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                            <title><![CDATA[ Latest from TechRadar SG in Nintendo ]]></title>
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        <description><![CDATA[ All the latest nintendo content from the TechRadar  SG team ]]></description>
                                    <lastBuildDate>Fri, 30 Oct 2026 12:03:49 +0000</lastBuildDate>
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                                                            <title><![CDATA[ Final Fantasy Resonance review: classic RPG greatness made for 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ve been playing <em>Final Fantasy Resonance </em>for the past few weeks, and it is a delightful love letter to the <em>Final Fantasy </em>series — a beautiful turn-based role-playing game (RPG) that blends new and old across its gameplay and aesthetics to create an adventure I have adored every second of.</p><p>While it might have its roots in a now defunct mobile gacha game — <em>Brave Exvius</em> — don’t hold that against it. The only holdover is the core story. Everything else, from the gameplay to the wide world map to explore to the visual style, has been overhauled — the pay-to-play elements are gone too; all unlocks are completely free</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>October 26, 2026</p></div></div><p>The end result of this total rebuild is a classic-feeling RPG that is somehow just as at home among 2026’s gaming lineup as it would have been among one from decades ago.</p><p>There are some tweaks I’d make here and there: mostly to Visions, and to the story that’s a little predictable, but neither of these issues has sapped the joy from what is easily among the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> I’ve played this year (it’s also releasing on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, <a href="https://www.techradar.com/reviews/ps5">PS5</a> and PC).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U5hTCPgdCmUturpd2yEGzS" name="8273" alt="The open world map" src="https://cdn.mos.cms.futurecdn.net/U5hTCPgdCmUturpd2yEGzS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="back-to-basics">Back to basics</h2><p>After spending decades finding ways to mix up the turn-based action it popularized, <em>Final Fantasy Resonance</em> returns the series to a much more classic interpretation of it. When it’s their turn to act your party and enemies get to make a basic Attack, spend MP to perform some kind of special Skill action like casting a spell, Summon a powerful esper to fight by their side, or use an item from the party’s bag — with the order characters go determined by their speed.</p><p>It facilitates a slower and more tactical approach to engaging enemies than the action-focused gameplay of more modern <em>Final Fantasy</em> entries, which pairs nicely with <em>Resonance</em>’s less traditional combat mechanic: Stagger.</p><p>Dealing enough damage to your foes that’s a flavour they’re weak to will fill their meter and Stagger them — they’ll lose their go that turn if they haven’t acted yet, will take more damage until the next round, and whoever staggered them will get a second action. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cdvZmFuBYkeQXRKjCdeW7T" name="8274" alt="Cloud's devastating resonance attack" src="https://cdn.mos.cms.futurecdn.net/cdvZmFuBYkeQXRKjCdeW7T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>If you Stagger every enemy at once, you enter a Sweeping Stagger — your whole party will get a second action, and you’ll be able to deliver a powerful Resonance attack. This sees one of your equipped Visions rush forward to deliver a cinematic finishing blow — showcased by a 3D cinematic that briefly takes you out of the game’s HD-2D style.</p><p><em>Resonance</em> isn't just <em>Final Fantasy</em> meets <em>Octopath Traveler</em>. It might seem that way based on my description so far — seeing as it borrows <em>Octopath’s</em> visual identity and a core aspect of the series’ Break and Boost system</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XD75bDU4oNQHkDeDsnFYsS" name="8281" caption="" alt="A strange crystal" src="https://cdn.mos.cms.futurecdn.net/XD75bDU4oNQHkDeDsnFYsS-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Exploring the game world to find secret items or hidden bosses always feels so rewarding. Especially later on, when you unlock the airship. There are several secrets I found out of pure curiosity, and it felt so fulfilling to be rewarded for hunting around.</strong></p></div></div><p>But besides the nuances of <em>Resonance</em>’s Stagger system, which make it different from what <em>Octopath </em>offers, you’ll also find this game’s plot is quintessential <em>Final Fantasy</em> — more on that in a moment — and it takes a different approach with its Job / Class system through Visions. They feel more like weapons you swap in and out than a Class you’ll want to perfect and stick with.