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‘I’m loving the audio and design upgrades, but one huge problem remains’ — after using Samsung Galaxy Buds 4 Pro for one week, there’s still an issue
9:00 pm | February 25, 2026

Author: admin | Category: Audio Computers Earbuds & Airpods Gadgets Headphones | Tags: | Comments: Off

While the launch of the Samsung Galaxy S26 series has the phones world abuzz, it’s the unveiling of the company’s new audio products which is turning earbuds fans’ heads. The flagship new 'Buds' vying to feature in our best earbuds guide are the Samsung Galaxy Buds 4 Pro, which have just been released alongside their non-Pro counterparts. They are, depending on your persuasion, the follow-up to the Galaxy Buds 3 Pro, or the latest rival to the AirPods Pro 3.

As early leaks all-but confirmed, these buds have seen a design change, using a new version of what Samsung calls its ‘blade’ design to create a sleek and understated-looking model. I don’t know how much Marvel’s sword-wielding vampire-fighter had to do with the change, but it’s just the most readily-apparent of the several changes and upgrades coming to this new iteration.

At an early event I got to test the Galaxy Buds 4 Pro, as well as their non-Pro sibling, and since then I’ve been listening to them non-stop for the past week. That’s not enough time to write a full review (though rest assured one is coming), but below you’ll find my early impressions on this new pair of premium earbuds.

Samsung Galaxy Buds 4 Pro review: Price and availability

The Samsung Galaxy Buds 4 and Buds 4 Pro cases, stacked on top of one another.

(Image credit: Future)
  • Announced on February 25, 2026
  • Selling for $249 / £219 / AU$399
  • Matches AirPods Pro 3 in price — which is likely deliberate

The Samsung Galaxy Buds 4 Pro were unveiled on February 25, 2026, and they’re due to go on sale at the beginning of March.

To buy the new buds, you’ll have to shell out $249 / £219 / AU$399. That’s certainly a high price for earbuds, marking them as premium options, though it’s worth noting that this is the same launch price as the previous model.

Let’s put that in context: the latest AirPods Pro 3 cost $249 / £219 / AU$429 so it’s a similar price in most places, but Samsung undercuts Apple in Australia. The standard Galaxy Buds 4 go for $197 / £159 / AU$299, so they’re naturally cheaper, but you’re getting an open-style bud for that price.

Samsung Galaxy Buds 4 Pro review: Design

Two The Samsung Galaxy Buds 4 Pro in a man's hand.

(Image credit: Future)
  • New 'blade' look, old 'blade' traits gone
  • Feel solid in the ear
  • Annoying eartip problem returns

Changes to the Galaxy Buds 4 Pro are evident from the outset: they come in a clamshell-style charging case which is transparent in its lid, so you can admire the buds at will – it’s much easier to slot the buds into than the 3 Pro’s case was. It feels a little smaller but thicker, from my recollection of the last buds, though I can’t confirm that – either way, it was easy to slot into my trouser pockets.

The buds themselves have seen a redesign, and now have a brushed-metal edge which is lovely and understated. I’m personally a big fan of earbuds that aren’t bedecked in the company’s logo, and could proudly walk around without feeling like a Samsung billboard.

The brushed-metal edge of the Samsung Galaxy Buds 4 Pro.

(Image credit: Future)

Some more changes: Blade Light? Gone. Color-coded buds so you know at a glance which side of the case to put them in? Gone. Proprietary eartip-locking system which stops you using third-party tips, and makes them incredibly hard to remove? Sadly not gone, despite this finickity system causing so many problems in the Buds 3 Pro that they were delayed. I needed to switch the tips when I first received the buds, and was fearful of doing so given how easily I could have accidentally broken them. I can't understand why Samsung has left this big problem in place.

I switched out the tip because the buds’ fit didn’t feel solid, and changing to the biggest option didn’t remedy that. However, the only times they've actually fallen out is when I took them on a run; I'd say they're fine for everyday use, then, but aren't runners' buds.

Other than that, they’ve felt pretty reliable, even when I walked around with the buds at weird and irregular angles to test out one of their features (don’t tell my editor, who threatened to write a column calling out all the people who wear earbuds wrong). I was surprised by how much much I liked the on-stem touch controls too: swipe for volume, pinch for play/pause. Nice and convenient, and with a responsive ‘click’ for the latter too, reminding me of the Nothing Ear (a) which have a gold star in this department.

