The Turtle Beach Racer absolutely has the potential to shake up the entry-level racing wheels market. Sim race enthusiasts need not apply; the Racer is a relatively basic offering that ditches higher-end features like force feedback and on-screen displays - the likes of which we see from the Thrustmaster T248R et al. But for more arcade-adjacent racing games like Tokyo Xtreme Racer and Forza Horizon 5, the Racer is a bit of a cheat code to unlocking even more fun from such titles.
I’ve had a blast testing the Turtle Beach Racer over the past week. Don’t let its relatively low price point fool you; it boasts surprisingly good build quality and is impressively versatile to boot.
While a pair of clamps on the base means you can mount the wheel on a desk, the inclusion of a pair of lap rests allows you to sit back and essentially use the Racer more like a traditional controller if you prefer to play on the couch. That’s driven (hehe) home even more with the addition of wireless connectivity via a 2.4GHz dongle compatible with Xbox Series X and Series S, and PC. No PlayStation-compatible version exists at the time of writing.
Put simply, the Turtle Beach Racer is one of the best Xbox racing wheels I’ve tested in a while. There are some small issues, like the slight bump you’ll feel every time the wheel travels past neutral, and the lack of a pedal set (you’ll instead use the rear paddles for acceleration and braking by default) puts a dampener on immersion. But overall, this is a very impressive package for the price, and makes for a great product for first-time wheel owners or younger players.
(Image credit: Future)
Turtle Beach Racer: Price and availability
$179.99 / £139.99 / AU$299
Available to buy now
Pricier than some budget models, but comfortably under the mid-range bracket
The Turtle Beach Racer is available to buy now for $179.99 / £139.99 / AU$299. It’s on the higher end of that budget ballpark, but it is comfortably more affordable than mid-range wheels that offer more features like the Thrustmaster T248R and the Logitech G923. It’s also costlier than similar budget wheels like the Hori Racing Wheel Apex ($119.99 / £99.99), though I do prefer what’s on offer here with the Racer at a slightly higher asking price.
Turtle Beach Racer: Specs
Price
$179.99 / £139.99 / AU$299
Weight
7.5lbs / 3.4kg
Dimensions
11.7 x 11.1 x 10.9in x 297 x 282 x 277mm
Rotation
360 degrees
Connection type
Wireless (2.4GHz), Wired (USB-C)
Compatibility
Xbox Series X, Xbox Series S, PC
Battery life
Around 30 hours
Turtle Beach Racer: Design and features
As I mentioned in my initial Turtle Beach Racer preview at Gamescom 2025, it was the product’s build quality that immediately surprised me. It’s not something that many budget-facing wheels are known for, and while the Racer’s build is primarily plastic, it’s of a good quality. Plus, there are a number of flourishes that take the overall build up a notch.
The steering wheel’s rubberized textured grips are extremely welcome, allowing for a slip-free racing experience. The lap rests, meanwhile, are metallic and have a satisfying weight to them. They each have a strip of textured rubber, allowing them to sit firmly in place. The lap rests can be adjusted, too, meaning you won’t necessarily need to squish your thighs together. I preferred to place mine as far out as they could go, and was able to sit comfortably in my Razer Fujin Pro office gaming chair while playing.
On-board buttons aren’t particularly anything to write home about, but they feel good to press and are all within reach of the wheel itself. There’s a good amount here, too. You’re getting a d-pad, face buttons, and three multifunction buttons that you can assign to your preference.
A pair of pressure-sensitive paddles sit on either side of the wheel, and they’re impressively sturdy. That’s important, because you are likely going to use these for acceleration and braking in the absence of a set of pedals. These are the left and right trigger equivalents on the best Xbox controllers, and were assigned as such across all games I tested.
(Image credit: Future)
Turtle Beach Racer: Performance
I have very limited desk space at my home office, so I personally think that the inclusion of lap rests with the Turtle Beach Racer is a great, forward-thinking addition to the overall package. What’s important to note here, in relation to performance, is that I felt no loss of control in using the lap rests over the more traditional desk clamps. And having tested both methods for this review, either of them is a fine choice for your racing sessions.
Initially, I did feel as if the default wheel sensitivity was a bit on the low side, across titles like Forza Horizon 5 and Tokyo Xtreme Racer. However, this was quickly remedied with the Turtle Beach Control Center 2 software, which you can download on PC and Xbox consoles. Here, I was able to adjust sensitivity and remap buttons to my liking.
Another issue I had with the wheel is the slightly uncomfortable bump sensation when it returns to neutral. Let go of the wheel, and it snaps back to its default center position almost immediately. This means that while turning left to right, you will feel a bit of a hitch as it passes that neutral zone. I got used to it after an hour or two, but it’s something to keep in mind if you were hoping for an ultra-smooth racing experience.
Besides this hiccup, the Racer is an incredibly enjoyable racing wheel. The pressure-sensitive paddles are a delightful addition and are a decent substitute for pedals if you don’t mind the loss of immersion or tactility. Being able to apply specific amounts of pressure here made several things easier between games, such as drifting in Forza Horizon 5 and long-term tire management in F1 25. If the lap rests are the big winning feature here, then the paddles are certainly the unsung heroes of the package.
I also have to mention the Racer’s wireless performance, and it’s another area the product seriously impressed me. Turtle Beach estimates that the wheel can go up to 30 hours on a full charge. I find this to be accurate, as I didn’t have to charge the device until the tail end of my week of testing.
(Image credit: Future)
Should I buy the Turtle Beach Racer?
Buy it if…
You’re after an affordable, value-busting racing wheel experience While not the absolute cheapest option on the market, the sub-$180 price point is compelling and affords the Racer some nicer materials to boot.
You lack the desk space for a fuller setup The Turtle Beach Racer’s lap rests are a brilliant, forward-thinking addition that allows the wheel to sit comfortably on your legs, and the snug fit makes for surprisingly comfortable long-term gaming sessions.
Don’t buy it if…
You want immersion above all else No pedals and no force feedback mean the Racer isn’t aimed at more serious sim racing types. For that, you’ll want to consider pricier options like the Logitech G923 or Thrustmaster T248R.
Also consider...
Not sold on the Turtle Beach Racer? Here are a couple of similarly priced alternatives worthy of your consideration.
Turtle Beach Racer
Hori Racing Wheel Apex
Logitech G920
Price
$179.99 / £139.99 / AU$299
$119.99 / £99.99 (around AU$183)
$299.99 / £349.99 / AU$549.95
Weight
7.5lbs / 3.4kg
3.09lbs / 1.4kg
4.96lbs / 2.25kg
Dimensions
11.7 x 11.1 x 10.9in x 297 x 282 x 277mm
11 x 10.8 x 11.3 / 280 x 275 x 286mm
10.6 x 10.2 x 10.9 / 270 x 260 x 278mm
Rotation
360 degrees
270 degrees
900 degrees
Connection type
Wireless (2.4GHz), Wired (USB-C)
USB-A
USB-A
Compatibility
Xbox Series X, Xbox Series S, PC
PS5, PS4, PC
Xbox Series X, Xbox Series S, PC
Hori Racing Wheel Apex While not quite as impressive as the Turtle Beach Racer, it’s far from a bad budget option and does include a set of pedals. However, the cheap plasticky build and rather listless-feeling pedals put a damper on the overall racing experience.
Logitech G920 A mid-range Xbox-compatible offering, the Logitech G920 is the Microsoft counterpart to the PlayStation-facing G923. The brake pedal’s a little stiff by default, but Logitech’s superb build quality and detailed force feedback really win through here.
I tested the Turtle Beach Racer over the course of a week, playing titles on Xbox Series X Digital Edition and my gaming PC. Games I played with the racing wheel include Forza Horizon 5, Tokyo Xtreme Racer, Old School Rally, and F1 25.
While lacking the multitude of buttons and immersive features that make it worthwhile for sim racing, I found the Turtle Beach Racer to be ideal for more casual, arcade-like experiences. In that regard, features like the lap rests and pressure-sensitive paddles made for an easy and comfortable testing period, and above all, a very fun one.
I have caught myself reliving riding my horse across Ghost of Yotei’s landscape of 17th-century Japan almost every time I’ve put the game down since starting it.
From the simplest of jogs between locations, or the longest of horse rides across sweeping lands, through fields, and over rivers, there’s just something truly beautiful about it that has consumed me.
Review info
Platform reviewed: PS5 Available on: PS5 Release date: October 2, 2025
And while the world of Ghost of Yotei is one of the best I’ve played in years, and one of the most spectacular things about the game, it’s only one of a number of highlights in the PS5 exclusive.