</p><p>Visions are (mostly) manifestations of the core Final Fantasy games’ protagonists which aid your party in combat: performing the Resonance attacks I mentioned earlier, but also unlocking a separate list of actions and abilities for the party member they’re equipped to. Most skills you’ll only have access to while the Vision is actively deployed, but there are also permanent unlocks to earn by mastering a Vision — letting you mix and match aspects of Visions on a single party member to craft your ideal champion.</p><p>As I mentioned, this will feel a lot like Jobs from other Square Enix titles, but because so much of a Vision’s identity is lost from your character when you unequip it — most permanent Mastery unlocks are more generic, yet still useful, abilities like improving stats — I’ve found it better to see Visions as Equipment. Before entering a tough fight, you might want to swap out your loadout to best suit the challenge ahead — such as equipping your party with water attack dealers when facing off against a fiery foe.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3oihNQsqfK6GRWcq3Z87gS" name="8278" alt="Rain charges with a flaming sword" src="https://cdn.mos.cms.futurecdn.net/3oihNQsqfK6GRWcq3Z87gS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="a-medley-or-overstuffed-buffet">A medley or overstuffed buffet?</h2><p>Taking everything I’ve said so far, you might fear <em>Final Fantasy Resonance</em> would turn out to be a mess. </p><p>It combines aspects of several games (<em>Octopath Traveler, Brave Exvius, </em> and classic <em>Final Fantasy</em>). It jumps between 3D and HD-2D visuals across different cinematics. There’s just over two dozen Visions to master, each their own skills to augment the base abilities your party develops. You can call forth powerful Summons to deal even more damage to your foes. There’s a giant map to explore, bursting with secrets to discover in every corner. There are main quests and side missions to complete over tens of hours, as well as secret boss fights and a coliseum to become the champion of.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kMumyy5UDLf4xb4Jm2QzpS" name="8283" alt="Noctis  redaying an attack" src="https://cdn.mos.cms.futurecdn.net/kMumyy5UDLf4xb4Jm2QzpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It’s a lot, yet <em>Final Fantasy Resonance </em>never felt like a mess.</p><p>Square Enix shows a mastery of the HD-2D art style. The world's environments are stunning, character sprites are expressive, and there are some amazing 2D spectacle across the game’s cutscenes and attack animations. The animatics feel fan-made in a good way — full of expression, and getting as much as possible from the medium.</p><p>The flashes of 3D work surprisingly well to augment special moments. Rather than feeling incongruous, the 3D Vision Resonance attack and Esper Summon cinematics give these abilities an appropriately otherworldly aspect.</p><p>Games which let you throw everything and the kitchen sink at your enemies have a habit of feeling too easy. However, playing on Expert difficulty, I found fights (especially boss fights) were a challenge — one I could overcome, but not without playing tactically. Button mashing and praying won’t save you here.</p><p>These different abilities also built up gradually over time. This let me get to grips with systems before some new aspect was thrown into the mix.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rdZFY4bEtnLTkzqTxWoH8T" name="8276" alt="An esper's wind attack" src="https://cdn.mos.cms.futurecdn.net/rdZFY4bEtnLTkzqTxWoH8T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>And when the gameplay is so engaging, and the visuals so beautiful, I had no problem adventuring back and forth to complete side quests and seek out every secret hiding in the world.</p><h2 id="close-to-perfection">Close to perfection</h2><p>If I must find fault with <em>Final Fantasy Resonance,</em> it would be in two areas.</p><p>The first is that while I love a lot of the Visions system, it struggles for much of the mid-game because it focuses too much on the main Final Fantasy protagonists who are (let’s face it) pretty samey. This is showcased by the fact that the majority of them are classified as Commando or Breaker types.</p><p>The precise builds and abilities do change, but for example there aren’t many supportive Healers amongst them — meaning building out a dedicated support character in your party is a little tough at times as you’ll either need to stick with a Vision you’ve mastered, or accept your party will be multi-classing early on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yh6n37u2ajdMDgEA5izkxS" name="8272" alt="The Vision mastery page" src="https://cdn.mos.cms.futurecdn.net/yh6n37u2ajdMDgEA5izkxS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Given how useful some Mastery abilities are, you’ll want to multiclass to some extent (Tronn’s ability to halve MP costs is one you need to unlock for as many characters as possible as soon as possible), but given the game says the Vision system offers you the freedom to customize the party however you want, I was a little disappointed that the reality doesn’t quite match this.</p><p>Secondly, I’d say the plot is <em>Final Fantasy</em> in its purest form. There are crystals, war between ancient mystical powers and new age technology, sacrifice for the greater good, twists and turns that reveal secrets about the characters’ and the world’s past, and an awful lot else that is a little cliché.