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Nothing Ear (3) in for review
11:11 pm | September 18, 2025

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

The newly announced Nothing Ear (3) are here, and we’re ready to take you through an unboxing and our first impressions. These are the London-based brand’s latest flagship wireless in-ear buds, and they come in the familiar minimalist box which houses a short USB-C cable for charging and three sets of replacement ear tips in S, M and L sizes. While they may look like last year’s Nothing Ear from a distance, the Ear (3)’s case features a plastic lid fused to an aluminum base. We have to say the aluminum certainly feels more premium than the all-plastic cases on previous Nothing...

Oppo K15 series to bring even more performance
9:47 pm |

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

Oppo is apparently already working on the K15 mid-range series, which will succeed the K13 line, skipping over K14 because of tetraphobia. The K15 line is said to comprise three models, with three different screen sizes. The middle child will get a 6.5-inch panel or thereabouts. The top of the line model will allegedly be powered by Qualcomm's upcoming Snapdragon 8 Gen 5 SoC, not to be confused with the Snapdragon 8 Elite Gen 5. The former will reportedly manage a score of about 3.4 million in AnTuTu v11, while the Snapdragon 8 Elite goes up to about 3.3 million in the same version of the...

Nvidia invests $5 billion in Intel, x86 APUs with Nvidia RTX GPU chiplets incoming
8:31 pm |

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

Did you feel that? There was a tectonic shift in the PC market just now – Nvidia announced that it is buying $5 billion worth of Intel’s common stock and, more importantly, the two companies will jointly build products for PC and servers. Here’s the most exciting bit for home users – Intel will be building x86 systems on a chip that integrate Nvidia RTX GPU chiplets. Intel+Nvidia is a common enough combo these days in laptops, but having the silicon in one package might have big implications for performance and efficiency. Investors will be happy to learn that Intel will also build...

Samsung Galaxy A17 4G is finally official
7:23 pm |

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

Just a day after it leaked in a premature store listing, Samsung has officially unveiled its Galaxy A17 4G. The device is now available in Germany with a starting price of €199 for the 6/128GB trim, which is €30 less than the base Galaxy A17 5G. The specs between the two phones are nearly identical, with the only difference being the A17 4G’s Helio G99 chipset replacing the Exynos 1330 found on the 5G model. A17 4G brings a 6.7-inch AMOLED (FHD+ 90Hz), an IP54 rating and a 5,000 mAh battery with 25W charging. Galaxy A17 4G gets an IP54 rating and 6 years of software...

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

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

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

Review info

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

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

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

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

Worlds apart

Dying Light: The Beast.

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

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

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

Dying Light: The Beast.

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

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

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

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

Night falls

The Old Town from Dying Light: The Beast

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

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

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

Best Bit

Screenshot from Dying Light: The Beast.

(Image credit: Techland)

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

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

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

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

Old dog, new tricks

Screenshot from Dying Light: The Beast.

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

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

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

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

Screenshot from Dying Light: The Beast.

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

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

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

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

Feeling beastly

Screenshot from Dying Light: The Beast.

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

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

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

Screenshot from Dying Light: The Beast.

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

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

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

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

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

Guns out

Screenshot from Dying Light: The Beast.

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

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

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

Screenshot from Dying Light: The Beast.

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

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

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

Squishing bugs

Screenshot from Dying Light: The Beast.

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

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

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

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

Screenshot from Dying Light: The Beast.

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

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

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

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

Screenshot from Dying Light: The Beast.

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

Should you play Dying Light: the Beast?

Play it if...

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

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

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

Don't play it if...

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

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

Accessibility

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

How I reviewed Dying Light: The Beast

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

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

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

First reviewed September 2025

Android 16 QPR2 beta 2 rolling out for Pixel devices
6:21 pm |

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

Google has released a new Android 16 QPR2 beta for Pixel devices, including the new Pixel 10 lineup. The latest quarterly platform update brings a bunch of new features and several bug fixes. Android 16 QPR2 beta 2 has now reached platform stability for developers and includes the September security patch. The update introduces a new developer verification requirement aimed at improving user safety. Beginning September 2026, apps in certain regions will only be allowed to be installed on certified Android devices if published by verified developers. The beta 2 update adds SMS OTP...

Nothing Ear (3) with improved design, Super Mic feature debuts
5:22 pm |

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

Nothing has officially unveiled its next flagship in-ear TWS earphones, the Ear (3). The earphones come with an improved design that uses aluminum in the case, improved sound quality, extended battery life, and a new Super Mic feature. The Nothing Ear (3) is the first in the lineup to use metal components alongside the transparent design elements. The charging case gets a new Super Mic feature that’s essentially a dual-mic system said to deliver clearer calls. According to Nothing, the Super Mic feature can cut up to 95 dB of noise and is activated with the press of a new ‘Talk’...

