out - an innovative and practical addition that I'd love to see in other online games.

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

Unfortunately, there are few opportunities to use this as the online matchmaking situation is dire. I’ve been trying to find matches every day for weeks, and it’s borderline impossible to find a full lobby.

To make matters worse, players frequently drop out of matches, and the peer-to-peer hosting means that massive lag spikes are common.

There are some single-player options here, like the ability to play Wildcards against bots or mow down computer-controlled enemies in the stages of the usually two-player Graveyard Shift mode, but they’re very limited, and you really need a large group of friends to make the most of it.

Although there is cross-platform support, players who try the game on PC will have to log in with a PlayStation account in addition to a Steam one. Given this is a PlayStation published game, this does make some sense, but it’s still incredibly annoying in a game that would otherwise be easy to pick up and play.

A few of the friends I had lined up to join me didn’t already have access to PlayStation accounts and weren't willing to fork their email addresses over to Sony for what might be a single night of gaming, so they ended up wanting to play something else. When finding matches is already so difficult, this seems a bit like the developers shooting themselves in the foot.

All of this leaves Midnight Murder Club difficult to wholeheartedly recommend. It can be a fantastic time, provided you’re able to find a full lobby - which is almost impossible if you’re not playing with friends. It’s only really worth picking up if you have a group of five buddies eager to squad up.

Should I play Midnight Murder Club?

Play it if…

You want something to play with up to five friends
If you’re searching for a game to play with a group of up to five friends, then Midnight Murder Club is worth a look. It’s a lot of fun if you’re able to fill a room.

You’re after a new party game
Likewise, if you regularly play games with a group and want a nice change of pace from your usual favorites, the low asking price of Midnight Murder Club will be tempting.

You want to try every PlayStation exclusive
Midnight Murder Club is a PlayStation console exclusive, so it’s a must-have if you’re keen to try every unique experience that Sony’s system has to offer.

Don’t play it if…

Your friends won’t make a PlayStation account
The requirement for a PlayStation account on PC is frustrating, especially when your friends aren’t keen to make one.

You want to play solo
As a multiplayer focused game, Midnight Murder Club is of limited value if you intend to play alone.

Accessibility features

There are a few accessibility features in Midnight Murder Club.

You can customize the colors of in-game teams to make them easier to see and invert your camera controls. Most button inputs can also be tweaked on PS5, allowing you to rebind them as needed.

Midnight Murder Club promotional screenshots.

(Image credit: Sony)

How I reviewed Midnight Murder Club

I played Midnight Murder Club for almost four hours on PS5 using the DualSense Wireless Controller and a pair of Final VR500 gaming earbuds.

In that time, I played a variety of matches online and explored all of its single-player modes. For communication, I relied on the microphone built into the controller.

First reviewed August 2025

Dying Light: The Beast dials up the horror and keeps the parkouring, zombie-bashing action – and it’s a blast
7:00 pm | September 18, 2025

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

Alright, I'm just gonna get straight to the point: did you love the first two Dying Light games? You did? Okay, I'll save you some time - you're definitely going to enjoy Techland's latest instalment in its survival zombie game series, Dying Light: The Beast.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: September 18, 2025

There's enough to set The Beast apart from its predecessors, even if it follows the same broad gameplay template and stars returning leading man Kyle Crane, protagonist of the original game and its expansion, The Following.

Things didn't go so great for Kyle the first time around; in the (now canon) ending of The Following, he ended up betrayed, infected, captured, and used as an unwilling test subject. The viral outbreak has gone worldwide, and 90% of the global population is dead or infected.

More than a full in-universe decade later, he breaks out of a mysterious laboratory, and we’re off to the races once again: time to bash some skulls with improvised melee weapons and parkour your way across the rooftops like a bloodlusted Sébastien Foucan. Dying Light: The Beast isn't overly concerned with being serious or grounded; we're here for a little bit of the ol’ ultraviolence, and boy, is it fun.

Worlds apart

Dying Light: The Beast.

The setting might be calmer, but the infected certainly aren't. (Image credit: Techland)

Considering that Dying Light: The Beast was purportedly originally planned as extra downloadable content (DLC) to Dying Light 2, it sure as hell has a good amount of content in it. Instead of the more urban settings of the first two games, The Beast takes place in the cozy woodland resort town of Castor Woods, nestled in a valley in an alpine landscape.

Well, I say ‘cozy’ - it's not exactly a pleasant place to be by the time Kyle breaks loose. Hordes of poor infected souls roam the cobbled streets and forest underbrush, deadly mutant variants stalk the night, and a rogue paramilitary group commanded by a villainous oligarch is attempting to seize control of the region. So far, so Dying Light.

Dying Light: The Beast.

Castor Woods is the perfect divergence from Harran and Villedor, the city settings of the first two games. (Image credit: Techland)

But the shift to a more rural setting proves to be exactly the injection of freshness this series needed. The map isn't particularly large, but it's big enough to make navigating on foot take a while, and the focus on urban verticality is lessened here. Yes, there are still pylons and watchtowers for Kyle to clamber up, but also more wide-open spaces, divided by trees and thick bushes that make ambushes a constant threat to the unwary explorer. The woodland environments are also beautiful, as is the primary settlement, the Old Town, crumbling in its majesty as nature begins to reclaim it.

Parkour is still alive and well in The Beast. The Old Town is a fantastically dense environment, full of telephone poles and open windows that form a perfect obstacle course when you're running for your life from an angry Volatile.

But even beyond the built-up areas, there are branches to swing on and rocky cliff faces to climb, and the grappling hook makes a welcome return too, helping you more rapidly circumnavigate your hostile surroundings. Sadly, the glider from Dying Light 2: Stay Human doesn't make an appearance, but that's understandable given the less vertical nature of this locale.

Night falls

The Old Town from Dying Light: The Beast

Keep an eye on the time: once night falls, you'll need to be extra cautious or seek shelter. (Image credit: Techland)

There's another significant factor that differentiates The Beast’s setting from the first two games, though it doesn't become apparent until after sunset. In the first two games, you were never that far from a light source, be it a trashcan fire or the headlights of an abandoned vehicle (or simply bright moonlight). Here, when it gets dark, it gets dark.

When the sun goes down, getting around without using your trusty flashlight is night-impossible - though of course, using it runs the risk of attracting powerful, dangerous zombies called Volatiles, who retain their mechanics from the previous titles. Alerting one immediately triggers a chase, at which point your best option is to sprint full-pelt back to the protective UV lights of the nearest safehouse; Volatiles are fast, aggressive, and very hard to kill without some serious weapon upgrades.

Best Bit

Screenshot from Dying Light: The Beast.

(Image credit: Techland)

The first sunset you see is truly beautiful - but any series fan will already know the terrors that nightfall heralds.

This oppressive darkness, combined with the visceral gore and bleak yet beautiful Alpine ambience, makes The Beast feel a lot more horror-adjacent than previous entries into the series. It's a welcome shift in tone - not a full swerve into horror since Kyle remains an absolute murder machine, but definitely a darker vibe that I greatly enjoyed as a lifelong lover of the genre.

Narratively, it's fine. The story is a fairly by-the-numbers adventure, with no huge twists that weren't so obvious a blind man could see them a mile off. The characters are a rogue’s gallery of familiar tropes - the no-nonsense sheriff, the bespectacled physics geek, the sage old black dude, the cartoonishly evil Baron - and the dialogue is… well, the voice acting is decent, at least.

I don't mind the predictability of it all, though; the main plot has a schlocky, B-movie feel that is actually fairly endearing. The Beast isn't interested in telling a fantastically deep and thought-provoking tale; at the end of the day, every cutscene is just a vehicle to deliver Kyle and his huge biceps to the next group of infected or soldiers he has to brutalize.

Old dog, new tricks

Screenshot from Dying Light: The Beast.

Yes, that is an infected soldier bouncing off my front bumper in almost slapstick fashion. Running over zombies is fun! (Image credit: Techland)

Speaking of vehicles, you can drive cars in this one! The lack of vehicles in the second game always seemed odd to me, considering that the first game’s DLC, The Following (which also first explored the idea of a more rural setting), dipped its toe in those waters with the drivable buggy.

In The Beast, you can find abandoned forest ranger cars strewn across the wilderness, which serve as the most effective way to get from A to B outside the more densely-packed areas of Castor Woods. There's no fast travel here - and I'll be honest, the map is a little too large for this omission to go unnoticed. Although mowing down hordes of the infected never stops being fun, trekking back and forth from the major safehouses to turn in completed quests and sell off your accumulated loot quickly becomes a chore.

The vehicles, along with the frequent climbing sections and heavier focus on gunfights with human enemies that began in Dying Light: Stay Human, give The Beast a distinct whiff of Far Cry. I'm not complaining, to be clear; I love that series, and the gunplay and stealth elements on offer here work reasonably well.

Screenshot from Dying Light: The Beast.

Every weapon has unique takedown animations, most of which are quite spectacularly gory. (Image credit: Techland)

Really, the combat as a whole is a definite highlight of The Beast: from crunchy melee combat with improvised weapons like hammers and fire axes, to tense stealthy takedowns with Kyle’s trusty bow and arrows, it all feels good. The gore is spectacular - bones crack, limbs are sliced off, heads fly from shoulders in showers of blood. Stunning a group of weak Biters with Kyle’s UV flashlight before unleashing a sweeping heavy attack with a two-handed axe that knocks them all to the ground at once feels great.

There's a wide range of melee weapons on offer, both craftable and lying around the environment, and while these weapons do degrade with use, they can be repaired multiple times before breaking and will generally last you a long time. Ranged weapons don't degrade, meaning that you only ever need one grenade launcher or sniper rifle; any extras can be broken down for parts.

The crafting system remains largely as it was in previous games; nothing overly complex, just gather parts and break down unneeded gear, then put it together to make something great at killing stuff. Weapons must be crafted at workbenches in safe zones, but consumables and other single-use gear (like gas grenades or incendiary arrows) can be crafted from the inventory screen or quick-select menu at any time. I was particularly fond of the explosive throwing knives, which stick into enemies before turning them into a fine red mist a few seconds later.

Feeling beastly

Screenshot from Dying Light: The Beast.

Unleashing the beast turns Kyle into a savage zombie-killing monster, but characters hint that there may be some... side effects. (Image credit: Techland)

Another new addition is right there in the title: Kyle’s years of being an unethical bioscience guinea pig have unlocked his weird virus powers, letting him tap into ‘Beast Mode’ (yes, it's really called that) for a short time after dealing or taking enough damage.

In Beast Mode, you regenerate health constantly, take reduced damage, and forsake your usual arsenal for some meaty infected fists that absolutely demolish all but the strongest foes in seconds. It's fun, and the game usually auto-spawns a handful of fast-moving zombies whenever you activate it, amping up the intensity of any fight where you decide to use it. Progressing the narrative and defeating certain infected boss enemies grants skill points, which can be spent to gain extra abilities in Beast Mode, like jumping further or barrelling through enemies while sprinting. There's also a regular skill tree that accumulates points as you level up, which lets you unlock stuff like new parkour-related attacks and weapon crafting blueprints.

