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Ghost of Yotei is one of the best games I’ve played this year, with beauty, style, and visceral action running through its veins
4:00 pm | September 25, 2025

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

I have caught myself reliving riding my horse across Ghost of Yotei’s landscape of 17th-century Japan almost every time I’ve put the game down since starting it.

From the simplest of jogs between locations, or the longest of horse rides across sweeping lands, through fields, and over rivers, there’s just something truly beautiful about it that has consumed me.

Review info

Platform reviewed: PS5
Available on: PS5
Release date: October 2, 2025

And while the world of Ghost of Yotei is one of the best I’ve played in years, and one of the most spectacular things about the game, it’s only one of a number of highlights in the PS5 exclusive.

The worldbuilding and sense of place the lands offer is supported by an epic tale that twists and turns, an interesting protagonist who develops as the story goes, multi-faceted, immense, and bloody, moreish combat, and a smattering of enjoyable open-world and role-playing game (RPG) staples. Which, even though they can be repetitive sometimes, also bring much value and meat to the experience.

It wears the influence of its predecessor on its sleeve prominently, but Ghost of Yotei has been more than worth the wait.

A screenshot of Atsu and an NPC in Ghost of Yotei

(Image credit: Sony/PlayStation/Sucker Punch)

A tale for the ages

Set a few hundred years after Ghost of Tsushima, you are Atsu an outlaw making a return to her homeland of Ezo with revenge on the mind. Be prepared to hear the phrase “The Yotei Six” an awful lot in the first half of the main story in particular, as that is who Atsu is chasing down: six masked-up baddies who inflicted great pain on her and her family when she was a child.

Complemented by intriguing flashbacks that give greater context to that original pain, the story of Atsu chasing after these six almost-mythical enemies is an epic one. It has twists and turns and is deeply cinematic and gripping, and Atsu and the change she experiences along the way make her a compelling protagonist. You can feel the anger and deliberation in her encounters, in her visceral combat actions; and you can see how her relentless pursuit of justice changes her outlook along the way, too.

And while the premise of hunting down the six masked big bads is similar to Assassin’s Creed: Shadows, a linear revenge tale, and checking off an assassination hitlist, this is not. There are more layers to the story and to each of the narratives around the enemies to get stuck into.

Experiencing the beauty of nature

That stylish way that the story is delivered is indicative of the lands that it takes place in, too - as well as how you explore it.

Firstly, the scenery and sense of place in the game’s landscapes and environments are wonderful. From expansive, sweeping fields of grasses and flowers bathed in sunshine, to the icy mountainsides of an arctic, wintry region. And from the spring-like, verdant, and lush fluvial landscapes either side of meandering waterways to the gorgeous and blinding oranges and golds of hundreds of trees in their autumn form, all four seasons are draped over the landscapes of Ghost of Yotei beautifully.

As well as offering sheer beauty, everything seems truly part of the environment; each location does seem purposefully placed, sprouting from the ground or perched on it intentionally.

There’s also a wider use of the landscape to create ‘landscape moments’ as I call them; using the wind for guidance is a sheer joy once again, throwing up thousands of flower petals as you bound across plains is a thrill, and there’s a few moments where your ride across the countryside or along winding tracks is accompanied by wonderful and haunting songs.

A screenshot of Atsu's spyglass view in Ghost of Yotei

(Image credit: Sony/PlayStation/Sucker Punch)

Mapping an adventure

Taking the importance of the landscape and environment further is Atsu’s in-game map, the way objectives are presented, and also how exploration and discovery work.

In short, the map is outstanding. Its art style is gorgeous, and the way icons and your travel route appear on it like paintings is great. Additionally, cartographers’ maps can be bought and placed over areas on your own map to reveal locations in an incredibly satisfying way that brings the map to life as opposed to being a static resource. This is echoed by other locations on the map being slightly animated, rather than just quest markers on a static background.

The details are excellent here, too. For example, if it's raining in the world, you’ll see a pitter-patter of raindrops fall on your map. Teaming this map with your spyglass makes for satisfying exploration that nails the ‘see that over there, mark it, and go there’ incentive, which is key to a well-done RPG world.

