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The Razer BlackShark V3 X takes the best gaming headset on the market and strips it down to a great-value price
2:00 am | February 24, 2026

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

Razer BlackShark V3 X review: One-minute review

The bells-and-whistles version of Razer’s latest BlackShark V3, the V3 Pro, is one of the best wireless gaming headsets on the market. This model might share the name and the basic chassis design, but it’s available at a very different price, and that means the feature spec sheet looks wildly different too.

Razer’s positioning this as an esports model, based on the low-latency wireless connection its Hyperspeed 2.4GHz wireless dongle offers, and the impressively svelte 9.6oz / 270g weight. In reality, as welcome as those attributes are, they’re probably more relevant to a non-professional gamer who wants to save some cash, stay comfortable while they play, and avoid connection dropouts more than a professional player in a stadium.

One thing that translates very well all the way down the BlackShark range is the comfort and adjustability of the headband and earcup design. There’s a brilliant balance of clamping force and headband weight distribution that makes this headset immediately comfy, and it stays that way into the last moments of your 40-player World of Warcraft raid.

The microphone isn’t especially standout, but it offers decent clarity and noise cancellation, and it’s detachable, which means if you opt to connect the headset to your smartphone via Bluetooth, you can wear these on the train or bus without looking like you’re organizing air traffic.

Your mileage of the 7.1 virtual surround may vary, but to this reviewer’s ears, it sounds thin and artificial, inevitably detracting from the original audio source rather than widening it. These aren’t the same titanium drivers as you’ll find in the standard Razer BlackShark V3, and they’re not quite as precise or authoritative in their sound production, which means there’s less leeway for affecting audio sources with virtual surround.

But if you can live with merely good audio and mic quality, the huge 70-hour battery, lightweight, comfortable feel, and clean look are a pretty considerable upside.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

Razer BlackShark V3 X review: Price and availability

  • Costs $99.99 / £99.99 / around AU$141
  • Comparable to Microsoft’s Xbox Wireless headset
  • Considerably cheaper than the V3 and V3 Pro, so don’t expect a similar experience

This version of the Blackshark is really all about the price. A lot of the V3 and V3 Pro’s luxury trimmings have been jettisoned in order to meet a sub-$100 price point, but Razer’s decades of experience mean it knows which bits are essential: comfort, reliability, and usability. Those have stayed, of course.

The specs compare favorably to rivals at this price point, like the official Xbox Wireless headset and RIG R5 Spear Pro HS, a wired model that we’ve been digging lately in the sub-$100 pool.

Razer BlackShark V3 X: Specs

Razer BlackShark V3 X

Price

$99.99 / £99.99 / around AU$141

Weight

9.5oz / 270g

Battery life

70 hours

Compatibility

PC, Xbox Series X/S (Xbox version), Playstation 4/5, (PlayStation version), iOS/Android

Connectivity

2.4 GHz Wireless / Bluetooth / USB Wired

Microphone

Unidirectional detachable cardioid mic

Razer BlackShark V3 X: Design and features

  • Similar design to the flagship BlackShark V3
  • Hyperspeed and Bluetooth, but not simultaneously
  • Simple control layout

The basic headband, earcup, and hinge design will be familiar to anyone who’s familiar with previous versions of the BlackShark, or indeed the pricier variations of this current V3 generation. The wireframe hinge allows for plenty of adjustability, and there’s a near-perfect balance between the weight carried by the wide, well-cushioned headband and the clamping force generated by the earcups against your temples.

Around those earcups, there’s a generous slice of memory foam to keep that horizontal force from digging in too much and becoming uncomfortable, and there’s a good amount of extension in the wireframe to allow for larger heads.

The control layout is simple and effective. On the left earcup, just above the USB-C cable input, there’s a textured power button, volume scroll wheel, and a mic mute button, while on the right-hand side, you’ll find the holy grail for gaming headsets, particularly more affordable models: a game/chat balance scroll wheel. Having grown accustomed to having this luxury through years of use with Arctis 7 headsets, I always miss it when it doesn’t feature, and I’m seriously grateful to find one on a cheaper headset like this one.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

While one probably wouldn’t expect simultaneous 2.4GHz wireless and Bluetooth connectivity at this price, it should still be noted that, unlike the V3 and V3 Pro, it isn’t available on this model.

The Hyperspeed wireless connection is very stable in my experience, though, suffering no dropouts over the several years I’ve been connecting wirelessly with Razer devices. It does invite some very infrequent audio artefacting in my experience, but that only manifests as a glitchy half-second of audio here and there when connecting to a PC.

Overall, the combo of comfort and looks of this model makes for a powerful one-two punch. Material choices and finish quality are both fantastic at this price range, and really distinguish this headset from rivals priced similarly.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

Razer BlackShark V3 X review: Performance

  • Decent sound but lacking that spark
  • Capacious battery
  • Mic does the job

The drivers within this V3 X’s earcups are a similar design to the V3 and V3 Pro’s drivers, with some important differences. All feature a 50mm size, but while the V3 Pro uses a bio-cellulose construction for its flagship version of the Tri-Force driver and the V3 uses titanium, this cheaper version uses… something else. It’s not stated in Razer’s materials.

That’s all academic until you get into road-testing the sound, and I’m bringing up the materials of various driver variations because those materials allow for faster and more supple articulation, which in turn gives you more sparkly high frequencies and more convincing, visceral lows. It’s in the raw sound quality category where I felt the V3 X’s pricing most obviously, and that certainly doesn’t mean they sound bad.

They’re clearly tuned for a balanced sound reproduction instead of wow factor, and that’s the right call. While at the extreme ends of the frequency response range, they sound a little dull, the overall quality is nice and neutral, and that speaks to the esports positioning of this headset. Pro players would probably use a more expensive model, of course, but if they did use this, they wouldn’t have to contend with vital audio cues being drowned out by over-emphasised bass.

Elsewhere, the battery deserves some serious acclaim. All the BlackShark V3s boast a 70-hour battery life, and while that’s boosted in part by the absence of RGB, it’s still an insane number. And it holds up in reality. I found I was even able to eke out a bit more than 70 hours from one charge, and charging is very quick via USB-C.

More muted praise – if you’ll excuse the excellent pun – for the microphone, which is simply serviceable. The audio reproduction lacks a little body, but it’s certainly crisp enough to cut through the mix and ensure your callouts are heard.

The Razer Blackshark V3 X gaming headset on a table. A living room is visible in the background.

(Image credit: Future)

Should I buy the Razer BlackShark V3 X?

Buy it if...

You love the BlackShark design
So much of what makes the pricier BlackShark models great carries over to the comfort and lightweight feel of this budget-friendly X option

You care a lot about latency
These are marketed as esports cans due to the low latency Hyperspeed wireless connection, so if you want assurance that you’re getting the comms in time, this is a good option.

You don’t need a broadcast-quality mic
Output quality is functional but not stellar on this model, so it’s a model for people who want clear chat but don’t need crystal-clear mic audio.

Don't buy it if...

You’re an audiophile
It takes a lot of balance and compromise to hit this price point in 2026, which means the drivers are tuned for clarity, not a sonic bath of creamy high fidelity luxuriousness.

You want one headset for multiple consoles
Like many modern headset models, this comes in either PlayStation or Xbox editions, which means you can’t use the same one for both devices.

You want a lot of passive noise cancellation
Despite comfortable pleather earpad cushions, this model’s prone to letting exterior sound bleed in while you’re wearing it.

Also consider...

Still not sold on the Razer BlackShark V3 X? Here's how it compares to two similar sets.

Razer BlackShark V3 X Hyperspeed

Xbox Wireless Headset

RIG R5 Spear Pro HS

Price

$99.99 / £99.99 / around AU$141

$99.99 / £89.99 / AU$149.95

$69.99 / £69.99 (around AU$99)

Weight

9.5oz / 270g

11.2oz / 320g

11.9oz / 340g

Battery life

70 hours

20 hours

N/A

Connection type

Bluetooth, 2.4GHz wireless (Hyperspeed dongle), USB wired

Bluetooth, USB wired

Wired 3.5mm

Compatibility


PC, Xbox Series X/S (Xbox version), Playstation 4/5, (PlayStation version), iOS/Android

PC, Xbox X/S

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

Xbox Wireless headset
A similarly barebones offering from Microsoft for its own gaming consoles. Capable, but lacking battery life and connection options in comparison with Razer’s model.

For more information, check out our full Xbox Wireless Headset review

RIG R5 Spear Pro HS
Okay, it’s a wired headset. But despite that detail – and the fact it clearly has too many component parts, this is a seriously good value offering, and even cheaper than the budget Razer option.

For more information, check out our full RIG R5 Spear Pro HS review

How I tested the Razer BlackShark V3 X

  • Weeks of daily use on PC and Xbox Series S
  • Both connection types tested
  • Compared to the flagship Razer BlackShark V3 Pro

I swam the waters of low-budget gaming headsets for two weeks with the V3 X Hyperspeed, which meant the usual mix of gaming, Discord, and work calls to get a feel for the driver and mic performance alike.

The meditative, ambient soundscapes of Cairn comprised a lot of that time, along with some callout-heavy Counter-Strike 2 sessions, a few co-op Minecraft adventures, and some long drives in Assetto Corsa Evo.

Both compatible devices were tested, and I kept track of each charge’s duration to check Razer’s stated 70 hours checks out in reality.

First reviewed January 2026

Read more about how we test

I’ve spent months with the Drop + Epos PC38X wired gaming headset, and its audiophile audio quality and performance are hard to beat
7:00 pm | February 20, 2026

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

Drop + Epos PC38X review: One-minute review

Not necessarily a new model, but still a great one, the Drop + Epos PC38X is an excellent wired gaming headset and comes through with the promise of delivering top-shelf audio for the discerning gaming sound enthusiasts among us.

Featuring immensely enjoyable audio, no matter the game, a simple wired connection, a reliable mic, solid build quality, and a level of comfort that makes it a joy to wear for hours on end, it really is a do-it-all wired gaming headset that can be a one-stop solution across platforms.

The standout feature is easily the audio. I’ve tested some of the best and most expensive gaming headsets of the last decade, and only a few really blow me away; the Drop + Epos PC38X does that, too, for a sub-$200 price tag. It’s even played beautifully with an external sound card as well.

It’s by no means a flashy or outlandish gaming headset when it comes to design and build, but it does sport the level of quality you’d expect from Sennheiser and Epos. A symphony of piano black, the headset is slick, and its over-ear, open-back earcups are robust but supremely comfortable. The only blemishes on the scorecard here are a slightly plasticky-feeling build and that the microphone is a bit of a chunky one, despite it being a handy flip-to-mute model.

In brief, if you’re happy to be (or prefer being) a wired gamer, then the Drop + Epos PC38X is a superb option. It’s now my go-to wired headset - though it’s in constant battle with my Sennheiser HD 550s - and I’ve had a blast listening to all my music and entertainment, and playing games across PC and PlayStation 5 with it.

The Drop + Epos PC38X headset on a wooden surface in front of a white brick wall

(Image credit: Future/Rob Dwiar)

Drop + Epos PC38X review: Price and availability

  • Current approximate prices as of early 2026: $199 / £180 / around AU$305
  • Availability is spotty, but it represents excellent value for money
  • Pricing puts it in the mid-to-high range for gaming headsets, but good value for audiophile sets

The main point of discussion around the Drop + Epos PC38X gaming headset’s price and availability in 2026 is that it is not as readily available as its competitors. I’ve seen listings come and go at retailers, both US and UK, and prices go up and down like yo-yos, too.

There’s also some variation in the headset’s name when it comes to retailer listings. However, if you can find one of any Drop + Epos PC38X, DROP PC38X, or Drop + Sennheiser PC38X (or similar), know that it’s the same headset regardless of name, and you’re still getting a quality product.

Despite stock wobbliness, Drop’s own website has been a reliable seller of the headset, and currently has it in stock for $199, but has had it as low as $169 at times, too. It does very much look like you’ll be limited to the all-black variant if you do find it in stock, though - the version that had yellow-colored cups appears to not be available for purchase anymore.