Screenshot from Dying Light: The Beast.

Taking down particularly beefy 'Chimeras' will earn you points to upgrade your Beast Mode powers. (Image credit: Techland)

The enemies you face in The Beast are a mostly familiar selection for anyone who has played a game with zombies in it before. You’ve got your garden variety Biters, which are slow and weak but dangerous in large numbers, then the faster but more fragile Virals, the armored zombies, zombies who jump, zombies who spit acid for ranged attacks, bloated zombies who explode - you know, typical zombie shooter fare.

There are glimpses of more inspired designs here and there (I really like the returning ‘Goon’ enemy type, a hulking brute with a chunk of concrete and rebar gruesomely fused to its arm), but for the most part, the enemy design is fairly run-of-the-mill.

If I have one significant criticism of the enemies, it’s that they’re a bit too eager with the grapple mechanic. Let an infected get too close, and they’ll grab you, dealing a bit of damage and prompting a quick-time event to shove them away.

Now, this should be relatively easy to avoid, but the devs seem to love hiding Biters behind doorframes and corners to ambush and damage you immediately with no chance of avoiding it. Even sometimes in direct combat, I encountered infected who could seemingly slip past a melee attack mid-swing to interrupt it with the grapple QTE, or grapple me immediately as soon as I escaped from a different enemy grapple. I think there’s a reasonable argument that it’s supposed to be punishing - it can be a death sentence if you’re reckless and allow yourself to be surrounded by a swarm of enemies - but more often than not, it just felt like an annoying roadblock to the otherwise enjoyable melee combat.

Guns out

Screenshot from Dying Light: The Beast.

I quickly became very fond of setting enemies on fire, with arrows, flamethrowers, and Molotov cocktails. (Image credit: Techland)

Thankfully, the overall gameplay challenge feels good outside of my grapple-related woes. I switched between all three different difficulty levels during my playthrough, and found that the highest difficulty provided a stiff challenge perfect for the most masochistic player, while the lowest had me feeling almost immediately overpowered. I played most of the game on medium difficulty, where death was never too far away, but I died more times to misjudged parkour jumps than enemy attacks.

Much like the previous Dying Light games, melee is consistently reliable, while ranged weapons are something of a mixed bag. Early guns are completely feeble against infected enemies, who can shrug off multiple pistol or SMG headshots, and the bow is similarly underpowered until you unlock a skill that lets you deal bonus damage on well-timed shots. But later on, you get access to more powerful weapons like the grenade launcher and the crossbow, which can trivialise many encounters - assuming you can keep them stocked with ammo, which is scarce.

Screenshot from Dying Light: The Beast.

There's a modest selection of wearable items to track down, with a transmog system so you can always keep Kyle looking his best. (Image credit: Techland)

Although the game doesn’t make you fight human enemies too often, small squads of mercenaries and bandits can be found lurking around Castor Woods, and there are several large-scale gunfights that take place over the course of the main campaign.

These dips into conventional cover-shooter gameplay certainly feel a bit less engaging than facing savage zombie hordes, but thankfully they don’t outstay their welcome - the infected might eat bullets like nobody’s business, but a single headshot is enough to take down most human opponents, so most fights are over quickly provided you have the ammo to spare (which you usually will, because the game is quite generous with placing supplies before large scripted battles).

Squishing bugs

Screenshot from Dying Light: The Beast.

The Beast isn't quite the prettiest game I've ever played, but it's up there - sometimes I simply had to stop and admire the scenery. (Image credit: Techland)

Playing through the main campaign (with a bit of time spent exploring and completing side-quests) took me just shy of 22 hours, but this was by no means an exhaustive playthrough: I could easily sink another 20 hours into The Beast to complete everything.

There’s a good amount of safehouses to unlock and secrets to uncover, and while the list of sidequests is perhaps a little sparse, they’re more fleshed out than simple fetch quests - you’ll be hunting a particularly dangerous infected in the woods, or clearing out a series of power substations across the map to help a band of survivors.

In terms of performance on PC, I was able to get a good framerate at 1440p Medium settings with my RTX 5070 desktop, and 1080p Low on an RTX 4060 gaming laptop. DLSS resolution upscaling is helpful at higher resolutions, but I found that Nvidia’s frame-generation was rather wonky, creating too much blur in busy scenes to make the improved framerate worth it.

Screenshot from Dying Light: The Beast.

The roof is fully intact, and yet it appears this safehouse has sprung a magical leak. (Image credit: Techland)

There’s also a small amount of visual and physics jank here, which I remember being present in the other Dying Light games; think loot items occasionally falling through the floor or Kyle’s hand distorting weirdly while trying to climb the side of a building. At one point, I found it raining inside one half of an abandoned diner (pictured above). It’s nothing game-breaking and rarely actually intrusive, but I do hope that some early patches help remedy these issues, because otherwise the game runs fine for the most part.

It did occur to me about halfway through my playthrough that The Beast might be coasting on players' foreknowledge from the previous games - I personally didn't have any issues with un- or under-explained mechanics, but I would note that a completely fresh player might struggle a bit to understand certain elements of the game, since the tutorials here are pretty bare-bones and have a tendency to either over- or under-explain specific gameplay elements.

Overall, I had a blast with Dying Light: The Beast. It’s not reinventing the wheel: Techland has a solid formula that mixes traditional open-world action sandbox elements with a solid parkour-based movement system and high enemy density, so it’s understandable that The Beast wouldn’t be too much of a deviation from the norm. Still, the new setting is a breath of fresh air, and it still feels fantastic to dropkick a zombie off a roof.

Screenshot from Dying Light: The Beast.

The dynamic weather is surprisingly a highlight of the setting, with heavy rain and wind adding excellently to the immersion. (Image credit: Techland)

Should you play Dying Light: the Beast?

Play it if...

You love melee combat
Slicing, dicing, punching, and crunching - Dying Light has always had ultra-violent and ultra-satisfying melee gameplay, and The Beast is no exception.

You like open-world exploration
No Ubisoft towers to vomit icons over your map here, no fast travel, just you and the open greenlands of Castor Woods. There are plenty of unmarked secrets for completionists to uncover, too.

You’re a fan of the series
It might sound obvious, but if you enjoyed the previous games, you're bound to have a good time with this one. What are you waiting for - go unleash the beast!

Don't play it if...

You want in-depth roleplaying
Although there's a fairly robust crafting system here, you can largely ignore all the various tiny '+3% to melee damage at night' stat boosts from buildcrafting and still get the full experience. Baldur's Gate, this ain't.

You’re afraid of the dark
The Beast leans a little further into horror than its predecessors, which is great for the game's overall atmosphere - but it also makes nightfall even more terrifying than before.

Accessibility

On the topic of accessibility, we've got the usual suite of options I've come to expect in any major game: motion sickness reduction, directional audio indicators, and colorblind presets are all present and accounted for, and the subtitles can be customized as well.

How I reviewed Dying Light: The Beast

I spent a while tinkering with the various gameplay, graphical, and accessibility settings in order to get a complete feel for the game, as well as playing through the main campaign at a reasonably fast pace. Of course, I also spent some time checking out the side-quests and just exploring the world, while also being sure to use every new piece of gear I encountered (in case any of them were extremely under- or over-powered - the grenade launcher definitely falls into the latter category).

I played the majority of the game on my gaming PC, with an AMD Ryzen 7 5800X3D and Nvidia RTX 5070, using an Asus ROG Strix Scope RX II keyboard and Logitech G502 Lightspeed mouse or a Hyperx Clutch controller. Audio was a combination of the HyperX Cloud Flight S headset and the SteelSeries Arena 9 speakers.

To see how the game would perform on different hardware, I also loaded it up on my RTX 4060 gaming laptop to test out performance on a lower-spec system.

First reviewed September 2025

Don’t sleep on Towa and the Guardians of the Sacred Tree; it’s an inventive and lively roguelite worth trying
5:00 pm |

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

On the surface, Bandai Namco’s roguelite game Towa and the Guardians of the Sacred Tree may look like a mystical take on the classic roguelite formula emerging in the wake of Hades’ huge success. And, with Hades 2’s arrival looming, Towa and the Guardians of the Sacred Tree could easily go unnoticed, but it absolutely shouldn’t; there’s a lot to like in this dual-character adventure.

Review info

Platform reviewed: Nintendo Switch
Available on: PS5, Xbox Series X|S, Nintendo Switch, PC
Release date: September 19, 2025

You play as Towa, the child of a god and the eternal guardian of Shinju village in a far-off mystical land. The forces of evil Magatsu are on the rise, and thus eight allies from Towa’s village and beyond joined forces to help her defeat the evil and purify the land.

From its lucious, sprawling levels to its dynamic characters and enemies, it ticks a lot of boxes at first glance, but what stands out among an increasingly crowded genre is its teamfighting mechanic. Two guardians from your party at a time will take on the roles of Tsuguri, the main damage dealer, and Kagura, the spell caster, with a great variety of combinations and playstyles to tinker with.

Just as enjoyable as playing these combinations is learning about the relationships between those characters, and seeing how they progress during short rests along the way. Throughout the game, tender moments and the passage of time tinge the vibrant world with an air of wistfulness; it’s very welcome, though there are often moments of extensive dialogue that can interrupt the pace of grinding through runs.

It’s awkward in places, yes, and sometimes the control system for the Kagura feels like an afterthought, but I’ve found it hard to put down – and a welcome excuse to play on my Nintendo Switch 2 in handheld mode.

Stark beginnings

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

Your journey begins with a short tutorial level, in which you play with Rekka as Tsuguri with Towa as Kaguri to learn the ropes. You primarily control the Tsuguri, switching between two swords with different movesets as their durability decreases and amping up the combinations by dashing, slashing, and landing Fatal Blows when your mana maxes out.

The Kagura trails behind and can trigger two spells to support your main damage dealer. Each character has two elemental attributes (water, fire, fighting, earth, lightning), and you can unlock different spells ranging from AoE to automatic projectiles. You can also control this character, but with a console controller that involves using the right trigger along with the left while also trying to land hits, so it’s only really something you’ll want to do in a pinch or for specific combos.

Worth noting is that there is an optional co-op mode where a second player can control the Kagura; however, the tether still applies, and it’s really quite a limited play experience. It would have been cool if they could have somehow transferred the weapon switching ability or Fatal Blow to the Kagura, so there’s a bit more to do.

With the tutorial out of the way, you learn that Towa’s godly gifts allow her to mess with the flow of time to revive companions, but at a terrible cost. When Magatsu pushes back against Towa, her allies are whisked off into some sort of purgatory where they must endlessly fight against Magatsu’s forces. Meanwhile, Shinju village continues to evolve and grow, and Towa, severed from her companions, must instruct their movements from across dimensions while continuing to protect the townsfolk.