The worldbuilding and sense of place the lands offer is supported by an epic tale that twists and turns, an interesting protagonist who develops as the story goes, multi-faceted, immense, and bloody, moreish combat, and a smattering of enjoyable open-world and role-playing game (RPG) staples. Which, even though they can be repetitive sometimes, also bring much value and meat to the experience.
It wears the influence of its predecessor on its sleeve prominently, but Ghost of Yotei has been more than worth the wait.
(Image credit: Sony/PlayStation/Sucker Punch)
A tale for the ages
Set a few hundred years after Ghost of Tsushima, you are Atsu an outlaw making a return to her homeland of Ezo with revenge on the mind. Be prepared to hear the phrase “The Yotei Six” an awful lot in the first half of the main story in particular, as that is who Atsu is chasing down: six masked-up baddies who inflicted great pain on her and her family when she was a child.
Complemented by intriguing flashbacks that give greater context to that original pain, the story of Atsu chasing after these six almost-mythical enemies is an epic one. It has twists and turns and is deeply cinematic and gripping, and Atsu and the change she experiences along the way make her a compelling protagonist. You can feel the anger and deliberation in her encounters, in her visceral combat actions; and you can see how her relentless pursuit of justice changes her outlook along the way, too.
And while the premise of hunting down the six masked big bads is similar to Assassin’s Creed: Shadows, a linear revenge tale, and checking off an assassination hitlist, this is not. There are more layers to the story and to each of the narratives around the enemies to get stuck into.
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(Image credit: Sony/PlayStation/Sucker Punch)
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(Image credit: Sony/PlayStation/Sucker Punch)
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(Image credit: Sony/PlayStation/Sucker Punch)
Experiencing the beauty of nature
That stylish way that the story is delivered is indicative of the lands that it takes place in, too - as well as how you explore it.
Firstly, the scenery and sense of place in the game’s landscapes and environments are wonderful. From expansive, sweeping fields of grasses and flowers bathed in sunshine, to the icy mountainsides of an arctic, wintry region. And from the spring-like, verdant, and lush fluvial landscapes either side of meandering waterways to the gorgeous and blinding oranges and golds of hundreds of trees in their autumn form, all four seasons are draped over the landscapes of Ghost of Yotei beautifully.
As well as offering sheer beauty, everything seems truly part of the environment; each location does seem purposefully placed, sprouting from the ground or perched on it intentionally.
There’s also a wider use of the landscape to create ‘landscape moments’ as I call them; using the wind for guidance is a sheer joy once again, throwing up thousands of flower petals as you bound across plains is a thrill, and there’s a few moments where your ride across the countryside or along winding tracks is accompanied by wonderful and haunting songs.
(Image credit: Sony/PlayStation/Sucker Punch)
Mapping an adventure
Taking the importance of the landscape and environment further is Atsu’s in-game map, the way objectives are presented, and also how exploration and discovery work.
In short, the map is outstanding. Its art style is gorgeous, and the way icons and your travel route appear on it like paintings is great. Additionally, cartographers’ maps can be bought and placed over areas on your own map to reveal locations in an incredibly satisfying way that brings the map to life as opposed to being a static resource. This is echoed by other locations on the map being slightly animated, rather than just quest markers on a static background.
The details are excellent here, too. For example, if it's raining in the world, you’ll see a pitter-patter of raindrops fall on your map. Teaming this map with your spyglass makes for satisfying exploration that nails the ‘see that over there, mark it, and go there’ incentive, which is key to a well-done RPG world.
Additionally, there isn’t a smattering of side quest markers on the map or a list of text in your menu - there’s a superb card system instead, which is stylish and artsy - and you can stumble across simple side encounters naturally through exploration. It’s a world that demands to be explored, and its slowly revealing open zones in the open world are filled with things to see and do, and are more densely filled than massive, open, and empty.
(Image credit: Sony/PlayStation/Sucker Punch)
Put them to the sword
However, it’s not just style and aesthetics and a stacked world; there’s plenty of substance elsewhere in Ghost of Yotei, and at the forefront of that is Atsu’s violent, bloody, and super-slick combat.
With access to five melee weapons when fully kitted out, Atsu can cut through hosts of enemies with ease and grace; it really can be like a dance, almost, and chaining together parries, strikes, weapon swaps, and dodges to seamlessly work between enemies and cut them down is almost poetic.
The violence and bloodshed are incredibly graphic - something that I’ve greatly enjoyed upping the ante on by playing in the game’s Miike mode - but also arty and make for extremely reactive visuals to this dance too.
At the core of the combat is, of course, the weapons and toolset open to Atsu. Yotei does away with the different stances to combat different enemies and weapon types, and instead gives you an arsenal of different weapons to use.
Each will work against anybody, but it pays to know your katana from your Kusarigama and who best to fight with each, for example - however, each weapon is excellent, dynamic, and exciting to use and master. I greatly enjoyed the process of acquiring these weapons through quests, too. Each expert you find for the weapons feels organic and feeds into Atsu's learning and developing skills to be best equipped to fulfill her revenge mission.
The bows in Yotei are once again satisfying to use, and while the rifle is an option, I barely used it - though finishing a stand off with a quick, hip fire shot of the pistol is dead cool. Complementing this are some ranged throwables you can use, such as firebombs to wreak havoc on groups of enemies, and quickfire kunai knives.
Armor always plays a part by offering perks that can be boons to different play styles. You can gain new sets to obtain with mysterious side quests or tasks, and they can be upgraded - but your main Ghost one is upgraded through the main story.
(Image credit: Sony/PlayStation/Sucker Punch)
Style *and* substance
There’s plenty of opportunity to customize Atsu’s gear, too, and there’s clearly an emphasis on this. You can work to find resources for weapon and armor upgrades, and a whole raft of charms - themselves upgradeable through in-game tasks or actions - can give you edges in certain play styles. However, you can also enjoy a whole host of cosmetic upgrades to give Atsu the perfect look.
There are loads of skill trees and options to explore and acquire to enhance Atsu along your journey too. Each weapon has its own tree; there are some skills relating to Atsu’s survivor background (reducing fall damage, etc), and even some that relate to help you can sometimes get from a wolf companion.
You’ll unlock these abilities by bowing in front of altars. These can be found out in the wild on their own, or be tied to clearing camps of badmen. I appreciate the simplicity of this, but to mirror the location-specific skills of those who can teach Atsu skills, it could have added a further layer by tying certain abilities to certain altars or locations to give some geography-based nuance - i.e., certain skills can only be acquired at specific altars, for example.
Putting all of that to practical application is fantastic. Whether you’re absorbing the main quest line, or going off the beaten track to hunt down challenging or intriguing bounties, exploring myths and legends, or simply clearing out bandit camps to rid the land of baddies, utilizing Atsu’s wealth of combat approaches - either stealthily or head-on - is a joy.
(Image credit: Sony/PlayStation/Sucker Punch)
In an incredibly strong field, perhaps my favorite part of Ghost of Yotei that made me smile every time I did it was when dispatching a whole gang of goons while barely receiving a scratch. Changing weapons out seamlessly while knowing when to strike, when to parry, and when to go in for the kill is one of the things that makes Ghost of Yotei’s combat spectacular. I have to add that the map itself could have been my choice here, or indeed the landscapes and how they affect and frame the gameplay.
On the whole, I have found myself preferring head-on combat. There is a good balance between stealth and combat - but I prefer the stealth found in Assassin’s Creed Shadows. Charging in and beating goons of all types and sizes, and bosses, with Atsu’s beastly weapons is so moreish.
Either way, whatever you choose, there’s excellence and mileage in both approaches, I’ve found. Utilizing tall grass to sneak around camps and pick off guards with a bow or with distant assassinations with the Kusarigama - a personal favorite - is brilliant. However, nothing quite hits like taking out a few pesky ranged enemies before engaging in a standoff to dispatch a host of guards. Throw in Atsu’s Onryo's Howl skill - a banshee-like scream you can blast toward your enemies, causing them to cower in fear.
(Image credit: Sony/PlayStation/Sucker Punch)
A near-perfect cut
Are there creases in all this bloody brilliance, though? Of course, but only a few that I found that impacted my enjoyment. While I’m always one to sink dozens of hours into an open world, checking activities off a list, I did feel a bit of fatigue when stumbling across a vast number of the same activities such as bamboo cuts, hot springs, and altars.
