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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.

Mewgenics is the latest roguelike from The Binding of Isaac creators, and it’s just as chaotic, cursed, and cantankerous as you’d expect – and I just can’t put it down
5:00 pm | February 6, 2026

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

It’s finally here; after a tumultuous few years of will-they-won’t-they development, Edmund McMillen (The Binding of Isaac’s creator) and his frequent collaborator Tyler Glaiel (for The End is Nigh and Aether) are finally ready to share their latest creation – Mewgenics.

Review info

Platform reviewed: PC and Steam Deck
Available on: PC via. Steam
Release date: February 10, 2026

Mewgenics is a game that does exactly what it says on the tin – its core mechanic is selective cat breeding – but if you’re looking for a life simulator, that it is not. Instead, you’ll march your army of superpowered pussycats through harsh battlefields (read: sewers, junkyards, and other such dismal settings), fight your way through turn-based encounters against grotesque foes, and develop winning formulas that will eventually lead your feline friends to victory.

It’s a surprisingly compelling and complex game, offering ample collectible items, a healthy number of achievements, and plenty of replayability. If you spent the 2010s haunting the virtual halls of Newgrounds or playing titles like The Binding of Isaac and Super Meat Boy, you’ll feel the warm embrace of nostalgia, but you won’t get bored quickly thanks to the creative ways Mewgenics plays with the roguelite formula. It’s unforgiving, in places, and won’t always let you take the easy route, but it’s great fun the whole way through.

That same strength could be a weakness for some players; the raunchy humor, slightly monstrous art style, and energetic dialogue might register as dated to some. Stripped away from its tone, however, the game still stands as a thoroughly enjoyable, well-paced, and amply versatile addition to your Steam library. Plus, it’s Steam Deck compatible, where it feels right at home.

No purr-lace like home

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

Welcome to Boon County, where the cats are cute, the real estate market is booming, and both of those statements are only half true. In this rundown part of town lies your humble home, a shack-like property inhabited by your collection of cats. From these modest beginnings shall spring forth legend, however, because it’s here you’ll collect, breed, and care for a cat army.

That means ensuring there’s enough food, cleaning up their waste (and, er... corpses, occasionally), decorating your home, and shopping for both supplies and in-level items. You can also prune the genetic pool by shipping off cats to allies you’ll meet along the way to unlock various features and perks, so from the get-go, there’s plenty of macro management to dig your teeth into.

Along that vein, it’s important not to underestimate the importance of this hub; even in the early game, the cats you keep around shape the outcomes of the battles to come, whether that’s due to the mutations and stats they carry or because they have a penchant for infighting and can leave permanent injuries on one another.

When you’ve had your fill of cat care and it’s time to end the day, your cats can choose to fight each other or mate, leaving you with new messes to clean up. Later in the game, it’s possible to steer these interactions a little more by seconding your cats in groups as you gain new rooms for your shack. I had great fun selectively breeding in some mutations that I found especially cute, even if they did come at the detriment of some of my cats; I can’t help it, their goofy little snaggle teeth are irresistible.

New strays will also arrive each day, offering an easy way to fill out your party when you’re low on soldiers, or the gene pool is getting too slim. Over time, though, stockpiles will run low, and at that point, you can venture out with four cats of your choice to battle foes and bring home vital supplies like food and money; and here’s where the meat of the game begins.

I can’t fight this feline anymore

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

Upon selecting your chosen warriors, you’ll be able to assign them to one of four classes to begin with; this increases to more than 12 over time, each with unique abilities and passives that you’ll curate over the course of your travels; those, too, can be passed on to descendants. There are over 1,200 abilities and passive traits in the game, so no two runs will play the same – this variation made the game pretty hard to put down.

There are seven stats each cat will come pre-loaded with: strength (melee and damage), dexterity (range and damage), constitution (HP and regeneration), intelligence (mana regeneration), speed (initiative and movement), charisma (max mana), and luck (chance-based events like critical rolls).

Based on these, certain classes will align better with different cats, but the further you get in the game, and the more chaotic your approach to breeding has been, the more often you’ll find yourself with some pretty busted combinations.

I managed to score a necromancer carrying many cleric traits, loaded it up with a bunch of perks for healing, and created the most monstrously good wham-bulance (high damage, high heal) since I discovered the Soraka/Yuumi bottom lane combination in League of Legends. A niche reference point, but if you know, you know.

After equipping any items you may have to boost stats and grant new abilities to your kitties, it’s time to head out on the road, where you’ll face enemies ranging from zombie kitties to strange psychic eldritch beasts, tom cats to bomb-lobbing mousers, and beyond in randomized battle encounters.

There’s a fantastic range of enemies to fight (over 200), each with their own abilities and behaviours; a personal favorite is a pair of giant shark cats, which I realised all too late can devour your brave soldiers in one bite – and there’s no coming back from this particular death.

Best bit

One of my Clerics picked up a passive that effectively made it dyslexic, swapping around letters and numbers in their abilities. Confusing, yes, but as a dyslexic person myself, utterly hilarious.

Outside of perma-death situations (which there are quite a few of!), enemies will down your teammates, and their fainted bodies can take damage three times before exploding into chunks of bone and meat.

This is more than just an inconvenience in-fight; each time one of your cats becomes downed, it will pick up conditions like injuries and jinxes. Sure, they’ll heal up a little at the end of combat, but these injuries limit their stats for the rest of the run, and items or abilities that cure these conditions are few and far between.

Speaking of which, in between battles, you’ll pick up various items (of which there are over 900) and face different encounters. In these encounters, a random party member will choose from different stat-based options, and, based on your stat points, a probability-based outcome decides if the interaction helps or hinders your crew.

The luck element of the game is often cruel, and there’s no room for sentimentality with your party; your front-line soldiers will die sometimes, and when that happens, you run the risk of losing everything you gained in the process.

A game that keeps on giving

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

There are multiple pathways to travel, starting with the Alley and branching off to the Sewer and Graveyard. These lead on to the Caves and the Junkyard, respectively, and that’s just in the first act. Later, you’ll unlock more roads to travel with their own challenges. For example, in the Desert, the extreme heat leads to health loss over time unless you keep your cats cool and watered.

Survive a run, and you’ll be able to take your newly buffed up cats back home, where they’ll retire (likely into your selective breeding programme) and no longer be able to go out on battles – with a few exceptions.

All the above is basically just a precursor to the game in its entirety; I’ve played a solid 30 hours, and I’m still only 20% of the way through. There’s a reported over 200 hours of gameplay, so I’ve no concerns about tiring too quickly of Mewgenics. I’d assume that’s before you factor in unlockable achievements, too, meaning much like The Binding of Isaac, I expect superfans to see hours well into the thousands worth of kitty cat combat.

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

It helps that the game has excellent music, consistently great art, and some really well-designed levels. Some of the boss fight song lyrics had me chuckling even as my ill-fated kitties erupted into a spray of body parts and blood, and the rest of the soundtrack has enough pace and variation to keep me locked in to the addictive gameplay loop.

Every time I’ve sat down to play, I’ve unlocked some fresh hell for my cats to endure – one of the latest is a monstrous doomsday cat called Guillotina, who turns up at my cats’ home every week or so to fight retired cats.

The chaos is almost certain to continue amplifying as I delve further into the world of these calamitous kitties, and while I don’t know if it will have such a broad appeal as the comparatively simple The Binding of Isaac, I hope long-time fans of it and other creative roguelikes in the genre will give it its due. I certainly intend to!

Should you play Mewgenics?

Play it if...

You loved The Binding of Isaac and Super Meat Boy
Lovers of the grotesque roguelikes of yore, rejoice; Mewgenics is the game for you. It has its own twist, but I think even players who aren’t typically tactical play fans will get a real kick out of it.

You enjoy strategizing around the long game
While the runs themselves are immersive, it’s important in Mewgenics to consider the greater impact of your choices; does losing certain cats risk your gene pool? Are they carrying items you might want for future runs? Is there enough food on the table back at home?