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

Certainly, in the early levels, there’s a learning curve to lugging around your Kagura and learning which guardians pair best with each other’s movesets. For example, I quickly learned that some guardians like Koro and Akazu didn’t really gel with me as Tsuguris, but both made excellent Kaguras to my favorite frontliners like Nishiki, the buff koi man, and Bampuku, the giant furball puppy.

Once you’ve started to get the hang of the controls, it’s great fun, although it took me a while to get past the annoyance of the tethered Kagura constantly taking huge hits from powerful enemies. Weapon switching on top of all of the other attacks in the game is perhaps one thing too many for my brain to handle when I’m not totally locked in, and I often found myself letting my weapons durability drain completely and just button-mashing through weaker enemies – however it feels great when you make the effort and execute a killer combo.

That’s only the start of the fun; there’s a lot of configurability and some really fun pairups, and as the game progresses these only amplify in ridiculousness, landing combos in the hundreds as you mash through waves of enemies. You can switch out your weapons, customize buffs, increase skill stats and choose different spells for each of your eight guardians, but the game keeps this relatively high level of customization balanced by sharing unlocked content across all characters.

Those who we protect

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

While most of the action in the early game takes place with the banished guardians in another dimension, the village serves as the main hub between runs. As Towa, you use this area to level up your party and loadout, but also to check in with the townspeople and keep their spirits high.

There are various shopfronts and tradespeople around the village; you can exchange ores and resources from your travels at the emporium with the grumpy stooge Kafuu, or head to the Eureka Tower to purchase and equip inscriptions for the Kagura staff to boost your champion’s base stats. At the Dojo, you unlock skill points to tweak each champion’s abilities, while the shrine offers boons that effect the odds and effects during each run. As the game progresses, the village grows with more tradespeople, and you can upgrade buildings for more perks

There’s even a fun blacksmithing minigame, in which you select a sword design, build materials and buffs and can bolster these further by scoring highly in each stage of smithing. It’s very Cooking Mama-esque, but instead the feedback comes from a burly blacksmith who barks encouragement at you.

Best bit

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

Relatively early in the game, you encounter one of my favorite minibosses: a giant octopus with whopping great big tentacles that’ll slam on you as you dash around the deck. Oh, and there are live explosives, for some reason, and the octopus head will gnash down onto you if you’re too slow. Beautiful chaos, wonderfully rendered.

This, and a slightly rootless fishing game that earns you points redeemable with the bird-like Kei shopkeeper, are the main interactive features that give the hub an almost cozy game-esque softness, but it’s the cast of lively NPCs and shopkeepers who breathe life and love into the village.

Through their loving (and sometimes love-hate) relationships with Towa, the guardian that has protected them for generations, you gain a sense of the stakes for the main characters; there’s a lot to lose and a lot to protect in their hometown, and they’ll go to any and all ends to do it.

Any and all ends, in this case, might just involve self-sacrifice, as the guardians learn that each time they defeat a powerful Magatsu-hi, the bosses at the end of each run, the Kagura in that pair must sacrifice themselves to restore Towa’s mana and protect the village. None of them know what that might mean, or whether they will escape purgatory through their sacrifice, but each commits to the cause.

Each time a Towa absorbs the mana generated back in the village following a successful run, time moves forward, and the village can develop once more. New faces appear, and familiar friends fade; the passage of time is treated with an air of melancholy that undercuts the otherwise vivacious aesthetics of the game, and it makes for an excellent hook.

The rocky road to Magatsu

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

Practically speaking, the party sacrifice mechanic has a big impact; once their mana is absorbed, the Kagura won’t appear in camp, so you have to think long and hard about which pairings you want to save and which are good enough to run with but not too good to lose. Later in the game, this is further augmented; the fun is in adapting to this yourself, so look elsewhere if you want spoilers.

The core mechanics of each run are pretty similar to the likes of Hades: fight a room full of enemies, grab your reward, and then choose between different gates that hint at the next room’s rewards. Each run is split into different terrains with their unique enemies, traps, and layouts, and generally, each terrain will contain seven rooms, including mini-boss fights to offer a little more challenge along the way.

The waves of enemies are great fun throughout the game, with some inventive designs and a lot of variety across the board. I particularly liked the flamethrowing giant eyeballs and the kamikaze snails; there’s plenty here to keep you on your toes. Combat is rewarding and varied enough, and though farming can be somewhat of a slog, the scaling is decent, and there’s always a good amount to do.

Most often, you’ll be choosing between Graces as your reward for a battle well fought - collecting and upgrading these will boost stats and unlock abilities for the course of the run. These are cards from different elemental decks offering different effects that can make or break your matchup, so learning how to optimize these helps blast through the baddies.

Otherwise, some gates at the end of levels lead on to resources, or else timed battles and other challenging mini-bosses with decent payouts. However, you’ll also encounter friendly faces of the shopkeeper and food stall, too, where you can spend the in-level magamutsu currency for ores and Graces or to receive buffs for the next few levels. Hot springs can also be found along the way for health regeneration, and there are usually two campsites along the way where your heroes can take a slightly longer rest.

In these quiet moments, each pairing has different conversations and relationships that unfold over a series of short rests. Tender moments of openness, the resurfacing of long-buried hatchets, and even philosophical debate weave a wonderful picture of the main cast, and I found myself becoming attached to each party member through listening to their interactions – even those I initially couldn’t relate to, like the impetuous Shigin and carefree Origami.

Plus, the more you play a pairing, the further you’ll see their conversations develop. I particularly enjoyed the brother-sister duo of Bampuku and Mutsumi, whose misunderstanding of each other’s love language causes some unrest that gradually eases through conversations over the campfire, but even more obscure pairings like the Academic Akazu and devout Nishiki bear unexpectedly heartwarming fruit.

A home worth fighting for

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

These moments of reflection, however, do feel at odds with the game, and that’s a running thread throughout my whole experience with Towa. Roguelite as a genre doesn’t just imply fast pace; it demands it, and I don’t always want my focus to be pulled out of high-octane combat to listen to idle chitchat.

You’re rewarded for listening, not just with resources, but with depth and worldbuilding, much the same as the progressive interactions that crop up in the village as your journey continues. Of course, you can choose to avoid these or just fast-track through the dialogue, but I find it hard to skip through because it’s so charming – and that’s not a problem I often have with games! It’s obvious a lot of care went into the richness of the narrative, so I find myself at an impasse when it comes to maintaining the energy to play sometimes.

The game does compensate for this with progressive feature unlocks and twists, but ultimately, I did find myself needing to break from the game a little more than usual because I kept losing my flow. However, I couldn’t put it down for long.

Towa and the Guardians of the Sacred Tree envelops you in its rich world, abloom with color and light as well as the gorgeous OST from Hitoshi Sakimoto of FFXII and Final Fantasy Tactics fame, and its grip is as strong as the poisonous tendrils of Magutsu’s miasma. You have to work around its quirks and give it a little room to breathe, but patience is rewarded for those who play with their heart.

Should I play Towa and the Guardians of the Sacred Tree?

Play it if…

You want to try something that breaks the mold

With its unique dual-character matchups, Towa and the Guardians of the Sacred Tree is an inventive take on the genre that makes for a challenging but fun balancing act.

You enjoy story-led roguelites

The narrative takes precedence in a way that might be slightly jarring to those who like the fast-paced action of rogue games, but it's delightful if you do enjoy a good story.

Don’t play it if…

You struggle with button blindness

There are a lot of mechanics to consider and a lot of different controls, and that's not for everyone. I found independently controlling the Kagura challenging, personally, and weapon switching often slipped my mind.

Accessibility

Within the settings, you can change the difficulty to story-led mode, which weakens the enemies and allows you to focus more on the storyline. All dialogue has voiceovers with lively acting as well as subtitles, and there are nine supported languages - English, Japanese, French, Italian, German, Spanish (Spain), Simplified Chinese, Traditional Chinese, and Korean.

How I reviewed Towa and the Guardians of the Scared Tree

I played Towa and the Guardians of the Sacred Tree for 30+ hours, making my way through most of the main storyline. I tried both story-led and regular difficulty levels to measure accessibility for players at different skill levels, and played in both handheld and docked modes on my Nintendo Switch 2.

I love roguelikes and roguelites, so I compared my experience to popular titles like Hades, The Binding of Isaac, and Dead Cells. I considered factors like the art direction, pacing, and complexity within the pairings.

First reviewed September 2025

Sonic Racing: CrossWorlds is one of the best racing games in years
4:00 pm |

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

Sonic Racing: CrossWorlds is a racing game that has finally given Nintendo’s Mario Kart franchise a run for its money. While I certainly enjoyed Mario Kart World on Nintendo Switch 2, the rather empty open world and questionable approach to track design left me wanting more.

Review information

Platform reviewed: PS5
Available on: PS5, PS4, Xbox Series X and Series S, Xbox One, Nintendo Switch 2, Nintendo Switch, PC
Release date: September 25, 2025 (Early Access on September 22)

Sonic Team’s Sonic Racing: CrossWorlds feels like a direct shot across the bow, squarely aimed at the good ship Nintendo. Full cross-platform play is supported, and a dizzying amount of modes and content at launch have kept me busy long after clearing every Grand Prix event.

What impresses me the most about CrossWorlds is that it isn’t content to simply be a great kart racer; it innovates, too. The titular CrossWorlds mechanic is brilliant, lending unpredictability to every race by transporting players to a completely different track for the second lap. Meanwhile, the superb gadget system offers countless ways to tweak how your vehicle behaves.

In today’s day and age, the game offers an incredible day one package stuffed to the gills with things to do; not to mention a boatload of items to unlock from vehicle parts and music tracks to higher speed classes and even the odd alternate character skin. CrossWorlds does, of course, have a comprehensive downloadable content (DLC) roadmap, but what’s here from the get-go is already very impressive.

Speed of sound

Sonic Racing: CrossWorlds

(Image credit: Sega / Bandai Namco)

There’s no dedicated story mode in Sonic Racing: CrossWorlds, which is probably for the best given the interminably dull one that was featured in 2019’s Team Sonic Racing. Instead, developer Sonic Team has focused its efforts on more worthwhile aspects. The game boasts 24 race courses and a further 15 accessible via Travel Rings, for a grand total of 39 tracks.

It also has an impressively large character roster that has most of what you’d probably want from a kart racer. The usual suspects are all here, but I’m also happy to see less-represented characters like Blaze, Silver, Jet, Wave, and Storm all make the cut, too. Some deeper cuts would’ve been nice to see, like those from the beloved IDW Comics series, but what’s at launch in terms of roster is incredibly solid.

Grand Prix is your main single-player mode, featuring eight cups (with even more to come via future DLC) of four races each. The final race here is a bit of a cop-out, simply being a lap of each of the cup’s main three courses. But track variety remains impressive. You’ll find plenty of circuits inspired by beloved Sonic locales - such as Sonic Adventure 2’s Metal Harbor and Radical Highway, Sonic Unleashed’s Apotos, and Sonic Frontiers’ Kronos Island.