Additionally, there isn’t a smattering of side quest markers on the map or a list of text in your menu - there’s a superb card system instead, which is stylish and artsy - and you can stumble across simple side encounters naturally through exploration. It’s a world that demands to be explored, and its slowly revealing open zones in the open world are filled with things to see and do, and are more densely filled than massive, open, and empty.

A screenshot of a Atsu in combat in Ghost of Yotei

(Image credit: Sony/PlayStation/Sucker Punch)

Put them to the sword

However, it’s not just style and aesthetics and a stacked world; there’s plenty of substance elsewhere in Ghost of Yotei, and at the forefront of that is Atsu’s violent, bloody, and super-slick combat.

With access to five melee weapons when fully kitted out, Atsu can cut through hosts of enemies with ease and grace; it really can be like a dance, almost, and chaining together parries, strikes, weapon swaps, and dodges to seamlessly work between enemies and cut them down is almost poetic.

The violence and bloodshed are incredibly graphic - something that I’ve greatly enjoyed upping the ante on by playing in the game’s Miike mode - but also arty and make for extremely reactive visuals to this dance too.

At the core of the combat is, of course, the weapons and toolset open to Atsu. Yotei does away with the different stances to combat different enemies and weapon types, and instead gives you an arsenal of different weapons to use.

Each will work against anybody, but it pays to know your katana from your Kusarigama and who best to fight with each, for example - however, each weapon is excellent, dynamic, and exciting to use and master. I greatly enjoyed the process of acquiring these weapons through quests, too. Each expert you find for the weapons feels organic and feeds into Atsu's learning and developing skills to be best equipped to fulfill her revenge mission.

The bows in Yotei are once again satisfying to use, and while the rifle is an option, I barely used it - though finishing a stand off with a quick, hip fire shot of the pistol is dead cool. Complementing this are some ranged throwables you can use, such as firebombs to wreak havoc on groups of enemies, and quickfire kunai knives.

Armor always plays a part by offering perks that can be boons to different play styles. You can gain new sets to obtain with mysterious side quests or tasks, and they can be upgraded - but your main Ghost one is upgraded through the main story.

A screenshot of Atsu's in combat in Ghost of Yotei

(Image credit: Sony/PlayStation/Sucker Punch)

Style *and* substance

There’s plenty of opportunity to customize Atsu’s gear, too, and there’s clearly an emphasis on this. You can work to find resources for weapon and armor upgrades, and a whole raft of charms - themselves upgradeable through in-game tasks or actions - can give you edges in certain play styles. However, you can also enjoy a whole host of cosmetic upgrades to give Atsu the perfect look.

There are loads of skill trees and options to explore and acquire to enhance Atsu along your journey too. Each weapon has its own tree; there are some skills relating to Atsu’s survivor background (reducing fall damage, etc), and even some that relate to help you can sometimes get from a wolf companion.

You’ll unlock these abilities by bowing in front of altars. These can be found out in the wild on their own, or be tied to clearing camps of badmen. I appreciate the simplicity of this, but to mirror the location-specific skills of those who can teach Atsu skills, it could have added a further layer by tying certain abilities to certain altars or locations to give some geography-based nuance - i.e., certain skills can only be acquired at specific altars, for example.

Putting all of that to practical application is fantastic. Whether you’re absorbing the main quest line, or going off the beaten track to hunt down challenging or intriguing bounties, exploring myths and legends, or simply clearing out bandit camps to rid the land of baddies, utilizing Atsu’s wealth of combat approaches - either stealthily or head-on - is a joy.

A screenshot of Atsu's in combat in Ghost of Yotei

(Image credit: Sony/PlayStation/Sucker Punch)

In an incredibly strong field, perhaps my favorite part of Ghost of Yotei that made me smile every time I did it was when dispatching a whole gang of goons while barely receiving a scratch. Changing weapons out seamlessly while knowing when to strike, when to parry, and when to go in for the kill is one of the things that makes Ghost of Yotei’s combat spectacular. I have to add that the map itself could have been my choice here, or indeed the landscapes and how they affect and frame the gameplay.

On the whole, I have found myself preferring head-on combat. There is a good balance between stealth and combat - but I prefer the stealth found in Assassin’s Creed Shadows. Charging in and beating goons of all types and sizes, and bosses, with Atsu’s beastly weapons is so moreish.