Don't play it if...

You’re prone to developing emotional attachments to pixels
These cats are not for loving; they’re for lobbing onto a battlefield and keeping alive long enough to breed and reap the rewards. That didn’t stop me from growing attached, and it stung each time a cat I particularly liked passed on.

You’re faint of heart
If you don’t want to see cats humping, exploding, and fighting, I’m surprised you made it this far in the review. Though you can alter how graphic certain parts of the game are in the settings.

Accessibility features

Mewgenics is hit-or-miss with accessibility; there are no subtitle adjustments, difficulty adjustments or colorblind settings, but text boxes are pretty large by default and you can change the size of UI elements like the status bar, tooltip size and adjust the noise and grain and flicker levels. The controls are mappable, too. Some more work could be done here; a clearer font and colorblind settings wouldn’t go amiss, but hopefully that’s something we see in a later update.

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

How I reviewed Mewgenics

I spent over 30 hours in Mewgenics, covering the first act and most of the second as well as some side quests; enough to get a good sense of the gameplay, though I’m sure there’s plenty still to come as the game goes on.

I played on both my gaming laptop (Dell’s Alienware M16 R1) and my Steam Deck paired with my Corsair Void v2 MAX Wireless gaming headset, and it played wonderfully on both.

First reviewed January-February 2026

Mewgenics is the latest roguelike from The Binding of Isaac creators, and it’s just as chaotic, cursed, and cantankerous as you’d expect – and I just can’t put it down
5:00 pm |

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

It’s finally here; after a tumultuous few years of will-they-won’t-they development, Edmund McMillen (The Binding of Isaac’s creator) and his frequent collaborator Tyler Glaiel (for The End is Nigh and Aether) are finally ready to share their latest creation – Mewgenics.

Review info

Platform reviewed: PC and Steam Deck
Available on: PC via. Steam
Release date: February 10, 2026

Mewgenics is a game that does exactly what it says on the tin – its core mechanic is selective cat breeding – but if you’re looking for a life simulator, that it is not. Instead, you’ll march your army of superpowered pussycats through harsh battlefields (read: sewers, junkyards, and other such dismal settings), fight your way through turn-based encounters against grotesque foes, and develop winning formulas that will eventually lead your feline friends to victory.

It’s a surprisingly compelling and complex game, offering ample collectible items, a healthy number of achievements, and plenty of replayability. If you spent the 2010s haunting the virtual halls of Newgrounds or playing titles like The Binding of Isaac and Super Meat Boy, you’ll feel the warm embrace of nostalgia, but you won’t get bored quickly thanks to the creative ways Mewgenics plays with the roguelite formula. It’s unforgiving, in places, and won’t always let you take the easy route, but it’s great fun the whole way through.

That same strength could be a weakness for some players; the raunchy humor, slightly monstrous art style, and energetic dialogue might register as dated to some. Stripped away from its tone, however, the game still stands as a thoroughly enjoyable, well-paced, and amply versatile addition to your Steam library. Plus, it’s Steam Deck compatible, where it feels right at home.

No purr-lace like home

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

Welcome to Boon County, where the cats are cute, the real estate market is booming, and both of those statements are only half true. In this rundown part of town lies your humble home, a shack-like property inhabited by your collection of cats. From these modest beginnings shall spring forth legend, however, because it’s here you’ll collect, breed, and care for a cat army.

That means ensuring there’s enough food, cleaning up their waste (and, er... corpses, occasionally), decorating your home, and shopping for both supplies and in-level items. You can also prune the genetic pool by shipping off cats to allies you’ll meet along the way to unlock various features and perks, so from the get-go, there’s plenty of macro management to dig your teeth into.

Along that vein, it’s important not to underestimate the importance of this hub; even in the early game, the cats you keep around shape the outcomes of the battles to come, whether that’s due to the mutations and stats they carry or because they have a penchant for infighting and can leave permanent injuries on one another.

When you’ve had your fill of cat care and it’s time to end the day, your cats can choose to fight each other or mate, leaving you with new messes to clean up. Later in the game, it’s possible to steer these interactions a little more by seconding your cats in groups as you gain new rooms for your shack. I had great fun selectively breeding in some mutations that I found especially cute, even if they did come at the detriment of some of my cats; I can’t help it, their goofy little snaggle teeth are irresistible.

New strays will also arrive each day, offering an easy way to fill out your party when you’re low on soldiers, or the gene pool is getting too slim. Over time, though, stockpiles will run low, and at that point, you can venture out with four cats of your choice to battle foes and bring home vital supplies like food and money; and here’s where the meat of the game begins.

I can’t fight this feline anymore

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

Upon selecting your chosen warriors, you’ll be able to assign them to one of four classes to begin with; this increases to more than 12 over time, each with unique abilities and passives that you’ll curate over the course of your travels; those, too, can be passed on to descendants. There are over 1,200 abilities and passive traits in the game, so no two runs will play the same – this variation made the game pretty hard to put down.

There are seven stats each cat will come pre-loaded with: strength (melee and damage), dexterity (range and damage), constitution (HP and regeneration), intelligence (mana regeneration), speed (initiative and movement), charisma (max mana), and luck (chance-based events like critical rolls).

Based on these, certain classes will align better with different cats, but the further you get in the game, and the more chaotic your approach to breeding has been, the more often you’ll find yourself with some pretty busted combinations.

I managed to score a necromancer carrying many cleric traits, loaded it up with a bunch of perks for healing, and created the most monstrously good wham-bulance (high damage, high heal) since I discovered the Soraka/Yuumi bottom lane combination in League of Legends. A niche reference point, but if you know, you know.

After equipping any items you may have to boost stats and grant new abilities to your kitties, it’s time to head out on the road, where you’ll face enemies ranging from zombie kitties to strange psychic eldritch beasts, tom cats to bomb-lobbing mousers, and beyond in randomized battle encounters.

There’s a fantastic range of enemies to fight (over 200), each with their own abilities and behaviours; a personal favorite is a pair of giant shark cats, which I realised all too late can devour your brave soldiers in one bite – and there’s no coming back from this particular death.

Best bit

One of my Clerics picked up a passive that effectively made it dyslexic, swapping around letters and numbers in their abilities. Confusing, yes, but as a dyslexic person myself, utterly hilarious.

Outside of perma-death situations (which there are quite a few of!), enemies will down your teammates, and their fainted bodies can take damage three times before exploding into chunks of bone and meat.

This is more than just an inconvenience in-fight; each time one of your cats becomes downed, it will pick up conditions like injuries and jinxes. Sure, they’ll heal up a little at the end of combat, but these injuries limit their stats for the rest of the run, and items or abilities that cure these conditions are few and far between.

Speaking of which, in between battles, you’ll pick up various items (of which there are over 900) and face different encounters. In these encounters, a random party member will choose from different stat-based options, and, based on your stat points, a probability-based outcome decides if the interaction helps or hinders your crew.

The luck element of the game is often cruel, and there’s no room for sentimentality with your party; your front-line soldiers will die sometimes, and when that happens, you run the risk of losing everything you gained in the process.

A game that keeps on giving

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

There are multiple pathways to travel, starting with the Alley and branching off to the Sewer and Graveyard. These lead on to the Caves and the Junkyard, respectively, and that’s just in the first act. Later, you’ll unlock more roads to travel with their own challenges. For example, in the Desert, the extreme heat leads to health loss over time unless you keep your cats cool and watered.

Survive a run, and you’ll be able to take your newly buffed up cats back home, where they’ll retire (likely into your selective breeding programme) and no longer be able to go out on battles – with a few exceptions.