Courses unique to Travel Rings also impress, and these are a bit more gimmick-focused. Magma Planet is largely flight-based, having you gliding through perilous sections filled with giant lava worms. Holoska is an icy world where your vehicle will transform into a boat to speed through waterlogged caves. Meanwhile, Steampunk City offers plenty of routes through its winding industrial highrises.

Oh yes, I should also mention that Sonic & All-Stars Racing Transformed‘s signature gameplay mechanic returns here. Tracks in CrossWorlds are cleverly designed around land, water, and air travel. Most tracks will also change up significantly on the final lap, opening up new routes for your transforming vehicle to take advantage of, while also sprinkling in new hazards and a few extra boost pads for good measure.

Grab those golden rings, those things’ll make your engine sing

Sonic Racing: CrossWorlds

(Image credit: Sega)

Track design - not to mention the amount on offer - is a big win in Sonic Racing: CrossWorlds. But that’d all fall apart if the racing itself wasn’t any good.

Sonic Racing: CrossWorlds has some of the most fun, polished, and fast-feeling racing I’ve ever played in a racer of its kind. Drifting is especially fantastic and has a bit of a Crash Team Racing Nitro-Fueled feel to it, in that max-level drifts give you significantly more speed. And snaking - the act of chaining together smaller drifts in a straight line for consistently high speed - is absolutely something you can do here. So you can be sure there’ll be a pretty lofty skill ceiling when you hop online.

Vehicles are governed by five stats: speed, acceleration, handling, power, and boost. Your choice of character has an effect on overall stats, while also having a primary specialty in one of those five categories.

I’ve found that pretty much any approach is viable here; having an acceleration-based character like Tails on a boost-focused Extreme Gear board can help you stay swift and recover quickly when hit by items. Meanwhile, a heavy like Zavok or Eggman brings power to throw their weight around and hit hard with items, but slotting them in a handling-oriented machine can offset some of their unwieldiness.

Best bit

Sonic Racing: CrossWorlds

(Image credit: Sega)

Finding a singular best part of Sonic Racing: CrossWorlds is a challenge, because the overall package feels so complete. But of course, the meat of the game is its racing, which is impressively fast. Drifting is exceptionally satisfying, and the gadget system provides tons of ways to tweak your playstyle - from giving you stat boosts and items at race start, to fundamentally changing how your vehicle behaves.

During races and time trials, collecting rings scattered around the course will increase your top speed, but you’ll lose some if you collide with walls, other racers, and stage hazards, or when you get hit by items.

Speaking of, items are another area where CrossWorlds has vastly improved over other Sonic Racing titles. There’s a good amount of them, too, from boxing gloves that home in on racers ahead of you, all the way to the hilarious monster truck. Others include defensive items like a tornado that breaks incoming projectiles, sawblades that temporarily cut an opponent’s car in half, and a large magnet that latches onto vehicles, influencing their direction of travel.

To put it simply, races in CrossWorlds can be hilariously chaotic. But very rarely were there instances where I lost a race because of these items. Items are balanced so that catching up to the pack is a breeze. And sure, there’s occasionally an element of Mario Kart-esque luck involved, the odd spot of final stretch shenanigans, but there’s nothing as outwardly powerful as the race-ruining Blue Shell here.

Under the hood

Sonic Racing: CrossWorlds

(Image credit: Sega)

Another element that really brings races alive in Sonic Racing: CrossWorlds is the gadget system, perhaps the game’s biggest innovation. Gadgets offer you a way to tweak your playstyle beyond your vehicle’s stats, and there’s a metric ton of them. You start with a gadget plate with a single slot, but you’ll get a total of six slots unlocked gradually by completing race events.

Gadgets offer a wide range of stat boosts and modifiers during gameplay. There are simple ones, like giving you marginal stat increases, allowing you to carry more rings, or letting you start a race with a specific item.

However, many more interesting gadgets are available. One speeds up the time it takes to perform an air trick, for example, letting you chain more together for a bigger speed boost upon landing. Another causes your car to spin whilst drifting for a more aggressive playstyle, while another still adds a fourth level to your drift gauge.

You can have multiple gadget loadouts, but you’re only able to equip one per race. Furthermore, certain gadgets can’t be used during time trial events, such as one where you start with a boost item.

It’s a rich, deep gameplay system that offers tons in the way of player expression. As well as online, AI opponents appear to also have their own gadget loadouts during races, making things that much more unpredictable during single-player content.

A mountain of unlocks

Sonic tricks in the air while racing a blue vehicle across a dock

(Image credit: Sega)

Something that I found extremely impressive with Sonic Racing: CrossWorlds is just the sheer number of things to unlock. Not only that, but unlockables are spread throughout the various modes of the game, giving you great incentive to check everything out.

In Grand Prix, you can unlock higher speed classes and even a mirror track mode, as well as additional gadgets. Over in Race Park (a collection of race modes and custom race options for single and multiplayer), you can race against special teams and unlock their vehicles upon beating them three times.

In Time Trial, getting an ‘A’ rank on three different tracks (including Travel Ring CrossWorld tracks) unlocks a selection of music from throughout the Sonic series. Expect to unlock songs from Sonic Frontiers, Sonic Mania, Sonic Unleashed, Sonic Colors, Sonic Lost World, and more here, for use in the game’s Jukebox mode (more on that soon, actually).

Ancillary unlockables include alternate skins for certain characters, decals for use in machine customization, and titles for your online profile by clearing specific challenges. There really is a dizzying amount of things to unlock that should keep players coming back for hours on end.

Once you’ve got some decals and machine parts under your belt, then you’ll probably want to try your hand at making your very own custom vehicle. And the options available here are certainly plentiful.

Making your own vehicle or Extreme Gear board is a moreish endeavor. You can mix and match the front and rear appearance of the vehicle, apply color schemes, and decals for a more personalized touch. Vehicle paint also comes in a variety of types, including metallic, pearlescent, and candy variants.

A few rough patches

Sonic Racing: CrossWorlds

(Image credit: Sega)

I really don’t have much to complain about with the overall package here. The game’s price point is on the steeper side for those used to Sonic games often coming in at less than full retail price. And that’s a bit of a downer, and may make the game a bit of a hard sell in and of itself. You certainly get what you pay for here with a mountain of content, but waiting for a sale isn’t a bad idea, either.

Otherwise, a couple of side modes are pretty underwhelming. You’ll eventually unlock a ‘friendship’ system that lets you spend tokens earned from races on character-specific titles and decals. But there’s no unique dialogue here, and it just feels like a last-minute addition to dump tokens into things to get some fairly inconsequential unlocks.

However, the Jukebox mode is the biggest letdown for me. I do love having loads of Sonic music to unlock and listen to, and these tracks can be assigned to races, which is nice. Unfortunately, you’re unable to set music on a per-track basis. Instead, you’ll assign a playlist to the three laps you’ll race on.

On top of that, the selection is entirely random. So you’ll more often than not end up with something unfitting like Infinite’s theme from Sonic Forces playing over a relatively innocent track like Colorful Mall or Chao Park.

I sincerely hope Sonic Team patches in a way to choose songs for individual courses in the future. CrossWorlds’ own soundtrack is really good, though some songs can be a little overbearing with harsh synths and obnoxious final lap chanting spoiling things a bit. So having a way to swap out songs on a per-track basis would be extremely welcome.

Should I play Sonic Racing: CrossWorlds?

Play it if...

You’ve had your fill of Mario Kart World
If you’ve grown tired of Mario Kart World’s weary open world, Sonic Racing: CrossWorlds is a stunningly fast alternative with plenty of modes, unlockables, and cross-platform online play.

You want a racing game that'll last you a long time
Post-launch content seems plentiful, but there’s already so much to do at launch that it might make your head spin. Loads of Grand Prix, time trials, and custom Race Park events offer hours upon hours of things to do without even needing to jump online with others.

You like deep customization
Machine customization and gadgets are both incredibly deep and allow you to show off your personality and play style in-game. The simple act of jumping into customization to spin up a whole new ride is extremely enjoyable.View Deal

Don't play it if...

You’re wary of the price tag
Sonic Racing: CrossWorlds is a relatively expensive title for the wider Sonic series, being at full price for the base game and even more for its deluxe edition. I think it’s definitely worth the plunge, but I wouldn’t blame folks for wanting to wait a bit longer for a sale.

Accessibility

There aren’t a ton of accessibility options in Sonic Racing: CrossWorlds, but what’s here is welcome. The main gameplay options come in the form of a steering assist that prevents you from veering off-course, as well as an auto-accelerate setting and trick assist for if you don’t want to be flicking the stick constantly in midair. An ‘original’ camera setting also exists that reduces the motion offered by the ‘dynamic’ camera mode.

How I reviewed Sonic Racing: CrossWorlds

I played Sonic Racing: CrossWorlds for around 15 hours for this review. I played the game on PlayStation 5 with a DualSense Wireless Controller, on an LG CX OLED TV.

I completed every Grand Prix cup on Sonic Speed, and some on the higher Super Sonic Speed class, as well as the unlockable mirror mode that inverts circuits. I also spent plenty of time customizing vehicles, unlocking stuff like car parts, music, and decals, too.

First reviewed September 2025

I tested a top Nintendo Switch 2 screen protector – now my console feels bulletproof
1:00 pm |

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

DBrand Prism 2.0 for Nintendo Switch 2: review

Picture this. You’re going ham on your foes in Donkey Kong Bananza, smashing your way through every last one of them until BAM – oh no… you’ve dropped your precious Nintendo Switch 2. Now, this could be a huge problem for your console’s display – that is, unless you’ve got a trusty screen protector like the DBrand Prism 2.0 for Nintendo Switch 2.

Yep, this hardy screen protector is sure to keep your Switch 2 safe, thanks to its tempered glass construction, scratchproof surface, and precise fit.

I batch tested this model alongside a range of competitors, and it was one of the best performers, without a doubt. You fit the screen protector using a well-sized, fully recyclable drop-in-place frame that’s easy to use and comes with simple, yet detailed instructions. Just place the frame on, pull the release tab, press down on the protector, and you’re good to go.

DBrand Prism 2.0 for Nintendo Switch 2 with box and cleaning products

(Image credit: Future)

Of course, there were quite a few air bubbles after application, but a squeegee was included in the box to banish every last one of them to the shadow realm.

After a bit of squeegeeing action, the final look of the screen protector was excellent from all angles. When playing Mario Kart World, there was no sign of distorting, warping, blurring, dust… You name it.

Pushing air bubbles out of the DBrand Prism 2.0 for Nintendo Switch 2

(Image credit: Future)

I even tried covering the screen with fingerprints, and was delighted to see that the Prism 2.0 barely picked them up. They were slightly visible in bright light, but nowhere near as prominent as they appeared on the Genki Aegis Shield, for instance.

On top of that, this is a highly durable model. I tried using keys to scrape the surface, and it didn’t matter if I pressed pretty hard – there wasn’t even a spec of damage to be seen. DBrand itself has used a sharp knife against the protector, and claims that it ranks at 7 on the Mohs scale of mineral hardness.