</p><p>The story is certainly good enough to keep me engaged; it's just nothing special.</p><p>Though as I’ve said, neither of these gripes kept me from adoring <em>Final Fantasy Resonance</em>. Every time I sat down to write this review I had to force myself to not reach over for my Nintendo Switch 2 to play another five minutes — and like any good game my attempts to set time limits on myself never succeeded in keeping my play sessions shorter than a few hours at a time.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9JrovZkYXBSy9XBhichueS" name="8279" alt="The party ready to fight a monster" src="https://cdn.mos.cms.futurecdn.net/9JrovZkYXBSy9XBhichueS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>While it is available on several consoles and PC, my <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> has been superb. If you have a choice, this is where I’d recommend playing, as it runs so smoothly, it’s easy to chip away at quests while on the go, and you can still enjoy a beautiful big-picture experience when the handheld is docked.</p><h2 id="should-you-play-final-fantasy-resonance">Should you play Final Fantasy Resonance?</h2><h2 id="play-it-if">Play it if…</h2><div class="product"><p><strong>You miss classic </strong><em><strong>Final Fantasy</strong></em><br /><em>Resonance</em> is the best Final Fantasy game I’ve played in years, in all the best ways. It feels both new and old and is sure to delight long-time fans of the series.</p></div><div class="product"><p><strong>You love Octopath Traveller</strong><br />There’s a lot of <em>Octopath</em> in this game, yet <em>Resonance </em>still feels unique enough to scratch the HD-2D itch without feeling samey.</p></div><div class="product"><p><strong>You want a long, but not too long, RPG</strong><br />Unlike some RPGs that can stretch into the hundreds of hours, most players will finish <em>Resonance </em>and its side quests somewhere between 30 and 50. Still long enough to sink your teeth into, but not have it take over your life.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You hate turn-based combat</strong><br />Not everyone enjoys the tactical ebb-and-flow of a turn-based RPG. If that’s you this game isn’t for you.</p></div><div class="product"><p><strong>You hate exploration</strong><br />While not as vast as an open-world game, <em>Final Fantasy Resonance </em>is full of hidden secrets to find across its overworld, and dungeons. If you prefer a more linear adventure you might not get as much out of this experience as you could.</p></div><div class="product"><p><strong>You’re tired of cliché fantasy stories</strong><br />The <em>Final Fantasy Resonance </em>story feels like an amalgamation of every FF game to come before. It’s not bad, but the twists and turns are frequently predictable which can disappoint gamers who love a good story.</p></div><h2 id="accessibility-features">Accessibility features</h2><p>Besides the features built into your console of choice, <em>Final Fantasy Resonance</em> has no accessibility features baked into it. </p><p>However, as a turn-based RPG, gameplay can be as slow as you need. It doesn't matter if you take five seconds, five minutes, or five hours to lock in an action, and unlike games such as <a href="https://www.techradar.com/gaming/clair-obscur-expedition-33-review"><em>Clair Obscur: Expedition 33</em></a><em>,</em> there are no active parry or dodge mechanics that require precise timing on the player's part.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G6TWia5PvM5m9sP2g9HfpS" name="8280" alt="Fighting Leviathan" src="https://cdn.mos.cms.futurecdn.net/G6TWia5PvM5m9sP2g9HfpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="how-i-reviewed-final-fantasy-resonance">How I reviewed Final Fantasy Resonance</h2><p>I reviewed Final Fantasy Resonance for around 30 hours on my Nintendo Switch 2. Predominantly, this was with base system hardware in handheld mode — plugging away on trips, my commute, and while relaxing on the couch — but I did experience the big-screen docked mode for several hours on my 4K Fire TV (relying on an <a href="https://www.techradar.com/gaming/8bitdo-ultimate-2-review">8BitDo Ultimate 2 controller</a> for inputs).</p><p>In all modes, the game ran smoothly, and I never regretted my decision to play the game on the least powerful system it’s launching on.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/final-fantasy-resonance-review</link>
                                                                            <description>
                            <![CDATA[ This Octopath Traveller meets defunct mobile gacha game is the best I’ve played on my Nintendo Switch 2 all year. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 12:03:49 +0000</pubDate>                                                                                                                                <updated>Fri, 30 Oct 2026 12:06:44 +0000</updated>