Samsung Galaxy Buds 4 Pro review: Features

The Samsung Galaxy Buds 4 Pro, next to their charging case.

(Image credit: Future)
  • Solid ANC
  • App is chock-full of features
  • New live translation and head gestures

I remember being blown away by the Galaxy Buds 3 Pro’s ANC, and from early tests, it’s just as strong here. I’ve mostly been listening on the standard ANC mode, at full power, but there’s an Adaptive mode that I’m getting ready to try next. If there’s a flaw, it’s that Ambient mode seems weaker than on other buds I’ve tested, in that it lets through too much.

Like any good premium earbuds, there are plenty of app features in the Galaxy Buds 4 Pro. I spent a good long while playing around with tools like an earbud fit test, a 5-band equalizer with various presets, an Ultra High-Quality mode, 360 audio and setting up neck stretch reminders.

Two Samsung Galaxy Buds 4 Pro earbuds, in a man's hand.

(Image credit: Future)

The app also offers an adaptive sound mode, which offers a hearing test to create a bespoke sound profile – it’s simpler than the alternative offered by many rivals, and didn’t have an audible impact on my music. I must say, I’m not convinced by this one.

New features to the Galaxy Buds 4 Pro include head gestures to answer or reject calls, however I didn’t get to test this, due to no-one calling me in the test week (it’s 2026 – I don’t get many calls full stop). AirPods Pro-style Live Translation is also here, and thanks to an upcoming trip, it’s something I hope to test soon for the full review.

There's also the feature I referred to earlier in the article: adaptive casting, so the buds will recognize how you're wearing them and adapt playback accordingly. In short, if you're wearing the buds wrong, they'll play music slightly differently to atone for it. Perfect for all those people you see on the train who have the stems vertical (or horizontal).

Samsung Galaxy Buds 4 Pro review: Sound performance

The Samsung Galaxy Buds 4 Pro, on a plant pot.

(Image credit: Future)
  • Driver improvements offer better-defined bass
  • Support for high-quality music
  • Sounds great, with refined V-shaped audio

There's an audible change afoot in the Galaxy Buds 4 Pro; they have a slightly bigger driver, and according to Samsung this brings bass boosts. In my testing, this doesn’t mean more bass, but better bass.

Lower-frequency instruments don't dominate the other tracks as much as in rivals, but sit better alongside them, with better definition and timbre. It feels more natural, and less like a filter slapped over music.

Beyond that, these sound similar to the previous-gen model: really, really good, with a gentle V-shaped sound. Sharp treble, wide sound stage, high quality of tracks supported. Expect a more detailed and nuanced analysis when the novelty has worn off, but to praise them simply: I used them for hours on my return trip from covering the Bristol Hi-Fi show, and didn’t find them as much of a sad comedown as I expect any other earbuds would be (to clarify, I'd spent the days listening to speakers and hi-fi systems that cost hundreds of thousands, in any currency you like).

I should note, I did much of my listening on a Samsung phone, which allows for the company’s Ultra High Quality Sound feature – it compresses then decodes music up to 24-bit/96kHz. This made music sound distinctly better than it might on another device, as illustrated by the fact I also tested alongside a different Android phone which also sounded great, but not quite as high-quality.

Samsung Galaxy Buds 4 Pro review: Value

The Samsung Galaxy Buds 4 in their case, on a potted plant.

(Image credit: Future)

The big question for expensive earbuds like these, is how well they justify that high price tag. I can't deny that the Samsung Galaxy Buds 4 Pro sound great, but the earbuds world is a competitive one, and you can get a great pick without paying much.

I think it's the feature department that'll sway me either way: it's what set many buds apart, and if the Galaxy Buds 4 Pro tools prove useful over the coming weeks, it'll help make the price make sense.

How I tested

The Samsung Galaxy Buds 4 Pro in their carry case, with the lid closed.

(Image credit: Future)

So far, I've been listening to the Samsung Galaxy Buds 4 Pro for the best part of a week, mainly using it for music streaming. I tested it for a time on my Realme phone, listening to Spotify as I would any other pair of headphones. I also spent a few days with it paired to a Samsung Galaxy S25 Plus, listening to high-res music and testing its various features. I will repeat this split for the remainder of the testing process, to see how well the buds work for Samsung and non-Samsung users.