The number of which also impacted the sense of exploration and discovery that the world is generally so good at. Elsewhere, the conversation options you get don’t seem to make a huge impact on encounters or quests I’ve found, which is a shame, and there are some strange moves later in the story that reintroduce tutorial-like sections that affect pacing.
However, one thing that is a fierce double-edged sword for Yotei is the game that came before it, as it wears the influence of Ghost of Tsushima and all that made that game excellent proudly on its sleeve. As a result, in a similar way to Horizon Forbidden West, there’s a lot of iteration on established features and facets.
Golden birds and foxes are present again, breaking guards in combat with heavy attacks is key again, and acquiring charms from shrines up broken pathways are back, to name a couple of examples. This might disappoint some, but it also offers ‘more of the same’ of one of the most memorable and enjoyable games of the last five years.
This is simply a world worth committing dozens of hours to
Technically, however, Ghost of Yotei does a lot to make itself feel like the PS5 exclusive we’ve been waiting for. The Ray Tracing Pro mode available on the PS5 Pro is superb and has offered a fault-free and technically excellent experience for my entire 55+ hours, but it’s the DualSense integration that is a real highlight.
Those raindrops I mentioned earlier falling on your map? You can feel those on the controller, along with rain on Atsu in the world; the balance of your instrument’s music coming from the main speakers with that of the DualSense’s speaker is a delight, painting sumi-e with flicks across the touchpad is superb, and you can even blow in the microphone to help light your campfires.
If there was any other indication needed to show what I think of Ghost of Yotei, then it’s the fact that I have kept playing the game, long after finishing the story and almost all of the quests, and am committed to going for the platinum trophy.
Yes, those few slight gripes hold it back from true generational greatness, but I’m already planning my way mentally across the map, strategizing weapon swaps and attack combos in my mind, and this is simply a world worth committing dozens of hours to, and I'm going to drink it all up.
Should you play Ghost of Yotei?
Play it if...
You loved Ghost of Tsushima It’s an obvious one, but this is a sequel done excellently, and if you’ve been waiting for the next instalment in the series, then this will not disappoint. It channels a lot of the features that made Tsushima a superb open-world action-adventure game, and iterates on a few key areas to augment it in places while offering another gripping story.
You want to play one of the most stylish film-like adventures on PS5 There’s style and chic draped over everything Ghost of Yotei does, and even in its ‘base’ style, this is an extraordinary cinematic experience. Throw in the Japanese film-inspired modes, Atsu’s narrative and character growth, and you have an immersive, film-like experience.
You’re after some blistering Samurai combat With its wide range of weapons and host of cool moves and combos, the combat in Ghost of Yotei is truly excellent. Combine this with the attention to detail in graphics, Atsu’s movement, and the parrying and blocking mechanics, and you have all the ingredients for moreish, excellent, visceral combat.
A game’s world and setting are important to your gaming experience If you’re always one to appreciate and look out for a wonderful game world to explore and just exist in, then Ghost of Yotei does not disappoint. Using the map to aid you in this never feels like a chore either, and it’s a joyous, detailed thing.
Don't play it if...
You bounced off the first game For those that didn’t gel with Ghost of Tsushima, you’re likely to have the same broad experience here as, despite the change to combat and the robust story, this is a sequel that wears its predecessor on its sleeve proudly.
You tire of similar activities If you are one who often tires of repeating open-world activities, then Ghost of Yotei may grate on you with its many hot springs, bamboo cuts, and altars to engage with, which, for the most part, are very similar within this game and to Ghost of Tsushima.
Accessibility
Ghost of Yotei's accessibility features are a little lighter than some of its PS5 first-party contemporaries. There are no colorblind options, which is a shame, for example.
Elsewhere, you do have options for subtitle size and color, you can increase gameplay clues and visibility, and simplify control schemes for things like campfires and forging, and also get some assistance for combat, such as projectile indicators.
I tested the game thoroughly in all its graphics modes and found its Ray Tracing Pro mode on PS5 Pro to be the best way to play on Sony’s premium console. I also played chunks of the game on several of the difficulty levels to explore and experience the different challenges in the combat, and tried out the different filmic modes too, with my favorite being the Miike mode by far.
When Final Fantasy Tactics was released in 1997, it was lauded as a masterful tactical role-playing game (RPG), mixing impressive visual effects with depth-filled combat and a stellar narrative. But now, this beloved title has been reborn, affording longtime fans as well as new players the chance to experience it all. Enter Final Fantasy Tactics: The Ivalice Chronicles – Square Enix’s remaster of a true classic.
Review info
Platform reviewed: PS5 Available on: PS5, Nintendo Switch (physical and digital);Nintendo Switch 2, PS4, Xbox Series X and Series S, PC (digital only) Release date: September 30, 2025
This expanded remaster brings plenty of shiny new stuff to the table. It’s fully voice-acted, has considerably upgraded visuals, and a fair few quality-of-life updates. All of these are available in the ‘Enhanced’ edition of the game, but you can also play through the original if you’d prefer, which uses the translation from War of the Lions – an updated version of the game which launched on the PlayStation Portable (PSP) back in 2007.
Anyway, I’ve played through the entirety of the Enhanced version of Final Fantasy Tactics: The Ivalice Chronicles, and I’ve got plenty of thoughts – most of which are positive, fans will be delighted to hear! Let’s take a closer look at this remaster, then, and find out if it can do justice to a real fan favorite.
An adventure like no other
(Image credit: SQUARE ENIX)
If you’re new to Final Fantasy Tactics, I’ll give you a quick rundown of the game’s premise. Ramza Beoulve is a highborn young man, who is thrust into a deeply political, brutal conflict – one that centers around two nobles vying for the throne of Ivalice.
Ramza – alongside his allies – will play a gigantic part in the war’s trajectory…though his actions will later be obscured in the history books. It is up to you, the player, to uncover the truth behind this conflict – and the importance of Ramza’s role within it.
You’ll control young Ramza and his allies across various battlefields, which use a tile configuration – something that fans of the Fire Emblem series, for example, will be well familiar with. You’ll have to level up your characters, recruit increasingly powerful units, and make use of the renowned job system – one of the best parts of the game, hands down.
You can switch between a number of jobs – spell casters like Black and White Mages, sword users like Squires and Knights, and a whole lot more. A key difference in the Enhanced version is that there’s a fully-fledged Job Tree, which makes it easy to understand how to unlock each class, and lets you track your progress in doing so.
Best bit
(Image credit: SQUARE ENIX)
I had a huge amount of fun creating an army-crushing squad in The Ivalice Chronicles. Creating a monk, who could heal and hit-hard, while also using the Ninja’s dual wield skill for 2x the power, made for a truly devastating combination.
As had previously been the case, you earn job points in battle to increase a unit’s proficiency in a particular class, through which you can earn new abilities and passive skills. Mixing and matching skills from different jobs is great fun – and optimizing your skillset will be crucial if you want to make it through the main story, which is by no means a breeze…more on that later.
Some jobs do take ages to unlock – but it doesn’t always feel worth your time, given that some of the classes further along the tree have skills that seem a little situational. Still, you don’t have to make use of these jobs. One of my main units, for reference, was a monk – a melee fighter class you unlock pretty early. I just ensured that he had secondary skills from the Ninja class to keep him primed for late-game combat.
If your beloved monk unit dies in battle, for example, it may well be gone forever…devastating, I know. When a character faints, a display with three hearts will appear above it, and one heart will deplete for each turn a character remains unconscious. If you don’t revive it or complete the battle objective within this time, it will be gone forever.
New auto-save slots have made it easier to go back to before your unit dies – which is a very welcome inclusion. I used this a fair amount in my playthrough. After all, do you really want to spend hours on end re-training a new unit? Personally, I don’t have time for all that!
There’s one more thing I’d like to note about perma-death. In Fire Emblem titles, your units typically have a unique appearance and personality – something that can leave you feeling attached to them, and this causes deaths to feel that little bit more gutting.
In Final Fantasy Tactics: The Ivalice Chronicles, though, a lot of characters have identical appearances and no personality beyond their brief vocal soundbites. This meant I wasn’t particularly attached or interested in my standard units – I often replaced them with special ones that play a more direct role in the plot, have unique costumes, and join your party as you progress through the story. By the way, Cloud from Final Fantasy VII (one of my favorite games, and one of the best RPGs of all time) is one of these…how cool is that?!
Not for the faint of heart
(Image credit: SQUARE ENIX)
Speaking of special units, some of these are going to be extremely helpful – and sometimes almost feel necessary – to get through story battles. There’s one in particular who will join you late on, who is seriously powerful. I won’t spoil who it is for newcomers, but without them, I’d have been toast on a number of occasions.