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                                                                                                <author><![CDATA[ hamish.hector@futurenet.com (Hamish Hector) ]]></author>                    <dc:creator><![CDATA[ Hamish Hector ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ePxhxWMJAFXSVFL4333tHB-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hamish is a Senior Staff Writer for TechRadar and you’ll see his name appearing on articles across nearly every topic on the site from smart home deals to speaker reviews to graphics card news and everything in between. He uses his broad range of knowledge to help explain the latest gadgets and if they’re a must-buy or a fad fueled by hype. Though his specialty is writing about everything going on in the world of virtual reality and augmented reality.&lt;/p&gt;&lt;p&gt;He’s been writing about tech and gaming for over five years now, getting his start at the University of Warwick’s student newspaper The Boar as a writer and later Games Editor while studying for his BSc in Maths and Physics (and later an MSc in Biotechnology, Bioprocessing, and Business Management). After graduating from university in 2020 he wrote all about battle royale games for Gfinity Esports before joining the TechRadar team in February 2021.&lt;/p&gt;&lt;p&gt;In his free time, you’ll likely find Hamish lost in one of the latest VR games on his Meta Quest 3, watching a West End musical with his fiancee, playing Magic: The Gathering at his local game store, or planning the D&amp;D campaign he runs for his mates.&lt;/p&gt;&lt;p&gt;Want to get in touch? You can contact Hamish via his email.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The castle burning]]></media:description>                                                            <media:text><![CDATA[The castle burning]]></media:text>
                                <media:title type="plain"><![CDATA[The castle burning]]></media:title>
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                                <p>I’ve been playing <em>Final Fantasy Resonance </em>for the past few weeks, and it is a delightful love letter to the <em>Final Fantasy </em>series — a beautiful turn-based role-playing game (RPG) that blends new and old across its gameplay and aesthetics to create an adventure I have adored every second of.</p><p>While it might have its roots in a now defunct mobile gacha game — <em>Brave Exvius</em> — don’t hold that against it. The only holdover is the core story. Everything else, from the gameplay to the wide world map to explore to the visual style, has been overhauled — the pay-to-play elements are gone too; all unlocks are completely free</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>October 26, 2026</p></div></div><p>The end result of this total rebuild is a classic-feeling RPG that is somehow just as at home among 2026’s gaming lineup as it would have been among one from decades ago.</p><p>There are some tweaks I’d make here and there: mostly to Visions, and to the story that’s a little predictable, but neither of these issues has sapped the joy from what is easily among the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> I’ve played this year (it’s also releasing on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, <a href="https://www.techradar.com/reviews/ps5">PS5</a> and PC).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U5hTCPgdCmUturpd2yEGzS" name="8273" alt="The open world map" src="https://cdn.mos.cms.futurecdn.net/U5hTCPgdCmUturpd2yEGzS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="back-to-basics">Back to basics</h2><p>After spending decades finding ways to mix up the turn-based action it popularized, <em>Final Fantasy Resonance</em> returns the series to a much more classic interpretation of it. When it’s their turn to act your party and enemies get to make a basic Attack, spend MP to perform some kind of special Skill action like casting a spell, Summon a powerful esper to fight by their side, or use an item from the party’s bag — with the order characters go determined by their speed.</p><p>It facilitates a slower and more tactical approach to engaging enemies than the action-focused gameplay of more modern <em>Final Fantasy</em> entries, which pairs nicely with <em>Resonance</em>’s less traditional combat mechanic: Stagger.</p><p>Dealing enough damage to your foes that’s a flavour they’re weak to will fill their meter and Stagger them — they’ll lose their go that turn if they haven’t acted yet, will take more damage until the next round, and whoever staggered them will get a second action. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cdvZmFuBYkeQXRKjCdeW7T" name="8274" alt="Cloud's devastating resonance attack" src="https://cdn.mos.cms.futurecdn.net/cdvZmFuBYkeQXRKjCdeW7T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>If you Stagger every enemy at once, you enter a Sweeping Stagger — your whole party will get a second action, and you’ll be able to deliver a powerful Resonance attack. This sees one of your equipped Visions rush forward to deliver a cinematic finishing blow — showcased by a 3D cinematic that briefly takes you out of the game’s HD-2D style.