I've tested plenty of other earbuds in the past, including options from Samsung and its companies including the Galaxy Buds 3 Pro, original Galaxy Buds and some picks from AKG, Bowers & Wilkin and JBL (yes, all owned by Samsung).

Read more about how we test

  • First reviewed: February 2026
Motorola launches Android 17 beta program, here are the eligible devices
8:14 pm |

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

Google released the first beta of Android 17 for its Pixel devices earlier this month, and now Motorola is launching its own Android 17 beta program. This is rather interesting since recently Motorola has been anything but quick with issuing major Android updates to its devices. We're unsure if that will change for the stable release of Android 17, but we can hope. Anyway, if you're in the US and have a Motorola Edge (2025), you can join the beta program here. If you have a Moto G57 in Europe, the Middle East, or Africa, you can join here. If you have a G57 Power in Europe, the Middle...

iPhone Fold’s crease size detailed in new leak
7:17 pm |

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

For the longest time, Apple has been avoiding the foldable smartphone space, and the reason has been rumored to be crease control. This year, the company is expected to finally release the iPhone Fold, its first entrant into this space, thanks to a practically crease-less folding display supplied by Samsung. A new leak from China today purports to give us the exact specs of the crease. It is allegedly under 0.15mm, with a fold angle under 2.5 degrees. Thus, it won't technically be a crease-less folding screen on the iPhone Fold, but very close to that. The iPhone Fold is rumored to...

The Commodore 64 Ultimate takes me back to my very first days with a computer and I loved nearly every moment
7:00 pm |

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

Commodore 64 Ultimate: One-minute review

The Commodore 64 Ultimate is a modern recreation of the classic home computer from the 1980s. It’s a tremendous achievement, taking me straight back to my childhood with glee, and also making me wonder how on earth seven-year-old me had the patience to truly figure it out. Using it is wondrous and occasionally frustrating and slow, but for fans of that era, it’s hard to resist (assuming money isn’t an issue).

It’s so much more than just an emulated machine like if you’ve Nintendo Classic Mini or the PlayStation Classic. It provides compatibility with most of your old Commodore 64 hardware if, like me, you’ve kept a huge box of cassettes, cartridges, and joysticks, but you can also go online to download some games too.

Capturing that nostalgia has some downsides that are only truly apparent now that we’ve moved forward. Loading times are slow, albeit not as slow as back in the day, while knowing what commands to hit on the keyboard isn’t as intuitive as it once felt. However, a comprehensive manual goes some way to helping you remember how you used to do things, and ensures newcomers aren’t left in the dark.

Think of this as like a project rather than a brief flirtation, and you should be delighted with the Commodore 64 Ultimate. I enjoyed rediscovering how to complete simple routines in BASIC, but also playing old favorites, even if they weren’t exactly games I’d still play for dozens of hours anymore.

It’s a fantastic love letter to the computer that sent me down a lifelong path of loving technology, but it also reminds me how far we’ve come. At times, you’ll find yourself a little frustrated by a system that doesn’t feel as logical as it once did, but if you were here back at the start, you’ll always return for more. Just be ready for a bit of a learning curve.

Commodore 64 Ultimate

(Image credit: Future)

Commodore 64 Ultimate: Price and availability

  • List price: $349.99 (around £260 / AU$524)
  • Currently available for preorder for March / April 2026
  • Beige and Starlight variants available

The Commodore 64 Ultimate is currently available for pre-order directly from Commodore. At the time of writing, it’s expected to ship in March or April 2026. The standard Beige variant is $349.99 (around £260 / AU$524) while the more futuristic-looking Starlight model is an extra $50, and the Founder’s Edition with 24K gold-plated badges is $549.99.

I went with the Beige version as it looks nearly identical to the one from my childhood (more on that in a moment), but even that model is pretty expensive compared to other retro games consoles and machines.

Of course, it’s far more than just an emulator, given it works with your original hardware, but this isn’t impulse buy territory. I’d think carefully about whether this is a novelty product for you or something that you truly plan on using for a long time to come.

Fortunately, if you’re like me and kept your old collection, you won’t have to worry about buying new games, joysticks, or a cassette deck. If you’re starting from scratch, there’s a USB stick full of games included, and an extra supply of games is available online via the computer’s storefront for free.