But that’s not all. In addition to all of this, you get a second screen protector, screen wipes, and a microfiber cloth (to clean your screen before applying the Prism 2.0). That’s a pretty comprehensive package, right?

Having said that, this model does come at quite a cost. Via DBrand’s website, you can purchase it for $34.95 (about £26 / AU$53). That’s a fair bit more than rivals we tested, like the $19.99 / £17 / AU$35 Genki Aegis Shield and Belkin’s even cheaper TemperedGlass Screen Protector for Nintendo Switch 2.

Still, if you want the easiest application, phenomenal durability, and a discreet in-use appearance, the DBrand Prism 2.0 is a fantastic option. Yes, it’s a touch pricey, but I found it more seamless to fit than some rivals, and the finished result looked great. With that in mind, it’s very easy to recommend.

DBrand Prism 2.0 for Nintendo Switch 2: price & specs

Price

$34.95 (about £26 / AU$53)

Number of screen protectors

2

Material

Tempered glass

Application type

Drop-in-place frame

Additional items

Microfiber cloth, screen wipes, squeegee

Corner of DBrand Prism 2.0 for Nintendo Switch 2

(Image credit: Future)

Should I buy the DBrand Prism 2.0 for Nintendo Switch 2?

Attributes

Notes

Rating

Ease of application

The application frame is very easy to use, well-sized, and comes with clear instructions.

5/5

Design

Frame isn’t overly large, the protector resistant to fingerprints and cleaning tools work very well.

4.5/5

Toughness

Dealt with key scratching without a hitch, rated 7 on Mohs scale.

5/5

Value

Quite expensive compared to rivals, but plenty of quality on display.

4/5

Buy it if...

You want something that’s super easy to apply
This screen protector was the easiest to apply out of all the models I batch tested. The application frame isn’t oversized or complex to use, air bubbles were super easy to remove, and the edges looked clean, too.

You want top-tier protection and display quality
During durability testing, the DBrand Prism 2.0 performed very well, with not a shred of damage to be seen. On top of that, the screen protector doesn’t taint the Switch 2’s display whatsoever. I didn’t notice any distortion, blurring, or rainbow effects when playing Mario Kart World.

Don't buy it if...

You’re on a budget
At $34.95 (about £26 / AU$53), the DBrand Prism 2.0 for Nintendo Switch 2 is hardly the cheapest model out there. The aforementioned Genki Aegis Shield, for example, costs $19.99 / £17 / AU$35, and you still get two protectors, cleaning tools, and an application frame. Yes, I found DBrand’s alternative to be higher quality overall, but if you’re on a budget, the Aegis Shield should definitely suffice.

You want to protect your Joy-Con 2 controllers
If you want protection for your Switch 2 console as well as your Joy-Con 2 controllers, DBrand has a different proposition that might suit you a little better. Yes, the Killswitch case will keep your console and Joy-Cons protected, and you can even get it with two screen protectors if you’d prefer.

DBrand Prism 2.0 for Nintendo Switch 2: also consider

Belkin TemperedGlass Screen Protector for Nintendo Switch 2
When we batch tested a range of models, we were particularly impressed with the Belkin TemperedGlass screen protector. It doesn’t have a fancy drop-in place contraption – just a basic frame. But with easy-to-follow instructions and a seamless application process, the end result looks great regardless. It's cheaper than this DBrand model, so it's an easy recommendation for those on a budget. Read our full Belkin TemperedGlass Screen Protector for Nintendo Switch 2.

How I tested the DBrand Prism 2.0 for Nintendo Switch 2

Corner of DBrand Prism 2.0 for Nintendo Switch 2

(Image credit: Future)
  • Applied the screen protector using the written instructions
  • Tested its effect on display, fingerprint resistance, and how easy it is to damage
  • Tested by a lifelong gamer

I followed our standardized process for testing Nintendo Switch 2 screen protectors here at TechRadar. Firstly, we apply the screen protector using the included instructions, then we test impact on the console's display by assessing aspects like brightness and viewing angles.

After this, we test how the surface copes against fingerprints, before scratching the model with a set of keys and attempting to peel at the edges. All of this helps us to judge ease of application, durability, and general build quality.

When it comes to experience, I've tested more than a hundred products at TechRadar, including everything from flagship headphones, like the Sony WH-1000XM6, through to gaming accessories, such as the Hori Piranha Plant Camera for Nintendo Switch 2. In addition, I'm a lifelong gamer, with a massive love for Nintendo. I own a Switch 2 personally, and have reviewed games for the platform, such as Drag x Drive and Raidou Remastered: The Mystery of the Soulless Army.

  • First reviewed: September 2025
  • Read more about how we test
The Backbone Pro is an excellent mobile controller, but I’m not convinced by its cloud gaming features
5:00 am | September 17, 2025

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

Backbone Pro: One-minute review

The Backbone Pro is the first big new arrival in the brand’s popular mobile accessory line-up for almost five years.

On paper, its underpinned by a winning formula: take one of the best mobile controllers around, beef it up to make it more comfortable, tweak the feel of the buttons, and throw in a couple ‘pro’ features like remappable back buttons to round out the package and justify the name.

All of this is accomplished well, but Backbone has gone even further and crammed the Pro with a wealth of features geared towards cloud gaming.

It has Bluetooth connectivity that allows it to connect to your PC, laptop, tablet, or smart TV for use with cloud gaming services like Xbox Cloud Gaming, Nvidia GeForce Now, or Amazon Luna. It works well, aside from the often hit or miss ‘instant Bluetooth pairing’ feature, and boasts an impressive forty hours of wireless battery life - up there with some of the best PC controllers.

As with the original Backbone One, the Pro also benefits from fantastic materials across the board. It’s a gorgeous controller that feels incredibly premium and supports the majority of modern devices with its Type-C connector. It offers pass-through charging too, not to mention the robust Backbone app and its numerous handy features like a dedicated game launcher, the option to quickly launch most cloud gaming services, and the ability to remap buttons in custom profiles.

This all comes at a high price, however, putting the Backbone Pro up against some serious competition. It’s worth the investment if you’re ready to go all in on cloud gaming, but mobile gaming purists would likely be better off ditching this functionality with slightly cheaper yet even more comfortable alternatives like the Razer Kishi Ultra.

Things become even more expensive when you factor in the cost of a Backbone Plus subscription, which is $3.99 / £3.99 a month and grants access to a few extra features like game emulators built into the Backbone app and rewards in certain mobile titles.

The Backbone Pro.

(Image credit: Future)

Backbone Pro: Price and availability

  • Costs $169.99 / £169.99 / AU$299.95
  • One model available in one colorway, black
  • Backbone Plus is $3.99 / £3.99 a month

The Backbone Pro costs $169.99 / £169.99 / AU$299.95, putting it a fair chunk above the $99.99 / £99.99 / AU$179.99 asking price of the Backbone One 2nd Gen. For that added cost, you’re getting a larger controller with some added features, namely the remappable rear buttons, plus wireless functionality.

At the time of writing, the Backbone Pro is only available in one colorway: a rather basic black. There’s also no Lightning connector variant for those with older iPhones, either.

At this price, the Backbone Pro faces some pretty stiff competition, namely in the form of the Razer Kishi Ultra. Razer’s product is larger than the Backbone Pro, but more comfortable. It also offers RGB lighting and a fully featured app that, unlike the Backbone App, doesn’t need any kind of subscription to play around with.

Backbone Pro: Specs

Price

$169.99 / £169.99 / AU$299.95

Dimensions

7.1 x 11.1 x 2in / 181 x 281 x 50mm

Weight

0.44lbs / 203g

Connection type

Wired (Type-C), Bluetooth

Compatibility

iPhone 15 Series, Android, PC, smart TV, Nintendo Switch

Software

Backbone App

Backbone Pro: Design and features

  • Looks like a chunkier version of the Backbone One
  • Rear buttons and wireless connectivity have been added
  • Some unique software features

The Backbone Pro looks like a beefed up version of the Backbone One. It’s significantly thicker with much larger grips that fit more naturally into the palms of your hands. Although the One still wins when it comes to portability, the Pro is undeniably much more comfortable to use and, importantly, is still small enough to fit in your bag or even a large pocket.

On the front of the controller you’ll see the expected face buttons and d-pad. Although it's not immediately obvious, both of these have been redesigned. The buttons use softer, more spongy feeling switches that are quieter than those of the One but just as quick and responsive, while the d-pad is a little less stiff.

Both the buttons and the d-pad are also made from the transparent, glossy and smooth material that was previously used for the buttons of the Backbone One PlayStation Edition. I always preferred this to the more matte look of the buttons of the standard One, so it’s great to see it again here. The two thumbsticks have much more motion than those of the One, making it easier to control precisely, with a concave design rather than a convex one.

Taking the Backbone Pro into your hands, you’ll immediately be able to feel the pleasant dotted texture on the back of the grips in addition to the two new remappable rear inputs. Although predominantly constructed from plastic, the materials across the board are sublime and ooze quality. It’s a little weighty, but well-balanced, so not at all fatiguing to use.

The Backbone Pro.

(Image credit: Future)

On the bottom of the controller’s grips, you’ll find a 3.5mm headphone jack, a Type-C connector for charging the controller or your phone via pass-through, plus a new Bluetooth pairing button.

Most of the Backbone Pro’s software features are tied to the compatible Backbone app. It offers the ability to create distinct controller profiles with fully customizable button mapping, thumbstick and trigger dead zones, and more. You can also enable wired compatibility for PC, mobile, and even Nintendo Switch via the bottom Type-C port.

The app also functions as a dedicated game launcher, allowing you to browse compatible titles and even launch a compatible cloud gaming service within the app - though sadly, this latter feature requires the Backbone Plus subscription.

The same is true for the emulation, which lets you play your favorite ROMs directly in the Backbone app, screen recording, live streaming, and even the ability to remap on-screen inputs to physical controls.

This is a fantastic feature set overall, but the fact that it’s gated behind a monthly fee is disappointing - especially when you’re spending this much on a peripheral. You do at least get a seven-day free trial with your purchase, which should be enough time to work out whether the cost is worth it for you.

The Backbone Pro.

(Image credit: Future)

Backbone Pro: Performance

  • Great for mobile gaming
  • Fits the vast majority of phones
  • A bit awkward in Bluetooth

It’s impossible to fault the Backbone Pro when it comes to mobile gaming. Paired with a compatible game like Zenless Zone Zero or Call of Duty Mobile, it delivers reliable performance. The buttons are less clicky than those of the Backbone One, but still very satisfying to press.

The larger thumbsticks also make it much more suitable for fast-paced shooters, offering a much greater level of control. The triggers are more ergonomic, too, with an increased area and a subtle grippy pattern. The new rear buttons are easy to access and, importantly, offer more than enough resistance to make it difficult to hit them by accident.

Thanks to its extending design, the controller fits an impressive range of devices, especially with the included adapters. I had no difficulty fitting an iPhone 15 Plus with a thin case and it even accommodated my frankly ridiculously oversized Porsche Design Honor Magic 7 RSR. A foldable should fit too, as there was plenty of space for the Oppo Find N5 in its included case.