All the above is basically just a precursor to the game in its entirety; I’ve played a solid 30 hours, and I’m still only 20% of the way through. There’s a reported over 200 hours of gameplay, so I’ve no concerns about tiring too quickly of Mewgenics. I’d assume that’s before you factor in unlockable achievements, too, meaning much like The Binding of Isaac, I expect superfans to see hours well into the thousands worth of kitty cat combat.

Screenshot of Mewgenics

(Image credit: Edmund McMillen and Tyler Glaiel)

It helps that the game has excellent music, consistently great art, and some really well-designed levels. Some of the boss fight song lyrics had me chuckling even as my ill-fated kitties erupted into a spray of body parts and blood, and the rest of the soundtrack has enough pace and variation to keep me locked in to the addictive gameplay loop.

Every time I’ve sat down to play, I’ve unlocked some fresh hell for my cats to endure – one of the latest is a monstrous doomsday cat called Guillotina, who turns up at my cats’ home every week or so to fight retired cats.

The chaos is almost certain to continue amplifying as I delve further into the world of these calamitous kitties, and while I don’t know if it will have such a broad appeal as the comparatively simple The Binding of Isaac, I hope long-time fans of it and other creative roguelikes in the genre will give it its due. I certainly intend to!

Should you play Mewgenics?

Play it if...

You loved The Binding of Isaac and Super Meat Boy
Lovers of the grotesque roguelikes of yore, rejoice; Mewgenics is the game for you. It has its own twist, but I think even players who aren’t typically tactical play fans will get a real kick out of it.

You enjoy strategizing around the long game
While the runs themselves are immersive, it’s important in Mewgenics to consider the greater impact of your choices; does losing certain cats risk your gene pool? Are they carrying items you might want for future runs? Is there enough food on the table back at home?

Don't play it if...

You’re prone to developing emotional attachments to pixels
These cats are not for loving; they’re for lobbing onto a battlefield and keeping alive long enough to breed and reap the rewards. That didn’t stop me from growing attached, and it stung each time a cat I particularly liked passed on.

You’re faint of heart
If you don’t want to see cats humping, exploding, and fighting, I’m surprised you made it this far in the review. Though you can alter how graphic certain parts of the game are in the settings.

Accessibility features

Mewgenics is hit-or-miss with accessibility; there are no subtitle adjustments, difficulty adjustments or colorblind settings, but text boxes are pretty large by default and you can change the size of UI elements like the status bar, tooltip size and adjust the noise and grain and flicker levels. The controls are mappable, too. Some more work could be done here; a clearer font and colorblind settings wouldn’t go amiss, but hopefully that’s something we see in a later update.

Screenshot of Mewgenics

My cleric developed a form of dyslexia, and as a dyslexic it took me a second too long to realize it wasn't just my own reading comprehension behind my confusion. (Image credit: Edmund McMillen and Tyler Glaiel)

How I reviewed Mewgenics

I spent over 30 hours in Mewgenics, covering the first act and most of the second as well as some side quests; enough to get a good sense of the gameplay, though I’m sure there’s plenty still to come as the game goes on.

I played on both my gaming laptop (Dell’s Alienware M16 R1) and my Steam Deck paired with my Corsair Void v2 MAX Wireless gaming headset, and it played wonderfully on both.

First reviewed January-February 2026

Nioh 3 taking the series to an open-world format works shockingly well — thanks to that and its style-switching combat, it’s become one of the best soulslikes I’ve ever played
5:00 pm | February 4, 2026

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

Six years since the last game (and after a brief trip over to Ancient China in Wo Long: Fallen Dynasty), Team Ninja’s premier soulslike series returns with Nioh 3. And my word, was it worth the wait.

Review information

Platform reviewed: PC
Available on: PS5, PC
Release date: February 6, 2026

Nioh 3 will feel familiar to fans of the other two titles in, but it’s clearly taken inspiration from other Team Ninja games that were released in the interim. Here we have the addition of a semi-open-world akin to Rise of the Ronin, and even a new style shift mechanic that isn’t wholly unlike the moveset variety of Ninja Gaiden 4 or Stranger of Paradise: Final Fantasy Origin.

In short, Nioh 3 feels like a culmination of most things Team Ninja has put out over the past decade. It’s a brilliant evolution of what makes the series so special in the first place, maintaining that lightning-fast combat and dizzying build variety.

Meanwhile, the formula has evolved to bring something entirely fresh to the table. As much as I adore Nioh 2 and think it’s one of the best soulslike games out there, I don’t know if I can go back after the brilliance of Nioh 3.

Though as much as I’ve loved my time with Team Ninja’s latest outing, there are undoubtedly blemishes. Performance on PC is a bit all over the place; graphics options are plentiful, but the game does struggle in denser environments and has a habit of forcing DLSS, at least on my rig.

As for the game itself, Ninja Style - which I love, by the way - does feel a little over-tuned. Few enemies are able to keep up with your high evasion in this style, and the trade-off of not being able to replenish your stamina via a Ki Pulse (an ability that refills a portion of stamina with a carefully-timed R1 press) isn’t much of a downside.

Aspects of Nioh 3 like this, as well as the ability to fast-travel between shrines, freely respec at any time, and the sheer versatility offered by the style switching system, make for a game that feels overall a little easier than prior entries.

While not as much of a cakewalk as Wo Long felt at times (with its immensely generous parry system, especially), there’s a much more lenient difficulty curve in Nioh 3 that should feel more welcoming to newcomers, but could frustrate series diehards who may not feel reasonably challenged until much later sections of the game.

Shifting across time

Protagonist Takechiyo, in ninja attire, takes on a boss riding a demonic horse

(Image credit: Koei Tecmo)

In the original Nioh, players took on the role of a set character - Irish swordsman William. Nioh 2 gave us agency to create our own characters, albeit relegating us to an unnamed protagonist.

Nioh 3, meanwhile, feels like a combination of both. We play as a character known as Tokugawa Takechiyo, though we still have full control over their appearance and gender via the returning character creator.

Best bit

The player wields a kusarigama weapon against a demon in Nioh 3

(Image credit: Koei Tecmo)

Nioh 3’s dual styles are a real breath of fresh air for the series, and a multi-faceted mechanic in its own right. The game rewards strategic use of both Samurai and Ninja styles, but if you prefer one or the other, it’s still perfectly playable from start to finish. You just might find that some areas and bosses give you a bit of a harder time if you stick to just one style.

After a brief tutorial section, Takechiyo is thrust back in time to the Warring States period of Japanese history when their brother, Kunimatsu, enacts a coup brought on by jealousy of Takechiyo being chosen to succeed the seat of the shogun. There, players will side with Tokugawa Ieyasu in an effort to prevent legendary warlord Takeda Shingen - in league with an army of yokai - from claiming the seat for himself.

It all starts off in typical Nioh fashion. You’ll pair up with (or face off against) known figures from the Warring States period, including Hattori Hanzo and Ii Naotora. And roving bandits will be the least of your worries, as once again, Japan has been overrun by yokai - demonic entities that take on several monstrous forms.

The Nioh games usually take place over a number of years, but Nioh 3 has expanded this concept and features events across multiple generations at various periods of time - each one offering a whole new map to explore. I was greatly surprised at the variety of locales on offer, and Team Ninja has done a wonderful job providing a broad range of settings, some of which very much came out of leftfield.

It takes two (styles)

Nioh 3

(Image credit: Koei Tecmo)

So how’s combat, then? Well, Team Ninja has taken a boldly different approach this time around. The core gimmick of Nioh 3’s combat is its dual styles. Samurai Style is, broadly, Nioh as you know it.

You can switch between mid, high, and low stances for a variety of different moves depending on your weapon type of choice. New here, though, are Martial Arts, which you can activate upon filling a gauge by landing attacks or successfully guarding. The style feels a good bit stronger and weightier than what I was used to in Nioh 2.