Yes, I’ll be honest, I found The Ivalice Chronicles to be hard. At times, very hard. I’m an RPGs guy, and have finished some pretty punishing titles – yes, even Shin Megami Tensei III: Nocturne. But the thing that caught me off guard in this game was its severe difficulty spikes.
Some of these, especially early on, forced me to better my understanding of the title’s impressively deep battle mechanics – stuff like zodiac compatibility, faith, and bravery elements require close attention.
Difficulty spikes later on, though, could feel pretty frustrating. I went from reconsidering my team’s build and strategy early on to reconsidering whether my sanity was still intact by the end. These spikes can make progression feel a little uneven, it has to be said, although there are ways to push through the most challenging encounters.
For instance, you can hop into random battles on the world map to grind up your levels and earn job points to get better healing skills, spells, and combat abilities. And these are entirely at your own pace – don’t fancy a random encounter? Just press flee and you can skip it. Need some EXP? Run around for a bit and prepare for battle. I love that you’re not forced into fights – something that can make some RPGs feel repetitive and relentless.
In addition, you can complete errands, which give you gil (the game’s currency) to spend on better armor, weapons, headgear, and accessories. They can also give you experience points and job points. These are entirely optional and are a useful way to earn experience for any backup units you want to use in the event of a character dying, for example.
Anyway, after you’ve been struggling in a fight and you’ve taken some time to train up, you’ll likely find a route to victory. And when you do, you’re going to feel very satisfied – I know I did. The endgame especially was pretty rough for me, but I got there in the end. It's worth noting that I played the whole game on Knight difficulty – the sort of ‘normal’ level. However, the Enhanced version adds an easy mode, Squire, and a hard mode, Tactician – that one’s for the show-offs.
A message more potent than ever, for a new generation
(Image credit: SQUARE ENIX)
Final Fantasy Tactics: The Ivalice Chronicles has a stellar narrative – one that plays to themes that are arguably even more timely now than they were almost 30 years ago.
The conflict I mentioned earlier takes place after a separate 50-year-long war, which has left much of the kingdom in economic turmoil. Distrust in the ruling class is at an all-time high, with the masses left to struggle in a ruined kingdom while nobles indulge in luxury. The world was, and remains, incredibly designed, with a new ‘state of the realm’ page that clarifies story details and can refresh your memory of character names, among other things.
State of the realm is one of many additions – most of which make for a much more refined experience. Personally, I love the revamped graphics – the game remains true to its roots, visually speaking. Battle animations are incredibly fluid, backdrops are beautifully composed, and colors really pop, injecting a ton of character into this complex world. The incredible score also adds so much texture to the world, and even random encounter tracks, like Apoplexy and Desert Land, had my head bopping mid-battle.
Functionally speaking, one of the best new features is fast-forward, which makes the pace of battle so much more palatable. A lot of movement and combat does feel pretty sluggish, so being able to speed through your enemy’s actions is most welcome. This also helps if you’re sitting through dialogue you’re already familiar with, and I made extensive use of it.
I already mentioned stuff like difficulty options, the job tree, and auto-save – and these all feel like considered, user-friendly inclusions – but despite that, there was some stuff I wasn’t loving about the Enhanced version.
(Image credit: SQUARE ENIX)
This might be controversial, but I think the voice acting is, at best, just OK. Some characters are well represented. Ben Starr – who was phenomenal as Verso in Clair Obscur: Expedition 33 – does a good job with the cunning and crafty Dycedarg. The personalities of other characters, including Agrias, Cidolfus, and Ramza himself, are also communicated well – but the same can’t be said for others.
Some performances feel a little restrained, non-special characters occasionally have inconsistent accents or tones of voice, and some non-player characters (NPCs) have voices that don’t match their sprites whatsoever. I mean, am I really meant to believe this teenage-looking soldier sounds like a 50-year-old geezer from the east end of London?
Furthermore, I was frustrated by the game’s camera on numerous occasions. Sometimes, it would pan to a bizarre angle that prevented me from seeing the on-screen action. A new overhead tactical view did remedy this at times, but I would’ve liked some further improvements here. Otherwise, performance is fantastic on the PS5 version, no notes.
There's one more thing that didn’t bother me too much, but will be a concern for others. Content from War of the Lions is largely missing in this remaster. That means that its side content and drawn cutscenes have been mostly left out – something that will upset fans of the well-regarded PSP version, I’m sure.
Still, though, I have to say that I had a great time with Final Fantasy Tactics: The Ivalice Chronicles. Yes, I have some minor gripes – severe difficulty spikes, a sometimes flawed camera, and imperfect voice acting, above all. But those things are certainly not enough to get in the way of an unforgettable adventure, packed with satisfyingly deep combat, a timely, well-written story, and a great score. The quality of life upgrades and enhanced visuals make this the ultimate way for new players to explore Ivalice, and if you’re a fan of tactical RPGs, this remains easy to recommend.
Should you play Final Fantasy Tactics: The Ivalice Chronicles?
(Image credit: SQUARE ENIX)
Play it if...
You want to revisit a 90s classic If you’re a new player, or you were a fan of the original Final Fantasy Tactics, this expanded remaster is the perfect way to play it. With fast-forward, a tactical view, and graphical refinements, it’s a far more fluid and fast-paced adventure than ever before.
You want to sink your teeth into some deep lore Ivalice is a kingdom that has long been marred by war and political disorder. Seeing how this climate influences the ideology of various actors from a range of factions is engrossing. The plot itself is densely layered, and the new ‘state of the realm’ menu provides an impressive level of context and information around Ivalice’s characters and conflicts.
Don't play it if...
You’re expecting an action RPG Final Fantasy experience If you’re expecting the action-focused combat of more recent Final Fantasy titles – or even the active time battle system from others, The Ivalice Chronicles may catch you off guard. It’s a tactical RPG which shares a lot of similarities with games like Fire Emblem, so if you’re not into strategic tile-based titles, you may want to give this a miss.
You’re not digging the pixel style The Ivalice Chronicles uses an Enhanced version of the pixel style used for the original PS1 title. But if you’re not really a fan of that, and want a full-blown 3D adventure more akin to Final Fantasy XVI, then again, you may be better off skipping this one.
Accessibility features
There are a few useful accessibility settings in Final Fantasy Tactics: The Ivalice Chronicles. For instance, there’s a sound visualization option, which displays in-game sounds on the edges of the screen, as well as the choice to show speaker names during spoken exchanges.
There are also sound effect subtitles, volume sliders, multiple text languages (Japanese, English, German, and French), and both English and Japanese voice language options. Unfortunately, there is no colorblind mode or similar.
How I reviewed Final Fantasy Tactics: The Ivalice Chronicles:
(Image credit: SQUARE ENIX)
OK, so I spent more than 50 hours playing Final Fantasy Tactics: The Ivalice Chronicles, battling through the entire main story, a healthy portion of side content, errands, and random encounters. I played the Enhanced version of the game in order to assess the remaster’s quality of life upgrades, graphical improvements, and voice acting.
I played the PS5 edition of the game, with my console connected up to the Sky Glass Gen 2television and the Samsung HW-Q800D soundbar. When I was out and about, I’d also occasionally dip into the game via remote play on my Samsung Galaxy S24 FE, but this was pretty rare.
Personally, I’ve reviewed a variety of games here at TechRadar, including recent releases like Raidou Remastered: The Mystery of the Soulless Army and Drag x Drive. I've also played a number of tactical RPGs, such as Fire Emblem: The Blazing Blade, and a range of Final Fantasy titles.
Silent Hill f is one of the most imaginative, compelling, and striking experiences I’ve had this year. Neobards has also made one of the most tedious, infuriating, and badly designed survival horror games I’ve ever played. We’ve all seen fascinating ideas mired by flawed mechanics countless times in the past, but it’s been a long time since I’ve wanted to completely walk away from a game just as much as I want to press on to see what revelations it has for me.
It’s this back-and-forth that I’m struggling to reconcile when settling on what I really think about Silent Hill f. Some will despise it for its dire combat, inconsistent atmosphere, and poor execution. To others, this will be a game of the year contender, with its beguiling mythology, gorgeous cinematic direction, and audacious design choices. I support the argument from both sides.