Given that ‘roughly $200 / £200’ price point, that does put it in pretty lofty territory and in the company of some absolute belters - in both gaming headset and headphone territory. I’ve been comparing the PC38X most closely to my Sennheiser HD 550 headphones ($299.99 / $249.99 / AU$479) and the SteelSeries Arctis Nova Pro headset ($279.99 / £249.99 / AU$565); both are wired, both have great audio, and both are a little bit more costly, but are viable alternatives for gamers wanting seriously strong audio.

Drop + Epos PC38X review: Specs

Drop + Epos PC38X

Price

$199 / £180 / around AU$305

Weight

8.9oz / 253g

Drivers

Size officially unspecified

Compatibility

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

Connection type

3.5mm audio jack (2.5m 2 x 3.5mm cable, 1.5m 1 x 3.5mm cable)

Battery life

N/A

Features

Openback design, Bi-directional, flip-to-mute electret condenser mic, dynamic neodymium drivers

Software

N/A

The Drop + Epos PC38X headset on a stand sitting on a wooden surface infront of a white brick background

(Image credit: Future/Rob Dwiar)

Drop + Epos PC38X review: Design and features

  • Open-back earcup design
  • Flip-to-mute boom-arm mic
  • Sleek and understated black finish

When it comes to design, the Drop + Epos PC38X doesn’t really stand out. It’s a slick black-on-black unit, with only black metal covers for the open earcups and mic punctuating the cloak of darkness. There used to be a slightly more exciting green/yellow colorway, but I haven’t been able to spot a listing for that in all my time testing this black model.

Away from aesthetics, it does feel like any other gaming headset to wear, too, in all honesty. The frame is a little plasticky, and there’s nothing too special here - but there are upsides to that. It’s just an easy-to-wear, very comfortable headset with padding in the right places, and a deliberate and appropriate use of materials.

The cables provided make for easy connection too: you get both a mic-and-headphone split cable perfect for those who prefer the split (or to use their headphones with other devices), as well as a straight-up 3.5mm audio jack connection too - perfect for use with a gaming console controller.

My only small criticism is the boom mic, which is a chunky monster. Located on the left cup, every part of it feels large in the hand, and when inspecting or holding the headset.

The caveat to that is - when it’s flipped up, especially - it’s totally out of sight anyway, and is in no way an immersion or multiplayer-ruiner. It feels like something from one of the older Sennheiser gaming headsets, too, so it doesn’t feel out of place either. Completing the onboard set, the volume dial on the right cup is the only onboard control and is intuitive and easy to interact with.

A close up of Drop + Epos PC38X headset showing the volume wheel on its right earcup

(Image credit: Future/Rob Dwiar)

Drop + Epos PC38X review: Performance

  • Brilliant, immersive audio
  • While massive in design, the mic is crisp and clear
  • Comfortable to wear for long periods of time

The audio on offer from the Drop + Epos PC38X is excellent, across the board. It certainly punches above its weight and can certainly hold its own against even the most recent of premium headsets.

Bass notes are rich and thumpy without being muddy and unpleasant, mids are rich and full, and highs are always crisp and punchy, but not piercing. It really does channel some excellent Sennheiser and Epos pedigree that makes its out-of-the-box audio some of the best I’ve tested.

On PC, the echoes and spookiness of The Oldest House in Control were beamed to my brain superbly, while hearing every detail of my cities in Frostpunk 2, and every crunch and thwack in encounters in Warhammer 40,000: Dawn of War 3 were joyous. On my PS5 Pro, I experienced some wonderfully atmospheric and rich audio in Death Stranding: Director’s Cut, which really upped my immersion to brilliant heights.

Elsewhere, every punch of a Nazi’s face in Indiana Jones and the Great Circle was fulsome and full of oomf, and gunfire in Tom Clancy’s Ghost Recon: Breakpoint, as well as Battlefield 6, were excellent, giving me the right balance of rich chaos, but punchy action and crisp gunfire audio. No matter what I played on either platform, the Drop + Epos PC38X really did excel, and I can’t sing its audio praises high enough.

The Drop + Epos PC38X headset on a wooden surface in front of a white brick wall

(Image credit: Future/Rob Dwiar)

As an everyday work headset, it also performed admirably, transporting my voice beautifully down the internet as well as giving me clear audio on calls and meetings, and also becoming a stalwart companion for a range of music and entertainment.

While that mic is chunky, it’s easy to use and doesn’t impact the comfort of the headset during use. I wore the headset for hours and hours at a time without ever feeling uncomfortable, and the mic being flip-to-mute at least makes for a convenient design.

As I’ve mentioned elsewhere in this review, I’ve also been able to test the Drop + Epos PC38X with external sound cards. This enabled me to get even more out of the headset - so if you have the luxury of having one of these devices in your setup already, or fancy adding one, then know that it’s an ideal combination. Be it on PS5 or PC, adding an extra layer of excellence to augment the experience the Drop + Epos PC38X gave me was great - but I still defaulted to the out-of-the-box audio on more than one occasion away from the sound cards.

All in, however, you won’t need an external sound card at all with the Drop + Epos PC38X. If you can find it in 2026 and are after a top wired gaming headset with pedigree and sublime audio, then it won’t let you down.

The Drop + Epos PC38X headset on a wooden surface in front of a white brick wall

(Image credit: Future/Rob Dwiar)

Should I buy the Drop + Epos PC38X?

Buy it if...

You’re after a top wired gaming headset - and can find it in stock
Honestly, if you are committed to finding a top wired gaming headset that’ll cover you across platforms, offer you excellent audio across the board, superb comfort, and a solid mic, then the PC38X is a no-brainer for me to recommend.

You want an audiophile-quality sound in your wired headset
The PC38X’s audio quality is genuinely some of the best I’ve heard and is right up there with some of my other favorites like the SteelSeries Arctis Nova Pro, the Audeze Maxwell, and headphones like my Sennheiser HD 550s.

You want a simple solution that you can still tailor externally
The PC38X is at its heart a plug-and-play gaming headset; there’s no software, and even its onboard controls are minimal. However, I’ve really enjoyed using its baseline audio excellence and tinkering it somewhat with external soundcards to get even more out of the PC38X’s sound, and it has really played exceptionally well with such devices.

Don't buy it if...

You’re looking for a compact mic
Overall, the design of the PC38X is agreeable, but in 2026 its large flip-to-mute mic does stand out as a bit of a chonker - if you want something more subtle and tidier, then a product from the likes of SteelSeries would be a better fit.

You’re looking for flawless build quality
The PC38X is solid enough, don’t get me wrong, but I’ve definitely tested more robust and stronger-feeling sets, so if you think you’ll need something that can offer more durability, you may have to look elsewhere.

You like to use software to tinker with audio settings and EQs
The PC38X doesn’t have any software, so there’s no app or program in which to alter your EQs or manipulate your sound. If that’s a must-have for you, then this plug-and-play option may not be the right fit.

Drop + Epos PC38X review: Also consider...

Still not sold on the Drop + Epos PC38X? Here are two competitors that might hit the mark instead.

Drop + Epos PC38X

SteelSeries Arctis Nova Pro

Sennheiser HD 550

Price

$199 / £180 / around AU$305

$279.99 / £249.99 / AU$565

$299.99 / $249.99 / AU$479

Weight

8.9oz / 253g

16.08oz / 456g

8.35oz / 237g

Drivers

Size officially unspecified

40mm

38mm

Compatibility

PS5, PS4, Xbox Series X|S, Xbox One, PC, Nintendo Switch, Nintendo Switch 2, Mac, mobile (where audio jack is present)

PS5, PS4, Xbox Series X|S, Xbox One, PC, Nintendo Switch, Nintendo Switch 2, Mac, mobile (where audio jack is present)

PS5, PS4, Xbox Series X|S, Xbox One, PC, Nintendo Switch, Nintendo Switch 2, Mac, mobile (where audio jack is present)

Connection type

3.5mm audio jack (2.5m 2 x 3.5mm cable, 1.5m 1 x 3.5mm cable)

USB, 3.5mm audio jack

3.5mm audio jack; 6ft / 1.8m cable (3.5 to 6.5mm adapter provided)

Battery life

N/A

N/A

N/A

Features

Openback design, Bi-directional, flip-to-mute electret condenser mic, dynamic neodymium drivers

40 mm Neodymium drivers, Bidirectional microphone polar pattern, ClearCast Gen 2 microphone, GameDac Gen 2 control panel

38mm transducer, 150 Ω nominal impedance, 6Hz – 39.5kHz frequency response, synthetic velour ear pads

Software

N/A

SteelSeries GG

N/A

SteelSeries Arctis Nova Pro
One of my absolute favorite wired gaming headsets, the SteelSeries Arctis Nova Pro is truly brilliant. If you’re looking to spend a bit more to go even more premium, have a retractable mic, a wonderful USB DAC unit, and some of that sweet, sweet SteelSeries audio and build quality, then this is the wired competitor for the PC38X to go for from the brand.

For more information, check out our full SteelSeries Arctis Nova Pro review

Sennheiser HD 550
Keeping it even more simple than the PC38X and really focusing on providing top- level audio for your games and nothing more, the Sennheiser HD 550 is one of my favorite sets of headphones that target gaming performance. That known Sennheiser quality shines through here, and a simple audio jack connection is all you need. An easy alternative to recommend.

For more information, check out our full Sennheiser HD 550 review

How I tested the Drop + Epos PC38X

  • Tested for around six months
  • Used across multiple platforms and with multiple devices, including USB sound cards
  • Compared performance across game types and against other headsets and headphones

I used the Drop + Epos PC38X on and off over a period of around six months, on PC and PS5, and for games, music, entertainment, and work. I was able to compare it to a bunch of other headphones and headsets to gauge its place in the market in 2026.

On my PS5 Pro, I used the PC38X set across games like Dying Light 2, Hellblade: Senua's Sacrifice and Senua's Saga: Hellblade 2 Enhanced, Death Stranding Director’s Cut, Ghost of Yotei, Tom Clancy’s Ghost Recon Breakpoint, Battlefield 6, Indiana Jones and the Great Circle, and more. I plugged it into both a DualSense Wireless Controller and a Creative Sound BlasterX G6 sound card during sessions as well.

When testing the headset on my old RTX 3090 gaming PC and my newer RTX 5070 gaming PC (provided by Acer), I dove into a host of games such as Frostpunk 2, Control, and Warhammer 40,000: Dawn of War 3, while also using the headset daily for music, entertainment, and daily work commitments and calls.

First reviewed July 2025-February 2026

Read more about how we test

I became a master of stealth in Styx: Blades of Greed and finished my playthrough with hundreds of guards kicked off cliffs, countless coins pilfered, and a full arsenal of magical abilities
12:00 pm | February 17, 2026

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

Styx: Blades of Greed isn’t an Assassin’s Creed game. It’s not a Sniper Elite, a Hitman, or part of any of the other popular stealth action franchises that have received new entries in the last couple of years. This is a proper, old-fashioned stealth game - the kind that you really don’t see much of anymore.

Review info

Platform reviewed: PC
Available on: PC, PS5, Xbox Series X and Series S
Release date: February 19, 2026

The focus is entirely on the act of sneaking, surreptitiously sticking to shadows, and creeping around environments in order to avoid detection entirely, rather than trying to blend in or silently take out enemies from afar.

As the titular green goblin Styx, you’re certainly not a fighter, and detection means an almost certain demise. Sure, you can fend for yourself against one or even two low-level enemies in a pinch, but your health pool is extremely limited, and open combat quickly spirals out of control as more guards are alerted by the sound of the fray.

You can hardly break out of a crouch when you’re moving around maps, as your footsteps alone are enough to trigger a chain reaction that inevitably ends with you getting skewered by an army of heavily armed goons. It sounds frustrating, and believe me, it sometimes is, but I simply wouldn’t have it any other way.

Nothing beats the satisfaction of pulling off the perfect heist, and some smart quality-of-life features stop the experience from ever becoming too exasperating.

Styx and stones

A Styx: Blades of Greed screenshot showing Styx sneaking around outside some wooden fortifications.

(Image credit: Nacon)

Its big innovation is a clever, quick save system. You might see the phrase ‘save scumming’ (the practice of frequently reloading saves made before your mistakes) tossed around as a derogatory term in discussions about other titles, but in Styx: Blades of Greed, it’s not only necessary for success, but actively encouraged.