</p><p><em>Resonance</em> isn't just <em>Final Fantasy</em> meets <em>Octopath Traveler</em>. It might seem that way based on my description so far — seeing as it borrows <em>Octopath’s</em> visual identity and a core aspect of the series’ Break and Boost system</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XD75bDU4oNQHkDeDsnFYsS" name="8281" caption="" alt="A strange crystal" src="https://cdn.mos.cms.futurecdn.net/XD75bDU4oNQHkDeDsnFYsS-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Exploring the game world to find secret items or hidden bosses always feels so rewarding. Especially later on, when you unlock the airship. There are several secrets I found out of pure curiosity, and it felt so fulfilling to be rewarded for hunting around.</strong></p></div></div><p>But besides the nuances of <em>Resonance</em>’s Stagger system, which make it different from what <em>Octopath </em>offers, you’ll also find this game’s plot is quintessential <em>Final Fantasy</em> — more on that in a moment — and it takes a different approach with its Job / Class system through Visions. They feel more like weapons you swap in and out than a Class you’ll want to perfect and stick with.</p><p>Visions are (mostly) manifestations of the core Final Fantasy games’ protagonists which aid your party in combat: performing the Resonance attacks I mentioned earlier, but also unlocking a separate list of actions and abilities for the party member they’re equipped to. Most skills you’ll only have access to while the Vision is actively deployed, but there are also permanent unlocks to earn by mastering a Vision — letting you mix and match aspects of Visions on a single party member to craft your ideal champion.</p><p>As I mentioned, this will feel a lot like Jobs from other Square Enix titles, but because so much of a Vision’s identity is lost from your character when you unequip it — most permanent Mastery unlocks are more generic, yet still useful, abilities like improving stats — I’ve found it better to see Visions as Equipment. Before entering a tough fight, you might want to swap out your loadout to best suit the challenge ahead — such as equipping your party with water attack dealers when facing off against a fiery foe.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3oihNQsqfK6GRWcq3Z87gS" name="8278" alt="Rain charges with a flaming sword" src="https://cdn.mos.cms.futurecdn.net/3oihNQsqfK6GRWcq3Z87gS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="a-medley-or-overstuffed-buffet">A medley or overstuffed buffet?</h2><p>Taking everything I’ve said so far, you might fear <em>Final Fantasy Resonance</em> would turn out to be a mess. </p><p>It combines aspects of several games (<em>Octopath Traveler, Brave Exvius, </em> and classic <em>Final Fantasy</em>). It jumps between 3D and HD-2D visuals across different cinematics. There’s just over two dozen Visions to master, each their own skills to augment the base abilities your party develops. You can call forth powerful Summons to deal even more damage to your foes. There’s a giant map to explore, bursting with secrets to discover in every corner. There are main quests and side missions to complete over tens of hours, as well as secret boss fights and a coliseum to become the champion of.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kMumyy5UDLf4xb4Jm2QzpS" name="8283" alt="Noctis  redaying an attack" src="https://cdn.mos.cms.futurecdn.net/kMumyy5UDLf4xb4Jm2QzpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It’s a lot, yet <em>Final Fantasy Resonance </em>never felt like a mess.</p><p>Square Enix shows a mastery of the HD-2D art style. The world's environments are stunning, character sprites are expressive, and there are some amazing 2D spectacle across the game’s cutscenes and attack animations. The animatics feel fan-made in a good way — full of expression, and getting as much as possible from the medium.</p><p>The flashes of 3D work surprisingly well to augment special moments. Rather than feeling incongruous, the 3D Vision Resonance attack and Esper Summon cinematics give these abilities an appropriately otherworldly aspect.</p><p>Games which let you throw everything and the kitchen sink at your enemies have a habit of feeling too easy. However, playing on Expert difficulty, I found fights (especially boss fights) were a challenge — one I could overcome, but not without playing tactically. Button mashing and praying won’t save you here.</p><p>These different abilities also built up gradually over time. This let me get to grips with systems before some new aspect was thrown into the mix.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rdZFY4bEtnLTkzqTxWoH8T" name="8276" alt="An esper's wind attack" src="https://cdn.mos.cms.futurecdn.net/rdZFY4bEtnLTkzqTxWoH8T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>And when the gameplay is so engaging, and the visuals so beautiful, I had no problem adventuring back and forth to complete side quests and seek out every secret hiding in the world.</p><h2 id="close-to-perfection">Close to perfection</h2><p>If I must find fault with <em>Final Fantasy Resonance,</em> it would be in two areas.</p><p>The first is that while I love a lot of the Visions system, it struggles for much of the mid-game because it focuses too much on the main Final Fantasy protagonists who are (let’s face it) pretty samey. This is showcased by the fact that the majority of them are classified as Commando or Breaker types.