Rippling IT IAM solution review
5:13 pm |

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

You probably know Rippling for its workforce, human resource management, and payroll functions. Rippling is your single source of truth when it comes to backend employee management.

From onboarding, remuneration, and off-boarding to day-to-day management like time and attendance, scheduling, and benefits management – there’s a lot you can do with Rippling.

However, it also has a very robust IT security suite, offering features like identity and access management and comprehensive device management.

This review will focus on Rippling’s identity and access management solution, which offers features like Single Sign On (SSO), Multi Factor Authentication (MFA), password management, and role-based user provisioning and access controls.

Rippling IT IAM: Pricing

Rippling is a unified solution for your entire workforce's needs, including various suites such as global payroll, time and attendance, benefits management, scheduling, recruiting, and so on. Each of their featured suites has a different pricing model, for which you will be required to contact their support team.

We did a bit of digging and found that their identity and access management solution, which offers features like SSO, MFA, role-based access policy, and automated provisioning and deprovisioning, starts at $8/user/month. That’s it – there are no different pricing tiers. You get everything for your identity access management needs in a single plan.

Besides this, if you also want to include device management and inventory management, it will cost you an extra $8/user/month for each of these features.

Although the pricing isn’t displayed on the website directly, I still found the structure to be pretty simple and straightforward. You don’t have to juggle between various pricing tiers or add specific features one by one as you require; in a-la-carte pricing followed by other providers, such as Okta and JumpCloud.

Rippling IT IAM: Features

Rippling makes it very easy to create and manage user groups based on predefined attributes such as job title, department, location, and so on, known as Supergroups.

Instead of having to manually add or remove employees from these groups, Rippling does it automatically based on these attributes. Whenever an attribute is updated, the group is also updated without any manual intervention.

Rippling focuses a lot on role-based permissions, which automate a large chunk of the approval hierarchy, ensuring that admins can focus on more critical tasks. For example, you can set which employee gets admin access based on their attributes, such as department, team, membership, location, and so on.

You can also define the type of data they access and the subset of the organisation these permissions will apply to. Whenever a permission profile is updated, all matching users' access is adjusted automatically in real time.

Rippling also acts as a comprehensive outbound SSO provider. This means that you can log into Rippling using your Single Sign On (SSO) password and simply click on the app you want to log on the dashboard. There is no need to add additional passwords for individual apps when you use Rippling as an identity provider.

Rippling IT IAM SSO

(Image credit: Rippling)

Rippling integrates with 600+ apps for all your SSO needs. Plus, if you do not find an app in the library, you can set up a custom integration with apps that support SAML for SSO and SCIM for user provisioning.

RPass is Rippling’s native, built-in password manager that suggests and remembers strong passwords across your organisation.

What I like the most is that it goes beyond the capabilities of a traditional password manager by integrating behavioural monitoring. For example, if the manager finds a suspicious login from an unknown geographic location, it will block the login attempt, even if the password is correct.

RPass can also be used to share passwords to SuperGroups instead of individual employee-based credentials.

Rippling IT IAM: Interface and in-use

Rippling has done a good job when it comes to interface and in-use experience – the dashboard is quite modern with a minimal design and easy-to-navigate modules. The widgets are fully customizable, and you’ll find various shortcuts that help you launch common tasks quickly.

Rippling IT IAM interface

(Image credit: Rippling)

Onboarding and offboarding can be fully automated, thanks to Supergroups. The Rippling support team will also help you with a quick and smooth initial deployment and implementation. The mobile interface is also pretty slick, allowing admins to manage day-to-day operations on the go.

That said, there is a bit of a learning curve involved with the platform, especially if you’re using multiple modules apart from the IAM suite.

Rippling IT IAM: Support

Just like pricing, there is no upfront clarity on the level of support you can expect with Rippling. However, as per my discussions with the sales team, the platform offers 24/7 customer support through two channels.

Firstly, you can either raise a support ticket on your Rippling dashboard. Alternatively, you can also get support via phone call. I was pretty impressed by the response time, which is actually less than a minute.

Rippling is also one of the few providers that openly advertise their Customer Satisfaction Score (CSAT), which sits at around 92%.

Plus, more than 45% of the cases are resolved by the first response itself, requiring no further clarifications. And, only 21.34% of the live chat requests are asked to convert into a call, which means that around 78% of the queries are solved on the chat itself without any additional support.

Besides this, there are a lot of online resources such as blogs, webinars, and troubleshooting guides. That’s also a dedicated Help Centre where you can find answers to commonly asked questions.

Overall, I found support to be very comprehensive, with quick response times and high query resolution accuracy.