Either way, whatever you choose, there’s excellence and mileage in both approaches, I’ve found. Utilizing tall grass to sneak around camps and pick off guards with a bow or with distant assassinations with the Kusarigama - a personal favorite - is brilliant. However, nothing quite hits like taking out a few pesky ranged enemies before engaging in a standoff to dispatch a host of guards. Throw in Atsu’s Onryo's Howl skill - a banshee-like scream you can blast toward your enemies, causing them to cower in fear.

A screenshot of a hot spring in Ghost of Yotei

(Image credit: Sony/PlayStation/Sucker Punch)

A near-perfect cut

Are there creases in all this bloody brilliance, though? Of course, but only a few that I found that impacted my enjoyment. While I’m always one to sink dozens of hours into an open world, checking activities off a list, I did feel a bit of fatigue when stumbling across a vast number of the same activities such as bamboo cuts, hot springs, and altars.

The number of which also impacted the sense of exploration and discovery that the world is generally so good at. Elsewhere, the conversation options you get don’t seem to make a huge impact on encounters or quests I’ve found, which is a shame, and there are some strange moves later in the story that reintroduce tutorial-like sections that affect pacing.

However, one thing that is a fierce double-edged sword for Yotei is the game that came before it, as it wears the influence of Ghost of Tsushima and all that made that game excellent proudly on its sleeve. As a result, in a similar way to Horizon Forbidden West, there’s a lot of iteration on established features and facets.

Golden birds and foxes are present again, breaking guards in combat with heavy attacks is key again, and acquiring charms from shrines up broken pathways are back, to name a couple of examples. This might disappoint some, but it also offers ‘more of the same’ of one of the most memorable and enjoyable games of the last five years.

This is simply a world worth committing dozens of hours to

Technically, however, Ghost of Yotei does a lot to make itself feel like the PS5 exclusive we’ve been waiting for. The Ray Tracing Pro mode available on the PS5 Pro is superb and has offered a fault-free and technically excellent experience for my entire 55+ hours, but it’s the DualSense integration that is a real highlight.

Those raindrops I mentioned earlier falling on your map? You can feel those on the controller, along with rain on Atsu in the world; the balance of your instrument’s music coming from the main speakers with that of the DualSense’s speaker is a delight, painting sumi-e with flicks across the touchpad is superb, and you can even blow in the microphone to help light your campfires.

If there was any other indication needed to show what I think of Ghost of Yotei, then it’s the fact that I have kept playing the game, long after finishing the story and almost all of the quests, and am committed to going for the platinum trophy.

Yes, those few slight gripes hold it back from true generational greatness, but I’m already planning my way mentally across the map, strategizing weapon swaps and attack combos in my mind, and this is simply a world worth committing dozens of hours to, and I'm going to drink it all up.

Should you play Ghost of Yotei?

Play it if...

You loved Ghost of Tsushima
It’s an obvious one, but this is a sequel done excellently, and if you’ve been waiting for the next instalment in the series, then this will not disappoint. It channels a lot of the features that made Tsushima a superb open-world action-adventure game, and iterates on a few key areas to augment it in places while offering another gripping story.

You want to play one of the most stylish film-like adventures on PS5
There’s style and chic draped over everything Ghost of Yotei does, and even in its ‘base’ style, this is an extraordinary cinematic experience. Throw in the Japanese film-inspired modes, Atsu’s narrative and character growth, and you have an immersive, film-like experience.

You’re after some blistering Samurai combat
With its wide range of weapons and host of cool moves and combos, the combat in Ghost of Yotei is truly excellent. Combine this with the attention to detail in graphics, Atsu’s movement, and the parrying and blocking mechanics, and you have all the ingredients for moreish, excellent, visceral combat.

A game’s world and setting are important to your gaming experience
If you’re always one to appreciate and look out for a wonderful game world to explore and just exist in, then Ghost of Yotei does not disappoint. Using the map to aid you in this never feels like a chore either, and it’s a joyous, detailed thing.

Don't play it if...

You bounced off the first game
For those that didn’t gel with Ghost of Tsushima, you’re likely to have the same broad experience here as, despite the change to combat and the robust story, this is a sequel that wears its predecessor on its sleeve proudly.