The Pro has been stuffed with a battery that offers more than forty hours of juice, so you can use it as a Bluetooth controller. The brand is heavily pushing this product as a cloud gaming peripheral, though in my testing, it still worked perfectly with common PC gaming launchers like Steam.

The Backbone Pro.

(Image credit: Future)

Performance is also good when it comes to the likes of Xbox Cloud Gaming, and I did really appreciate the ability to quickly launch the service straight from the Backbone app if you want to take the action with you.

I will say that the Backbone Pro definitely feels worse to use without a phone inside. It’s noticeably wider than the DualSense or Xbox Wireless Controller, but with much smaller buttons that are harder to hit reliably in comparison. Minus the stability of a phone, there’s also a tiny but noticeable degree of flex on both slides caused by the extending mechanism which I found distracting.

The ‘Instant Bluetooth Pairing’ feature, which is designed to instantly swap between your saved devices at the click of a button, also disappoints. It works well with tablets and smart TVs, but I had particular difficulty getting it to reliably connect to my PC, where the controller repeatedly appeared as a wholly new device in my Bluetooth settings - very annoying when I just wanted to dive into a quick cloud-streamed Halo Infinite match.

The Backbone Pro.

(Image credit: Future)

Should I buy the Backbone Pro?

Buy it if...

You want a premium feel from your mobile controller
The Backbone Pro is flawless from a materials standpoint. It uses high-quality plastic that is fantastic in the hands. If Apple made a controller, it would undoubtedly feel something like this.

You want the ‘Pro’ features
If you love the Backbone One, but have always wanted some more high-end additions like remappable rear buttons then the Backbone Pro is for you.

You want an all-in-one peripheral
If you only want to buy one controller to meet both your mobile gaming and cloud gaming needs, then the Backbone Pro is a solid pick.

Don't buy it if...

You already have a different Bluetooth pad
If you already own a DualSense or Xbox Wireless Controller, then the Backbone Pro is a lot less tempting. You lose the option to play on mobile, of course, but both those options are going to feel better in your hands when you’re cloud gaming.

Also consider...

Not keen on the Backbone Pro? Check out these worthy alternatives.

Backbone Pro

Razer Kishi Ultra

Backbone One 2nd Gen

Price

$169.99 / £169.99 / AU$299.95

$149.99 / £149.99 / AU$269.95

$99.99 / £99.99 / AU$179.99

Dimensions

7.1 x 11.1 x 2in / 181 x 281 x 50mm

9.63 x 4.36 x 2.53in / 243 x 111 x 64mm

6.93 x 3.70 x 1.34in / 176 x 94 x 34mm

Weight

0.44lbs / 203g

0.59 lbs / 266g

0.30lbs / 138g

Connection type

Wired (Type-C), Bluetooth

Wired (Type-C)

Wired (Type-C / Lightning)

Compatibility

iPhone 15 Series, Android, PC, smart TV, Nintendo Switch

iPhone 15 Series, iPad Mini, Android

iPhone 15 Series, Android / iPhone 14 series, and earlier

Software

Backbone App

Razer Nexus App

Backbone App

Razer Kishi Ultra
The Razer Kishi Ultra is the premium mobile controller to beat. It comes in cheaper than the Backbone Pro and is larger, but it is much more comfortable to use and offers a similar set of features. It’s the one to pick if you don’t want the wireless functionality.

Read our full Razer Kishi Ultra review

Backbone One 2nd Gen
The latest model of the Backbone One is also a good choice. It’s cheaper than the Pro, but is easier to transport and still performs well. It does lack the back buttons and wireless functionality, though.

Read our full Backbone One 2nd Gen review

The Backbone Pro.

(Image credit: Future)

How I tested the Backbone Pro

  • Tested for more than three months
  • Tried with a wide range of games
  • Test with multiple phones and devices

I tested the Backbone Pro for over three months, using it as my go-to mobile controller for most of that time. I played plenty of mobile games using it, including lots of Call of Duty Mobile and Zenless Zone Zero. I also managed a complete playthrough of Hitman: Blood Money - Reprisal and tried some Asphalt Legends.

This was in addition to lots of cloud gaming on both mobile and my PC, mainly via Xbox Cloud Gaming as part of my Xbox Game Pass Ultimate subscription. Tested games included Call of Duty: Modern Warfare 2, Halo Infinite, and Gears of War Reloaded.

I used the controller with my current daily driver, the Porsche Design Honor Magic 7 RSR, but also tested its fit with a range of other devices.

Throughout the testing process, I compared my hands-on experience with that of other mobile controllers such as the Razer Kishi Ultra, Backbone One 2nd Gen, Turtle Beach Atom, Acer Nitro Mobile Controller, GameSir X2S Type-C, Asus ROG Tessen, and more.

Read more about how we test

First reviewed September 2025

The Backbone Pro is an excellent mobile controller, but I’m not convinced by its cloud gaming features
5:00 am |

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

Backbone Pro: One-minute review

The Backbone Pro is the first big new arrival in the brand’s popular mobile accessory line-up for almost five years.

On paper, its underpinned by a winning formula: take one of the best mobile controllers around, beef it up to make it more comfortable, tweak the feel of the buttons, and throw in a couple ‘pro’ features like remappable back buttons to round out the package and justify the name.

All of this is accomplished well, but Backbone has gone even further and crammed the Pro with a wealth of features geared towards cloud gaming.

It has Bluetooth connectivity that allows it to connect to your PC, laptop, tablet, or smart TV for use with cloud gaming services like Xbox Cloud Gaming, Nvidia GeForce Now, or Amazon Luna. It works well, aside from the often hit or miss ‘instant Bluetooth pairing’ feature, and boasts an impressive forty hours of wireless battery life - up there with some of the best PC controllers.

As with the original Backbone One, the Pro also benefits from fantastic materials across the board. It’s a gorgeous controller that feels incredibly premium and supports the majority of modern devices with its Type-C connector. It offers pass-through charging too, not to mention the robust Backbone app and its numerous handy features like a dedicated game launcher, the option to quickly launch most cloud gaming services, and the ability to remap buttons in custom profiles.

This all comes at a high price, however, putting the Backbone Pro up against some serious competition. It’s worth the investment if you’re ready to go all in on cloud gaming, but mobile gaming purists would likely be better off ditching this functionality with slightly cheaper yet even more comfortable alternatives like the Razer Kishi Ultra.

Things become even more expensive when you factor in the cost of a Backbone Plus subscription, which is $3.99 / £3.99 a month and grants access to a few extra features like game emulators built into the Backbone app and rewards in certain mobile titles.

The Backbone Pro.

(Image credit: Future)

Backbone Pro: Price and availability

  • Costs $169.99 / £169.99 / AU$299.95
  • One model available in one colorway, black
  • Backbone Plus is $3.99 / £3.99 a month

The Backbone Pro costs $169.99 / £169.99 / AU$299.95, putting it a fair chunk above the $99.99 / £99.99 / AU$179.99 asking price of the Backbone One 2nd Gen. For that added cost, you’re getting a larger controller with some added features, namely the remappable rear buttons, plus wireless functionality.

At the time of writing, the Backbone Pro is only available in one colorway: a rather basic black. There’s also no Lightning connector variant for those with older iPhones, either.

At this price, the Backbone Pro faces some pretty stiff competition, namely in the form of the Razer Kishi Ultra. Razer’s product is larger than the Backbone Pro, but more comfortable. It also offers RGB lighting and a fully featured app that, unlike the Backbone App, doesn’t need any kind of subscription to play around with.

Backbone Pro: Specs

Price

$169.99 / £169.99 / AU$299.95

Dimensions

7.1 x 11.1 x 2in / 181 x 281 x 50mm

Weight

0.44lbs / 203g

Connection type

Wired (Type-C), Bluetooth

Compatibility

iPhone 15 Series, Android, PC, smart TV, Nintendo Switch

Software

Backbone App

Backbone Pro: Design and features

  • Looks like a chunkier version of the Backbone One
  • Rear buttons and wireless connectivity have been added
  • Some unique software features

The Backbone Pro looks like a beefed up version of the Backbone One. It’s significantly thicker with much larger grips that fit more naturally into the palms of your hands. Although the One still wins when it comes to portability, the Pro is undeniably much more comfortable to use and, importantly, is still small enough to fit in your bag or even a large pocket.

On the front of the controller you’ll see the expected face buttons and d-pad. Although it's not immediately obvious, both of these have been redesigned. The buttons use softer, more spongy feeling switches that are quieter than those of the One but just as quick and responsive, while the d-pad is a little less stiff.

Both the buttons and the d-pad are also made from the transparent, glossy and smooth material that was previously used for the buttons of the Backbone One PlayStation Edition. I always preferred this to the more matte look of the buttons of the standard One, so it’s great to see it again here. The two thumbsticks have much more motion than those of the One, making it easier to control precisely, with a concave design rather than a convex one.

Taking the Backbone Pro into your hands, you’ll immediately be able to feel the pleasant dotted texture on the back of the grips in addition to the two new remappable rear inputs. Although predominantly constructed from plastic, the materials across the board are sublime and ooze quality. It’s a little weighty, but well-balanced, so not at all fatiguing to use.

The Backbone Pro.

(Image credit: Future)

On the bottom of the controller’s grips, you’ll find a 3.5mm headphone jack, a Type-C connector for charging the controller or your phone via pass-through, plus a new Bluetooth pairing button.

Most of the Backbone Pro’s software features are tied to the compatible Backbone app. It offers the ability to create distinct controller profiles with fully customizable button mapping, thumbstick and trigger dead zones, and more. You can also enable wired compatibility for PC, mobile, and even Nintendo Switch via the bottom Type-C port.

The app also functions as a dedicated game launcher, allowing you to browse compatible titles and even launch a compatible cloud gaming service within the app - though sadly, this latter feature requires the Backbone Plus subscription.

The same is true for the emulation, which lets you play your favorite ROMs directly in the Backbone app, screen recording, live streaming, and even the ability to remap on-screen inputs to physical controls.

This is a fantastic feature set overall, but the fact that it’s gated behind a monthly fee is disappointing - especially when you’re spending this much on a peripheral. You do at least get a seven-day free trial with your purchase, which should be enough time to work out whether the cost is worth it for you.

The Backbone Pro.

(Image credit: Future)

Backbone Pro: Performance

  • Great for mobile gaming
  • Fits the vast majority of phones
  • A bit awkward in Bluetooth

It’s impossible to fault the Backbone Pro when it comes to mobile gaming. Paired with a compatible game like Zenless Zone Zero or Call of Duty Mobile, it delivers reliable performance. The buttons are less clicky than those of the Backbone One, but still very satisfying to press.

The larger thumbsticks also make it much more suitable for fast-paced shooters, offering a much greater level of control. The triggers are more ergonomic, too, with an increased area and a subtle grippy pattern. The new rear buttons are easy to access and, importantly, offer more than enough resistance to make it difficult to hit them by accident.