That provides a noticeable divide between Samurai and Ninja styles. The latter, then, is a much more agile form. You move much quicker in combat, and your dodging ability and attack speed are greatly enhanced. As mentioned, Ninja’s trade-off is that you can’t recover Ki via Ki Pulses, as you can in Samurai Style. However, you recover Ki very quickly while in this form, thus offsetting the drawback a fair bit, at least in the first half of the game before the challenge level really ramps up.

Ninja Style was definitely my preferred way to play much of Nioh 3. And given that Samurai and Ninja have their own unique weapon types and armor sets - of which you can form loadouts for both - you certainly can pick one style and stick with it. But as I progressed through the game, I found plenty of scenarios that played to the strengths of both.

Ninja’s ability to use magic, for example, makes it great for crowd control and dispatching enemies with elemental weaknesses. Samurai is fantastic in one-on-one duels against tougher opponents, though, as proper use of Martial Arts can quickly drain an opponent’s Ki for a quick and easy critical hit.

Get out there

A frosty vista in Nioh 3, a Crucible location looms in the background, depicted by glowing red orb and spikes

(Image credit: Koei Tecmo)

Nioh 3’s shift to open field level design brings many, many worthwhile changes with it. You’ll no longer pick missions from a simple map screen. Instead, more detailed levels are baked into a larger, explorable environment.

Each explorable area is divided into smaller parts, each with an exploration level. You’ll passively increase this as you explore, including finding new shrines, treasure chests, or clearing bases overrun by bandits or yokai. Increasing the exploration level of an area will gradually reveal things you can find within.

Getting as much exploration done as possible is certainly worth it, too. You’ll often find textbooks that allow you to learn new skills and Martial Arts, as well as no shortage of Samurai and Ninja’s Locks. These automatically grant you a skill point for their respective style and the weapon types therein. No longer do you have to grind out weapon usage in order to earn these skill points. If you find a new weapon type you’re desperate to try, you can load some points into it with little hassle.

That’s doubly true in Nioh 3, as you can freely reset and reallocate skill points at zero cost. I love this change, as it means you’re more actively encouraged to settle into a build that’s right for you.

Like in Code Vein 2, if you fancy a quick build change in Nioh 3, it’s blissfully easy to do. This also goes for your more general stats, which you level up at shrines. And handily, a diagram on this screen will let you know which stats work best for each weapon type. Super convenient, and means you’ll be spending less time stressing over builds, and more time trying them out.

Thorough exploration also ties into the revamped Titles system, which is now broken down into categories and offers various permanent buffs and stat increases, such as healing item drop rates, stealth effectiveness (yes, you’ll really be racking up the backstabs in Nioh 3), and general melee attack damage against certain foes. Basically, actions like taking over bases or simply dispatching enemies in either Style will earn you points in their respective categories, which you can periodically redeem in the Titles menu.

There’s just a lot of stuff that contributes to your overall power in Nioh 3. To the point where it can make the first couple of chapters a bit of a cakewalk. Bosses, by and large, still present a steep challenge, and you’ll still run into a fair few gatekeepers to your progress. But overall, I’d say Nioh 3 is a touch easier than its direct predecessor.

Feeling the heat

Takechiyo faces off against a large demonic boss in Nioh 3

(Image credit: Koei Tecmo)

That is, of course, until you reach one of several Crucible areas. Crucibles are another addition I really love. Effectively acting as mid and end-of-chapter levels, a Crucible is an enormous yokai realm that comes with various gameplay modifiers - one of which is a reduction to your maximum health upon taking damage.

This makes Crucibles particularly dangerous. However, the rewards for exploring within are very much worth it, as it’s in these areas that you’ll typically find higher-end gear and earn more experience generally upon killing enemies. Crucibles are definitely a step-up in difficulty, and the demonic tone shift within them provides a suitably climactic bookend to each major area.

I didn’t think it was possible for Team Ninja to one-up Nioh 2 in as many ways as it has with Nioh 3, but I’m beyond pleased that it does. It’s a fresh-feeling take on the soulslike formula in general, combining Nioh’s satisfyingly quick action with a richer, more fleshed-out world to explore.

The game could definitely use some work on PC in the performance department, and there are certainly some enemy types I wish the developer had left in the past (the snake-like Nure-Onna is the bane of my existence). But crucially, it’s a game I’ve often been unable to put down, if only to see what kinds of wonderful locations and bosses await around each and every corner.

Should I play Nioh 3?

Play it if...

You want an awesome open world to get stuck into
Nioh 3’s shift to an open-field format follows in the footsteps of Elden Ring and Code Vein 2, in providing a richly-detailed, explorable world that’s jam-packed with things to see and do. Exploration objectives aren’t overwhelming, either, with a reasonable amount to find in each designated area.

You like changing gameplay styles on the fly
Samurai and Ninja styles add yet another layer of depth to Nioh’s excellent combat. Shifting between the two depending on the situation is a wonderful little puzzle in and of itself, but the game doesn’t discourage sticking with one or the other if you’d prefer.

You were hoping for a smoother difficulty curve
Nioh 3 does an excellent job of easing new players into its brand of challenge. An easier early game compared to its predecessors is great for those who want to get to grips with exploration and testing out new builds. Still, it’s by no means an easy game, with later chapters and Crucible sections making damn sure of that.

Don't play it if...

You’re not keen on loot-heavy games
Unlike most of its peers, Nioh 3 (like the other games in the series) isn’t shy of showering you with loot on a near-constant basis. Enemies erupt into weapons, armor, and trinkets upon death, meaning inventory management can quickly become an issue.

You need to clear your backlog first
Nioh 3 is a massive game. Even after my 50 or so hours with it, I certainly hadn’t seen and done absolutely everything the game has to offer. If you’re the completionist type, I definitely still recommend Nioh 3, but be sure to make room for it before getting stuck in.

Accessibility

Nioh 3 has some basic accessibility options. Full controller assignment and keybinds are supported. Furthermore, subtitle options include size and the ability to display the speaker, and sound effect captions.

Colorblind settings are limited, but there does exist an option to alter the color perception settings of important text and loot rarity color patterns. There is also an option for the game to play a sound effect when you get near an object that you can interact with, such as doors, characters, and items.

How I reviewed Nioh 3

My playthrough of Nioh 3 lasted around 50 hours, including the main campaign and a huge chunk of exploration and side objectives.

I played the game on PC (via Steam) for this review, with an Nvidia GeForce RTX 5060 GPU and primarily using the 8BitDo Ultimate 2 as my controller of choice. I also made use of the Nacon RIG 900 Max HS gaming headset to experience the game’s atmospheric audio design.

First reviewed February 2026

I’ve spent 15 hours in Highguard, but I’m not desperate to play any more
2:00 am |

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

To many, Highguard promised to be the anticipated spiritual successor to hit battle royale Apex Legends. After all the developer, Wildcard Entertainment, is made up of Respawn Entertainment veterans, and links to Apex and Titanfall were mentioned in the new title's marketing.

Platform reviewed: PC
Available on: PS5, PC, Xbox Series X, Xbox Series S
Release date: January 26, 2026

At first glance, the comparison holds: it’s a squad-based 3v3 shooter with fantastic-feeling gunplay, a similar weapon progression system, a comparable art style, and, perhaps most importantly, the same shadow-drop release strategy (well – until an early The Game Awards reveal gave away the secret). But I’ve spent 15 hours in Highguard in its first week, and I’m not convinced that it can hold people’s attention as long as Apex has. It still feels a few major and minor tweaks away from being a Legendary hit – but a few months’ wait could see it transform into a gem.

Highguard is set in a fantasy-meets-guns world, and sees you loot and shoot in matches lasting between six and 30 minutes. Rounds take place in medium-sized maps, and they see each squad scavenging for supplies and gear, before trying to carry a spawning Shieldbreaker artifact to the opponents’ base and, if successful, embark on a raid wherein they must plant and defend explosives to lower a base’s health.