Rippling IT IAM: Security

Rippling is very conservative when it comes to security and data protection, with various certificates such as SOC1 Type 1, SOC2 Type 2, and SOC3. The certification ensures adherence to the basic trust principles of confidentiality, security, and availability.

Besides this, Rippling is also ISO 27001 and ISO 27018 certified. It is also one of the few providers that holds the ISO 42001 certification.

While the first two certifications ensure that Rippling follows adequate practices to protect private and sensitive data from unauthorized access, the 42001 certification ensures that the platform has an active and robust management system in place to ensure that its AI systems are ethical and safe without any risk of bias or misuse.

Rippling also conducts regular internal and external penetration testing and has an active bug bounty program to find any security vulnerabilities in its infrastructure. Active threat monitoring includes the use of tools such as Web App Firewall (WAF) and Runtime App Self Protection (RASP) to quickly locate and eliminate any threats.

WAF monitors and filters all incoming traffic to protect the platform from threats such as SQL injection, DDoS attacks, and malicious HTTP requests.

On the other hand, RASP is built into the application itself and monitors its behaviour to protect against zero-day vulnerabilities, insider misuse, and malicious API behaviours.

Overall, I found Rippling’s security infrastructure to be pretty robust, and they have gone the extra mile to incorporate additional measures beyond what is required by law.

Rippling IT IAM: Competition

Rippling is a robust identity access solution. However, not everyone’s needs are the same. If it doesn’t align with what you’re looking for, here are a couple of options you can look at.

Okta is one of the best identity tools when it comes to setting up automatic workflows. It features 90+ templates and 140+ pre-configured triggers that lets you design workflows as per your needs. Plus, the platform integrates with 7,000+ apps for all your MFA and SSO needs. Okta also features FastPass, which facilitates password-less biometric-based authentication.

Plus, its Identity Threat Protection features continuously monitor all your live sessions and immediately flag any suspicious behaviours. It is also a bit less expensive than Rippling, with starter plans priced at $6/user/month.

If you only have limited needs and do not need the full suite of identity access management solutions, you can go with OneLogin, which features an affordable à la carte pricing model. Features like MFA, SSO, and Active Directory start at just $2/user/month each. It also has more than 6000+ third-party applications.

OneLogin employs Vigilance AI, its proprietary threat detection engine, to assign a risk score to each login attempt and decide whether additional authentication is required or not.

Rippling IT IAM: Final verdict

Rippling's IT identity access management solution offers essential features such as multi-factor authentication and single sign-on on along with comprehensive password management and access controls.

Admin can form Supergroups based on predefined attributes, such as employee location, department, and job title. Application access and security controls can then be aligned with these groups without having to individually assign them.

What I like the most is that Rippling integrates with more than 600+ third-party apps so that you can provision your SSO needs across multiple applications. And for those that you do not find on the integration list, you can set up a custom Integration with the help of SAML and SCIM.

Rippling’s support is one of the best I have seen across the industry, with a response time of less than one minute and a customer satisfaction score of 92%.

Although the pricing is not fully transparent, you can expect the plans to start from $8/user/month, which is more expensive than the likes of Okta and JumpCloud. Even at this higher price point, you do not get as many features as Okta.

That said, Rippling is just not an IAM solution but offers a wide range of services such as payroll, recruitment, and comprehensive human resource management.

So if you already use Rippling for those purposes, it makes sense to go with the IAM solution too, since it syncs seamlessly with existing HR profiles.

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

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

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

Review info

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

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

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

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

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

Stark beginnings

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

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

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

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

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

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

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

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

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

Those who we protect

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

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

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

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

Best bit

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

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

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

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

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

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

The rocky road to Magatsu

Towa and the Guardians of the Sacred Tree

(Image credit: Bandai Namco)

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

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

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

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

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

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

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

A home worth fighting for

Towa and the Guardians of the Sacred Tree screenshot

(Image credit: Future)

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

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

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

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

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

Play it if…

You want to try something that breaks the mold

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

You enjoy story-led roguelites

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

Don’t play it if…

You struggle with button blindness

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

Accessibility

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

How I reviewed Towa and the Guardians of the Scared Tree

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

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

First reviewed September 2025

Realme 15x leaks: 7,000mAh battery, IP69 Pro rating, new UI upcoming
4:43 pm |

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

A new Realme phone is on the way and in terms of leaks it went from 0 to 100 in two seconds. The Realme 15x has teaser videos out, review units in people’s hands and even units in stores that people can handle – and all of that made its way on the internet, of course. Realme 15x Let’s start with the official teaser first, which someone shared on Instagram. The phone will have a large 7,000mAh battery with fast 60W charging. This is similar to, say, the Realme 15T, for example. Also, the phone will have an “IP69 Pro” rating, which is a marketing term rather than a real thing....

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