</p><p>The precise builds and abilities do change, but for example there aren’t many supportive Healers amongst them — meaning building out a dedicated support character in your party is a little tough at times as you’ll either need to stick with a Vision you’ve mastered, or accept your party will be multi-classing early on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yh6n37u2ajdMDgEA5izkxS" name="8272" alt="The Vision mastery page" src="https://cdn.mos.cms.futurecdn.net/yh6n37u2ajdMDgEA5izkxS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Given how useful some Mastery abilities are, you’ll want to multiclass to some extent (Tronn’s ability to halve MP costs is one you need to unlock for as many characters as possible as soon as possible), but given the game says the Vision system offers you the freedom to customize the party however you want, I was a little disappointed that the reality doesn’t quite match this.</p><p>Secondly, I’d say the plot is <em>Final Fantasy</em> in its purest form. There are crystals, war between ancient mystical powers and new age technology, sacrifice for the greater good, twists and turns that reveal secrets about the characters’ and the world’s past, and an awful lot else that is a little cliché.</p><p>The story is certainly good enough to keep me engaged; it's just nothing special.</p><p>Though as I’ve said, neither of these gripes kept me from adoring <em>Final Fantasy Resonance</em>. Every time I sat down to write this review I had to force myself to not reach over for my Nintendo Switch 2 to play another five minutes — and like any good game my attempts to set time limits on myself never succeeded in keeping my play sessions shorter than a few hours at a time.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9JrovZkYXBSy9XBhichueS" name="8279" alt="The party ready to fight a monster" src="https://cdn.mos.cms.futurecdn.net/9JrovZkYXBSy9XBhichueS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>While it is available on several consoles and PC, my <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> has been superb. If you have a choice, this is where I’d recommend playing, as it runs so smoothly, it’s easy to chip away at quests while on the go, and you can still enjoy a beautiful big-picture experience when the handheld is docked.</p><h2 id="should-you-play-final-fantasy-resonance">Should you play Final Fantasy Resonance?</h2><h2 id="play-it-if">Play it if…</h2><div class="product"><p><strong>You miss classic </strong><em><strong>Final Fantasy</strong></em><br /><em>Resonance</em> is the best Final Fantasy game I’ve played in years, in all the best ways. It feels both new and old and is sure to delight long-time fans of the series.</p></div><div class="product"><p><strong>You love Octopath Traveller</strong><br />There’s a lot of <em>Octopath</em> in this game, yet <em>Resonance </em>still feels unique enough to scratch the HD-2D itch without feeling samey.</p></div><div class="product"><p><strong>You want a long, but not too long, RPG</strong><br />Unlike some RPGs that can stretch into the hundreds of hours, most players will finish <em>Resonance </em>and its side quests somewhere between 30 and 50. Still long enough to sink your teeth into, but not have it take over your life.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You hate turn-based combat</strong><br />Not everyone enjoys the tactical ebb-and-flow of a turn-based RPG. If that’s you this game isn’t for you.</p></div><div class="product"><p><strong>You hate exploration</strong><br />While not as vast as an open-world game, <em>Final Fantasy Resonance </em>is full of hidden secrets to find across its overworld, and dungeons. If you prefer a more linear adventure you might not get as much out of this experience as you could.</p></div><div class="product"><p><strong>You’re tired of cliché fantasy stories</strong><br />The <em>Final Fantasy Resonance </em>story feels like an amalgamation of every FF game to come before. It’s not bad, but the twists and turns are frequently predictable which can disappoint gamers who love a good story.</p></div><h2 id="accessibility-features">Accessibility features</h2><p>Besides the features built into your console of choice, <em>Final Fantasy Resonance</em> has no accessibility features baked into it. </p><p>However, as a turn-based RPG, gameplay can be as slow as you need. It doesn't matter if you take five seconds, five minutes, or five hours to lock in an action, and unlike games such as <a href="https://www.techradar.com/gaming/clair-obscur-expedition-33-review"><em>Clair Obscur: Expedition 33</em></a><em>,</em> there are no active parry or dodge mechanics that require precise timing on the player's part.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G6TWia5PvM5m9sP2g9HfpS" name="8280" alt="Fighting Leviathan" src="https://cdn.mos.cms.futurecdn.net/G6TWia5PvM5m9sP2g9HfpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="how-i-reviewed-final-fantasy-resonance">How I reviewed Final Fantasy Resonance</h2><p>I reviewed Final Fantasy Resonance for around 30 hours on my Nintendo Switch 2. Predominantly, this was with base system hardware in handheld mode — plugging away on trips, my commute, and while relaxing on the couch — but I did experience the big-screen docked mode for several hours on my 4K Fire TV (relying on an <a href="https://www.techradar.com/gaming/8bitdo-ultimate-2-review">8BitDo Ultimate 2 controller</a> for inputs).</p><p>In all modes, the game ran smoothly, and I never regretted my decision to play the game on the least powerful system it’s launching on.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Audeze Maxwell 2 ANC review: an excellent, though not essential, upgrade for the best-sounding gaming headset I’ve ever used ]]></title>