Thanks to its extending design, the controller fits an impressive range of devices, especially with the included adapters. I had no difficulty fitting an iPhone 15 Plus with a thin case and it even accommodated my frankly ridiculously oversized Porsche Design Honor Magic 7 RSR. A foldable should fit too, as there was plenty of space for the Oppo Find N5 in its included case.

The Pro has been stuffed with a battery that offers more than forty hours of juice, so you can use it as a Bluetooth controller. The brand is heavily pushing this product as a cloud gaming peripheral, though in my testing, it still worked perfectly with common PC gaming launchers like Steam.

The Backbone Pro.

(Image credit: Future)

Performance is also good when it comes to the likes of Xbox Cloud Gaming, and I did really appreciate the ability to quickly launch the service straight from the Backbone app if you want to take the action with you.

I will say that the Backbone Pro definitely feels worse to use without a phone inside. It’s noticeably wider than the DualSense or Xbox Wireless Controller, but with much smaller buttons that are harder to hit reliably in comparison. Minus the stability of a phone, there’s also a tiny but noticeable degree of flex on both slides caused by the extending mechanism which I found distracting.

The ‘Instant Bluetooth Pairing’ feature, which is designed to instantly swap between your saved devices at the click of a button, also disappoints. It works well with tablets and smart TVs, but I had particular difficulty getting it to reliably connect to my PC, where the controller repeatedly appeared as a wholly new device in my Bluetooth settings - very annoying when I just wanted to dive into a quick cloud-streamed Halo Infinite match.

The Backbone Pro.

(Image credit: Future)

Should I buy the Backbone Pro?

Buy it if...

You want a premium feel from your mobile controller
The Backbone Pro is flawless from a materials standpoint. It uses high-quality plastic that is fantastic in the hands. If Apple made a controller, it would undoubtedly feel something like this.

You want the ‘Pro’ features
If you love the Backbone One, but have always wanted some more high-end additions like remappable rear buttons then the Backbone Pro is for you.

You want an all-in-one peripheral
If you only want to buy one controller to meet both your mobile gaming and cloud gaming needs, then the Backbone Pro is a solid pick.

Don't buy it if...

You already have a different Bluetooth pad
If you already own a DualSense or Xbox Wireless Controller, then the Backbone Pro is a lot less tempting. You lose the option to play on mobile, of course, but both those options are going to feel better in your hands when you’re cloud gaming.

Also consider...

Not keen on the Backbone Pro? Check out these worthy alternatives.

Backbone Pro

Razer Kishi Ultra

Backbone One 2nd Gen

Price

$169.99 / £169.99 / AU$299.95

$149.99 / £149.99 / AU$269.95

$99.99 / £99.99 / AU$179.99

Dimensions

7.1 x 11.1 x 2in / 181 x 281 x 50mm

9.63 x 4.36 x 2.53in / 243 x 111 x 64mm

6.93 x 3.70 x 1.34in / 176 x 94 x 34mm

Weight

0.44lbs / 203g

0.59 lbs / 266g

0.30lbs / 138g

Connection type

Wired (Type-C), Bluetooth

Wired (Type-C)

Wired (Type-C / Lightning)

Compatibility

iPhone 15 Series, Android, PC, smart TV, Nintendo Switch

iPhone 15 Series, iPad Mini, Android

iPhone 15 Series, Android / iPhone 14 series, and earlier

Software

Backbone App

Razer Nexus App

Backbone App

Razer Kishi Ultra
The Razer Kishi Ultra is the premium mobile controller to beat. It comes in cheaper than the Backbone Pro and is larger, but it is much more comfortable to use and offers a similar set of features. It’s the one to pick if you don’t want the wireless functionality.

Read our full Razer Kishi Ultra review

Backbone One 2nd Gen
The latest model of the Backbone One is also a good choice. It’s cheaper than the Pro, but is easier to transport and still performs well. It does lack the back buttons and wireless functionality, though.

Read our full Backbone One 2nd Gen review

The Backbone Pro.

(Image credit: Future)

How I tested the Backbone Pro

  • Tested for more than three months
  • Tried with a wide range of games
  • Test with multiple phones and devices

I tested the Backbone Pro for over three months, using it as my go-to mobile controller for most of that time. I played plenty of mobile games using it, including lots of Call of Duty Mobile and Zenless Zone Zero. I also managed a complete playthrough of Hitman: Blood Money - Reprisal and tried some Asphalt Legends.

This was in addition to lots of cloud gaming on both mobile and my PC, mainly via Xbox Cloud Gaming as part of my Xbox Game Pass Ultimate subscription. Tested games included Call of Duty: Modern Warfare 2, Halo Infinite, and Gears of War Reloaded.

I used the controller with my current daily driver, the Porsche Design Honor Magic 7 RSR, but also tested its fit with a range of other devices.

Throughout the testing process, I compared my hands-on experience with that of other mobile controllers such as the Razer Kishi Ultra, Backbone One 2nd Gen, Turtle Beach Atom, Acer Nitro Mobile Controller, GameSir X2S Type-C, Asus ROG Tessen, and more.

Read more about how we test

First reviewed September 2025

The PowerA Advantage Switch 2 Wired Controller has brilliant lighting, but everything else left me wanting more
1:00 pm | September 16, 2025

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

PowerA Advantage Switch 2 Wired Controller: One-minute review

If you’re after a wired Nintendo Switch 2 pad that comes in at a relatively low price and offers a decent range of features, then the PowerA Advantage Switch 2 Wired Controller is a solid choice, though far from any of the best Nintendo Switch 2 controllers.

It features all the required Nintendo Switch 2 buttons, including the new C button for GameChat, plus two extra rear inputs that you can quickly remap without any software. It also has a 3.5mm headphone jack, compatible with many of the best gaming headsets or gaming earbuds, and offers three equalizer modes. They’re nothing groundbreaking, but a good inclusion at this price point.

I tested the ‘with Lumectra’ variant, which also boasts some pretty incredible RGB lighting that beautifully illuminates its entire faceplate. That’s aside from the giant red Nintendo Switch 2 logo that’s positioned right in the middle of the gamepad, which spoils the clean look. The lighting can be customized with a few pre-sets, or entirely personalized using four distinct lighting zones if you’re happy to spend time fiddling with the cumbersome button shortcuts.

The PowerA Advantage Switch 2 Wired Controller also boasts Hall effect thumbsticks, which is great on paper and should mean this controller lasts quite some time. Sadly, the thumbsticks themselves aren’t the best and feel very loose in comparison to alternatives. Fine control is difficult, which isn't a huge issue when you’re playing a casual game such as Mario Kart World, but it is extremely annoying in a title like Splatoon 3, where accuracy really matters.

The top of the thumbsticks features a knobbly texture that’s rather harsh on the fingers too, leading to some soreness over prolonged periods of use. This won’t be a dealbreaker if you’re after something for player two, but for your main gamepad, consider more expensive alternatives like the Nintendo Switch 2 Pro Controller or 8BitDo Ultimate 2.

You get what you pay for with this one.

The PowerA Advantage Switch 2 Wired Controller on a bright blue mouse mat.

(Image credit: Future)

PowerA Advantage Switch 2 Wired Controller: Price and availability

  • Starts at $39.99 / £29.99
  • Lumectra variant is $49.99 / £34.99
  • It’s frequently on sale for much less

Buyers in the UK are getting a better deal on the PowerA Advantage Switch 2 Wired Controller, which starts at $39.99 / £29.99. That’s for the plain version. The Lumectra variant I tested goes for slightly more at $49.99 / £34.99.

This makes it a little cheaper than previous wireless options from the brand, such as the PowerA Enhanced Wireless Controller with Lumectra for the original Nintendo Switch.

These prices are frequently subject to discounts, though, especially if you’re not after a particular pattern. At the time of writing, the ‘Mario Time’ edition costs just $28.68 at Amazon in the US, while the black version is down to £24.99 at Smyths Toys in the UK.

Its wide availability means that it’s one of the cheapest Nintendo Switch 2 controllers that you can get at most retail stores, putting it firmly into impulse buy territory. If you’re shopping for a spare gamepad ahead of a multiplayer session, it’s going to be a really tempting option.

PowerA Advantage Switch 2 Wired Controller: Specs

Price

Starts at $39.99 / £29.99

Weight

10.88oz / 300g

Dimensions

5.9 x 4.1 x 2.4in / 149 x 104 x 62mm

Compatibility

Nintendo Switch 2, Nintendo Switch

Connection type

Wired

Battery life

N/A

PowerA Advantage Switch 2 Wired Controller: Design and features

  • Lightweight
  • Lengthy 10ft USB cable
  • Doesn’t feel premium

The PowerA Advantage Switch 2 Wired Controller is extremely lightweight and doesn’t feel the most premium. It’s constructed from a basic, almost brittle plastic and seems hollow in the hands.

It doesn't help that there are a few spots where you can actually peer at the circuitry inside the controller, around the thumbsticks and triggers, for example, which is a little strange and will surely lead to dirt and dust accumulating inside in the long run.

That lightweight feel does at least mean that it’s comfortable in the hands, though, and even young children shouldn’t struggle to hold it for extended gaming sessions.

On the front of the controller, you’ll find the two thumbsticks and all the expected inputs. This includes the face buttons, d-pad, plus and minus (which are located towards the bottom), a home button, C button, and capture button. The thumbsticks use Hall effect components, which is a good sign, though unfortunately don’t feel very high quality. They offer practically no resistance, gliding around quickly and making them difficult to control precisely.

They’re also made from a hard, plastic-like material with little abrasive bumps that left my fingers feeling sore after a few hours of play.

The PowerA Advantage Switch 2 Wired Controller on a bright blue mouse mat.

(Image credit: Future)

I tested the ‘With Lumectra’ version of the pad, which comes in a clean white. When plugged in, the face plate illuminates brightly thanks to loads of hidden LEDs in an impressive rainbow effect.

PowerA really knows how to make good RGB lighting without breaking the bank, and it leads to a very attractive-looking controller. Unfortunately, it’s somewhat spoiled by the giant Nintendo Switch 2 logo that’s been awkwardly slapped in a giant red square in the middle of the pad.

It clashes with the lighting effects and looks incredibly weird and out of place. Luckily, if you’re buying the cheaper regular version of the controller, you won’t need to worry about this, as the logo comes in more reasonable colors, like a dark grey on the black colorway.

On the back of the controller are the two remappable buttons, customized by holding a small program button next to them. There’s also a button to control the LED lighting, plus a dedicated audio button that cycles through EQ presets when you have headphones plugged in via the 3.5mm jack. There’s a standard preset, plus a bass boost and an ‘immersive’ option.

The only other thing of note is a small LED bar towards the bottom of the controller. It can be easy to miss with all the lighting turned on, but it’s a clean white when the controller is on and blinks blue when you’re remapping buttons.

As a wired gamepad, the controller is only usable when connected to the Nintendo Switch or Nintendo Switch 2 via a USB Type-C cable. A 10-foot-long PowerA-branded cable is included in the box, which should be long enough for most setups.