You tire of similar activities
If you are one who often tires of repeating open-world activities, then Ghost of Yotei may grate on you with its many hot springs, bamboo cuts, and altars to engage with, which, for the most part, are very similar within this game and to Ghost of Tsushima.

Accessibility

Ghost of Yotei's accessibility features are a little lighter than some of its PS5 first-party contemporaries. There are no colorblind options, which is a shame, for example.

Elsewhere, you do have options for subtitle size and color, you can increase gameplay clues and visibility, and simplify control schemes for things like campfires and forging, and also get some assistance for combat, such as projectile indicators.

A screenshot of a standoff in Ghost of Yotei

(Image credit: Sony/PlayStation/Sucker Punch)

How I reviewed Ghost of Yotei

Totalling more than 55 hours of testing, I reviewed Ghost of Yotei on a PS5 Pro teamed with a Samsung Q6F 55-inch 4K QLED TV and Samsung soundbar, and carried out some brief testing on a PS5 Slim combined with an Acer X32QFS gaming monitor and a Yamaha SR-C20A soundbar. On both machines, I used a standard DualSense Wireless controller, and I also spent many hours playing the game on my PlayStation Portal. When using a headset, I used a Drop + EPOS PC38X wired gaming headset combined with a Creative Sound BlasterX G6 on my PS5 Pro, and a SteelSeries Arctis Nova 7 wireless gaming headset on the PS5 Slim.

I tested the game thoroughly in all its graphics modes and found its Ray Tracing Pro mode on PS5 Pro to be the best way to play on Sony’s premium console. I also played chunks of the game on several of the difficulty levels to explore and experience the different challenges in the combat, and tried out the different filmic modes too, with my favorite being the Miike mode by far.

First reviewed September 2025

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I test audio kit for a living and these are among the best pound-for-pound powered stereo speakers I’ve heard
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Author: admin | Category: Audio Computers Gadgets Hi-Fi Speakers | Tags: | Comments: Off

Ruark MR1 Mk3: Two minute review

From February 2017 to September 2025 is a fair while for an audio product to stay on the market – so it just goes to show how right Ruark got the predecessor to its new Ruark MR1 Mk3 and what a tough act it has to follow.

Happily, it’s more than up to the task. Slightly larger than the product it replaces and significantly better specified (the MR1 Mk3 can handle everything from aptX HD Bluetooth and vinyl records to 24bit/192kHz hi-res digital audio), this new Ruark is the perfect desktop system. It’s also got great credentials when it comes to TV audio (it’s so much better looking than your average soundbar and can connect via digital optical), and will happily support a fairly extensive system in a small- to medium-sized room.

The Ruark MR1 Mk3 sounds far larger than it looks, and has impressive low-frequency presence that’s complemented by great detail retrieval and an undeniable facility for entertainment. The Ruark can do ‘analysis’ for you as well as any desktop system around, but it doesn’t lose sight of the fact that music is to be enjoyed every bit as much as it is to be admired. Soundstaging is good, dynamic headroom is appreciable, and the frequency response from top to bottom is smoothly even. The MR1 Mk3 sounds admirably consistent no matter which of its inputs you’re using, too.

In short, the Ruark MR1 Mk3 has been worth the wait, and sits firmly in the best stereo speakers on the market. Which is not the same as saying I’d be happy to wait until 2033 or something for the Mk4…

Ruark MR1 Mk3 powered speaker on a white surface

(Image credit: Future / Simon Lucas)

Ruark MR1 Mk3 review: Price and release date

  • Released June 2025
  • $579 / £399 / AU$899

The Ruark MR1 Mk3 is on sale now, and in the United States it's yours for $579. It goes for £399 in the United Kingdom and AU$899 in Australia.

To be fair to Ruark, that compares quite favourably to the $499 / £349 / AU$749 the MR1 Mk2 launched at back in early 2107, and it means the MR1 Mk3 is, all things considered, even more competitively priced than the model it replaces.