                                                                                                <dc:content><![CDATA[ <h3 class="article-body__section" id="section-audeze-maxwell-2-anc-one-minute-review"><span>Audeze Maxwell 2 ANC: one-minute review</span></h3><p>The Audeze Maxwell 2 ANC is simply a fantastic version of an already world-beating <a href="https://www.techradar.com/news/best-wireless-gaming-headsets">wireless gaming headset</a>. While it shares an awful lot with the ‘original’ <a href="https://www.techradar.com/gaming/audeze-maxwell-2-review">Audeze Maxwell 2</a> that launched earlier this year, the addition of genuinely excellent active noise cancellation (ANC) means that it offers an enhanced experience compared to its brethren.</p><p>The design and build remain very similar to that older model, with the big, weighty earcups sitting comfortably over your ears while the leather headstrap keeps things secure. Controls are also nearly identical, bar the addition of the ANC button on the front of the left cup. It’s a sturdy and robust build which gives great confidence, but if you’re in any way wary of weighty sets, then the Maxwell 2 ANC might be a bit much for you — it’s a chonker at 19.75oz / 560g.</p><p>However, the heft is unequivocally worth it in my opinion: when it comes to performance, the Maxwell 2 is absolutely fantastic. The non-ANC Maxwell 2 is my pick for the best-sounding gaming headset money can buy right now, and the ANC variant sounds just as brilliant in all scenarios across different platforms. </p><p>The ANC itself is a welcome addition and a genuinely impressive one, blocking out all exterior noise in my testing, as well as offering a transparency mode. The quality of the ANC makes it perfect for busy environments, or just achieving maximal immersion in your games.</p><p>This is up there with the absolute best in the premium ANC business — like the <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-pro-omni-review">SteelSeries Arctis Nova Pro Omni</a> and <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-elite-review">Nova Elite</a> I tested in recent months — and I can’t recommend it more if it fits in your budget for PC, Xbox, or <a href="https://www.techradar.com/reviews/ps5">PS5</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="88yP4TueRj2biUhZPRnD8M" name="1793011117.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/88yP4TueRj2biUhZPRnD8M-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-price-and-availability"><span>Audeze Maxwell 2 ANC: Price and availability</span></h3><ul><li><strong>List price: $429 / £429 / AU$699</strong></li><li><strong>Chunky increase in price over the non-ANC model</strong></li><li><strong>Priced alongside competitors from the likes of SteelSeries, but above other wireless contenders</strong></li></ul><p>The Maxwell 2 ANC is more expensive than its ‘regular’ counterpart: it’s $100 / £90 / AU$130 more. With only a few features that are different from its non-ANC brother, its value proposition will be called into question.</p><p>For that price, it’s above the likes of the SteelSeries Arctis Nova Pro Omni (a direct competitor to the Maxwell 2), which is a headset with excellent ANC and one I really would recommend as well.</p><p>More broadly, you can still get models such as the brilliant <a href="https://www.techradar.com/gaming/turtle-beach-stealth-pro-2-review">Turtle Beach Stealth Pro 2</a> headset for comfortably less, and other planar magnetic driver gaming headsets like the wired <a href="https://www.techradar.com/gaming/asus-rog-kithara-review">Asus ROG Kithara</a> are cheaper still (though aren’t quite like-for-like).</p><p>As a result, the Audeze Maxwell 2 is a premium headset package, and the combination of its awesome planar magnetic driver audio and the great ANC makes it a sizable investment in the gaming headset market — though still much less than the SteelSeries Arctis Nova Elite. If the best gaming audio and ANC are both must-have features for you, then the Maxwell 2 ANC will still offer what you want and earn its price tag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="sDVgGrAQN8Vvbi4tPnWWUb" name="1793011252.