It’s instant and bound to pressing down the left thumbstick on your controller, with a successful save signaled by a small on-screen notification that doesn’t break your immersion. Get slashed by a guard, fall off a ledge, or accidentally come into contact with water (goblins dissolve instantly like the Wicked Witch of the West, apparently), and you’re back to your save point after just a brief loading screen.

It’s a little awkward at first, but after a few hours, saving every time you make any significant progress becomes second nature, and it’s absolutely liberating.

A Styx: Blades of Greed screenshot showing Styx lurking menacing behind an NPC guard.

(Image credit: Nacon)

Rather than annoyingly setting you back, deaths become your signal to experiment. "What would happen if I tossed an acid trap on that carpet just as the guard saw me?” “Can I actually take out that worker without his mate seeing me?” “Would that falling chandelier really land on that armored patrol if I timed it just right?"

Best bit

A Styx: Blades of Greed showing

(Image credit: Nacon)

In this instalment Styx is more mobile than ever before, with an incredibly fast default move speed and rapid double jump. It makes scurrying across open rooftops or darting down empty corridors a joy, and really helps you feel like a devious little goblin.

The game’s three main levels are mammoth and filled with multiple avenues of approach that really reward trying new approaches. With endless ledges, chimneys, the undersides of tables, inside barrels or chests, and maintenance passages, you’re never short of places to hide, and making full use of every available spot in order to infiltrate somewhere flawlessly is satisfying.

Don’t be worried about the fact that there are ‘only’ three maps either. Side quests and collectibles incentivize you to scour them thoroughly, and an intelligent metroidvania-esque progression system sees you gradually acquire new traversal tools like grapple hooks or gliders that open up vast new zones in them to explore.

Each story chapter also ends in unique, more linear segments that are a refreshing change of pace after such openness and help you get acquainted with each new mechanic as they come.

Carrot and Styx

A Styx: Blades of Greed screenshot showing Styx hiding from guards in a dimly lit corner.

(Image credit: Nacon)

Styx is a seasoned master of infiltration, so he has a wealth of abilities to play around with that are unlocked through a modest but impactful upgrade tree. The most interesting of these are tied to your acquisition of Quartz, the sinister new material that Styx and his rag-tag crew of allies are pursuing.

Mind control has you manually piloting adversaries that would otherwise be too powerful to defeat and commanding them to jump to their deaths, while slowing down time helps you escape otherwise impossible situations in a flash.

This is on top of some returning favorites from the past Styx games, like invisibility, throwable clones that latch on to the faces of foes, plus basic tools like throwable bottles, acid mines, and more. It’s perfectly possible to get through the game without using the majority of these, but fully engaging with every tool at your disposal invites exciting gameplay possibilities.

It’s unfortunate that there are plenty of jagged edges here that might trip up those coming over from more casual stealth experiences. I really appreciate the commitment to make Styx: Blades of Greed a faithful sequel to both Master of Shadows and Shards of Darkness (not to mention a prequel to Of Orcs and Men), but it’s almost too faithful at times when the last instalment was almost ten years ago.

Without knowledge of the previous entries, the otherwise surprisingly decent story isn’t going to make a lick of sense, and many of its coolest moments, like returning to the ruins of an old map, simply won’t resonate.

A Styx: Blades of Greed screenshot showing Styx about to drop a load of heavy boxes on some enemies.

(Image credit: Nacon)

Even true Styx heads like me might struggle to stay fully engaged with it, given the fairly dire voice acting, though. The performance for the protagonist is excellent, especially his many ironically charming one-liners, but the lines for side characters and NPCs are often amateurish. Cutscenes feel cheaply animated, with stilted motion and odd cuts that never seem to flow quite right.

There’s plenty of more general jankiness to get past, too, from frame rate stutters and typos in subtitles to bugs that see you fall through the floor, get seen through solid objects, or have the entire game crash without warning. Thanks to its strong foundations, the experience was never truly spoiled for me, but I do hope there are some patches in the works to make everything more stable.

Should I play Styx: Blades of Greed?

Play it if...

You want a true stealth experience
Fighting back if you’re caught? Forget about it. Styx: Blades of Greed is a true stealth game that’s all about using the tools at your disposal to infiltrate areas undetected - and very satisfying if that’s what you’re looking for.

You’ve played the other games
The story of Styx: Blades of Greed would probably be impenetrable for a newcomer, but if you’re a true Styx head like me, you’ll love diving back into the universe and appreciate the call-backs to other games.

Don't play it if...

You’re not willing to overlook rough edges
This is not a high-budget game, so some level of jankiness should be expected. Still, there are plenty of issues with performance, crashes, and a wealth of bugs to overcome if you want to get to the good stuff.

Accessibility features

Styx: Blades of Greed has three difficulty levels, in addition to a modest accessibility menu. Aside from the option to disable controller vibration, all of the settings relate to color blindness.

There are three vision filters: deuteranopia, protanopia, and tritanopia. Subtitles are enabled throughout the game by default.

How I reviewed Styx: Blades of Greed

I went full goblin and played more than 20 hours of Styx: Blades of Greed on PC over the course of a few days. During this time, I completed the entire game, thoroughly explored all of the levels, tested every single ability, and worked my way through many of the side quests.

The keyboard and mouse support is pretty dire, so I relied on a DualSense Wireless Controller to play in addition to my Astro A20 X gaming headset.

I reviewed the game at full graphics settings on my system, which is a 5070 Ti-powered model from retailer Scan that features a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus.

First reviewed February 2026

I became a master of stealth in Styx: Blades of Greed and finished my playthrough with hundreds of guards kicked off cliffs, countless coins pilfered, and a full arsenal of magical abilities
12:00 pm |

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

Styx: Blades of Greed isn’t an Assassin’s Creed game. It’s not a Sniper Elite, a Hitman, or part of any of the other popular stealth action franchises that have received new entries in the last couple of years. This is a proper, old-fashioned stealth game - the kind that you really don’t see much of anymore.

Review info

Platform reviewed: PC
Available on: PC, PS5, Xbox Series X and Series S
Release date: February 19, 2026

The focus is entirely on the act of sneaking, surreptitiously sticking to shadows, and creeping around environments in order to avoid detection entirely, rather than trying to blend in or silently take out enemies from afar.

As the titular green goblin Styx, you’re certainly not a fighter, and detection means an almost certain demise. Sure, you can fend for yourself against one or even two low-level enemies in a pinch, but your health pool is extremely limited, and open combat quickly spirals out of control as more guards are alerted by the sound of the fray.

You can hardly break out of a crouch when you’re moving around maps, as your footsteps alone are enough to trigger a chain reaction that inevitably ends with you getting skewered by an army of heavily armed goons. It sounds frustrating, and believe me, it sometimes is, but I simply wouldn’t have it any other way.

Nothing beats the satisfaction of pulling off the perfect heist, and some smart quality-of-life features stop the experience from ever becoming too exasperating.

Styx and stones

A Styx: Blades of Greed screenshot showing Styx sneaking around outside some wooden fortifications.

(Image credit: Nacon)

Its big innovation is a clever quick save system. You might see the phrase ‘save scumming’ (the practice of frequently reloading saves made before your mistakes) tossed around as a derogatory term in discussions about other titles, but in Styx: Blades of Greed, it’s not only necessary for success, but actively encouraged.

It’s instant and bound to pressing down the left thumbstick on your controller, with a successful save signaled by a small on-screen notification that doesn’t break your immersion. Get slashed by a guard, fall off a ledge, or accidentally come into contact with water (goblins dissolve instantly like the Wicked Witch of the West, apparently), and you’re back to your save point after just a brief loading screen.

It’s a little awkward at first, but after a few hours, saving every time you make any significant progress becomes second nature, and it’s absolutely liberating.

A Styx: Blades of Greed screenshot showing Styx lurking menacing behind an NPC guard.

(Image credit: Nacon)

Rather than annoyingly setting you back, deaths become your signal to experiment. "What would happen if I tossed an acid trap on that carpet just as the guard saw me?” “Can I actually take out that worker without his mate seeing me?” “Would that falling chandelier really land on that armored patrol if I timed it just right?"

Best bit

A Styx: Blades of Greed showing

(Image credit: Nacon)

In this instalment Styx is more mobile than ever before, with an incredibly fast default move speed and rapid double jump. It makes scurrying across open rooftops or darting down empty corridors a joy, and really helps you feel like a devious little goblin.

The game’s three main levels are mammoth and filled with multiple avenues of approach that really reward trying new approaches. With endless ledges, chimneys, the undersides of tables, inside barrels or chests, and maintenance passages, you’re never short of places to hide, and making full use of every available spot in order to infiltrate somewhere flawlessly is satisfying.

Don’t be worried about the fact that there are ‘only’ three maps either. Side quests and collectibles incentivize you to scour them thoroughly, and an intelligent metroidvania-esque progression system sees you gradually acquire new traversal tools like grapple hooks or gliders that open up vast new zones in them to explore.

Each story chapter also ends in unique, more linear segments that are a refreshing change of pace after such openness and help you get acquainted with each new mechanic as they come.

Carrot and Styx

A Styx: Blades of Greed screenshot showing Styx hiding from guards in a dimly lit corner.

(Image credit: Nacon)

Styx is a seasoned master of infiltration, so he has a wealth of abilities to play around with that are unlocked through a modest but impactful upgrade tree. The most interesting of these are tied to your acquisition of Quartz, the sinister new material that Styx and his rag-tag crew of allies are pursuing.

Mind control has you manually piloting adversaries that would otherwise be too powerful to defeat and commanding them to jump to their deaths, while slowing down time helps you escape otherwise impossible situations in a flash.

This is on top of some returning favorites from the past Styx games, like invisibility, throwable clones that latch on to the faces of foes, plus basic tools like throwable bottles, acid mines, and more. It’s perfectly possible to get through the game without using the majority of these, but fully engaging with every tool at your disposal invites exciting gameplay possibilities.

It’s unfortunate that there are plenty of jagged edges here that might trip up those coming over from more casual stealth experiences. I really appreciate the commitment to make Styx: Blades of Greed a faithful sequel to both Master of Shadows and Shards of Darkness (not to mention a prequel to Of Orcs and Men), but it’s almost too faithful at times when the last instalment was almost ten years ago.

Without knowledge of the previous entries, the otherwise surprisingly decent story isn’t going to make a lick of sense, and many of its coolest moments, like returning to the ruins of an old map, simply won’t resonate.

A Styx: Blades of Greed screenshot showing Styx about to drop a load of heavy boxes on some enemies.

(Image credit: Nacon)

Even true Styx heads like me might struggle to stay fully engaged with it, given the fairly dire voice acting, though. The performance for the protagonist is excellent, especially his many ironically charming one-liners, but the lines for side characters and NPCs are often amateurish. Cutscenes feel cheaply animated, with stilted motion and odd cuts that never seem to flow quite right.

There’s plenty of more general jankiness to get past, too, from frame rate stutters and typos in subtitles to bugs that see you fall through the floor, get seen through solid objects, or have the entire game crash without warning. Thanks to its strong foundations, the experience was never truly spoiled for me, but I do hope there are some patches in the works to make everything more stable.

Should I play Styx: Blades of Greed?

Play it if...

You want a true stealth experience
Fighting back if you’re caught? Forget about it. Styx: Blades of Greed is a true stealth game that’s all about using the tools at your disposal to infiltrate areas undetected - and very satisfying if that’s what you’re looking for.

You’ve played the other games
The story of Styx: Blades of Greed would probably be impenetrable for a newcomer, but if you’re a true Styx head like me, you’ll love diving back into the universe and appreciate the call-backs to other games.

Don't play it if...

You’re not willing to overlook rough edges
This is not a high-budget game, so some level of jankiness should be expected. Still, there are plenty of issues with performance, crashes, and a wealth of bugs to overcome if you want to get to the good stuff.

Accessibility features

Styx: Blades of Greed has three difficulty levels, in addition to a modest accessibility menu. Aside from the option to disable controller vibration, all of the settings relate to color blindness.

There are three vision filters: deuteranopia, protanopia, and tritanopia. Subtitles are enabled throughout the game by default.