Review info
Platform reviewed: PS5 Available on: PS5,Xbox Series X, Xbox Series S, PC Release date: September 25, 2025
We play as Hinako, a young adult in 1960s Japan. She’s dealing with an abusive alcoholic father, a despondent mother, and a previously tight-knit friendship group that’s starting to show some cracks as emotions and hormones run high. The game’s themes are heavy, with gender, puberty, marriage, motherhood, family, friendship, and maturity just some of the topics that cult-favorite writer Ryukishi07 engages with throughout the story. I don’t have enough praise for the daring and uncompromising ways it engages with these big ideas.
Beautiful nightmare
(Image credit: Konami)
It helps that the outstanding performances, stellar cinematic presentation, and moody music elevate many of the game’s biggest story beats and give them the weight they deserve. Silent Hill f may sometimes look a bit plain, but it certainly knows how to frame some grotesque and gorgeous imagery or give a performance the time and attention it needs to shine, especially in the game’s original Japanese dub.
Best bit
(Image credit: Konami)
It's hard to talk about my favorite part of Silent Hill f because it's all to do with the game's ending. Obviously, I won't spoil anything here, but the strong writing, excellent performances, and big story revelations in the final few hours do so much to rescue the game from the drudgery of its repeatedly tedious combat sections. So much so that I was compelled to start a second playthrough to seek out what I'd missed.
It’s a shame the same can’t be said for all of the game’s environments, which swing from the signature foggy alleyways and disgusting visera-covered hallways of the series, to places that are too bright, too mundane, and too, well, clean.
There were brief moments where I was creeped out by the atmosphere (those scarecrows are pure nightmare fuel), but mostly I felt like a tourist taking a casual stroll through a town or temple in some inclement weather. That's a shame for a series that has mastered creating a feeling of dread with every step so many times in the past.
Silent Hill f also mixes up the exploration with a smattering of puzzles that we’ve come to expect from these games. These range from neat little brainteasers to cryptic nonsense, sometimes actually making less sense than what’s supposed to be the easier puzzle difficulty.
What also doesn’t help with the pacing is the way the game jumps between what is ostensibly the real world and a mystical otherworld throughout. Naturally, the two are intrinsically linked, but the transitions between the two are often contrived or completely unexplained, giving the game an inelegant and disjointed structure.
But these disappointing missteps are nothing in comparison to the one element that Silent Hill f gets severely wrong: the combat.
Lost in the fog
(Image credit: Konami)
The majority of Silent Hill protagonists have (intentionally) never been adept at fighting, which has led to a series of awkward and cumbersome combat systems. Most of them, though, are serviceable. Silent Hill f’s is one of the worst I’ve experienced.
It’s all melee-based and a basic light and heavy attack affair, but it layers on unnecessary system after unnecessary system to try and stretch out of its terrible combat mechanics. There’s stamina, there’s a sanity bar, there are focus attacks, there’s weapon durability, there’s perfect dodges, and counterattacks. All of this mess just to try and bolster the simple act of whacking a horrific manifestation with a lead pipe.
None of it helps. It’s painfully slow and frustratingly sludgy, like Hinako is always trying to swing through mud. Hits have no satisfying impact unless you charge up attacks every time, which you will have to do continuously, because it's the only consistent way to stun and kill enemies with any speed.
Enemies, meanwhile, are such jittery and erratic nightmares that it’s impossible to read them, and the dodge is so janky or the window to counter so small that by the time you realise an attack is coming in, it’s too late, you’ve already been slashed or spat on or lunged at. The dodge is the most hilarious and out-of-place choice, which sees Hinako dart about six feet in a straight line in any direction in a split second, like she’s borrowed powers from Goku.
(Image credit: Konami)
Some sections thankfully make the combat far more trivial in some unique and utterly bonkers ways that I won’t spoil. Ultimately, that’s still not much better, as it’s just as unsatisfying as it’s always been; it just requires less thought to get through it.
Every time I had to deal with the game’s combat, I thought it would be better just to let the Silent Hill fog take me. It wouldn’t be quite as bad if you could simply run past all enemies, but the game regularly forces you to engage with it, with creatures that block your path, walls that only drop once certain enemies are killed, and entire combat gauntlets that are thematically interesting but mechanically horrid.
And that brings me back to the dichotomy that makes Silent Hill f a curiosity that’s so hard to judge. There will be staunch defenders of this game for all of the incredible work it does with characters, story, and presentation. Others will be quick to trash it as a clunky, poorly designed, and maddening experience.
As is always the case with these things, I feel that the truth is somewhere in the middle. At times, it filled me with rage, but I’d be lying if I didn’t admit that it captivated me in equal measure.
Should you play Silent Hill f?
Play it if…
You want a thematically rich story Silent Hill f takes the same approach as other greats in the series by telling a remarkable, complex, and gruelling personal story through the lens of psychological horror, with multiple layers to uncover.
You want to play something unique For all of its flaws, there's little else out there quite like Silent Hill f, and for that reason, I'm glad that it exists. If you want to experience something different from the norm, creatively ambitious and uncompromising in its vision, you owe it to yourself to give it a go.
You miss the PS2 era At times, Silent Hill f feels like it comes from an entirely different generation of gaming, where bold ideas and creative risks led the way over things like, well, precise and well-refined game design.
Don’t play it if…
You can't look past janky combat I know I'm going on about this a lot, but the combat in Silent Hill f is so monotonous and unwieldy that it almost put me off the game entirely. If the issues sound too frustrating for you to look past, then you may find it too aggravating to play.
You don't enjoy repeat playthroughs The story of Silent Hill f does offer a conclusion after you complete the game for the first time, but like Nier Automata and other works by Ryukishi07, there is still much more to uncover after the credits roll.
Accessibility
Silent Hill f doesn't have an extensive list of accessibility options. There are three filters for green, red, and blue color blindness, as well as subtitle customisation options to change the font, size, and color. There are also three different controller layouts to choose from on console, but you cannot create your own custom layout or edit specific button bindings.
The game has separate difficulty settings for the combat and puzzles, ranging from a standard 'Story' option, a more difficult 'Hard' mode, and the most challenging 'Lost in the Fog' setting. These cannot be changed once you begin the game.
How I reviewed Silent Hill f
I played Silent Hill f for around 14 hours on a PlayStation 5 Pro on a Samsung S90C OLED TV using a DualSense Wireless Controller and playing audio through a Samsung HW-Q930C soundbar. In that time, I completed the game twice, with my first playthrough clocking in at a little over eight hours.
The game does not have different graphics modes to choose from, but performance was excellent throughout, although I got the impression that cutscenes were disappointingly locked to 30 frames per second (fps).
The Genki Aegis Shield has a pretty sublime namesake. In Ancient Greek mythology, Aegis sometimes refers to the shield of a deity, such as the thunder god, Zeus, or the goddess of wisdom, Athena. It is, then, a word that symbolizes protection of the highest order. And so, in comes the Genki Aegis Shield – a screen protector for the Nintendo Switch 2. Can it really offer divine levels of protection? I tested it to find out.
Out of the box, there was a lot going on. You get two screen protectors, an application frame, screen wipes, a microfiber cloth, and even a squeegee (great word, isn’t it). The application frame is pretty large compared to some others I’ve used, and it wasn’t the firmest around our Switch 2 – but it was still perfectly able to get the job done. There’s a lot of plastic here, with elements like a D-pad frame and play button etched into the application tool.
The application was fairly straightforward overall. The instructions weren’t as comprehensive as I’ve seen on other models, but the steps are accompanied by pictures to support your installation. I simply had to slot the frame onto the Nintendo Switch 2, pull a release tab out, swipe across the protector, and remove the frame.
(Image credit: Future)
After a bit of squeegee action, I was able to get all of the air bubbles out from under the Aegis Shield, ensuring a clean, well-aligned application.
At some angles, I could see a little bit of inconsistency on the left edge of the screen protector, but otherwise, the end result was fairly discreet. Of course, you may not encounter this minor hiccup, but it’s worth flagging.
(Image credit: Future)
Next came the damage test, and the Aegis Shield nailed it. I tried scraping a key across the protector, applying increasing pressure over time. But even when pressing pretty hard, the key glided across the surface with almost no resistance, and never left a single mark. Genki itself claims to have tested a drill on the screen, so this thing should be able to withstand all kinds of action.
Image 1 of 2
Before... (Image credit: Future)
Image 2 of 2
...and after! (Image credit: Future)
One thing that I picked up on is that the Aegis Shield was pretty prone to picking up obvious fingerprint marks – even when I compared it to the DBrand Prism 2.0 screen protector for Switch 2. However, all it takes is a quick wipe with the microfiber cloth, and you can cast those pesky marks away.