That’s a thoroughly truncated version of how the rounds work. Highguard can be a little complicated at times, and the game does little to clear up what various limited-respawn rounds or overtime timers actually mean. I’d played at least 10 matches before it all became clear: this is just Capture the Flag and Search and Destroy, with extra frills.

A still from Highguard, showing horseback combat.

(Image credit: Wildcard Entertainment)

As of launch, these Raid battles are all that's available: no single-player, no other round styles.

The heart of the action

At its core, Highguard is a fantastic shooter. It feels crisp, frenetic, responsive; firing guns, traversing the environment and juggling hero powers all feels amazing. The tense and tactical squad combat ported over from Apex feels even more heart-pounding when you’ve got an objective to destroy or enemy carrying a Shieldbearer to fell. But that nourishing main course is surrounded by a few lukewarm entrees.

Take Wardens: the game launched with eight, but they’re not all equal. You’ll scarcely play a match without someone picking Kai, whose instant ice walls dictate the movement of battles, or Una and their summonable grenade-lobbing wisps. But other heroes barely get used, with powers that are too situational to be worth picking.

A still from Highguard, showing the ram attacking a base.

(Image credit: Wildcard Entertainment)

Similarly, the guns aren’t balanced at launch. Assault rifles, the revolver, and sniper rifles are all solid, but close-quarters guns like shotguns and SMGs don't justify inventory space, either for their slow time-to-kill, lack of function over distance, or simply being outclassed by a similar weapon. You can only carry two guns, after all (plus a raid weapon, like a sledgehammer or rocket launcher), so it pays to choose wisely.

Possibly the most damning part of the game, and the thing that stops it from matching Apex, is that it can grow repetitive. Matches feel similar: you’re always spawning in the same spots, picking the same wardens, using the same guns, playing on the same small maps, and opening chests to find the same restricted pool of loot.

This latter is the problem that needs fixing the most. There are no health pick-ups, since it refills on its own. There are no ammo pick-ups, since you spawn with all you’ll need. Attachments don’t exist. There's little need to hunt for the perfect weapon, since you spawn with whichever guns you'd like. And since gear rarity is tied to progression, with better weapons and shields spawning in each subsequent round, there’s no need to keep opening chests in the hopes of a rare game-changer until you're on the last round, when every chest has them.

A still from Highguard, showing Kai's ice wall ability

(Image credit: Wildcard Entertainment)

I found myself longing for the battle royale title, where the rhythm of the match would be dictated by randomness: where the drop ship began, and what gear and power-ups I found.

Repetitive gameplay can suit some shooters like Call of Duty, where you’re always seconds from a gunfight. But in Highguard, you’ve got minutes of downtime spent mining for resources or waiting for the Shieldbreaker to spawn, in which to ponder “could I be doing something better with my time?”.

At launch, there are five maps, chosen at random. They all consist of some main areas: your enemy’s base and your team’s base, which you choose from a limited pool before the match begins. The number of loot chests feels inconsistent between them, but generally predictable in each: the red gun chests and blue support chests are largely in those three central points.

A still from Highguard, showing a character using the LMG in a firefight.

(Image credit: Wildcard Entertainment)

Despite what some online commenters say, I never found the maps were too big; you’re always told where the Shieldbreaker will spawn next, and where air support crates will drop, so it’s easy to make an informed decision as to where the enemy will be – and they're quick to traverse, with ziplines and a mount-summoning system that feels ripped straight out of Elden Ring.

Taking the High(guard) road

It’s a little hard to review Highguard, given that the game will change in the short and long term. Wildcard has promised at least a year of season - sorry, Episodes, coming every other month.

These promise new wardens, weapons, matches, bases, and cosmetics, and I see the game only getting better as the year goes on. They come alongside numerous patches and tweaks, with two coming in the first week of release.

A 5v5 mode was released due to negative first-impression response from gamers, but it plays far worse than 3v3, given how the game is clearly optimized for six players. And a few changes to raid rounds, including reduced attacker lives and a longer respawn timer, mean you spend more time twiddling your thumbs and less time fighting.

A still from Highguard, showing a character shooting a machine pistol at a base.

(Image credit: Wildcard Entertainment)

Both, in my eyes, make the game worse, but they show the developers’ eagerness to experiment and make changes. I’m hopeful that many of the issues other players and I have had with Highguard can be fixed in the near future.

The in-game store updates every few days, with daily and weekly challenges too, so there are still reasons to come back in the short term. And, thankfully, there are plenty of cosmetics to buy via earned-in-game currencies (though you can spend money on premium ones, if you like).

One other thing I hope to see more of in the future? Some story, other than a few brief lines heroes exchange at the beginning of matches, and what can be inferred from the maps, the fantasy-meets-guns world is a total mystery. Something about a new continent? About some kind of academy? Factories? Your guess is as good as mine, but I'm eager to learn more. Apex basically told its entire story through character introduction trailers, and I suppose Highguard will be the same.

Should you play Highguard?

Play it if...

You love tense, tactical, crisp gunplay
Apex's tight and crisp gunplay is back here in force, and it'll particularly appeal to gamers who love objective-based styles of online shooter.

You're playing long after release
Wildcard’s long road map for Highguard ensures it’s only going to get better, so the older the publish date of this review is, the more it’s worth recommending… hopefully.

You're curious
Highguard is free to play, and even its microtransactions feel unobtrusive. If you're even the least bit curious, there's no harm in trying it out.

Don't play it if...

You want long-range or close-quarters firefights
The long-distance Battlefield-style large-map play, and close-quarters Call of Duty-style firefights, exist together in Highguard. Don't play if you only like one or the other.

You're expecting a battle royale
Due to the Apex link, many people were likely hoping Highguard would be more of the same. It plays similarly, but scratches a very different kind of itch.

Accessibility

Highguard has a small handful of accessibility features: subtitles and support for ten languages (including English, Spanish, and French).

That's not the biggest list I've ever seen, but just like the in-game content, it's possible that Wildcard will improve this over time.

Visually, many of its features can be turned off to improve performance or cater to visual accessibility. You can remove chromatic aberration and motion blur, toggle the FOV slider, and tweak the quality of effects, shading, foliage, and more.

How I reviewed Highguard

At the time of writing this review, my play time for Highguard on Steam stands at 15 hours. A small handful of those will be from opening day issues: failing to get into the tutorial, games crashing, and loading issues. But I’d estimate at least 12 of those are playing various raid matches. I made sure to play multiple rounds with each character, although there are some I found myself favoring more.

I also briefly tested 5v5 mode when it came out, and checked back in for each patch during the first week.

I played on my custom-built PC, which uses an RTX 3060 Ti, Asrock Z590 Phantom Gaming, and 16GB RAM. I played both on Wi-Fi (22Mbps average speed) and Ethernet (70Mbps average speed). My monitor is the Eve Spectrum 4K 144Hz, and I alternated audio between the Creative Pebble Nova speakers and AKG N9 headphones. For controls, I used the Clutch GM41 Lightweight mouse and the Logitech G213 Prodigy keyboard.

First reviewed February 2026

Dragon Quest VII Reimagined is so good you can’t tell it’s a remake of a game from more than twenty years ago
6:00 pm | February 2, 2026

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

If you could condense every RPG ever made down to its core components, stir them into a hearty stew, and then feast on the resulting concoction you’d get Dragon Quest VII – the most RPG to ever RPG.

Its grand plot takes our heroes – a plucky band of budding upstarts hungry to explore the wider world – on an adventure across not only the globe, but through time too as they seek to defeat a great evil that has brought terror to their land. They’ll develop their skills in their chosen class (or Vocation as the DQ series prefers to call them), and use their abilities to battle a wide variety of monsters in turn-based combat.

As trope-fuelled as it gets, I nevertheless found I simply couldn’t put Dragon Quest VII Reimagined down – to that point that several times during this review process my TV had to check if I was still there as it had been on for so long.