How I reviewed Styx: Blades of Greed

I went full goblin and played more than 20 hours of Styx: Blades of Greed on PC over the course of a few days. During this time, I completed the entire game, thoroughly explored all of the levels, tested every single ability, and worked my way through many of the side quests.

The keyboard and mouse support is pretty dire, so I relied on a DualSense Wireless Controller to play in addition to my Astro A20 X gaming headset.

I reviewed the game at full graphics settings on my system, which is a 5070 Ti-powered model from retailer Scan that features a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus.

First reviewed February 2026

The Fractal Scape has no business offering this many features for a wireless headset at this price
2:00 am |

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

Fractal Scape review: one-minute review

The bar keeps being raised in gaming peripherals lately, and as such, there’s no room for overpriced or feature-bloated models whose specs don’t translate to a great user experience. Fractal Design clearly knows this very well as it enters the wireless gaming headset market with a $200 model that looks like something Apple would try to sell you for $500, and comes with a charging dock and feature set that you’ll be more accustomed to seeing from pricer Astro headsets.

The looks will be a big selling point for many, as you’d expect from Fractal and its reputation for understated, Scandi-style PC cases. Available in both black and white, it’s got a grown-up look quite apart from the gaming peripherals of yesteryear, and with a detachable mic and Bluetooth connectivity, you can quite comfortably leave the house wearing the Fractal Design Scape as your smartphone’s headset without broadcasting an overstated ‘gamer gear’ look to the world and its judging eyes.

Also included is a wireless charging station, which will juice up the headset with up to 40 hours of use when RGB is disabled, and up to 24 when it’s enabled. Taking the headset out of the magnetic dock automatically powers it on, which feels like an incredibly decadent feature for this price.

While the materials and design generally lend themselves well to comfort – with a particular shout-out due to the high-grade memory foam earcup covers – this definitely favors a smaller head size, and I have concerns about the amount of padding on the headband itself. If you’ve got a larger head, you may start to feel the headband dig in during longer sessions.

It’s not perfect then, but that imperfection is effectively offset by how generous Fractal has been by adding not just a detachable boom mic but a built-in omnidirectional mic too. Not to mention fundamentally crisp and clear sound with some meaty bass response.

Fractal Scape wireless headset sat on a table in its charging dock.

(Image credit: Future)

Fractal Scape review: price & availability

  • List price: $199.99 / £169.99 (around AU$285)
  • Astro-like features for a far lower price
  • Priced competitively against Razer Blackshark V2 Pro and PlayStation Pulse Elite

The price point is a big win for Fractal out of the gates. How the manufacturer has managed to bundle a high-quality headset and charging station that look ready to sit in the window of an Apple store is anyone’s guess, but somehow that very thing has been achieved. The choice of two mics and strong construction materials and finish quality are further bonuses that make this a frontrunner in the $150-$200 market.

The competition? Probably still two members of the old guard. PlayStation’s official PS5 Pulse Elite headset features similarly elegant looks and hassle-free wireless operation, while Razer’s older Blackshark V2 is more of an all-rounder that features similar device compatibility to the Scape.

A close-up of the Fractal Scape's plush ear cups

(Image credit: Future)

Fractal Scape review: Specs

Fractal Design Scape

Price

$199.99 / £169.99 / around AU$285

Weight

11.8.oz / 338g

Compatibility

PC, Mac, PS5, PS4, Nintendo Switch, iOS/Android

Connection type

2,4 GHz Wireless via USB-A dongle, Bluetooth 5.3, Wired via USB-C to USB-A cable

Battery life

40 hours RGB off, 24 hours RGB on

Microphone

1x detachable unidirectional 50–16 000 Hz, 1x omnidirectional (built-in)

Fractal Scape review: Design & features

  • Typically minimalist looks
  • Wireless dock will beautify your desk
  • Sensible controls layout

Fractal’s headset was never going to be an aggressive, overwrought affair. Its cases are recognizable for their elegant minimalism, and the same is very much true of this Scape. It’s reminiscent at first glance of Steelseries’ Arctis range, but has a ‘debadged’ look and the most minimal of RGB zones that carries through the Scandi operation’s less is more philosophy.

The dock features magnetic connections that keep the headset in place and carries through the understated look, guaranteed to bring some culture and sophistication to your desk, no matter how many Funko Pops it’s sharing the real estate with. A USB-A dongle is hidden on the underside of that dock so that you can plug the dongle into the dock and use the USB cable from the dock to your device’s USB port, keeping things nice and clean and giving you a bit more choice over where to position the dock.

In addition to the usual physical controls at the rear of each earcup (power, wireless/Bluetooth connection, and mic mute on the left, RGB on/off on the right), there’s a ‘control crown’ in the upper-left rear which controls volume and provides some multimedia controls for pausing music and skipping tracks. While every other control works well, feels sturdy, and is easy to find without having to take off the headset, I find the control crown a bit fiddly. It’s too small to make precise volume changes easily, and pressing and holding the crown to pause or skip feels awkward.

With that said, it’s extremely impressive that the two mic options have bespoke mute mechanics. The boom arm is flip-to-mute, whereas the built-in omnidirectional is controlled with a button.

A look at the Fractal Scape's plush headband

(Image credit: Future)

Fractal Scape review: Performance

  • Strong and precise sound
  • Great battery performance
  • Headband comfort can be an issue

Great care has clearly been taken to build a lot of comfort into these cans. That’s most evident when you give the earcup cushions a squeeze and find the most luxuriously squishy memory foam pads you ever squished. This is seriously high-grade material, equivalent to flagship Bose models.

And it’s a vital piece of the comfort puzzle, because the Scape offsets its middleweight heft (11.9oz / 338g is on the lighter side of average for wireless sets now) with a lot of clamping force. The idea is that the tighter the earcups clamp around your ears, the less weight hangs from the headband on top of your head. Plus, you get a nice bit of passive noise cancellation and a tight acoustic chamber for low-end frequencies to resonate in.

A closer look at the Fractal Scape's design and ear cups

(Image credit: Future)

That works on two of three fronts. It’s great at blocking out noise, and the bass response sounds full-bodied. But personally, I still notice the weight of the headband during longer sessions, and when I examine its construction, I find considerably less padding and considerably lower-grade cushion material.

It’s still absolutely possible to adjust the Scape so that it sits comfortably for marathon sessions, by extending the headband as big as possible and thereby placing more emphasis on the horizontal clamping force. But it’s something to keep in mind if your mind is kept within a larger skull.

The sound quality isn’t audiophile stuff, but with a standard-issue 20Hz-20KHz frequency response range, its drivers are more than capable of articulating power, detail, and nuance all at the same time in your game mix. Even with a Discord buddy shouting callouts with their 2011 headset mic.

The battery goes for just as long as the specs suggest, and during my real-world testing, I found more than 40 hours could transpire before I got the beeps. It’s so welcome to have an RGB off button on the headset rather than having to delve into Fractal’s (actually very decent, zero-footprint, web-only) software app, and similarly, I found that enabling the lighting didn’t quite reduce the charge life down to 24 hours. Perhaps I like to play at a lower volume than Fractal does.

Onto the choice of mics. It’s a double-edged sword, this feature, because although it’s incredible value to have two inputs on one headset, the noise cancellation on the unidirectional boom mic isn’t very strong, and external noises can leak into your voice chat. That’s even more true when using the omnidirectional mic, obviously. So: yes to dual mic design, no to the noise cancellation. This is the sort of thing that can be remedied in firmware updates, though, and I really hope it is because otherwise this is an exemplary package, and it’s priced low enough to have established brands like Razer, Logitech G, and Corsair worried.

A side shot of the Fractal Scape headphones, showcasing the attached microphone.

(Image credit: Future)

Should you buy the Fractal Scape?

Buy it if...

Your desk needs a centerpiece
The Scape’s wireless charging dock exemplifies the same Scandi minimalism that Fractal made its name with in the case market.

You’re not into flashy RGB
It’s very handy to have an RGB off mode and save some battery life instead.

You like talking but hate boom mics.
There’s a choice of a detachable unidirectional boom mic and a built-in omnidirectional, giving you a very rare choice of outputs.

Don't buy it if...

You’ve got a large head
This headset’s built around a particularly snug fit. Works great on smaller heads, but bigger craniums may notice the headband digging in.

You play in a noisy space
The noise cancelling on the boom mic still allows some ambience through, and even more so when using the omnidirectional option.

You want one headset to rule them all
The combination of a wireless docking station and a lack of Xbox compatibility means this isn’t the all-in-one battlestation headset you’re looking for.

Also consider...

Does this Fractal leave you in two minds? Consider these premium wireless alternatives.

Fractal Scape

Razer BlackShark V2 Pro

PlayStation Pulse Elite

Price

$199.99 / £169.99 / around AU$285

$199 / £199 / AU$349

$149.99 / £129.99 / AU$239.95

Weight

11.84oz / 338g

11.2oz / 320g

12.1oz / 347g

Compatibility

PC, Mac, PS4, PS5, Nintendo Switch, iOS/Android

PS5, PC, Nintendo Switch

PS5, PlayStation Portal, PC, Mac

Connection type

2.4 GHz Wireless via USB-A dongle, Bluetooth 5.3, Wired via USB-C to USB-A cable

Bluetooth, 2.4GHz wireless (Hyperspeed dongle)

Wireless (PlayStation Link via dongle), Wired (3.5mm audio jack), Bluetooth

Battery life

40 hours RGB off, 24 hours RGB on

70 hours

30 hours

PlayStation Pulse Elite
Sony doesn’t do its official console peripherals by half measures. Not only is the Pulse Elite an object d’art, but its specs stack up very competitively among other wireless headsets in the $150-$200 bracket.

For more information, check out our full SteelSeries PlayStation Pulse Elite review

Razer Blackshark V2 Pro
It’s no longer the latest and greatest Blackshark in Razer’s pool, but it’s still pretty great. Wireless, full of features and boasting a ridiculous 70-hour battery life, the V2 can usually be found for less than retail now, too.

For more information, check out our full Razer Blackshark V2 Pro review

How I tested the Fractal Scape

  • Weeks of daily use on PC, PS5 and iPhone
  • All connection types tested
  • Tested in online games, Discord comms, and work calls

This being a wireless product with a ton of usability options, including an on/off RGB battery saving setting, it was important to stress-test the Scape’s stated battery capacity and wireless stability.

That meant tracking hours of use without charge, putting in some long mountaineering sessions in Cairn, and plenty of Discord walk-and-talks to test out the wireless range.

First reviewed February 2026

Read more about how we test

I’ve spent 18 hours taking down Big Pharma in High On Life 2, and it’s exactly what a sequel should be
8:11 pm | February 16, 2026

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

High on Life is a game that a lot of people love, but I just couldn't get on with it thanks to its at-times obnoxious comedy and slow, clunky gameplay, so I didn't know how to feel going into Squanch Games' first-person shooter (FPS) sequel. High on Life 2, however, is a remarkable step up in quality from the original, and it's felt right from the beginning.

Review info

Platform reviewed: PS5 Pro
Available on: PS5, Xbox Series X|S, Nintendo Switch 2, PC
Release date: February 13, 2026 (April 20 on Switch 2)

After taking down the G3 Cartel, the unnamed bounty hunter has become a superstar in the galaxy. You'll experience the highs of fame throughout the intro of the game, which manifests itself as a montage that sees you appear on talk shows and reality TV, take down kaiju, and perform a lot of stabbing. But the world comes crashing down soon after as you become the galaxy's most wanted, while yet another entity wants to turn the human race into drugs.

The formula of High on Life 2 remains mostly the same, but instead of hunting down bounties, you're hunting the ranks of a corrupt pharmaceutical company in order to find out the identity of its CEO, and, y'know, kill them too before the massive court hearing to legalize humans for use in drugs takes place. This almost-episodic structure not only keeps things pretty brisk throughout the runtime of the game but also allows it to take wild swings that, for the most part, stick.

You'll be solving murder mysteries on expensive yachts, traveling through various conventions, and casually running into your target on the street. Each of the main hunts felt wholly unique. And this is helped by a unique chapter design, with my highlight – the finance wizard target – embedding classic tropes, genres, and references in a way that feels far more meaningful than your usual "lol remember retro games" throwback.