Commodore 64 Ultimate: Specs

Commodore 64 Ultimate

Price

$349.99 (around £260 / AU$524)

Weight

5.6lb / 2.56kg

Dimensions

16 x 8 x 3in / 400 x 200 x 70mm

Extras

Integrated Ultimate-II+ functionality with tape emulation and DMA loader, Wi-Fi, Ethernet, USB, 2 x Game Controller Ports

CPU

AMD Xilinx Artix-7 FPGA

RAM

128MB DDR2 RAM

Video

HDMI 1080P at 50Hz PAL or 60Hz NTSC Analog via DIN-8: CVBS, S-Video, or RGB

Compatibility

Commodore 64 cassettes, disks, cartridges, ROMs

Controllers

Serial Port Joystick/DB9 controller

Commodore 64 Ultimate: Design and features

  • Matches the original aesthetic well
  • Traditional interface paired with more modern menu system
  • Works with original accessories and games

The Commodore 64 Ultimate is an instant nostalgia trip if you owned the original. Even the box design is similar. Open it up, and you’re presented with a USB drive disguised as a cassette tape along with a wire-bound User Guide which looks a lot like the one I gazed over in wonder as a kid. The computer itself also looks nearly identical to the original, right down to the power switch on the side and all the ports possible.

Such ports include the modern essentials like USB and HDMI, but also older connectors for adding your original cassette deck, your joysticks, or a disk drive. It also works with C64 cartridges if you have any of those lying around.

It’s all plug and play, which is great if you’ve got an old collection ready to try out again, tapping into a similar model as the Atari 2600+. It also even sounds like the Commodore 64 from what I remember, with a bit of a creak as anything loads coming from the sound chip.

Commodore 64 Ultimate

(Image credit: Future)

The Commodore 64 Ultimate’s user interface is just like how you might remember, too, which is both good and bad. Back in the day, there was no drag-and-drop, and everything was done through a keyboard with arrow keys that needed the shift key to switch between directions. That’s replicated here, and it takes a hot minute to remember the old ways.

To offset that aged way of doing things, there are menus to navigate. It’s still a little awkward, but it opens up more functionality, such as being able to go online to download community-made games or access bulletin board forums.

There’s a ton of depth to these menus, so if you like to tweak and adjust settings, you’re in luck. This is a far more feature-rich model than the original it’s taking after. How far you want to go mostly depends on your enthusiasm. It can still be a relatively plug-and-play device if you just want to download games.

Commodore 64 Ultimate

(Image credit: Future)

Commodore 64 Ultimate: Performance

  • Loading times are faster than the OG but still slow
  • Overclocking options
  • BASIC is just how you remember it

Remember when the Commodore 64 would take 10 minutes or more to load a cassette, then sometimes simply fail? Those days are gone with the Ultimate! That doesn’t mean it’s fast, though. The processing power is there, but presumably, waiting around for a game to load is there to remind you of the simpler times.

That goes for whether you’re loading a tape image from USB or online, so this isn’t an old media issue. In the long term, I plan on adding a Tapuino to make it easier to load my original cassettes, but you don’t actually need anything extra besides what’s in the box.

Going online is as simple as connecting any other device to your network, and in no time, you can search for games or browse bulletin boards. While I never found my new favorite game through these methods, it was fun to take a look.

Curiously, you can dive into a menu and activate turbo boost to improve performance from 1MHz to 64MHz with a RAM expansion unit, increasing RAM to 16MB, which feels mind-boggling for a Commodore 64 machine.

My favorite part about using the Commodore 64 Ultimate actually has nothing to do with gaming performance, though. I loved coding in BASIC again. It was my first time programming anything, and also arguably when my programming knowledge peaked. The wire-bound manual guides you through the early stages of BASIC, and digging out a few old books and magazines with programs was a ton of fun.

Variety is where much of the joy comes from with the Commodore 64 Ultimate. It’s truly a whole home computer rather than a restrictive games emulator. Being able to switch between playing some old games and discovering new ones online, or simply coding something, gives it tremendous depth compared to something like the C64 Mini that came before it.

Commodore 64 Ultimate

(Image credit: Future)

Should I buy the Commodore 64 Ultimate?

Buy it if…

You loved the Commodore 64 the first time around
The nostalgia factor is huge here, but made better. It has everything you’d expect from the original, but with improvements like an HDMI port and internet connectivity for downloading new games.

You want a fun new tech project
The Commodore 64 Ultimate has enough depth that you won’t spend one afternoon with it. You can work on some coding projects, play a huge number of games, and track down old but compatible hardware.