Rear panel of the Ruark MR1 Mk3 powered stereo speakers

(Image credit: Future / Simon Lucas)

Ruark MR1 Mk3 review: Features

  • 25 watts per channel of Class D power
  • Bluetooth 5.1 with aptX HD
  • Moving magnet phono stage

Ruark has ditched the Class A/B amplification of the MR1 Mk3's predecessor in favour of a Class D alternative derived from its very well-received R410 integrated music system. Power is up from 20 watts per channel to 25, and the driver array (a 20mm silk dome tweeter and 85mm ‘NS+’ treated natural fibre mid/bass driver in each speaker, bolstered by downward-facing bass reflex ports) is good for a claimed frequency response of 50Hz to 22khz.

Input options have undergone an upgrade, too. The MR1 Mk3 uses Bluetooth 5.1 for wireless connectivity, and is compatible with the aptX HD codec. There’s a 3.5mm socket that’s a hybrid optical/analogue input – in digital mode it’s capable of dealing with file resolutions of up to 24bit/192kHz. A USB-C input can handle anything up to 24bit/96kHz. And there’s a moving magnet phono stage behind a pair of stereo RCA sockets, so a record player can easily be integrated into the Ruark system. A pre-out for a subwoofer completes a very agreeable line-up.

Features score: 5/5

Ruark MR1 Mk3 powered speaker grille

(Image credit: Future / Simon Lucas)

Ruark MR1 Mk3 review: Sound quality

  • Impressive low-frequency presence
  • Detailed and dynamic
  • Great sonic consistency across every input

There’s a definite sensation of ‘the Ruark sound’ to the MR1 Mk3, which is great but hardly unexpected. What’s equally impressive, and perhaps less predictable, is just how consistent the Mk3 sounds no matter which of its inputs you’re using.

Obviously there’s an appreciable difference between the sound of Sad and Lonely by Secret Machines being streamed as a 320kbps file via Bluetooth to the same song delivered via the integrated phono stage. But the fundamental Ruark character never wavers: in every circumstance, the sound is bold and punchy, spacious and properly defined, and is loaded with detail both broad and fine. Everyone hopes their tunes will sound ‘musical’ and ‘entertaining’, but the MR1 Mk3 understands and delivers on this better than any price-comparable alternative.

There’s a touch of warmth to the system’s tonality, but this just allows the weighty and nicely varied low frequencies to swing even more naturalistically. Bass sounds are properly controlled, which means rhythmic expression is sure footed – the Ruark is capable of quite startling extension and low-end attack. The midrange is open and revealing, with plenty of detail concerning tone and timbre, especially of voices, revealed. At the top end, the Ruark gives substance to treble sounds just as readily as it gives shine – and here, just as with the rest of the frequency range, detail levels are impressively high.

There’s more than enough dynamic headroom available for the MR1 Mk3 to make the fluctuations in volume and intensity during a listen to Music Has the Right to Children by Boards of Canada obvious. And there’s just as much attention paid to the dynamic variations apparent in a voice or solo instrument, too.

Thanks to the downward-facing reflex ports, the Mk3 always has a fixed boundary the perfect distance away - so it’s not quite as uptight about positioning as some alternative designs. And when you get the positioning just right, stereo focus is enjoyable and the soundstage the system creates is large and confidently defined. There’s plenty of space between individual elements of a recording, but at the same time the Ruark is able to make sure they all relate to each other and all contribute to the singularity of ‘performance’.

Sound quality score: 5/5

Remote control for hte Ruark MR1 Mk3 powered stereo speakers

(Image credit: Future / Simon Lucas)

Ruark MR1 Mk3 review: Design

  • 185 x 135 x 155mm (HxWxD)
  • Choice of two finishes
  • 2.2kg

Ruark is no stranger to a tidy and attractive bit of cabinet work, and for the MR1 Mk3 it’s done that thing it does, just on a slightly larger scale.

Each Mk3 cabinet is 185 x 135 x 155mm (HxWxD), which is up from the Mk2’s 175 x 130 x 140mm in every direction. It also means internal volume is increased to a useful two liters while the system is still a realistic desktop proposition.

The standard of build and finish is impeccable. Each cabinet is handcrafted, and is almost as appealing on a tactile level as it is on a visual. My review sample is in a real walnut veneer, but a charcoal lacquer alternative is available – both are supplied with fixed slate-grey cloth grilles.