Funny games

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

Chances are, how you felt about High on Life came down to its stars, the talking guns known as Gatlians. Personally, I found Justin Roiland's Kenny to be nigh-unbearable thanks to the voice performance being the annoying voice he does in Rick and Morty.

High on Life 2 brings most of the sentient weapon cast back, and while I still find Betsy Sodaro's Skweezy to be a bit too much, the return of Michael Cusack as Knifey and Tim Robinson as Creature were welcome returns. And the new additions – namely Ralph Ineson as Sheath and the duo of Travis and Jan – are the highlights of the game.

Comedy is rough in games, but High on Life 2, for the most part, is a far funnier joke. There are still occasional stinkers that made me roll my eyes, but for the most part, I found myself chuckling more, be it from the random non-player character (NPC) dialogue, dumb side quests, or the news reports from Jason Testicles recounting what you just did on a mission. Although my absolute favorite jokes in the game were ones that were so dumb, like your hideout having a "Crane Machine" based around sitcom Frasier or a subplot about Jar Jar Binks (no relation).

Skate or die

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

Where High on Life 2 steps up the most, however, is the gameplay. Gone is the slow, clunky, awkward shooter of the original, and it's all thanks to a plank of wood. High on Life 2's skateboarding mechanic is a game-changer; levels have ample opportunity for you to grind and slide about while dispatching enemies at will. What was once sluggish now feels akin to arena shooters of years past and is uber satisfying once you get skating down. Although it really would've benefited from gyro aiming.

My only wish is that the guns felt as good as the skating. While some of them get a lot better once you've stacked them with upgrades (Creature is a strong example of this), for the most part, the guns – mostly Skweezy and Gus – lack much impact. Gus, in particular, is a contender for one of the worst-feeling shotguns I've used in a shooter for how weak he feels, to the point where I only ever really used him for his disk ability, which I loved. Just like with the comedic chops, the new guns introduced in this game, like Sheath – which is a Halo Battle Rifle – and Bowie – shocker, a bow – were the highlights of the game.

A screenshot from High on Life 2

(Image credit: Squanch Games)

High on Life 2 has an incredible intro that packs a ton of storytelling and gags into an effective tutorial segment, chronicling the G3 killer at the height of their fame before the events of the game bring it all crashing down.

High on Life 2's peak is its boss fights. The majority of them are thoroughly enjoyable and wholly unique, from your standard gunfights to puzzle-based encounters and a final boss that is a true gauntlet of how well you know your weapons. Senator Muppy Doo in particular is a highlight, as it has him embed himself in your suit, and you have to continue the fight through the pause and settings menus, with a conclusion that I can't say I've ever seen in a game (well, I have, but it'll make sense when you get there).

Also, the breadth of dumb side stuff returns. You can still go to the movies, but this time around, there's a selection of emulated retro games (with classics like Super 3D Noah's Ark, Bible Adventures, and Gourmet Warriors) as well as the likes of speed dating, the comedy club, and helping out random citizens around the world. I got super into the skateboarding time trials present in each of the hub areas, trying to get the highest times possible, and I spent an embarrassing amount of time watching old commercials in my room (but the Glover N64 commercial popped me big time).

The King Is Half-Undressed

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

Unfortunately, High on Life 2 feels like it could've used a little longer in the oven. Firstly, the visuals – while generally good-looking stylistically – have that smeared-in vaseline look at times. I also found the game either way too bright or impossible to see when I had HDR enabled, with no way to actually adjust the HDR in-game aside from a general gamma slider, so I had to disable it from the console settings to make it less obnoxious.

Performance issues weren't always present, but when the framerate issues hit, they really hit. There's a specific boss that takes place in a field, which is probably the longest boss fight in the game as it is, but the framerate absolutely tanked during this segment, making what should've been a highlight to cap off a great section of the game an annoyance.

This was on PS5 Pro too, mind you, so I can't imagine what the base PS5 or Xbox Series S versions are like. There isn't even a performance option either, just which upscaling mode you wish to use – but frankly, I didn't see a difference between PSSR and TSR in either performance or looks.

Worst of all, however, were the glitches. Multiple times, I would get stuck in the maps or fall through the ground, including one where I was amid a great side quest about going to the zoo with another character, but once I reloaded my last checkpoint, I was locked out of the mission. I also would occasionally get random freezing; while the game never crashed, these could last for a good 20 seconds at their worst. The glitches got even worse towards the end of the game, with the final boss bugging out on me multiple times, between my weapons entirely locking up or the ground just straight up disappearing, sending me into a freefall.

High On Life 2 won me over in ways I didn't expect when it was first announced. It's a funnier, bolder, and – crucially – faster sequel that turns it from a novelty into a strong FPS contender in its own right. But it's also a game that could've seriously used some more time in development as far as performance is concerned.

Aside from those issues, it's a wonderfully imaginative FPS campaign with a Ratchet & Clank-esque level of playfulness when it comes to weapons, set pieces, and levels, and it has turned me from a naysayer to someone who is looking forward to the next one.

Should you play High on Life 2?

Play it if...

You're after a unique, fast-paced FPS experience
High on Life 2 takes you through some wonderfully varied levels that make the game feel like it's at a breakneck pace. And the addition of skateboarding makes for blissful movement that feels ultra satisfying once you get it down.

You liked the first game
High on Life 2 is just High on Life, but bigger, funnier, and more confident. It feels like a game that is exactly what a sequel should be, meaningfully building on what worked in the original while targeting its shortcomings.

Don't pt if...

You're sensitive to performance issues
High On Life 2 really could benefit from some extra polish; the visuals can look rough in places, the framerate absolutely tanks itself during certain moments, and the glitches are plentiful.

You really don't like the humor of the first
I didn't love the original game's humor, but there were still some funny jokes in there, even if they were marred by annoying characters or poor delivery. While I'd say it's better on the whole, humor is still pretty similar this time around, with awkward over-the-top exposition, and more.

Accessibility features

High on Life 2 has a number of accessibility features, like speaking indicators, subtitles, and UI size options, and an option for "hyper legible text" for the subtitles, which gives it a bolder font.

There are colorblind options for Deuteranope, Protanope, and Tritanope with a slider to tune how severe these are. But conversely, a lack of rebindable controls and lackluster input settings fall a bit flat.

An in-game screenshot from first-person shooter High on Life 2

(Image credit: Squanch Games)

How I reviewed High on Life 2

I played High on Life 2 for 18 hours. In this time, I finished the main campaign, all of the skating challenges, and delved into a good amount of side content like the trip to the zoo, escape room, and comedy club.

I played the game on a PS5 Pro between a Samsung Q60D TV with a Samsung HW-T450 soundbar and a Samsung Odyssey G5 gaming monitor with a PlayStation Pulse 3D Headset.

First reviewed February 2026

Mario Tennis Fever is a fun and wacky tennis game, if not quite a Switch 2 exclusive smash
5:00 pm | February 10, 2026

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

When celebrating the 40th anniversary of Super Mario, I expected something more substantial for gaming's most iconic character than Mario Tennis Fever. But even if it's not a brand-spanking new platformer, the ridiculous success of Mario Kart 8 means it would be unwise to dismiss a Mario spin-off.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2
Release date: February 12, 2026

Mario sports spin-offs have always been a fun arcade sports alternative to the more serious simulations. But Fever feels like it takes the most inspiration from Mario Kart, while retaining the solid tennis mechanics of its predecessors to make for a more fulsome Nintendo Switch 2 game.

It also does the opposite of what Mario Tennis: Ultra Smash back on the Wii U failed to do, and that's layering these mechanics with a wide variety of content, whether that's different modes and challenges or just having a large roster of characters and fever rackets to unlock so that you can mix up and experiment with the combinations to keep the gameplay feeling fresh.

But with Mario fans having to make do with re-releases like Super Mario Galaxy + Super Mario Galaxy 2, and the upcoming Nintendo Switch 2 edition of Super Mario Bros. Wonder, is Mario Tennis Fever going to be enough to satisfy those hankering for a truly new Mario title?

Courting with content

A screenshot from Mario Tennis Fever showing full-court action

(Image credit: Nintendo)

As the first new Mario game for the Switch 2 since launch title Mario Kart World, Fever makes less of a strong case than the faux-pen world racer as an exclusive for Nintendo's new hardware.

Apart from the motion controls of Swing mode previously included in its Switch 1 predecessor, there's a lack of any hardware gimmicks or technical grunt. The most clear difference from previous instalments is that Fever gives more bang for your buck - as it should, being the most expensive Mario Tennis title to date.

The main menu is packed with different modes to play, and sometimes breaks down into further modes. For instance, Ring Shot from Mario Tennis Aces returns, but this time just as one of many other modes under Mix it Up. Here, even more unusual rules come into play, which are also linked to the themed court you're playing in.

For example, one court is designed like a pinball machine where you and the ball can get bounced off pinball bumpers that pop up from the ground or the side, while another is themed after Super Mario Bros. Wonder, where hitting a Wonder Flower causes random things to happen.

This does, however, mean the annoying Talking Flower is a character here, and actually serves as the commentator. You'll also find that even though there's an option to turn off commentary, there will still be times when you can't shut him up.

Best bit

A screenshot from Mario Tennis Fever showing a boss fight

(Image credit: Nintendo)

Although Adventure mode is short and largely consists of tutorials, its latter half does make up for it, where instead of just tennis matches, you've also got some fun boss fights to make use of your tennis skills to defeat. It's the closest you'll get to a Mario game.

If you're after something more traditional, Tournament mode offers different tiers of difficulty playable in singles and doubles. A more unconventional challenge, however, is Trial Towers, where you have to complete a run of pre-set challenges with just three lives, progress resetting once you've failed three times.

What makes these trials fun is that each challenge has its own conditions, and also gives you a different character to play as, a good way to force you to mix things up if you're usually only sticking with one or two characters.

That choice of how and who to play is arguably one of Fever's strengths, with a total roster of 36 characters to unlock, more if you take into account the different colour options of several characters, such as Yoshi. There's a nice sense of progression that you'll always be unlocking something new, be it a new character, court, or difficulty mode, especially as some of these come from just playing a set number of matches.

So even if you eat dirt in an online match, you can at least console yourself that it counts towards your goal of unlocking something else. Any piece of grayed-out content will also tell you what you need to achieve to unlock it, which helps with working towards ticking off your achievements.

Fever dream

A screenshot from Mario Tennis Fever showing a new racket screen

(Image credit: Nintendo)

Adding to that variety is, of course, the introduction of Fever Rackets. The best way of describing it is basically if you put Mario Kart-style items into a tennis match. Once you fill up your Fever gauge, you can activate this on the next returning ball, while having a short window to aim where in the court for it to go, and create all sorts of shenanigans on the court for your opponent.

Flame Racket, for example, scatters flames around where the ball lands, but this is also different from the Fire Bar racket, which creates one of those iconic spinning fire bars on the ground. Then there are rackets that give you an advantage, like having a shadow double running away to return shots for you, or another where you instantly dash to impossible lengths to catch a returning shot.

While these rackets can disrupt and even cause damage to an opponent, they're also not meant to be an ace. Where Mario Tennis Aces could let you win a match by breaking an opponent's racket, a KO isn't an instant forfeit in Fever. It's also possible to counter fever shots by returning the ball before it lands on the ground, meaning you can return a fever racket's effects back to the other player, potentially building up a tense rally with the knowledge that the loser is going to have the disadvantage of mud, slippery ice, or worse to stick out at least the next point.

If you'd rather not do with the gimmicks, then you can also just play classic tennis, where in the ranked online mode, you can choose between singles and doubles modes with or without fever rackets, while on the other extreme, Free Play or custom online lobbies gives you the option to pick two fever rackets in a match then swap between them before a serve so you can change up tactics.

A screenshot from Mario Tennis Fever showing on-court tennis action

(Image credit: Nintendo)

Where fever shots feel underutilised is in the game's Adventure mode, which is also on the short side, even though it has some lovely presentation, including several of the best-looking cinematics in a Mario game since Luigi's Mansion 3.

Even the premise, which finds Mario, Luigi, and Peach (as well as the no-good Wario and Waluigi) turning into babies, is a fun idea that also justifies having to train Baby Mario back to his prime through a role-playing game-style levelling system.