You want to escape the modern world
The Commodore 64 may go online, but there are no notifications, no ads, no distractions. This is still a very purist experience, and it’s rather nice to leave the digital world behind for a time.

Don’t buy it if…

You’ve never used a Commodore 64 before
Without the nostalgia, I’m not convinced this would be a very exciting passion project. It’s hard to go back to the old days if you don’t remember them from before.

You want simplicity
The moment you reach for the escape key and realise there isn’t one is when you remember how much has changed. It’s a little daunting at first, so it won’t be for everyone.

You want a cheap project
This isn’t a cheap piece of hardware, and that shows in the quality of it. Throw in the need for joysticks and other original hardware to get the most out of it, and the Commodore 64 Ultimate could end up pretty expensive.

Also consider...

Not sure if the Commodore 64 Ultimate is the retro hardware for you? Here’s how it compares to two similar products.

Commodore 64 Ultimate

Atari 2600+

Commodore 64 Mini

Price

$349.99 (around £260 / AU$524)

 $129.99 / £129.99 / AU$269.95

$79.99 / £69.99 / AU$149.95

Weight

5.6lb / 2.56kg

1.3lb / 0.59kg

0.82lb / 0.38kg

Dimensions

16 x 8 x 3in / 400 x 200 x 70mm

10.6 x 7 x 2.8in / 269 x 178 x 71mm

9.8 x 7.9 x 2in / 250 x 200 x 50mm

Extras

Integrated Ultimate-II+ functionality with tape emulation and DMA loader, Wi-Fi, Ethernet, USB, 2 x Game Controller Ports

CX40+ Joystick with DB9 connector, USB-C, Light-up Atari logo

USB flash drive with disc, cartridge, and casette ROM file compatibility, Dual USB-A ports, THE Joystick (microswitch joystick)

CPU

AMD Xilinx Artix-7 FPGA

Rockchip 3128 SOC

ARM A20 SoC

RAM

128MB DDR2 RAM

256MB DDR3 RAM

64KB

Video

HDMI 1080P at 50Hz PAL or 60Hz NTSC Analog via DIN-8: CVBS, S-Video, or RGB

HDMI (widescreen support)

HDMI (720p 60Hz output; full width/4:3/CRT filter options)

Compatibility

Commodore 64 cassettes, disks, cartridges, ROMs

Atari 2600 and 7800 game cartridges

Games on board, plus games via USB port

Controllers

Serial Port Joystick/DB9 controller

CX40+ JoystickS

THEJoystick

Atari 2600+
If your childhood was all about the Atari 2600, check out the Atari 2600+ model which is a lot cheaper than the Commodore 64 Ultimate and still allows you to use old cartridges as well as new. The latter can get quite expensive but it’s more plug and play friendly than the C64.

Read our full Atari 2600+ review

C64 Mini
The C64 Mini is a great alternative if you simply want to play some old, curated games in ROM form and maybe dabble in some programming. It’s less complete than the Commodore 64 Ultimate, but it’s more accessible for the less tech-savvy amongst us.

Read our full C64 Mini review

How I tested the Commodore 64 Ultimate

  • Tested for about 20 hours
  • I used it solely out of the box, and I also added my own original joystick and cassette deck to play games
  • I also spent time using it to code simple programs in BASIC

I used the Commodore 64 Ultimate after digging out my old collection of C64 games and hardware. Unfortunately for me, not all the cassettes survived their time untouched, and one joystick was temperamental at best, but it gave me an opportunity to see how well the new and old hardware worked together.

I also went online with the Commodore 64 and browsed through seemingly every menu within the original user interface. I downloaded new games to play to see how well that experience worked, and I spent substantial time typing out BASIC programs and reveling at how easy it was, and feeling some lovely nostalgia to child me who thought they could rule the world because they knew a little BASIC.

The Commodore 64 Ultimate is very different from other retro machine comebacks, so I mostly focused on comparing it to the original machine.

Read more about how we test

First reviewed January 2026

Meet the pink Nothing Phone (4a)
6:16 pm |

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

Nothing is unveiling the Phone (4a) and Phone (4a) Pro on March 5, and ahead of that the company has already shown us the Phone (4a) in a white colorway. That said, the Phone (4a) will be the first Nothing device ever to also come in pink, and today the company has revealed this one in all its glory. It's definitely pink, that's for sure. Obviously, the phone is identical to its already revealed white twin, just the colorway differs. In fact, here's an official image showing both of them. Nothing has also published a video describing "the design secrets" behind the phone,...