Design score: 5/5

Ruark MR1 Mk3 powered stereo speaker walnut finish

(Image credit: Future / Simon Lucas)

Ruark MR1 Mk3 review: Usability and setup

  • Operation via remote control or RotoDial
  • 3m braided connecting cable
  • Independent gain control for some inputs

There’s not a lot to get your head around when it comes to setting up the MR1 Mk3. The primary speaker – the one with all the inputs and amplification on board – needs to be plugged into the mains. It then needs to be connected to the secondary speaker using the 3m length of braided cable supplied in the box. And that’s about your lot: make any physical connections you might require, and you’re in business.

Control is available via a small and unremarkable remote control – it covers power on/off, volume up/down, and input selection. These functions are duplicated by the classic Ruark RotoDial that’s integrated into the top of the primary speaker and is just as pleasant to use here as it is in any of the company’s other products. And it makes the primary speaker, in fact, 202mm high.

Usability and setup score: 5/5

Input knob of the Ruark MR1 Mk3 powered stereo speakers

(Image credit: Future / Simon Lucas)

Ruark MR1 Mk3 review: Value

It’s difficult in the extreme to suggest the Ruark MR1 Mk3 doesn’t represent very decent value for money.

It’s compact enough to be a desktop system, it’s got sufficient sonic scale and presence to work as an alternative to a soundbar via its digital optical or Bluetooth inputs, and it’s ideal as a system for a smaller room. The standard of build and finish is hard to criticize. It looks, as well as sounds, good.

What more, really, are you expecting?

Value score: 5/5

Ruark MR1 Mk3 review: Should you buy it?

Buy it if...

You want a system that looks discreet but doesn’t sound it
‘Bigger than before’ doesn’t mean ‘big’, but the MR1 Mk3 sounds it nevertheless.

You don’t believe in soundbars
Connected to a TV via Bluetooth or digital optical, the Ruark will wipe the floor with the sound your television makes.

You want a hi-res desktop
Got a computer with a top-tier music streaming app installed or hi-res digital audio files in its memory? A connection to the MR1 Mk3’s USB-C socket is all you need…

Don't buy it if...

You want Airplay, Chromecast and stuff like that
There’s no Wi-Fi here – Bluetooth is as much wireless connectivity as you get.

Ruark MR1 Mk3 review: Also consider

Some Bluetooth speakers can form stereo pairs, so something like a couple of JBL Charge 6 could do a job on your desktop, and you’d have a pair of portable speakers for when you’re out and about. The battery-only power scenario might not work for you, though, and there’s only USB-C as an input beyond Bluetooth.

Maybe the Q Acoustics M20 would be a better bet? It’s certainly a great-sounding system, and has sufficient physical, as well as wireless, inputs to be a complete system. It’s large when compared to the Ruark, though – certainly too big for anything but the very largest desktop – and is a little less impressive when it comes to the standard of finish too.

Ruark MR1 Mk3 review: How I tested

  • Connected to various devices
  • Using every available input
  • Lots of music and TV over a fair amount of time

I mostly listened to the MR1 Mk3 on my desktop, where I used an iPhone 14 Pro and a FiiO M15S as wireless sources along with an Apple MacBook Pro connected via USB-C.

I also used it on the end of my main system, where I was able to test out its phono stage using my Clearaudio Concept turntable. And I connected it to my Philips OLED using the TV’s optical output, where it functioned as a replacement for my Bose Smart Ultra soundbar.

I listened to plenty of music and quite a bit of TV content, and made sure to check out the Ruark’s hi-res audio credentials as well as its ability to amplify a turntable and handle a wireless stream.

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vivo V60 Lite 5G brings a more powerful chipset, adds HDR10+ support to the 6.77″ screen
7:02 am |

Author: admin | Category: Mobile phones news | Comments: Off

Earlier this year, vivo unveiled the vivo V50 Lite 5G. It came just days after the V50 Lite 4G. Now the company is introducing the next generation and it starts with the 5G model this time. Meet the vivo V60 Lite 5G. One of the key upgrades is the new old Dimensity 7360-Turbo chipset. This chip was just announced by MediaTek, but it is essentially the same as the Dimensity 7300 – we compared the official spec sheet and didn’t see any changes. It’s a 4nm chip with 4x Cortex-A78 (2.5GHz) and 4x A55 CPU cores, plus a Mali-G615 MC2 GPU and a 655 NPU. And note that this is the Turbo variant...

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