Review info

Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch 2, Nintendo Switch, PS5, Xbox Series X|S, PC
Release date: February 5, 2026

It helps that the story and characters are utterly engaging, but that was true for the original. Reimagined knocks things up a few pegs by boasting a litany of excellent quality of life updates that would make anyone forget the original released over 25 years ago.

While still turn-based, the combat has had a major tune up. With powerful ‘Let Loose’ effects, auto-battle options, the ability to speed up animations, or even take out enemies in the overworld before a fight can break out, the combat of Dragon Quest VII Reimagined feels faster while accessible.

You can still experience the meatiness of grinding through turn-based bout after turn-based bout, but in those moments when you’re tired of weaker foes you can much more easily power through to the next objective than you could in similar RPGs.

Dragon Quest VII Reimagined

(Image credit: ARMOR PROJECT / BIRD STUDIO / SQUARE ENIX)

There’s also a tweak to the Vocation system. Moonlighting, when unlocked, lets you choose two jobs at once. This not only creates opportunities for more creative builds, but also makes it less of a slog to unlock the higher-tier vocations which ask you to first master lower-tier ones.

Of course I can’t ignore Dragon Quest VII Reimagined’s most noticeable glow up: the aesthetics. Many a 2D game has lost its charm in the transition to 3D, but with its toyish diorama-like look Reimagined bucks this trend by heaping the charm on by the shovel load. To call it beautiful is an understatement, and yet – as is so true for every way this title has been ‘reimagined’ – the graphical changes feel true to the original's stylings, which were of course provided by the late great Akira Toriyama.

If you love classic RPGs, or if you’ve never quite gelled with them: play Dragon Quest VII Reimagined. You won’t regret it, I promise you.

In with the old, in with the new

I touched on several of Dragon Quest VII Reimagined’s reworks in my intro, but let’s go into some of them in a little more depth – starting with one I didn’t mention yet: custom difficulty options.

You can, of course, choose the basic Easy, Normal, and Hard difficulties when you boot up this game, but you could instead tweak different settings to suit your challenge preferences.

For me that’s making enemies stronger, my characters’ attacks weaker, but keeping progression at a normal pace – landing my difficulty as a sort-of Hard-lite. Though, I have now slowed down my progression to make the game a little more challenging – with the settings menu letting you make tweaks anytime during your playthrough.

Dragon Quest VII Reimagined

(Image credit: ARMOR PROJECT / BIRD STUDIO / SQUARE ENIX)

Then let's talk combat. I thought I’d feel auto-battling is a cheat, but it only serves to make those easier mob fights feel like less of a slog than I’ve found they can be in other turn-based RPGs. We’ve all been there – wishing an enemy wouldn’t spawn because we’re tired of the same-old fights we’ve mastered – and with auto-battle, I can just use these moments to quickly grab a drink or snack while still progressing my adventure.

Just a word of advice: tougher fights will always warrant full player control.

Precise controls will let you prepare your synergies, and let you choose when to activate your Let Loose ability – rather than the auto-battler just firing off as soon as possible. When characters are sufficiently ‘worked up’ – I’m not 100% sure what causes this (it was probably explained in some text I skipped through) – they can let off a powerful effect and still take an action on their turn.

Best bit

Dragon Quest VII screenshots

(Image credit: ARMOR PROJECT / BIRD STUDIO / SQUARE ENIX)

I adore the monster designs in the Dragon Quest series. Despite being undeniably monstrous, I love the quirkiness every enemy is imbued with through its animations, name, and stylings. It plays very well into the child-like wonder of this game, and every new encounter made me chuckle.

This gimmick, especially when combined with moonlighting – which gives you two options when letting loose for greater versatility – can turn the tide of a battle, and has saved me from a pinch or two without making bouts feel trivial (an ideal sweet-spot).

What these improvements do mean is Dragon Quest VII Reimagined feels a lot more accessible than other titles in this genre.

Given its slower pace, turn-based gameplay is generally quite accessible as players can take five seconds to five hours to decide and input a move (and there’s no Expedition 33-esque parry mechanic to fuss over between your turns). At the same time this slower pace can transform into a grind that not everyone enjoys, which is why some classic remakes have turned to something different like with Final Fantasy VII Remake.

Dragon Quest VII Reimagined

(Image credit: ARMOR PROJECT / BIRD STUDIO / SQUARE ENIX)

Dragon Quest VII Reimagined finds its sweet spot by instead offering these tools like battle speed-up, auto battle, instant victories and moonlighting to keep everything that makes turn-based excellent, while eliminating as many of its deficiencies as possible.

A critical hit!

To make matters better, Dragon Quest VII Reimagined only has one major fault and that’s I wish finding tablet fragments felt more special in the early game.

Things do pick up eventually, but at first too many pieces are simply found on the floor of people’s homes. I wish more of these supposedly rare artifacts would be treated with respect – locked behind a mini boss fight, or puzzle, or side mission.

As it stands, the loop of Reimagined’s first 10-or-so-hours can become repetitive when you reexplore lands in the present day after saving them in the past – as you simply wander around, searching every home and talking to strangers until someone gives you the broken stone you’re seeking.

Dragon Quest VII screenshots

(Image credit: ARMOR PROJECT / BIRD STUDIO / SQUARE ENIX)

I’d also say the game can feel a bit too easy at times – especially after unlocking moonlighting and extra party members. This was even after I slowed myself down by going to full-on Hard mode. I did still find bouts that posed a challenge, but I had to be careful to not over-level with auto-battle and make fights easier than I wanted.

Otherwise I’d say Dragon Quest VII Reimagined hits the mark in so many ways. The combat is well-tuned, the music is a delight, and I’ve already gushed about the visuals but know that I could say I love them a hundred times more.

This is the quintessential RPG experience, and one everyone should experience – I’d especially recommend it to my fellow Nintendo Switch 2 players, this was the console I reviewed it on, and it shone in both handheld and docked mode.

Should you play Dragon Quest VII Reimagined?

Play it if…

You’re an RPG purist
Even with its reimagined elements this title feels true to the original version and its genre in a way that purists will adore.

You’re not an RPG purist
This title threads the needle of genuinely appealing to both newcomers and genre fanatics. If you hate RPGs, I genuinely think Reimagined could be what converts you.

You have a Switch 2
I’m sure this title is excellent on its other platforms, but I felt it really shone on the Nintendo Switch 2, and might have cemented itself as one of the system’s must-play games.

Dragon Quest VII screenshots

(Image credit: ARMOR PROJECT / BIRD STUDIO / SQUARE ENIX)

Don’t play it if…

You hate cuteness and cliché
I found the style, monsters and story of Reimagined to be undeniably charming with a healthy dollop of silliness, though I did speak to some who didn’t vibe with this game to quite the same level as me.

You want something short
As with many others in the RPG genre, Dragon Quest VII Reimagined will keep you hooked for a long while. Things are a tad speedier than the original thanks to elements like auto-battle, but if you’re a fan of shorter experiences this ain’t it.

Accessibility

The pace of turn-based action already allows for more accessible gameplay than more action-packed titles, but Dragon Quest VII Reimagined does boast a few specific accessibility tools such as all of its dialogue being written out on screen, and there being a handful of colorblind modes that should help with the odd puzzle section.

Dragon Quest VII screenshots

(Image credit: ARMOR PROJECT / BIRD STUDIO / SQUARE ENIX)

How I tested Dragon Quest VII Reimagined

I played Dragon Quest VII Reimagined on my Nintendo Switch 2, predominantly in docked mode but I did still spend plenty of time with this title in handheld mode while I travelled. Otherwise I used mostly standard hardware, except for relying on my 8bitdo Ultimate 2 controller for a lot of my docked experience.

On my Amazon QLED TV the visuals looked absolutely gorgeous, and he iconic Dragon Quest soundtrack came through my Sonos Beam Gen 2 soundbar and Sub Mini setup nicely too. Though both elements they still shone through on the Switch 2’s LCD and in-built speakers.