Resident Evil Requiem is a blast, but after 30 years it’s time the series’ narrative let go of the past
6:00 pm |

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

Resident Evil Requiem is quite literally a game of two halves.

Its dual protagonists, newcomer Grace Ashcroft and series veteran Leon S. Kennedy, both represent disparate aspects of the long-running survival horror franchise brought together to appease fans of tense first-person exploration and resource management and bombastic third-person action, respectively.

Review info

Platform reviewed: Nintendo Switch 2 / PC
Available on: PS5, Xbox Series X and Series S, PC, Nintendo Switch 2
Release date: February 27, 2026

An intriguing formula which, on paper, should offer something for all kinds of Resident Evil lover and this is certainly true throughout the game’s strong first half. Navigating wonderfully designed, interconnected environments filled with mysterious puzzles to scrounge for resources while dodging prowling horrors, as Grace is a consistent delight, punctuated by the refreshing moments where you can briefly let loose as Leon and tear through zombie hordes with an almost unlimited supply of guns and ammunition.

Unfortunately, this careful balance is upset by the overwhelming number of sequences in the action camp later on. They’re still a blast to fight through, even as the plot becomes increasingly bizarre, but I still found myself hoping for more of the serious scares experienced early on.

Spencer Mansion memories

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode showing a city street in the rain.

(Image credit: Capcom)

It’s clear that Resident Evil Requiem is intended to be a celebration of the series, smartly blending elements from almost every entry thus far. Grace inherits not only the first-person perspective of Resident Evil 7: Biohazard, but also the classic puzzle-solving of the original Resident Evil and its immediate follow-ups. The Rhodes Hill Chronic Care Center, the first section where you play as Grace, is a showstopping example of this formula at its best, with some of the greatest level design in Resident Evil history.

The whole area is an unsettling blend of tight corridors and small rooms, with objectives that require you to carefully scour your surroundings as you match keys with their respective locks, decipher secret codes, or collect other important items. Moving forward is always intuitive, and I never found myself scratching my head, wondering what to do next, in part because there are often multiple possible ways to progress with what you have on hand.

Rooms like the ornate banquet hall and the facility's expansive main foyer also echo the iconic design of the Spencer Mansion, a tasteful throwback for long-time fans, while a barrage of new enemy types keep things feeling fresh and prevent you from ever getting too comfortable. The new viral strain at the heart of this game's outbreak gives us some of the most intelligent zombies yet, repeating phrases that often hint at ways to counter their unique behaviours.

A zombie obsessed with turning off the lights, for example, can be lured out of your path by the flicking of a distant switch in order to preserve valuable ammo. Even if you do choose to go guns blazing, a handful of powerful horrors like the kitchen's huge, mutated chef can only be taken on with ample reserves of equipment. Successfully down them and you're treated to a deluge of goodies, namely collectible coins that can be spent on useful upgrades, appropriately rewarding those players prepared to take the risk.

Saving is restricted to set points where you can access a typewriter in dedicated safe rooms, adding an extra layer of tension even if, in reality, their plentiful nature means you're never really short of opportunities to use them.

Despite this safety blanket, as Grace, you're never really out of harm's way, as you’re perpetually on the run from an invincible foe. A terrifying, long-limbed woman, she appears in both scripted scares and more dynamic moments where she stalks you through the building.

She has a good range of possible behaviors, like suddenly reaching under tables to grab you if you make too much noise, or prowling towards your path after catching a whiff of your scent as you creep by. The creature is easy to outsmart if you make liberal use of distraction items like glass bottles, but the persistent dread that she might appear around any corner is hard to shake.

Your fear is reflected in Grace, who is an incredibly relatable protagonist compared to the emotional brick wall that was 7 and Village’s Ethan Winters.

Her trembling hands and haggard breaths are a brilliant contrast to Leon’s quippy confidence, and she’s endearingly awkward in the many stunningly animated cutscenes, too. Her desire to discover the truth of her mother’s grisly murder eight years ago is also a compelling hook that drives you to push on in spite of the horrors that you face.

Back in '98

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode showing Leon aiming at a zombie construction worker on a city street.