Unfortunately, this also means much of the campaign is a glorified tutorial where you're being taught (and occasionally quizzed) by multiple Toads in every aspect of tennis, with the fever mechanics reduced more to aiming at an enemy weak spot. While there are some well-designed minigames in this section, which can also be replayed on higher difficulties, it's deflating to discover that the adventure proper will have you racing through its world map in and the whole campaign over in about 4 hours.

It's not without some highlights, though if you've already dipped into some of the other modes, there'll also be a touch of deja vu in some of the challenges encountered. The consolation is that there is at least plenty more for you to do in Fever, even if you've rolled credits in Adventure mode.

Should you play Mario Tennis Fever?

Play it if...

You're after a variety of content in a wacky arcade tennis game
Mario Tennis Fever keeps things fresh with a generous variety of content, from unlockable characters to unlockable fever rackets, so that you're never far away from having something new to play with and master.

You want a fun tennis game to play with friends
The tennis mechanics are simple enough that you can play with a friend out of the box with a single Joy-Con 2 each, either with in-button or swing modes. You can play against each other or together in doubles, and multiplayer supports up to four players local or online, and even using Game Share locally, where only the host needs to own the game.

Don't play it if...

You're after a deep Adventure mode campaign
While there's plenty to be unlocked just playing matches or the different modes on offer, if you're after a meaty story mode, then you may find it short-lived when it's over in a few hours.

Accessibility features

Mario Tennis Fever doesn't have accessibility settings specifically, but its settings do allow for adjustments, such as performing moves like lobs and drop shots as one-button inputs, which you can assign to the bumpers or triggers. The camera position can also be adjusted between standard and raised perspectives, and you can also set which racket hand your character is using in both button and swing modes.

A screenshot from Mario Tennis Fever showing on-court tennis action

(Image credit: Nintendo)

How I reviewed Mario Tennis Fever

I played Mario Tennis Fever for about 15 hours on Nintendo Switch 2, which included completing Adventure mode and unlocking a substantial amount of content over 100 matches across different modes. This also included playing some local and online multiplayer matches, but not its Game Share functionality.

I played primarily in docked mode on an LG C2 OLED TV with the default TV speakers. I played mostly with a Switch 2 Pro Controller, but also tested it in handheld mode, as well as the Joy-Con 2 for swing mode.

First reviewed February 2026

Romeo is a Dead Man is a hyper-violent sci-fi trip that’s as gripping as it is mystifying
5:00 pm |

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

Romeo is a Dead Man is an action game in which you play as a guy named Romeo Stargazer who - in the first five minutes - has his face ripped off by some kind of demonic creature, only to be saved from the brink of death by his time traveling scientist grandfather and enlisted into the FBI’s Space-Time Police division and reborn as a cyborg known as DeadMan. Your enjoyment of the game may hinge on whether or not you vibe with this bewildering setup.

Review information

Platform reviewed: PS5
Available on: PS5, Xbox Series X|S, PC
Release date: February 11, 2026

It’s a bonkers premise that could only come from developer Grasshopper Manufacture, and the oddball creative minds of Goichi ‘Suda51’ Suda (killer7, No More Heroes, The Silver Case) and Ren Yamazaki (No More Heroes 3).

It’s quite appropriate, then, that Romeo is a Dead Man’s difficulty selection screen is presented as a literal box of chocolates, because you never really know what you’re going to get from a Grasshopper-developed game.

Romeo is a Dead Man is not a visually stunning tour de force for the action game genre. Its story that traverses time and space can be tough to follow along with, and its cast of utterly bizarre characters seems as random as they are deeply charming. It may even disappoint those looking for something as fleshed out as, say, a Devil May Cry or Bayonetta, with its relatively straightforward combat and short runtime.

Me, though? Outside of some wonky performance issues (and a somewhat disappointing final act), I greatly enjoyed almost every moment of Romeo is a Dead Man in the 12 hours it took me to finish the game. And I loved it even more when turning up the difficulty for a New Game Plus run, as that’s where the game really forces you to learn the nuances of its combat, varied enemy types, and the hilarious ‘Bastards’ summoning system (more on that in a bit).

It might not be your pick for game of the year, but considering it’s not a full-price title, I highly recommend Romeo is a Dead Man if you’re in the mood for a wonderfully weird action game that’ll stick in the memory long after you roll credits.

Killing the past, again and again

A comic book-style cutscene in Romeo is a Dead Man. Romeo points to the camera and declares:

(Image credit: Grasshopper Manufacture)

So what is the deal with this Romeo fella? Long story short, he falls in love with a woman he finds injured on the road while out on patrol. She’s rather fittingly named Juliet, and after being rescued himself and enlisted with the Space-Time Police, Romeo learns that she’s an extraterrestrial capable of duplicating herself, adopting various powerful forms, and generally disrupting the flow of time. Hey, happens to the best of us, right?

Best bit

Romeo is a Dead Man antagonist Juliet close-up to the camera, looking menacingly at the player.

(Image credit: Grasshopper Manufacture)

Romeo is a Dead Man has a vibe all its own. My favorite thing about the game is that it's unashamedly unique in many aspects. The way it handles combat and its supporting systems is one thing, but the ambitious narrative that weaves together so many striking art styles is something that Grasshopper continues to excel at.

Thus, Romeo embarks on a quest (aided by the spirit of his grandpa, who assumes the appearance of a large patch on the back of Romeo’s jacket) to save space-time from Juliet and a menagerie of other very evil people.

It sounds utterly nonsensical, and that’s because it is, but that’s nothing out of the ordinary for games developed by Grasshopper Manufacture. What’s here in Romeo is a Dead Man isn’t as immediately parseable as, say, No More Heroes or Lollipop Chainsaw, but it doesn’t reach the dizzying ‘what on earth is going on’ heights of killer7 or The 25th Ward.

Romeo is a Dead Man, like the No More Heroes series, is a third-person 3D action game, but it loves to play around with other styles. Your hub is a spacecraft called the Last Night, and here you’ll be presented with a top-down, 2D pixel-based art style.

The ship is a joy to explore between missions, as there are plenty of colorful NPCs you can interact with for some fun dialogue. You might even recognize a couple of them from past Grasshopper works. My favorite has to be GreenRiver, a woman with - and I promise I’m not joking here - an encyclopedic knowledge of Premier League football/soccer club Manchester United and its most iconic strikers.

Vamos!

A bloody action scene in Romeo is a Dead Man shows Romeo cutting apart a Rotter - a zombie-like creature - with a beam sword.

(Image credit: Grasshopper Manufacture)

Jumping into combat, then - the thing you’ll be doing most in Romeo is a Dead Man - you’ll find gameplay that’s very easy to pick up, but deceptively tricky to master. Especially at those higher difficulties.

Playing like a mixture of No More Heroes and Shadows of the Damned, Romeo primarily attacks with melee and ranged weapons, of which there are four of each. The weapon types are your pretty standard affair at a surface level. On the melee front, a balanced beam katana-like weapon is accompanied by a heavy but slow greatsword, and fast and agile fists, for example. Your ranged weapon options include a highly accurate pistol, as well as a shotgun, machine gun, and even a rocket launcher.

Going into Romeo is a Dead Man for the first time, I quite wrongly assumed that the ranged weapons wouldn’t feel nearly as useful or impactful as their melee counterparts. In actuality, they’re arguably your most essential option in combat.

Your standard zombie-like ‘Rotter’ enemies will tend to rush you down (some even plagued with nasty status effects) and thus are best dispatched with melee. However, more specialist enemy types that dot mobs in less frequent numbers will typically require you to shoot at weak points first for massive damage. These targets should take high priority, too; one is a ballerina-like monster that can buff all other enemies around it. While another can drop dangerous landmines in your vicinity.

Combat can be tough as you dance around mobs and prioritize certain enemy types. Rotters are largely fodder, but they effectively act as fuel for Romeo’s ‘Bloody Summer’, a devastating attack that does massive damage to anything it touches, which you’ll charge up by landing hits on enemies in the first place.

The game’s superb boss fights will then take everything you’ve learned - knowing when to attack and avoid, and carefully hunting for weak spots on these larger targets - and bookend each chapter with style. Bosses have terrifyingly grotesque designs and come with several mechanics and moves of their own you’ll need to learn. Especially, again, at those higher difficulty levels.

Bring in the Bastards

The beginning of a stage in Romeo is a Dead Man. Romeo walks towards an asylum in a horror-themed chapter of the game.

(Image credit: Grasshopper Manufacture)

Without a doubt, Romeo is a Dead Man’s weirdest, quirkiest, and most charming gameplay system is the ‘Bastards.’ You might want to sit down for this one. Bastards are zombie-like creatures (that honestly look alarmingly similar to killer7's Heaven Smiles) that you’ll grow and cultivate at home base on the Last Night.

They come with their own stats and parameters (such as attack power and cooldown rate), and a specialty to aid you in battle. During stages, you’ll collect Bastard seeds of three rarities, with the most desirable ones offering the most power, naturally.

By holding L1 and pressing another button, you can summon one of the four Bastards you’ve brought into a stage. There are so many different types, and almost all are useful and can help you form a playstyle all your own. One Bastard, for example, draws the attention of all enemies around it. Others still can freeze enemies, form a powerful energy beam between themselves and Romeo, and even plant a temporary weak spot on a foe.

There are tons of different Bastard types, to the point where I don’t think I even saw the majority of them in my initial 12-hour playthrough. You can even fuse two Bastards together, forming a new seed that, upon cultivation, will create a more powerful version based on those base Bastards’ stats.

It’s not the most straightforward system, but once I had my head around it, creating new and powerful Bastards almost felt like a game in and of itself. And with everything carrying over to New Game Plus (Bastards, Romeo’s stats, weapons, and more), there’s plenty of replay value to be had with Romeo is a Dead Man thanks to its fast-paced action and relatively short runtime.

Out of time

Romeo examines a floating tube television. A pixelated image of a man eating steak appears on the screen.

(Image credit: Grasshopper Manufacture)

There’s a decent amount of side content in Romeo is a Dead Man, too, often rewarding you with upgrade currency and badges that you can equip to give Romeo various effects in battle. Partway through the game, you’ll unlock a Boss Rush-style mode, as well as Palace Athene; a procedurally-generated dungeon of four scaling difficulties that you’ll gradually unlock throughout the story.

I found Palace Athene to be the weakest aspect of Romeo is a Dead Man. All difficulties of it share a pretty bland street-like aesthetic, and its narrow corridors can make dealing with enemies a real pain. Worst of all, though, these dungeons completely tank the game’s performance - likely due to the entire thing being rendered all at once. It’s horrendous to play at the highest difficulty setting, as that’s where the largest dungeons lie, and those are populated by the highest volume of enemies.

Another thing about Romeo is a Dead Man that, I think, could’ve been handled better is its closing chapters. The final two levels heavily reuse assets and locations found elsewhere in the game. And while the last couple of bosses are brilliant, the act of getting to them is a seriously painful gauntlet that completely ditches the often clever and semi-explorable design of earlier levels.

It’s something that really strikes me as odd; Romeo is a Dead Man is a self-published game. Which means Grasshopper, presumably, wasn't tied down by strict publisher deadlines. It’s a real shame, especially given the relatively high quality of the rest of the game. Well, bar one horror-themed stage that strips all your weapons away for a forced stealth section. Wasn’t too keen on that part, either.

Stages are often interspersed with trips to an alternate dimension known as Subspace, and I'd say these were the weakest parts of the game for me. While they do provide a nice break from combat, they can often drag on a bit too long with mazelike design and extremely simple puzzles. They get worse as the game progresses, too, as they tend to get longer with each passing stage.

These issues aside, I found plenty to love about Romeo is a Dead Man. As a huge fan of Grasshopper’s prior works, I certainly wasn’t let down by the game, and I’m happy to see the creative juices flowing once again at the developer. Especially after the rather rushed and divisive (but still mostly great) No More Heroes 3.

Romeo’s eclectic shifting of art styles, amazing soundtrack, the way it tells its story across cutscenes, comic books, even one or two visual novel-style sections - it all adds up to form a wonderfully unpredictable ride; one I really didn’t want to get off.

Should you play Romeo is a Dead Man?

Play it if...