Throughout my whole testing process I didn’t experience any noticeable performance issues – everything ran as smoothly as I could want.

First reviewed February 2026

The Razer BlackShark V3 gaming headset might blend in with Razer’s existing crowd, but the second you set it up, you just know it’s something special
7:00 pm | February 1, 2026

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Razer BlackShark V3: One-minute review

The Razer BlackShark V3 wireless gaming headset is a truly fantastic piece of kit, which has finally convinced me to move on from the same headset I've been using for years. The sleek black design strays from the tacky-looking appearance of a lot of gaming headsets without losing the iconic branding of Razer products, but it never feels garish.

Controls on both earcups are straightforward and easy to use, too, giving you all the power you need in one convenient place rather than having to mess around with additional software. Plus, with 70 hours of battery life when fully charged, you're able to sink into all your favourite games with no threat of interruption.

Its crystal clear audio when gaming, paired with the outstanding microphone quality, makes it the only headset you need for your gaming setup too rather than needing platform-specific products.

The detachable microphone also makes it adaptable to suit your style, whether you're playing with friends over Discord or roaming around in-game while listening to some tunes. It's hard to want to use another headset once you've spent time with the BlackShark V3, which is high praise coming from a creature of comfort who doesn't like to change their peripherals often.

Razer BlackShark V3 wireless headset

(Image credit: Future)

Razer BlackShark V3: Price and availability

  • List price: $149.99 / £149.99 / AU$350
  • Not exactly a budget-friendly headset, but quality makes it worth investing
  • Has almost identical features to the (more expensive) BlackShark V3 Pro

The Razer BlackShark V3 wireless headset launched in July 2025, so a reasonable two years after the previous version: the BlackShark V2 HyperSpeed. Having also used the V2 HyperSpeed in the past, I can safely say those two years of extra baking time definitely paid off, and there are some noticeable differences to make the additional $20/£20 cost worthwhile. Such as a new set of Razer Triforce Titanium 50mm Drivers, a lightweight ergonomic design which really feels as if it's putting comfort first, and a shiny new HyperClear Super Wideband 9.9mm Mic to make sure none of your audio gets missed.

Compared to other premium wireless gaming headsets on the market, like the SteelSeries Arctis Nova Pro 7P Gen 2 or Astro A20 X, the BlackShark V3 isn't an extortionately priced product. In fact, the $149.99 price tag is a reasonable ask for what you're getting, considering how many premium wireless gaming headsets fall closer to the $200 mark.

It's not an eyewatering asking price compared to something like the SteelSeries Arctis Nova Elite, yet it still feels like a worthy upgrade if you're used to rocking budget-friendly gaming headsets. Having launched alongside the Razer BlackShark V3 X Hyperspeed, a tempting $99/£99/AU$179.95 headset, you may be convinced to cut costs and go for something that sounds almost identical in name. But you'd be doing yourself a complete disservice in doing so, which I need you to trust me on.

Razer BlackShark V3: Specs

Razer BlackShark V3

Price

$149.99 / £149.99 / AU$350

Weight

9.5oz / 270g

Compatibility

Xbox Series X|S, Xbox One, PlayStation, Nintendo Switch, PC, Mobile

Connection type

2.4 GHz Wireless / USB Wired / Bluetooth

Battery life

Up to 70 hours

Features

THX Spatial Audio, detachable Razer HyperClear Super Wideband 9.9mm mic,

Software

Razer Audio

Razer BlackShark V3: Design and features

  • Black design is more elegant than RGB-intense gaming headsets
  • Super lightweight design for long-term comfort
  • Despite its middle-ground price tag, it definitely feels like a high-end product

The Razer BlackShark V3 wireless gaming headset looks practically identical to the other Razer BlackShark V3 sets: the V3 Pro and the V3 X HyperSpeed. It's got a sleek black design with subtle Razer branding on the earcups and headband, which I appreciate since so many gaming headsets would take any opportunity to shove colours and logos in your face, which is somewhere I found the Astro A20 X fell short, since its design verged on slightly too in-your-face. But it doesn't need an interesting or quirky design to be a good product. In fact, it's a perfect example of something being so simple yet so incredibly satisfying.

Razer BlackShark V3 wireless headset

(Image credit: Future)

Both the headband and the earcups have firm cushioning and padding, and aren't made of that horrible glossy material a lot of cheaper headsets use, similar to a headset like the SteelSeries Arctis Nova 5, which boasts a similar build quality and black design. The headband used a breathable, almost netted fabric, and each earcup is made from breathable Sportsweave memory foam. Since the headset almost prides itself on being for esports, these elements have clearly been carefully designed to cater to being comfortable for competitive players. But for more casual gamers like me, they just feel like a nice treat.

Despite the firmness of the cushioning on both the headband and earcups, I was surprised at how comfortable they were in use. Usually, firmer earcups make wearing glasses when gaming uncomfortable as they push the arms into the side of your head, so I was shocked when I never experienced this discomfort.

All the controls you need are located on the ear cups too, which reduces the need for external software if you don't fancy downloading, with the left featuring all the important buttons like a textured power button alongside a smooth mic mute, so there's no chance of pressing the wrong thing when wearing the set.

Razer BlackShark V3 wireless headset lying down on a wooden surface

(Image credit: Future)

In addition, a dial on the front of the ear cup is where you control your audio level, which is far easier to use than a scroll wheel on the bottom - something that most of the headsets I've used in the past specialise in. Now that I've had the convenience of a larger dial, I never want to go back to relying on these wheels, which are so easily knocked and altered.

The left cup is specifically for optimising your audio setup to suit what you're playing. Here, you've got a configurable roller which you can use for footsteps scaling in games like Battlefield 6 or Arc Raiders, game-chat balancing so you can sort out your game audio and Discord audio without having to open your audio mixer, and mic monitoring. This convenient wheel is accompanied by a smart switch button, too, in case you need to change your connection in an instant. Basically, the entire headset has been designed to make your life a lot easier and give you more game time rather than wasting precious minutes on sorting your peripherals.

Razer BlackShark V3 wireless headset lying down on a wooden surface with the microphone pointing up

(Image credit: Future)

The mic plugs into the right ear cup, too, which in itself boasts a sturdy build quality and matches the same sleek black design of the rest of the headset. If I had one complaint, it would be that the size of the foam cover is quite large, and it does feel pretty invasive given the short length of the mic as a whole.

That, and you can't conveniently store the microphone on or around the headset if you don't want to use the mic - you're at the mercy of your own ability to keep it safe when unplugged. Again, if you're used to the convenience of a compact headset like the SteelSeries Arctis Nova 5, then this may be a frustration. But these are such minor inconveniences that were almost instantly outweighed by the joy of using the headset.

Razer BlackShark V3: Performance

  • Seamless setup, which means you can jump straight into use
  • Might as well be noise-cancelling
  • Customisable to suit whatever sort of gamer you are, competitive or not

Given I'd been using the SteelSeries Arctis Nova Pro headset until now, which I really praised as my holy grail, I thought the audio quality of a cheaper headset wouldn't be as impressive, and I couldn't be more mistaken. In fact, it's hard to express how impressive the sound quality of this mid-range headset really is without you hearing it for yourself.

The SteelSeries Arctis Nova Pro headset is by no means of bad quality. In fact, I was amazed by it when I first tested it and kept using it long after. However, I often found myself frustrated by all the wires that accompany it. After meeting the BlackShark V3, I feel as though I've got all the same sound quality as the Arctis Nova Pro with the satisfaction of a wireless headset.

Razer BlackShark V3 wireless headset

(Image credit: Future)

From the second you set it up and start using the BlackShark V3, you're met with rich, deep audio, whether that's in-game or if you're just listening to some tunes while you do something else. For music-oriented games like Sword of the Sea and Herdling, two games I played during my testing of the BlackShark V3, the clear audio and almost noise-cancelling capabilities (though not actually part of the design) helped me to really sink into the game and experience each and every note in their soundtracks.