(Image credit: Capcom)

It’s a shame, then, that she practically vanishes from the story at the halfway mark as the focus turns almost entirely towards Leon. Returning to the ruins of Raccoon City in some surprisingly hefty semi-open-world sections, it’s an unrelenting bombardment of combat gauntlets, boss fights, and cinematic action sequences.

Some moments, like a rocket launcher motorbike chase that extends up the side of a collapsed building, are certainly reminiscent of the much-derided over-the-top events of Resident Evil 6, while others feel like something you’d watch stone-faced in one of the franchise’s many terrible live action movies.

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode showing Leon entering a medical facility.

(Image credit: Capcom)

Throw in heaps of gratuitous fan service and an unsatisfying ending that leaves loads of unanswered questions (presumably for the sake of setting up future sequels or DLC), and it left me yearning for a tighter, more self-contained, and emotionally impactful experience.

That’s not to say that these moments are ever dull, though. To developer Capcom’s credit, while events may veer unapologetically into the camp and ridiculous, I was practically on the edge of my seat, wondering what on Earth could possibly happen next.

It definitely helps that Resident Evil Requiem is never boring to look at. This is a visually stunning game that really pushes the envelope with environmental fidelity, beautiful ray-traced reflections, fluid animation, and even subtle character details like strands of hair or droplets of blood and sweat. Yes, even on Nintendo Switch 2, despite some noticeable cutbacks to resolution and the odd framerate stutter.

I enjoyed my playthroughs thoroughly, but I can’t help but wish that Capcom was a little bolder with the plot. After more than 30 years, surely now is the time to be moving the series forward decisively rather than constantly harking back to the past?

Should I play Resident Evil Requiem?

Play it if...

You love classic Resident Evil
If you love the classic trilogy, or even newer entries like Resident Evil 7: Biohazard, then the Grace segments of Requiem make it well worth playing. You’re getting a decent chunk of old-fashioned puzzle solving and survival horror exploration here, even if it does skew towards action near the end.

You prefer the more bombastic action
If you loved the action-packed events of Resident Evil 4, the Leon sections here feature some of the best third-person combat in the series so far.

Don't play it if...

You’re not up to date with the story so far
The strong reliance on fan-service and call backs is going to really diminish the experience for those that aren’t long-time Resident Evil fans. If that’s you, my recommendation is to start with Resident Evil 7: Biohazard or the Resident Evil 2 remake and then play through the rest of the series before reaching this one.

Accessibility features

Resident Evil Requiem has multiple difficulty levels, including a Casual mode that’s designed to be more forgiving as well as Standard (Modern) and Standard (Classic). Standard (Classic) restricts your ability to save during Grace sections, requiring a consumable ink ribbon item each time.

The game has a dedicated accessibility menu with a suite of available options geared towards visual, auditory, motion sickness, and physical accessibility. On the visual front, you can customize the HUD and text size, plus subtitle presentation and size.

For auditory needs, you can enable closed captions with optional speaker name display, while motion sickness settings allow you to adjust camera wobble, motion blur, and turn on a dot in the middle of the screen to focus on.

Physical accessibility options include the options to disable repeated inputs in favor of holding a button, turn of vibration, and configure your controller layout.

A Resident Evil Requiem screenshot captured on Nintendo Switch 2 in handheld mode.

(Image credit: Capcom)

How I reviewed Resident Evil Requiem

I played more than 20 hours of Resident Evil Requiem on Nintendo Switch 2, my primary platform for review, in which time I completed the game and then began a second run. I tested it almost exclusively in handheld mode, relying on the Joy-Con 2 controllers and the system’s built-in speakers.

I then tested the PC version on my system from retailer Scan. It features a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus.

This proved more than capable of running the game on maximum graphics settings with full path tracing enabled at 1080p 60fps. On PC, I relied on my Razer DeathAdder V3 Pro mouse and Cherry XTRFY K5V2 keyboard, plus an Astro A20 X gaming headset for audio.

I’m a long-time Resident Evil fan and have played almost every entry (most on more than one occasion). Yes, I’ve even subjected myself to the likes of Operation Raccoon City and Umbrella Corps.

Throughout my time with Requiem, I compared my experience to the other games (particularly Resident Evil 7: Biohazard, the remakes of 2, 3, and 4, Village, and the original three games) plus the wider survival horror and action horror genres.

First reviewed February 2026

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