You feel the AAA space has gotten a bit bland
Romeo is a Dead Man is a sensational palette cleanser if you’ve gotten a bit sick of big-budget open-world games and the checklist-style design they often employ. By comparison, Romeo is an undiluted injection of fun, madness, and irreverence. It’s an extremely confident game that won’t be for everyone, but if you dig it, you won’t soon forget the time you spent playing it.

You want fast-paced combat with a twist
The Bastards system is a brilliant addition to combat in Romeo is a Dead Man, and can really help you overcome the game’s higher difficulties when used in creative ways. You’ll even randomly generate a name and hobby for them upon cultivation, lending a bit of personalized charm that makes me smile every time.

You like weird, offbeat stories
Romeo’s journey is far from simple, and the game has a story to back that up. It’s bizarre and unpredictable, but not so much that it comes off as contradictory or pretentious. A cast of intensely likeable characters, however minor, also really helps the story and its overall presentation.

Don't play it if...

You would’ve preferred a longer game
Romeo is a Dead Man is pretty lean, at around 12 hours long for a first playthrough on the standard difficulty setting. While I’d argue there’s plenty of replay value to be had (I’m halfway through my first New Game Plus run), the rather abrupt way the game wraps up could certainly leave you wanting more, as it did me.

Accessibility

There’s little in the way of dedicated accessibility options here. You can toggle melee and ranged weapon aim assists, and there are three distinct colorblind settings (protanopia, deuteranopia, and tritanopia) available. You can also adjust the intensity of these colorblind options, too.

How I reviewed Romeo is a Dead Man

I completed Romeo is a Dead Man from start to finish in around 12 hours, on PlayStation 5. That playtime included the whole main campaign, all Palace Athene instances, some Boss Rush time, and heading off the beaten path to find optional upgrades and collectibles. I played the game with a DualSense Wireless Controller, on an LG CX OLED TV, and with my gaming headset of choice, the Nacon RIG 900 Max HS.

First reviewed February 2026

I spent more than 50 hours smashing through Yakuza Kiwami 3 & Dark Ties, and it’s a solid action-filled remake with significantly improved combat — but it can’t quite compare to its predecessors
6:00 pm | February 9, 2026

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

Yakuza Kiwami 3 is a remake of what is perhaps the most divisive game in Ryu Ga Gotoku Studio’s Like A Dragon franchise. It comes with overhauled graphics, refreshed combat, a more fleshed-out narrative, and, of course, a new separate story – dubbed Dark Ties – which follows the path of antagonist Yoshitaka Mine.

Review info

Platform reviewed: PS5
Available on: PS5, PS4, Nintendo Switch 2, Xbox Series X and Series S, PC
Release date: February 11, 2026 (Steam); February 12, 2026 (other platforms)

Having recently gone back to the Yakuza 3 Remastered on PlayStation 4, I can say that Kiwami 3 is a very comprehensive remake, and changes to its visuals, combat, and story certainly feel striking.

But are all of these changes for the better? Does this remake continue the high standard that RGG Studio set with the first 2 Kiwami games? Well, the answer to those questions may not be particularly straightforward.

A Dragon reborn

Kiryu, Haruka, and Izumi together in Yakuza Kiwami 3

(Image credit: Sega)

Let’s start by discussing the main game: Yakuza Kiwami 3. This follows the story of Kazuma Kiryu – also known as the Dragon of Dojima – a former Yakuza and Tojo Clan Chairman. Following the events of Kiwami 2, Kiryu decides to run an orphanage on the island of Okinawa. But it doesn’t take long before he’s embroiled in yet more drama.

His orphanage is under threat, due to it being situated on land that's needed for a government-backed resort plan. The new Tojo Clan chairman is shot by a mysterious figure. And a succession dispute is erupting among the Tojo family patriarchs. The narrative is still gripping, although this revisit does make a couple of changes.

As some fans may already know, there’s been a shake-up to the finale, which is undoubtedly going to ruffle some feathers. I won’t go into details, but in my view, this change isn’t executed very well. It takes some of the emotion and impact away from the original Yakuza 3, causing the game to fall short of the very best RPGs, narrative-wise.

Something else that may reduce the impact of the narrative is the newly added English voice acting. I know I’m far from the only one who’s said this, but some of the English voices are poor, especially that of Kiryu himself. There’s a lack of maturity and gruffness to the protagonist’s voice, meaning his iconic personality doesn’t shine through. As a result, I played through the game in Japanese.

Best bit

Kiryu wins the bug catching contest in Yakuza Kiwami 3

(Image credit: Sega)

One of the highlights for me was playing through the various mini-games at Morning Glory. So when I defeated the grand-champion of bug catching – Mame the dog – I was absolutely over the moon. That pooch puts up one hell of a fight, believe me.

Still, a lot of the other adjustments feel largely positive. For instance, combat feels far better than it did in the original. The new Ryukyu style – which is inspired by Okinawan weapon arts – is brutal and optimized for wiping out swathes of enemies at once. There’s a wide variety of weapons that Kiryu can use in this style, and learning new combos makes it truly devastating.

The Dragon of Dojima style feels excellent too, and perfectly personifies the classic brawler combat Kiryu is known for. You can learn new abilities, including heat action finishers and grabbing techniques – usually, you’ll have to use points earned in battle to do so. Other aspects, like health and strength enhancements, require you to use cash instead. In my opinion, this feels more streamlined and polished than the original upgrade system, and I really enjoyed enhancing my build as the game progressed.

Just generally, combat feels more refined in Kiwami 3. The issue of enemies continually blocking has been significantly improved, battles feel a bit faster-paced, and Kiryu’s movement feels more fluid. I did find that the game was considerably easier than other Yakuza games – at least playing on standard difficulty. As a result, I reduced my use of healing items in battle – but you can select a harder difficulty option instead, if you’d prefer a greater challenge.

Another significant addition is the Lalala Phone, which you can customize to improve Kiryu’s abilities – or just for aesthetic reasons. This is surprisingly fun and provides a real throwback to the late noughties. You can also add friends in Tokyo or Okinawa, and eventually unlock rewards for doing so, giving an actual incentive to use your phone. This has seemingly replaced the original’s Revelations feature, though, which was a source of quirky and often funny cutscenes.

Kiryu gets a new phone in Yakuza Kiwami 3

(Image credit: Sega)

But before I move on to Dark Ties, I want to talk about two other major changes – one that I loved, and one that I was less hot on.

I’ll start with the good: Life At Morning Glory. Here, you can complete a bunch of mini-games, like helping the children with homework, sewing, harvesting crops, and fishing. I was absolutely addicted to these – especially the latter two, as they’re necessary for cooking meals requested by the kids. Cooking is a blast, and it’s really wholesome watching Kiryu bond with the orphans over food. More generally, you see so much more of Kiryu’s relationship with the children in this remake – and although he may be a punch-first, ask-questions-later kind of guy, you get a window into the softer, more sensitive side of him, which is a joy to watch.

Unfortunately, I wasn’t in love with the other major addition, Bad Boy Dragon. In this story, Kiryu becomes chairman of the Haisai Girls and supports them in their aim to protect Okinawa, crush the oppressive Tokyo Night Terrors, and become Japan’s leading girl gang. You’ll fight in turf wars and large-scale battles in order to achieve all of this, and frequently recruit new members along the way.

Personally, I found this part of the adventure to be a little tedious. Fighting in turf wars feels same-y after a little while, and the trope of helping a group of underdogs win against the odds – as seen with Four Shine in Yakuza Kiwami 2 and Real Estate Royale in Yakuza 0 – just felt a little uninspired. The environments you battle through also lack differentiation, making this part of Kiryu’s campaign less compelling than others.

Enter the underworld

Mine and Kanda fist bump in Dark Ties

(Image credit: Sega)

Kiwami 3 definitely adds a lot of good stuff, but not all of its additions work out for the best. But my suspicion is that a lot of players – especially returning fans – will be more interested in the Dark Ties content, which follows Tojo Clan newbie Yoshitaka Mine. Here, you uncover the origins of Mine’s Yakuza career, explore his relationship with the brutish Tsuyoshi Kanda, and explore his desire to learn about genuine human bonds.

This is a shorter style of game, with just three chapters. Dark Ties clocked in at under 8 hours for me after I completed the story, as well as a healthy dollop of side-content. But there’s still plenty of fun to be had.

Firstly, I want to talk about combat. We already gushed about Mine’s moves in our Dark Ties preview, and for good reason. Mine’s shootboxing style is truly vicious and brilliantly reflects his character – especially when you’re using the souped-up Dark Awakening mechanic. But even his normal moveset – made up of Intense knee smashes, rapid-fire jabs, and acrobatic grabs – makes Mine’s new campaign a blast to blitz through. Seriously, I even found myself enjoying random encounters with street thugs.

Mine battles through Hell's Area in Dark Ties

(Image credit: Sega)

I really took a shine to Kanda Damage Control as well. This sees Mine attempt to boost the reputation of his aniki, Kanda – a man who I’d describe as a disgusting pig if I were feeling generous. In order to do this, Mine has to do good deeds around Kamurocho – after which he always claims to be Kanda himself. It never gets old, honestly. These often involve high-octane battles, but sometimes descend into the typical wackiness that Yakuza is loved for. I spent a lot of time with this, and plan to max out Kanda’s rank in the coming days for sure.

But it’s not all sunshine and rainbows. Because the other major part of the game – Hell’s Arena – did not do it for me at all. This is basically a dungeon crawler where you have to avoid death, loot treasure chests, and destroy your enemies with the help of various mercenaries and weapons. In a similar vein to Bad Boy Dragon, the dungeon-crawling in Hell’s Arena can feel tedious, and the setting didn’t feel varied or interesting enough to draw me back in.

Story-telling is pretty good throughout Dark Ties, though. Mine is fixated on Tojo Clan Chairman, Daigo Dojima, and the way that the latter’s men will risk their very lives in order to save their boss. I was engaged with Mine’s pursuit of human connection, his conflicting relationship with Kanda, and his rise through the Tojo Clan, ensuring that Dark Ties felt like a worthwhile addition overall.

The Dragon and the Kirin

Kiryu, Mine, Florist, and Date stand around a table in Yakuza Kiwami 3

(Image credit: Sega)

We’ve spoken in depth about Yakuza Kiwami 3 as well as Dark Ties now, but it’s time to bring them together and look at the package as a whole.

Now, something that has whipped up a lot of discussion online is the graphical quality of the game – especially with regards to Kiwami 3. An update was released during my review, intended to fix “a lighting issue” and “other quality concerns”. This will be available for all players at launch.

Using version 1.11 of the game, I didn’t have some of the lighting issues encountered by other players, and with HDR active and a few tweaks, I had Kiwami 3 looking pretty solid. RGG Studios’ attempt at ‘tropical lighting’ can make some in-game elements appear oversaturated, though. Some street signs, for instance, looked almost too bright, creating quite the contrast against the original’s grittier color palette.

Just generally, I wasn’t bowled over by the visuals across both campaigns, actually. Some of the in-game textures – stuff like cars and walls, say – just look a bit dated, and lacked the sharpness I’d expect from a 2026 release. Sure, you’re still getting an upgrade overall from the remaster of Yakuza 3, and the game’s visuals aren’t ugly or anything – they’re just not especially impressive.

But back to the good stuff. I was really pleased with the performance of Yakuza Kiwami 3 & Dark Ties on PlayStation 5. With 4K visuals and a smooth framerate, you can expect pretty seamless gameplay with very few hiccups.

I was also loving the soundtrack once again. Yakuza always brings together an eclectic mix of aggressive battle music, smooth jazz, and upbeat tracks to suit every mood or setting, and Kiwami 3 & Dark Ties is no different. You can even listen to tunes from other Sega titles, like Rhythm Thief & The Emperor’s Treasure, Persona 3 Reload, and Metaphor: ReFantazio using Kiryu or Mine’s phone, which I adored.

Mine on the phone in Dark Ties

(Image credit: Sega)

But now I want to return to the questions that I posed at the beginning. Are all of the changes made in Yakuza Kiwami 3 for the better? Well, the short answer is no. On the whole, you’re getting an improved experience, with better combat, a shiny new battle style, and boatloads of new content. However, changes to the finale and the slightly tedious Bad Boy Dragon side-story felt less positive.