Even just watching YouTube videos or listening to in-game dialogue feels more intense, especially given the headset's ability to block out external audio without being completely noise-cancelling. The memory foam earcups really help in this regard, and they really help you from getting distracted by any noise around you.

This is also helped by the almost 70-hour battery life when fully charged, since you're rarely interrupted by those tedious beeps that remind you to plug it in. Battery life is a huge selling point with wireless headsets, which is another place the SteelSeries Arctis Nova 5, or any SteelSeries headset for that matter, becomes a close competitor with the BlackShark V3. If you do find yourself listening to these obnoxious reminders, what makes the Razer BlackShark V3 wireless headset worth investing in alone is the fact that a 15-minute charge provides you with an additional 6 hours of battery life.

Razer BlackShark V3 wireless headset's dongle on a wooden surface

(Image credit: Future)

You don't need to do any sort of additional setup to get an incredibly solid performance from the headset, though the option is there if you want it, courtesy of the additional Razer Audio software you can download. I don't usually bother with messing around with many settings, especially since I don't often find myself needing to enhance my audio to hear things like footsteps or distant gunshots, but it felt rude not to at least try it out in a game of Arc Raiders.

So, I downloaded the Razer Audio app and started playing around, and was once again pleasantly surprised with how easy it was to take your audio customisation that one step further. Paired with the configurable wheel, it feels as if the Razer BlackShark V3 headset really has been designed to enhance your gaming. Even though the packaging blatantly says it's an esports headset, all these details and ways to make your gaming experience that little bit easier by utilising all the audio cues of other players certainly reinforce that factor.

Although you can use Razer Synapse to customise things like your EQ settings and play around with THX Spatial Audio, the dedicated audio app definitely feels easier to use. Plus, having it conveniently on your phone rather than a desktop means you can more seamlessly customise your settings across platforms rather than having one setup on PC, and then others programmed in the app for console.

Razer BlackShark V3 wireless headset lying down on a wooden surface with the ear cups facing toward the camera

(Image credit: Future)

The buttons are incredibly well-positioned on both earcups, too. Unless you're a frequent connection switcher or a competitive gamer, you rarely need to use the left cup. And, the added texture on the power button makes using the buttons a breeze rather than having to go through that awkward fiddly phase of hitting the wrong thing when you change your headset, and you're not quite used to where everything is. Yes, I'm definitely projecting, but it's one of those little things that you don't really appreciate until you experience it.

Its impressive performance doesn't stop at its stellar button placement and crystal clear audio either. The 9.9mm HyperClear Super Wideband detachable mic offers astounding quality given its mid-range price tag, so much so that I actually received compliments on the "noticeable upgrade" compared to my old headset when jumping into a Discord call with my friends.

Should I buy the Razer BlackShark V3?

Buy it if...

You find that comfort is key to a good session
The BlackShark V3 wireless gaming headset has been designed to be just as comfortable as it is impressive. If you often find yourself tethered to your setup for hours on end, having a comfortable headset is a must, and not once did I find any part of the headset uncomfortable, even as someone who wears glasses when gaming.View Deal

You're looking for a way to really get the most out of your audio
If you've ever been intimidated by all the additional software that comes with gaming headsets these days, the Razer BlackShark V3 and Razer Audio app do everything they can to make it more accessible. It's got all the flourishes you need to really make the most of the headset without being inundated with options and not knowing where to start. View Deal

You feel like your current headset isn't offering you the richest sound quality
What separates a good headset from a great headset is its audio quality, so if you're underwhelmed with what you're currently receiving, the BlackShark V3 is bound to impress with its audio quality. Even without tampering with any of the sound settings, this headset is built to offer you crystal clear audio from the moment it is fresh out of the box and switched on. View Deal

Don't buy it if...

You constantly jump in and out of calls, but don't want a massive mic in your face
It's hard to advise against the BlackShark V3, but the fact that there isn't any way to keep the mic safe and sound on the headset could definitely put some players off. If you like the convenience of how a SteelSeries mic tucks into the earcup, or a Turtle Beach headset mic slides neatly up the side of the headband, this set might feel like more of an inconvenience.View Deal

Also consider...

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

Razer BlackShark V3 wireless

Astro A20 X

SteelSeries Arctis Nova 5

Price

$149.99 / £149.99 / AU$350

$179.99 / £169.99 / AU$349.99

$129.99 / £129.99 / AU$139.95

Weight

9.5oz / 270g

10.23oz / 290g

9.5oz / 266g

Compatibility

PS5, Xbox Series X|S, Xbox One, Nintendo Switch, PC, Mobile

PS5, PS4, Nintendo Switch, Nintendo Switch 2, PC, Android, iOS

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

Connection type

2.4 GHz Wireless / USB Wired / Bluetooth

Bluetooth / Lightspeed Wireless / Wired USB-C

Wireless (2.4GHz via dongle), Wired (USB-C), Bluetooth 5.3

Battery life

Up to 70 hours

40 hrs (default lighting), 90hrs (RGB off)

Up to 60 hours

Features

THX Spatial Audio, detachable Razer HyperClear Super Wideband 9.9mm mic,

Detachable 48kHz / 16 bit omni microphone, Lightsync RGB, Playsync Base

360-degree spatial audio, retractable ClearCast 2.X mic

Software

Razer Audio

Logitech G Hub (PC) / Logitech G app (mobile)

SteelSeries Arctis Nova 5 Companion App (mobile), SteelSeries GG

Astro A20 X
The Astro A20 X is a similarly priced product to the BlackShark V3, but it packs a bit more personality in its design through its RGB. If you don't fancy its flashy appearance, turning the RGB off ensures a battery life of up to 90 hours, beating the BlackShark, and this headset also boasts impressive audio quality alongside a fantastic detachable microphone.

For more information, check out our full Astro A20 X review.View Deal

SteelSeries Arctis Nova 5
The quality of gaming audio that the SteelSeries Arctis Nova 5 offers is what makes it a suitable competitor against the BlackShark. With this SteelSeries headset, you're also getting a crystal clear mic, alongside a plethora of customisation options to ensure you're getting the very best out of your audio.

For more information, check out our full SteelSeries Arctis Nova 5 review.View Deal

How I tested the Razer BlackShark V3

  • Compared with my beloved SteelSeries Arctis Nova Pro headset
  • Used every day for gaming and other media
  • Mic tested in Discord calls and Google meets

As soon as I realised just how quality the BlackShark V3 was, I ditched my old SteelSeries Arctis Nova Pro headset. So, for two weeks, I've relied on this bit of kit to carry me through all sorts of adventures in games like Sword of the Sea, Once Upon a Katamari, and even made the most of its customization in a couple of rounds in Arc Raiders. Outside of gaming, it's also accompanied me for hours upon hours of Spotify sessions and the odd evening watching Netflix. If anything, these almost all-nighters definitely put the battery life to the test, too.

I also spent around 10 hours testing the BlackShark V3 with the PS5 in a decent session of Red Dead Redemption 2. I will admit, I wasn't jumping in for the fast, gunslinging combat, so I can't comment on how immersive that is. But, I must say the BlackShark V3 is phenomenal when it comes to showing off the natural sound design. Birdsong is clear as day with this headset, and I could've quite happily spent a lot longer riding around on my horse and tracking down every bird I could hear - something that I'd missed out on entirely when just relying on my TV's default speakers.

To test the microphone, I used the BlackShark V3 for meetings, voice calls, and multiplayer games like Peak, R.E.P.O., Outlast Trials, and shouting at my friends over Discord. Although I'd already put my old SteelSeries headset to one side, I did dust it off for a quick comparison, alongside my wireless Razer Kraken Hello Kitty and Friends edition Bluetooth headset, and they just don't compare.

First reviewed December 2025-January 2026.

Read more about how we test

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