The PowerA Advantage Switch 2 Wired Controller on a bright blue mouse mat.

(Image credit: Future)

PowerA Advantage Switch 2 Wired Controller: Performance

  • Gets the job done
  • Ideal as a spare gamepad
  • Thumbsticks could be better

At the end of the day, the PowerA Advantage Switch 2 Wired Controller gets the job done. If you’re after a cheap controller to use when you’re playing with a friend or to give to a child, then it performs as you would expect for the price. The buttons aren’t the most tactile, but they are perfectly responsive to press, and the d-pad is a decent size and easy to use.

The plug-and-play compatibility makes the controller incredibly easy to set up, and the ability to tweak the rear button mapping or lighting effects without the need for any software is handy - though the process of doing this is cumbersome even with the instruction manual on hand.

The PowerA Advantage Switch 2 Wired Controller on a bright blue mouse mat.

(Image credit: Future)

The biggest area for improvement is easily the thumbsticks. As I already mentioned, they’re harsh on the finger and could really do with being made from a much softer material. They’re also quite loose, which makes them a poor fit for games that require precision.

Don’t get me wrong, they’re perfectly usable still, but they hardly compare to those offered by more expensive controllers such as the Nintendo Switch 2 Pro Controller It’s the one thing that really stops the PowerA Advantage Switch 2 Wired Controller from netting a more enthusiastic recommendation, given its modest price tag.

The addition of a 3.5mm jack is useful for voice chat, as it allows you to connect a pair of earbuds or headphones with a microphone. The three EQ settings are also nifty.

The standard and bass boost options are self-explanatory, while the ‘Immersive’ preset subtly increases both low and high-end sounds. Is it particularly immersive? Not really, but it’s still fun to play around with and might even help a cheap headset sound a little bit better.

The PowerA Advantage Switch 2 Wired Controller on a bright blue mouse mat.

(Image credit: Future)

Should I buy the PowerA Advantage Switch 2 Wired Controller?

Buy it if…

You love the lighting
The Lumectra version of the PowerA Advantage Switch 2 Wired Controller has some stand-out lighting. It’s worth getting if you want a cheap pad with some impressive RGB.

You want something cheap that gets the job done
The PowerA Advantage Switch 2 Wired Controller makes the most sense as a spare gamepad. It’s worth picking up if you want a controller to keep on hand for impromptu co-op play.

Don’t buy it if…

You want to use it for a long time
If you want to use a controller for extended periods of time, you’re much better off with the Nintendo Switch 2 Pro Controller or even just the Joy-Con 2 controllers that come with your console.

You need something wireless
The 10ft cable included here is going to be long enough for most setups, but if you sit further away from your TV then you should look at wireless options.

Also consider...

PowerA Advantage Switch 2 Wired Controller

Nintendo Switch 2 Pro Controller

8BitDo Ultimate 2

Price

Starts at $39.99 / £29.99

$84.99 / £74.99 / AU$119.95

$69.99 / £59.99 / AU$90 (or $59.99 / £49.99 for PC-only model)

Weight

10.88oz / 200g

8.3oz / 235g

8.7oz / 246g

Dimensions

5.9 x 4.1 x 2.4in / 149 x 104 x 62mm

5.8 x 4.1 x 2.4in / 148 x 105 x 60mm

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

Compatibility

Nintendo Switch 2, Nintendo Switch

Nintendo Switch 2

PC, Android (Switch/Switch 2 version sold separately)

Connection type

Wired

Bluetooth, USB Type-C

2.4GHz, Bluetooth, USB Type-C

Battery life

N/A

Around 40 hours

10-15 hours

Nintendo Switch 2 Pro Controller
The Nintendo Switch 2 Pro Controller is easily the best gamepad for Nintendo’s latest console right now. It feels incredibly premium and boasts loads of features, but that is reflected by its high price tag.

Read our full Nintendo Switch 2 Pro Controller review

8BitDo Ultimate 2
The 8BitDo Ultimate 2 is cheaper than the official offering, but more expensive than the PowerA Advantage Switch 2 Wired Controller. For your money, you get a wireless pad that feels much more premium and even comes with a charging dock.

Read our full 8BitDo Ultimate 2 review

The PowerA Advantage Switch 2 Wired Controller on a bright blue mouse mat.

(Image credit: Future)

How I tested the PowerA Advantage Switch 2 Wired Controller

  • Tested for over two weeks
  • Tried with a wide range of games
  • Compared to other Switch and Switch 2 controllers

I tested the PowerA Advantage Switch 2 Wired Controller for over two weeks, trying it with a range of Nintendo Switch and Nintendo Switch 2 games, including the likes of Mario Kart World, Cyberpunk 2077: Ultimate Edition, Hitman World of Assassination – Signature Edition, and more.

Throughout my time with the controller, I compared it to my hands-on testing of other Nintendo gamepads, including the official Nintendo Switch 2 Pro Controller and Joy-Con 2.

Read more about how we test

First reviewed September 2025

Donkey Kong Bananza: DK Island & Emerald Rush is a fun little add-on, but I still think it should’ve been a free update
9:00 pm | September 15, 2025

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

Had Donkey Kong Bananza: DK Island & Emerald Rush been released as a free update, I would be singing its praises.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: September 12, 2025

After all, if I had one complaint with Donkey Kong Bananza in the weeks since it launched, it’s that there’s no real reason to keep coming back for more after the credits roll, and this new downloadable content (DLC) expansion remedies that somewhat by bringing back the fan-favorite Donkey Kong Island and introducing a replayable side mode to dive into.

It’s an enjoyable diversion for a couple of hours and gives you a delightful excuse to rediscover some of the best locations from the main game, but for $19.99 / £16.99, the content on offer is just too slim to fully recommend.

That’s the exact same price as the recently launched Drag X Drive and most Nintendo Switch 2 Edition upgrades, not to mention indie titans like Hollow Knight: Silksong if you venture outside the first-party catalog - all of which would be better value purchases.

Switching sides

The score screen in DK Island & Emerald Rush.

(Image credit: Nintendo)

The entirety of DK Island & Emerald Rush takes place after the main game, with the new DK Island layer appearing the next time you visit the Eelevator. Situated on the surface, a short distance from Ingot Isle, the map is a novel interpretation of how the setting appeared in the original Donkey Kong Country. It’s a joy to explore for a little bit, with memorable landmarks like Donkey Kong’s little hit and the massive Kong head-shaped volcano sure to delight long-time fans.

There’s loads of gold to hoover up, particularly in the smattering of small challenge levels hidden in its various nooks and crannies, which makes it all feel like a fitting celebration now that you’ve finished the game.

Unfortunately, there’s very little to do beyond exploration. There are a few locations clearly designed for taking screenshots in the photo mode with the likes of Diddy Kong and Cranky Kong, but it’s hard to ignore the fact that there’s no real progression like a standard Bananza stage. There aren’t even any enemies to defeat, which leaves it all feeling rather empty.

Most of your time on DK Island is clearly meant to be spent in the Emerald Rush mode, accessed by visiting Void Kong on a wrecked piledriver adjacent to the island. There’s a sliver of story content, with Donkey Kong and Pauline unwillingly drafted into joining Void Company in order to collect a new emerald substance, and then you’re thrust straight into it.

Emerald Rush mode.

(Image credit: Nintendo)

In the mode, you run around a past level in which all of the existing gold has been turned into bright green emerald. Your task is to smash through it quickly and hoover up as much as possible within ten timed rounds, meeting a certain threshold in each in order to continue into the next.

Void Kong feeds you objectives as you go, which usually boil down to defeating some special green enemies that have spawned on the map or completing a quick task like dipping yourself in water or using a nearby barrel launcher.

Completing objectives or collecting one of the now green Fossils or Banandium gems lets you choose a perk, mainly centered around increasing your rate of Emerald collection.

There are a decent number of them, and they stack in interesting ways, leading to some satisfying rogue-like progression. On one run, for example, each enemy I defeated at full health would result in a deluge of Emerald thanks to multiple similar bonuses, and on another, I earned hundreds of times the usual reward for each completed objective.

Climbing the corporate ladder

Donkey Kong Bananza: DK Island & Emerald Rush.

(Image credit: Nintendo)

Finishing Emerald Rush runs awards Banandium Chips that can be spent placing statues of characters on DK Island.

There's no real way to interact with these statues beyond bashing or throwing them, so this whole addition feels completely superfluous unless your idea of enjoyment is tossing around an inanimate idol of Squarks the Parrot.

Best bit

DK Island & Emerald Rush.

(Image credit: Nintendo)

The new clothing items here are really strong. My favorite new addition equips Donkey Kong with a swinging Void Co employee badge - complete with an adorable picture of him and Pauline.

Thankfully, there is a much meatier progression system tied to your current employee rating, which increases with each successful run. Working your way up the ranks gives you the chance to return to other past maps (there are a total of six), puts new perks into rotation, and unlocks some cool Void Co outfits to wear.

Beyond messing around with the option to increase the difficulty of each Emerald Rush run, which raises the required quota to progress and removes some starting abilities, there’s really not much else to this DLC, and you’re going to have had your fill after just a few hours. The perks add plenty of variety, but many of the objectives in Emerald Rush are quite samey and mean that it gets stale before you’ve even managed to max out your employee level.

What’s here certainly isn’t terrible by any means and does successfully extend the game’s overall runtime, particularly if you want to unlock everything, but it’s not unreasonable to expect something more substantial at this price.

Running around with a statue in Donkey Kong Bananza.

(Image credit: Nintendo)

Should I play Donkey Kong Bananza: DK Island & Emerald Rush?

Play it if…

You’re really craving more Bananza
It might not be the most substantial addition, but DK Island & Emerald Rush does successfully extend the run time of Donkey Kong Bananza - especially if you’re eager to unlock everything.

You love the Donkey Kong series
There’s not much going on in the recreation of DK Island, but revisiting the setting will still be a lot of fun if you’re a long-time Donkey Kong fan.

Don’t play it if…

You want a meaty experience
The DK Island layer has a lot less to do than any of the layers in the base game, and the Emerald Rush mode becomes samey after a while. You’re better off spending your money on something else if you’re looking for a long-lasting experience.

Accessibility

As an expansion, Donkey Kong Bananza: DK Island & Emerald Rush has the same suite of accessibility features as the base game. This means you can access an assist mode, which makes the game easier overall, in addition to the various difficulty options for each Emerald Rush run.

Camera controls can also be inverted, and your main actions can be customized using some presets. Subtitles are enabled by default.

How I reviewed Donkey Kong Bananza

I spent over three hours in the DK Island & Emerald Rush expansion using a Nintendo Switch 2 in handheld mode using the standard Joy-Con 2 controllers and the system’s built-in speakers.

Having written our Donkey Kong Bananza review, I compared my experience to that of the base game and carefully considered the value for money offered by this DLC compared to other Nintendo releases and various Nintendo Switch 2 games.

First reviewed September 2025

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