Does Kiwami 3 maintain the high standards set by its remade predecessors? On the whole, yes. The more streamlined upgrade system, good performance, and quality of life adjustments are most welcome. But I think RGG Studio could’ve made a more visually impressive game. A few other choices – like redesigning a major character named Rikiya and removing Revelations – may also upset some hardcore fans.

With that said, I was a fan of Dark Ties overall, in spite of a couple of flaws. I wouldn’t say that this helps to propel the overall package to the dizzying heights that other entries in the series have reached, though. And ultimately, I feel that Yakuza Kiwami 3 & Dark Ties sit in the ‘good category’, rather than the ‘great’ one.

Should you play Yakuza Kiwami 3 & Dark Ties?:

A man talks to Mine in Dark Ties

(Image credit: Sega)

Play it if...

You’re looking for action-packed combat
The combat in both Yakuza Kiwami 3 and Dark Ties is very enjoyable. Smashing through enemies with the new Ryukyu style with Kiryu or viscerally attacking foes with Mine never gets old. I love using new skills against bitter ex-Yakuza called reapers in Yakuza Kiwami 3 or troublesome opponents in Kanda Damage Control in Dark Ties.

You want to learn more about Mine
Mine is a villain with quite a bit of depth, and Dark Ties is a great way to discover more about him. In this separate story, you’ll learn about the end of his business career and descent into the underworld, and it’s pretty gripping from start to end.

Don't play it if...

You’re a stranger to the series
If you’ve not played a game in the Yakuza series before, I strongly advise against starting with this one. By the time you find Kiryu in Okinawa, you’ve just missed out on too much lore. Go back to Yakuza Kiwami, or even better, Yakuza 0, and work your way up to this one.

You’re expecting amazing next-gen visuals
If you’re looking for a real spectacle to enjoy on your PS5, Xbox Series X, or PC, then Yakuza Kiwami 3 & Dark Ties may not hit the spot. Some textures look a bit dated, and the lighting may not do it for those seeking out a more realistic, natural-looking game.

Accessibility features

There’s a pretty comprehensive set of accessibility features to explore in Yakuza Kiwami 3 & Dark Ties. You can set auto quick-time events, swap the left and right sticks, choose between rapid or hold button controls, and customize the camera to your liking. You can also alter subtitle language and text size, map controls to different buttons, and utilize color vision assistance.

Kanda emrges from the water in Yakuza Kiwami 3

(Image credit: Sega)

How I reviewed Yakuza Kiwami 3 & Dark Ties:

For this review, I spent more than 50 hours playing through Yakuza Kiwami 3 & Dark Ties. During this time, I rolled credits on both Kiryu's and Mine’s campaigns, defeated all of the reapers, and completed the Life At Morning Glory and Bad Boy Dragon storylines.

I played the PS5 version of Yakuza Kiwami 3 & Dark Ties on my Sky Glass Gen 2 TV, which is connected to a Marshall Heston 120 soundbar. On occasion, I dipped into the Yakuza 3 remaster in order to compare performance, graphics, and gameplay.

I’m a long-time fan of the Yakuza series, and recently reviewed the Nintendo Switch 2 versions of Yakuza Kiwami and Yakuza Kiwami 2. More generally, I’m a massive JRPG fan, and have written about titles such as Dragon Quest I & II HD-2D Remake, Raidou Remastered: The Mystery of the Soulless Army, and Trails in the Sky 1st Chapter.

First reviewed February 2026

I’ve used the DXRacer Martian Pro for three months and don’t want to sit in another gaming chair ever again
7:00 pm | February 7, 2026

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

DXRacer Martian Pro: One-minute review

I knew the DXRacer Martian Pro would be one of the best gaming chairs I've ever sat in, and three months with it have only confirmed my suspicions.

Why did I know this?

I tried a similar chair at CES 2025 – one that can heat you up and cool you down thanks to built-in tech, and I have genuinely thought about it every week since then – and the Martian Pro somehow also takes things up another notch with an in-built massager too, increasing its comfortable gaming chair credentials further still.

When it’s a cold day, you can turn on the seat heater to warm you up, the fan to cool you down, and the massager to relax you. I promise it’s as great as it sounds

What’s more, despite all these technological features, it still feels soft and comfortable for long working days and gaming sessions thanks to plenty of cushioning, a 4D lumbar airbag you can tune perfectly to your needs, and a magnetic headrest you can position perfectly every time. Did I mention the 4D armrest,s too?

All that’s to say, this gaming chair not only hits the essentials, but it also puts the cherry on top for a superbly comfortable experience.

DX Racer Martian Pro

(Image credit: Future)

My only gripe is that it’s useless without charge – the electronic recliner will power off too, leaving you stuck in one position with no way to change it. This is easily solved if you’re always near a plug for the power cable, or willing to charge the battery for wireless use, but the latter can be a little tedious (especially as the battery can drain fast) – so think twice about this chair if sockets are at a premium.

DXRacer Martian Pro: Price and availability

  • Costs $899 / £580
  • Premium features justify premium price
  • Only available in one color at the time of reviewing

The DXRacer Martian Pro will set you back $899 / £580 (Australian pricing isn’t available at the time of reviewing) and can be picked up from the DXRacer store.

This price, especially the US cost, puts it into the higher tier of gaming chairs, which makes sense given that this chair is enhanced with various technological goodies.

These upgrades make it an attractive offering over less technologically impressive alternatives if you have the cash to splash, but if you’re on a budget, you can get by with less flashy alternatives.

DX Racer Martian Pro

(Image credit: Future)

DXRacer Martian Pro: Specs

Price

$899 / £580

Dimensions

49.6 x 27.6 x 21.9in / 126 x 70 x 56cm

Max user weight

275lbs / 125kg

Min seat height

17.7in / 45cm

Seat width

22in / 56cm

Warranty

2 years

DXRacer Martian Pro: Design and aesthetics

  • Classic black look with minimalistic accents
  • Premium feel
  • Some noticeable branding

The DXRacer Martian Pro comes in one design: black with red arrow accents.

It’s certainly not as loud design-wise as my trusty Spider-Man themed seat, and it definitely sits towards the professional end of gaming chairs, but it’s not a plain design either, if that is essential for your needs.

The fabric choice is a faux leather that feels premium to the touch, and is easy to wipe clean, with the accents being stitched on in red. Though I’d be careful not to spill anything too much on the chair, as the seat and backrest have some mesh elements (to help with airflow from the heater and ventilation) that I wouldn’t want to pour a lot of liquid on.

DX Racer Martian Pro

(Image credit: Future)

As for the armrests, they feature the 4D adjustments we expect from gaming chairs worth their salt – they can be moved up/down, pulled in/out, pushed forward/backward, and can tilt left/right to provide the ideal position.

Once you’ve set your armrests’ stance, they’ll then lock into place securely.

The side controls that adjust the backrest tilt and the airbag lumbar support are plasticky and feel a little less premium than the actual chair itself, but they don’t ruin the overall aesthetic experience delivered by DXRacers’ Martian Pro.

DXRacer Martian Pro: Comfort and adjustability

  • Plenty of adjustment options
  • Built in heater, fan and massager
  • Cushiony despite the gizmos

Even ignoring the massaging and heating enhancement, the DXRacer Martian Pro chair has a full range of comfort and adjustment options.

Firstly, using a control on the side of the chair you have the ability to recline the backrest gradually from further forward than you’d want to about as close to horizontal as possible without this chair becoming a bed – though with the back massager active this ultra recline supremely relaxing to the extent you could drift off (definitely, totally, assuredly not speaking from experience).

Then there’s the 4D armrests I mentioned above, and of course, the height adjustments you’d expect from a standard office chair.

The seat is a good size too, with enough room to sit comfortably cross-legged when I want.

Though for the lumbar support, I’d maybe knock a point off simply because the airbag design can be a little more finicky to adjust compared to a traditional pillow. The advantage is that once set, you don’t need to worry about it slipping out of place, but finding the comfiest position took more time than I’d have liked.

DX Racer Martian Pro

(Image credit: Future)

Your neck pillow, on the other hand, is much easier to get right. The magnetic attachment makes it supremely easy to find the exact right spot for it on the headrest, while holding it securely in place once you’ve made your placement decision.

But of course I can’t not devote some space to the heating, cooling, and the massager.

Starting with that third one, the massager is activated by pressing the M-button on the side of the chair and can swap between different modes by pressing it again, or switched off by holding the button down.

The massage is delivered by in-built actuators – four pairs (one for your right and one for your left) which start at your lower back and end around your shoulder blades – and while its isn’t especially intense, it can provide some much-needed relaxation during a stressful gaming session, or your work day.

Just note, it can be a little noisy.

Now for the heating and ventilation. These are built into the seat and activated via two buttons found below the right armrest – one for each option. Long pressing once activates the heating/cooling, then quick pressing it changes the setting between three strengths – long pressing again turns it off.

I was surprised by how quickly the heating kicks into gear even at the lowest setting, and over the colder months when I’ve been testing this chair, it has provided me with some much needed warmth. The fan is also great for cooling you down, and I expect I’ll be relying on it plenty come the summer.

Despite being jam-packed with electric gizmos, the chair feels pretty darn comfy. I use it all day, every day for work and enjoy every moment – and not simply because of the heater and the massager.

DX Racer Martian Pro

(Image credit: Future)

DXRacer Martian Pro: Assembly

  • All required tools included in the box
  • A little heavy thanks to electrical components
  • Can be built alone, but would recommend getting a friend

Putting the DXRacer Martian Pro together was fairly straightforward. I was able to assemble it all on my own using just what came in the box, thanks to the clear instructions.

However, given the inclusion of massaging and heating components, this can make parts of the chair a little heavier than normal, so having an assistant to aid your construction is advisable, as it should make the process even smoother.

DX Racer Martian Pro

(Image credit: Future)

Should I buy the DXRacer Martian Pro

Buy it if…

You want great comfort
With a full suite of adjustment controls and a built-in massager, this gaming chair is the complete comfort package.

You need to feel toasty/cool
The heater and fan are so useful and effective in this seat, and definitely make this seat an easy pick for me over a lot of the competition.

You’re after something for work and play
While it boasts a couple of red accents, this black gaming chair looks appropriate for both your home office and at your gaming station.

Don’t buy it if…

You have no spare plugs near your chair
You can use this chair wirelessly, but it is a major battery sink, and when it’s out of charge, it loses quite a lot of functionality, including the ability to recline. Sitting near a constant power source is therefore advised.

You’re after something affordable
I’d say this DXRacer chair is solid value, but it’s still quite pricey, which makes it a tough buy if you’re looking to stick to a low-ish budget.

Also consider

DX Racer Martian Pro

Secretlab Titan Evo 2022

AndaSeat Kaiser 3E XL

Price

$899 / £580

$549 / £469 / AU$799

$389 (around £290 / AU$580)

Dimensions

49.6 x 27.6 x 21.9in / 126 x 70 x 56cm

51.2 x 27.6 x 19.3in / 130 x 70 x 49cm

54.3 x 29.1 x 29.1in / 138.0 x 74.0 x 74.0 cm

Max user weight

275lbs / 125kg

285lbs / 130kg

395lb / 180kg

Min seat height

17.7in / 45cm

17.7in / 450mm

18.1in / 460mm

Seat width

22in / 56cm

18.5in / 470mm

21.1in / 535mm

Warranty

2 years

3 years

3-years

Secretlab Titan Evo 2022
This popular gaming chair is a strong alternative without any tech bells and whistles. It’s comfortable with plenty of adjustment options. Importantly, it's a lot cheaper than the Martian Pro too.

For more information, check out our full Secretlab Titan Evo 2022 review

AndaSeat Kaiser 3E XL
We called this one of the best value gaming chairs you can buy today in our review, thanks to its style, lack of gimmicks, and comfortable shape. It misses out on bells and whistles, but could be a solid pick-up if you're on a budget.

For more information, check out our full AndaSeat Kaiser 3E XL review

How I tested the DXRacer Martian Pro

I tested the DXRacer Martian Pro over a few months of UK Winter, giving me plenty of reason to use the in-built heater. It was my work office chair every day I worked from home during that time, and I also used it for PC and handheld gaming most days as well.

I also compared it to a handful of other gaming chairs we’ve tested, and of course, my trusty Spider-Man Anda Seat seat.

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