Elsewhere, this is a strong performer. When playing Mario Kart World, the protector didn’t inhibit display clarity whatsoever. No parts of the Switch 2’s screen were obscured, foggy, or discolored, which was very pleasing indeed. When picking at the corners of the protector, it also remained comfortable in place, so it’s safe to say that it’s a secure pick.
(Image credit: Future)
And when you consider this model is only $19.99 / £17 / AU$35, it’s great value for money. It’s considerably cheaper than that DBrand model I referenced, and in the same ballpark as the impressive Belkin TemperedGlass screen protector that we tried out during batch testing.
Yes, the application frame may seem a little overkill. I could see a small inconsistency on one edge of the screen, and you will notice fingerprints fairly easily. But still, you get a clear display and plenty of toughness at a reasonable price. For that alone, this is a model worth checking out.
Genki Aegis Shield review: price & specs
Price
$19.99 / £17 / AU$35
Number of screen protectors
2
Material
Tempered glass
Application type
Drop-in-place frame
Additional items
Microfiber cloth, screen wipes, squeegee
(Image credit: Future)
Should I buy the Genki Aegis Shield?
Attributes
Notes
Rating
Ease of application
Instructions could be a touch clearer, but fairly straightforward, tiny inconsistency on the left edge of the screen post-application.
3.5/5
Design
Application tool is quite large, but easy enough to use, fingerprints picked up easily, but cleaning tools work well.
3.5/5
Toughness
Easily withstood key scraping, with no signs of scratching or wear.
5/5
Value
Despite a couple of quirks, you’re getting a tough, low-priced protector.
4.5/5
Buy it if...
You’re looking for reliable protection After scraping the screen protector with a key, I didn’t see even a spec of damage. And believe me, I pressed pretty hard. Genki itself claims to have put the Aegis Shield through a drill test, so I think it’s safe to say you won’t have to worry all too much about scratches.
You’re on a budget At just $19.99 / £17 / AU$35, the Aegis Shield is a great budget-friendly option. You get two screen protectors in the box and all the cleaning tools you could possibly need, so this model offers plenty of bang for your buck.
Don't buy it if...
You want the most seamless application possible During testing, the application frame was a little larger and clunkier than some other models I’ve used. Meanwhile, the instructions are fairly easy to follow, but not the most detailed. So, if you want the most seamless application possible, the Aegis Shield may not quite hit the spot.
You’re looking for something fingerprint-proof This screen protector picked up fingerprints a little easier than the DBrand Prism 2.0, for example, which may frustrate some. Having said that, there is a microfiber cloth included in the box if you ever need to give the surface a quick clean.
Genki Aegis Shield review: also consider
Belkin TemperedGlass Screen Protector for Nintendo Switch 2 During batch testing, we were really impressed with the Belkin TemperedGlass screen protector. There’s no chunky plastic mechanism, just a basic frame. On top of that, the instructions are easy to follow, the application feels smooth, and the end result looks great. It's even cheaper than the Aegis Shield too – what’s not to like?
How I tested the Genki Aegis Shield
(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
For the Genki Aegis Shield, I used TechRadar's standardized process for testing Nintendo Switch 2 screen protectors. First off, we apply the screen protector using the included instructions. Then, we test the protector's 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. Ultimately, all of this helps us to judge ease of application, durability, and general build quality.
But let's talk about my experience. I've tested more than a hundred products at TechRadar – everything from gaming accessories, such as the Hori Piranha Plant Camera for Nintendo Switch 2, through to other screen protectors, like the DBrand Prism 2.0.
It’s not a new racing wheel you’re looking at here, but instead a revamped and thoughtfully tweaked 2025 edition of the existing Thrustmaster T248. The youthful maverick that is the T248R features many small but noticeable improvements, including a visual facelift, upgraded gear shift paddles, and a sharper digital display that offers genuinely useful readouts.
As for the tech powering your driving sensation, that’s a double-edged sword. On one hand, it’s a downside that the T.HD wheelbase is built on a hybrid of gear and belt-driven feedback, which can’t compete with direct drive for smooth, fast, precise feedback.
And with the price of direct drive bundles tumbling down lately into price points not that much more than the price of this bundle, that’s definitely a major consideration for anyone hovering over the ‘add to cart’ button.
(Image credit: Future)
On the other hand, nobody does belt-driven feedback quite like Thrustmaster, so the driving sensation you actually get out of this wheel in your hands isn’t anything as old-fashioned as you might imagine.
It’s plenty powerful for the entry-level sim racer it’s designed for, outputting a peak 3.1Nm of torque, and there’s some subtlety to the feedback too, which doesn’t produce a detrimental amount of cogging (that grindy, stuttering feeling associated with older belt-driven feedback).
Down at your feet, the pedal base is everything you could ask for at this price. It stays where you put it, even on a carpeted floor; the three pedals are well-spaced apart from each other, and the brake has a satisfying amount of stamping force thanks to its stiff load cell.
It’s a wheel to be recommended, ultimately, but it’s a qualified recommendation. If the cheapest direct drive wheels like the Nacon Revosim or the Thrustmaster T598 are out of budget, or you simply don’t race enough to justify the extra outlay for the improved sensation, this bundle makes a lot of sense.
That’s even factoring in the great Logitech G923, a true titan of non-direct drive wheels at the sub-$300 mark. Logi’s wheel offers slightly better build quality, and its TrueForce feedback offers impressive detail, but those are marginal gains over this dependable and well-priced T248R.
(Image credit: Future)
Thrustmaster T248R: Price and availability
List price: $349.99 / £249.99 (around AU$512)
Priced cheaper than outbound T248 and Logitech’s G923
It may be old tech, but it still offers great bang for buck
Price is a vital bit of context here. It’s true that direct drive (DD) is becoming much more affordable, with bundles like Nacon’s Revosim and the fantastic T598 from Thrustmaster’s own stable bringing high-quality DD sensation to the masses at a price point below $500. But this T248R’s pricing is so far below that $500 threshold that a belt and gear-driven bundle is still a worthwhile consideration.
That does mean the looks and finish quality do feature some obvious compromises compared to the G923. But with a crystal-clear digital display, nice tactile buttons, quiet shifters, and a high-quality set of pedals, there’s real value here. The build quality and driving experience are more than enough for casual racers and even more committed enthusiasts on a budget.
Thrustmaster T248R: Specs
Weight
12.6lb / 5.7kg
Peak torque
3.1Nm
Features
Digital display, load cell brake pedal, magnetic shifters, cushioned pleather wheel finish
Connection type
USB-A
Compatibility
PC, PS4, PS5
Software
My Thrustmaster
Thrustmaster T248R: Design and features
Well built, if a little plasticky
Pleather wheel feels great
Useful display
Thrustmaster has been making the T248 in its various iterations for long enough to know that its audience isn’t likely to be attaching it to a sim rig, so it’s sensibly built both the wheel and pedals to be used comfortably at a desktop. The pedal base is heavy and grippy, which is absolutely crucial for an enjoyable drive.
The last thing you want when you’re stamping on a load cell brake at 180mph in Assetto Corsa Competizione is to feel the whole base shift position or rotate, and happily, there’s next to none of that with this bundle, despite a relatively stiff load cell on the brake. The aluminium contact points on the pedals are a nice touch at this price, too.
Working our way up, the wheelbase and wheel itself show a few more concessions to the affordable price point. Primarily, all the plastic. Although it’s a definite upgrade versus the outgoing T248 (which will still be on sale in Xbox config, as this new T248R supports PC, PS4, and PS5 only, so is targeting the best PS5 racing wheel market), there is still a lot of quite light, flimsy plastic used on the face, inner wheel, and hub.
Thrustmaster’s done its best to disguise some of this with a carbon fiber-style weave effect, but realistically, it’s fooling no one. Personally, for this price, I can live with it, but it’s worth noting that the slightly pricier G923 does look and feel more substantial and somehow, well, more pro.
Buttons are laid out sensibly around the centre, and at the top there’s a digital display with a sharper resolution now, which can give you some really useful readouts and telemetry – a definite perk for the price.
The biggest weakness in the T248’s overall design comes in the desktop clamp. There’s no major issue here - it does its job in keeping the wheel fixed in position on your desk, but now with the same rigidity or assuredness as the G923, whose two tightening screws at either side of the wheelbase lock it tightly in position. Here, there’s just one central screw, and while it does keep out of the way of your legs, it’s not as secure a contact point as Logitech’s.
(Image credit: Future)
Thrustmaster T248R: Performance
Plenty of power
A pleasing sensation considering the older tech
Buttons, shifters, and pedals all feel great while driving
How does it feel to drive a lap with this updated model?
Well, firstly, it’s pretty straightforward to get onto the track in the first place, since most games recognise this as either the older T248 or the TGT wheel. That means you’ve got default assignments for inputs across the wheel, and pretty good axis and force feedback values from the off. Every title I tried with this new model was recognised enough that all my mappings were done for me, and I didn’t need to calibrate the wheel axis by axis.
On the track, Thrustmaster’s unique hybrid of belt and gear-driven force feedback shows its merits. It does feel very different to direct drive – it’s nowhere near as smooth to rotate the wheel, for starters. But it’s also not coggy or rough in the way that older traditional belt-driven models (remember the MOMO Force?) used to be.
Instead, you’ve got a happy medium between smooth wheel actuation and rumbly feedback that feels about right for the price point. Does it offer the same variety of feedback types as Logitech’s TrueForce-enabled G29? It does not.
The Logi wheel conveys tarmac rumble a little better and gives a more convincing sense of weight to the vehicle you’re driving, but that doesn't really have a meaningful effect on lap times.
(Image credit: Future)
I noticed how well built the input buttons feel as I was driving, too. It’s common for the face buttons – translated from a traditional console controller and arranged around the wheel – to feel loose and flimsy on a lower-end wheel, but here they feel higher quality. You’re always sure that a button input was registered properly.
It’s a small tweak, but the magnetic paddle shifters have been lavished with some redesign attention to produce a smoother, quieter shift. I’d say more than that, it just feels nicer than it did to change gears on the older T248.
Speaking of, previously the digital display was monochrome and had a limited viewing angle, but it’s much sharper now and thus much more useful. You don’t have a dynamic rev counter, but you do have an RPM light that lets you know when it’s time to upshift. While on the main display, you might have your current lap deltas.
I’m a particular fan of the pedals, and they contribute a lot to the quality of the driving experience in this bundle. It’s great to have a load cell brake that can be adjusted for stiffness by swapping elastomers and springs in, and equally great to feel so planted when you exert a pedal input.
(Image credit: Future)
Should I buy the Thrustmaster T248R?
Buy it if…
You’re a desktop racer This bundle is designed to be enjoyed at a desktop rather than fitted to a sim rig, so if that’s your intended use, you’ll enjoy the planted pedals and functional desk clamp
The G923 is out of budget Logitech’s standard-setting belt-driven wheel offers slightly better feedback, but it’s also pricier. If you can live with that tradeoff, this is a great value alternative.
You race for fun Seriously competitive racers will look for every advantage that technology can offer, starting with direct drive feedback. If you’re more about the experience than the lap times, though, going with this more modest bundle makes sense.
Don’t buy it if…
You’re looking for the newest tech available Direct drive is becoming increasingly mainstream, not to mention affordable. This bundle doesn’t offer it. Worth keeping in mind.
You race on Xbox This revamped ‘R’ version of the T248 supports PC, PS4, and PS5 only, with the older T248 continuing to support Xbox racers.
You’ve got sim racing aspirations Long-term, if you’re dreaming of competing against the best in serious sim racing titles, racing with this older tech could hamper your competitiveness
Also consider
If the Thrustmaster T248R doesn’t hit your apex, try these similarly priced rivals.
Thrustmaster T248R
Logitech G923
Hori Apex
Price
$349.99 / £249.99 (around AU$512)
$299.99 / £299.99
$119.99 / £99.99
Weight
12.6lb / 5.7kg
4.96lbs / 2.3kg
3.09lbs / 1.4kg
Peak torque
3.1Nm
2.2Nm
N/A
Features
Digital display, load cell brake pedal, magnetic shifters, cushioned pleather wheel finish
TrueForce feedback, dial controls, rev display
Textured wheel grip, simple setup
Connection type
USB-A
USB-A
USB-A
Compatibility
PC, PlayStation 4, PlayStation 5
PlayStation 5, PlayStation 4, PC, or Xbox Series X/S, PC
PlayStation 4, PlayStation 5, PC
Logitech G923 Five years since release, Logi’s mid-priced, belt-driven force feedback wheel is still the gold standard at this price range. It doesn’t have as much peak torque as the T248R, but its TrueForce feedback implementation offers more subtlety and immersion.
Hori Apex Want to take the price-saving to the extreme? For considerably less than the T248R, Hori’s no-frills Apex wheel will do the job. No force feedback though, and just two – rather flimsy – pedals.
Tested in F1 24, F1 25, Rennsport, ACC, and AC Evo
Two weeks with a desktop
A variety of FF strength settings tried
I loaded up my usual racing titles to test this updated T248R wheel, since I’m already familiar with how they feel with a variety of both belt-driven and direct drive wheels.
Happily, every title recognised the wheel to some degree and offered sensible default mappings and values.
There’s a range of different force feedback strength levels available here via Thrustmaster’s ‘BOOST’ tech, although in practice, that’s no different from adjusting the strength of any other wheel via the in-game settings or manufacturer app. Nevertheless, I adjusted to different strengths during testing.
Finally, and importantly, all testing was conducted at a desktop setup, since this bundle can’t easily be mounted onto a sim rig like my Playseat.
The Thrustmaster T98 is about as budget as a budget racing wheel and pedals can get, but that’s by design. This entry-level bundle includes everything a young racer needs to get started with a wheel, pedals, and mounting clamp, but does away with plenty of standard features in order to keep costs down.
Feeling more like a racing toy than a piece of sim racing gear, the T98 is made entirely of plastic but still carries an impressive overall build quality. The wheel itself has all the usual buttons and inputs, but the attached wheelbase offers no force feedback or even simple vibration. Instead, the T98’s wheel has a light, linear resistance from what Thrustmaster calls ‘bungee cord technology’ and will always spin back to centre when let go
The pedals are equally simple, just an accelerator and brake with a short travel distance and no real pushback. Remarkably, though, Thrustmaster has managed to include Hall effect sensors here, which almost feels out of place with the rest of the unit but is certainly a welcome addition.
I’ve hit the track in a few different games, and while racing with the Thrustmaster T98 is more fun than with the stock Xbox Wireless Controller, it’s a very superficial experience. The wheel feels floaty and disconnected from your digital car, making it surprisingly hard to achieve any real control, even with three sensitivity profiles to choose from.
It may be targeted at kids and the entry-level market, and I can see such an audience initially enjoying it, but I’d imagine most will quickly outgrow the T98 and soon be wanting a wheel that offers a little more.
(Image credit: Future)
Thrustmaster T98: Price and availability
List price: $109.99 / £89.99 / AU$199.99
Available direct from Thrustmaster
Great value for money for an entry level wheel
You’re not going to find many full racing bundles much cheaper than the Thrustmaster T98, and that’s worthy of applause in itself.
It’s a refreshing change to see a genuine, modern, entry-level option around that $100 mark. Perhaps more importantly, it’s nice to see brands starting to fill in options at both ends of the market. Beyond the similarly priced Hori Racing Wheel Apex for PlayStation, the numbers quickly increase until you reach the genre staple Logitech G923 racing wheel.
What’s particularly pleasing is that the T98 is a complete set; there are no asterisks or sold separately disclaimers here. There’s even a desk clamp included, too; one box really is all you need to go from nothing to racing.
This makes shopping easy for parents, just make sure you get the right version, as there are separate Xbox and PlayStation variants with just a single letter differentiating the model names - GTS for Xbox and GTB for PlayStation.
Thrustmaster T98: Specs
Dimensions
10 x 9.6 x 9.8in / 255 x 245 x 250 mm
Weight
2.9 lbs / 1.3kg
Rotation
240 degrees
Force Feedback
No
Platform Compatibility
Xbox/PC or PlayStation/PC
Box Contents
T98 Ferrari 296, clamping system, T2PM pedal set, instruction manual, and warranty information
Thrustmaster T98: Design and features
Complete set with wheel, pedals, and table clamp
Three on-board driving profiles
H.E.A.R.T. Hall effect sensors in pedals
At this price point, it’s really no surprise that every part of the Thrustmaster T98 bundle is entirely made of plastic. Usually, I’d be critical of this; it’s not exactly the most premium material, but this isn’t a premium bit of kit, so it’s understandable. As far as plastic goes, it’s not bad, though.
Pulling it out of the box, I was immediately struck by just how solid the wheel and wheelbase both feel. There’s no flex or creakiness to either of them; they feel reassuringly sturdy. Thrustmaster’s experience in the genre really shows here, even if this is the closest thing to a toy it’s ever made.
The Thrustmaster T98’s 10” wheel is inspired by the one you’ll find in the Ferrari 296 GTS, and it’s not a bad recreation. The overall shape is sporty, and it’s comfortable enough to hold. There’s a little grip texturing embossed into the plastic on either side, which is a welcome addition, and a few faux carbon fibre accents to break things up.
The standard range of controller buttons is neatly spread across the face of the wheel, with a pair of clicky paddle shifters behind. I could easily reach all of them without adjusting my grip on the wheel, and it’s something I not only appreciated but have regularly not been able to do with more expensive options.
Admittedly, I have reasonably large hands, but they all felt close enough that I imagine smaller users would be able to reach them just as easily.
(Image credit: Future)
The Thrustmaster T98’s wheelbase is simple but stylish enough. It’s a compact little unit that takes its design cues from more ‘grown-up’ options, albeit with considerably less going on inside. The included desk clamp took a little fiddling to correctly line up, but eventually held things firmly in place.
With no force feedback and no vibration or rumble motor, it’s left to essentially a rubber band to impose any sort of resistance. It’s not uncommon for wheels to forego force feedback. Logitech’s Heavy Equipment Bundle will set you back nearly three times as much and offers the same experience, but that doesn’t make me miss it any less.
The pedals are the most basic part of the Thrustmaster T98 bundle, though funnily enough feature the most advanced technology. Both the accelerator and brake feel similar underfoot without much travel distance and an equally small amount of resistance. These are definitely designed with junior racers in mind. If you’re pressing it, you might as well floor it; there’s no real in-between.
That makes the inclusion of Thrustmaster’s H.E.A.R.T. Hall effect sensors in each pedal a little unusual. I’m not complaining, it’s great to see this kind of technology in a budget device, I’m just not sure anyone is going to see the benefit beyond some extra lifespan and no chance of stick - I mean, pedal - drift.
Speaking of which, there’s a good chance you’ll find the whole unit drifting across your floor because while there’s a generously sized heel plate with some texturing on top, the bottom of the pedal box is pretty slick.
There’s no spikey carpet gripper bar to keep things still, and while there are four tiny rubber pads, these didn’t achieve a lot when I tested on my laminate floor.
Thrustmaster T98: Performance
Impressive plug-and-play game compatibility
No force feedback or rumble
Bungee cord resistance has quirks and a learning curve
"It's not aimed at sim racers, it's aimed at kids, for first-time steering wheel users”. That’s what Thrustmaster product marketing manager Xavier Pieuchot told us when we got our first look at the T98 at Gamescom in August.
Well, I’m none of those things. I do quite a lot of sim racing, and my usual setup is worth north of $2,000. I know what the top end of the market is like, so I channeled my inner child when I played with the Thrustmaster T98.
Setup was a breeze, and actually an area the T98 performed better than a vast majority of considerably more expensive wheels I’ve tested in recent times.
I plugged in the single, pre-attached cable from the pedals to the wheelbase, and then the USB-C cable from the wheelbase to my Xbox Series X. That’s it. Done. Ready to race. The list of officially compatible games on the Thrustmaster website is surprisingly modest, but pretend-8-year-old Alex doesn’t read product listings, so my first stop was a game not on the list, Forza Motorsport.
Who needs compatibility lists anyway? The Thrustmaster T98 worked perfectly from the moment the game launched. Every button was pre-bound to what I’d have expected it to be, including the pedals, and without even considering an options menu, I was straight out on track and racing.
I can’t overstate how refreshing this was and how many times this hasn’t been the case with ‘premium’ options. It was the same story in almost any other game I tried; Forza Horizon 5, EA Sports WRC, Farming Simulator 25, and even older titles like Wreckfest, everything was fully button-mapped, and the wheel and pedals worked exactly how I’d hoped they would.
(Image credit: Future)
Unfortunately, the actual experience behind the wheel wasn’t quite as positive for either my experienced sim racing side or my childhood alter ego. I can overlook the lack of force feedback; that’s a nice-to-have feature, albeit a basic one, and I remind myself this is a $110 wheel after all. The problem is that while the Thrustmaster T98 was more of a giggle to play with than a controller, even the adult me found the learning curve and overall difficulty much harder than it should have been.
Thrustmaster calls the bungee resistance linear, though I experienced quite a wide physical deadzone before the cord grabbed. For hard corners and aggressive moves, this wasn’t a problem. The 240° max rotation can be a little limiting on some tracks, but I still had a good amount of fun. Across titles, though, it was the gentle, sweeping turns, small adjustments, and overtaking manoeuvres that proved surprisingly difficult.
I’d constantly need to turn the wheel further than I’d like to get the car to respond, and then quickly correct it back the other way when it inevitably went too far. More often than not, this caused me to lose control completely and end up against a wall, even down straights. It was a frustrating experience for me as a 33-year-old; I can’t imagine how much patience a 10-year-old might have before giving up and labelling it dumb and annoying.
There are three ‘driving support profiles’ built into the Thrustmaster T98 that adjust the sensitivity of the wheel. I did notice a clear difference between each setting, and it’s a nice idea to be able to dial down the sensitivity and, in theory, make things easier, though none of them managed to overcome the problem I mentioned before.
It’s also worth noting that these don’t change any physical characteristics of the wheel's behavior, just how your movements are translated into the game.
(Image credit: Future)
Should I buy the Thrustmaster T98?
Buy it if…
You’re playing a lot of racing games with a controller It’s light on realism and not without its quirks, but once I’d gotten used to it, I found racing with the Thrustmaster T98 more fun than if I was just sitting there motionless with a controller.
This is the absolute maximum you can spend This is about the cheapest racing wheel you’ll find from a major brand, particularly one with the expertise of Thrustmaster. If you can hold off a little longer, there are more features to be gained by spending a bit more.
Don’t buy it if…
You’ve used a racing wheel before If you’ve been to a friend's house and tried a wheel for the first time, even a lower-end option like the Logitech G923, the Thrustmaster T98 is not going to give you the same kind of experience, and you’ll be left disappointed.
You’re looking for a realistic experience No force feedback, no rumble, and (semi) linear bungee cord resistance make no effort to deliver an immersive or realistic driving feel. This is an arcade toy rather than a simulator.
Also consider
Not sure if the Thrustmaster T98 is your best option? There are plenty of other sim racing wheels available, though not too many at quite such a low price point.
Thrustmaster T98
Hori Racing Wheel Apex
Logitech G920
Price
$109.99 / £89.99
$119.99 / £99.99
$299.99 / £349.99
Dimensions
10 x 9.6 x 9.8in / 255 x 245 x 250 mm
11 x 10.8 x 11.3in / 280 x 275 x 286mm
10.6 x 10.2 x 10.9in / 270 x 260 x 278mm
Weight
2.9lbs / 1.3kg
3.09lbs / 1.4kg
4.96lbs / 2.25kg
Rotation
240 degrees
270 degrees
900 degrees
Force Feedback
No
No
Dual-motor
Hori Racing Wheel Apex The Hori Racing Wheel Apex offers a similar overall package to the T98. It’s equally basic with no force feedback, though you do gain a companion app to fine-tune driving profiles.
Logitech G920 This has arguably been the entry-level racing wheel for years. The Logitech G920 is a considerable step up from the barebones T98, moving from toy racing wheel to sim racing wheel. It’ll set you back just over twice as much, but this is reflected in the experience with full force feedback and higher build quality.
I swapped out some of the best Xbox racing wheels and used the Thrustmaster T98 as my primary racing wheel on Xbox Series X for a week. At this time, I reset my expectations, approaching this as a complete novice and casting my mind back to how I’d have felt about this as a child.
I tried a range of different games, including options both on and absent from the official compatibility list.
I jumped into each title blind, avoiding any configuration or settings menus. I aimed for the most plug-and-play experience possible, seeing how the T98 felt in each game out of the box. The only change I made was testing the three on-board driving profiles in each game, often switching multiple times during a single lap to feel the impact this had.
Throughout testing, I had the Thrustmaster T98 clamped to a coffee table with the pedals resting on the floor. Primarily, this was carpeted, though I also moved my setup into the hallway to test movement and feel on a hard, laminate floor.
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.
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 (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.
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.
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
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.
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.
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?
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
(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 (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
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).
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
(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
(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
(Image credit: Sony)
Voice chat is a key part of Midnight MurderClub, 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.
(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.
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.
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
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.
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
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
(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
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.
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
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.
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
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.
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
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.
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.
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).
To see how the game would perform on different hardware, I also loaded it up on my RTX 4060gaming laptop to test out performance on a lower-spec system.