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset showing off its branding and logo" src="https://cdn.mos.cms.futurecdn.net/sDVgGrAQN8Vvbi4tPnWWUb-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-specs"><span>Audeze Maxwell 2 ANC: Specs</span></h3><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-design-features"><span>Audeze Maxwell 2 ANC: Design &amp; features</span></h3><ul><li><strong>Robust build with a great feature set that builds on predecessor</strong></li><li><strong>A little heavier than the non-ANC headset</strong></li><li><strong>Weaker battery life</strong></li></ul><p><em>Note: I've removed a small comment from this section that talked about the Maxwell 2 ANC's dongle being smaller than the non-ANC headset dongle. This was incorrect, and they are the same size; I have removed the comment to reflect that.</em></p><p>The Maxwell 2 ANC gives great confidence with its build. It feels robust, solid, and able to withstand a knock or a drop (something I can attest to), and a lot of that comes from its weightiness. Some folks might immediately associate ‘heavy gaming headset’ with ‘bad,’ but I really think that is a grave misconception and something drilled into us by the marketing of other brands.</p><p>In reality, the design and build are so nicely done that it offsets the weight, and the comfort too — largely down to its new memory foam cushions and ventilated leather head strap — means that I’ve never really noticed wearing the Maxwell 2 ANC for even the longest sessions.</p><p>In terms of on-board controls, the left cup houses the volume dial, the game-chat mix dial, an audio jack, a USB-C port, a mic port, and the new ANC button. The right cup has the mic mute switch and the power button, which also doubles up as the Bluetooth pairing button. Simple. The dual microphone is very welcome, and it means you can deploy the Maxwell 2 ANC for entertainment and music, and still rely on something for comms, without plugging in the detachable boom mic.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="5dxPkuNcb8VcT4g97fKBuV" name="1793011201.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/5dxPkuNcb8VcT4g97fKBuV-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The head tracking features provided by Embody Immerse Gaming Hive and Dolby Atmos Rendered compatibility are fun and a novelty, though they still feel a little niche for me.</p><p>The most notable thing in the features of the Maxwell 2 ANC, however, sadly, is that the battery life has taken a dive compared to the regular Maxwell 2. While the non-ANC version could get you 80-odd hours of use, the ANC version is limited to about half of that with ANC off, and 35 hours with ANC on. </p><p>It’s perfectly serviceable and still provides you with comfortably more than a full day, but it is a shame the difference is so massive.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="naJWkg73Kfb8xaZqJUEjQX" name="1793011214.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/naJWkg73Kfb8xaZqJUEjQX-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-performance"><span>Audeze Maxwell 2 ANC: Performance</span></h3><ul><li><strong>Incredible audio quality across all games</strong></li><li><strong>Excellent ANC performance that doesn’t kill bass</strong></li><li><strong>Comfortable to wear, plus a really solid mic</strong></li></ul><p>The Audeze Maxwell 2 ANC is simply fantastic when put to the test. The gaming audio it provides is every bit as good as the audio I love from the regular Maxwell 2.</p><p>No matter what I’ve been playing, the Maxwell 2 ANC provides thumping combat sounds, beautifully crisp environmental audio, and rich, rounded soundtracks. It’s a joy to use as a media and entertainment pair of headphones too, with music singing clearly into my ears. Planar magnetic driver audio really is something else. </p><p>Backing this up is the microphone combo, which ensures I’m clear and crisp with my teammates even in the most frantic of online multiplayer battles.</p><p>Key to the audio sounding so good all the time is that the main USP of the headset, the ANC, <em>doesn’t</em> kill bass like almost every other ANC I’ve tried in my years of testing.</p><p>This means that you really are getting uncompromising audio, <em>and </em>some very effective ANC too; it’s excellent for immersion, and even in a busy household with a few people, I’ve been unbothered by external noise. This is undoubtedly aided by <a href="https://www.techradar.com/audio/we-can-tune-the-bass-to-get-more-output-pretty-much-for-free-i-asked-audio-specialist-audeze-about-its-patented-slam-system-for-headphones-and-the-slam-dunks-kept-a-coming">Audeze’s SLAM (Symmetric Linear Acoustic Modulator) tech</a>, which is proven to assist in bass performance. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="kSLrpGvqzJanycvL9L5DQ8" name="1793011426.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset's SLAM vent" src="https://cdn.mos.cms.futurecdn.net/kSLrpGvqzJanycvL9L5DQ8-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The weight of the headset doesn’t impact the performance of the Maxwell 2 ANC from a comfort perspective either. It might be heavier than other headsets, sure, but it’s never been uncomfortable on my head, even in the longest of sessions. I've almost come to prefer it over lightweight models you totally forget you’re wearing.</p><p>Elsewhere, I will say that by default the Maxwell 2 ANC can be quite quiet, which was a mild annoyance, though easily solved on PC or PS5 by manually adjusting the volume. The companion Audeze app on desktop and mobile has also been handy, facilitating firmware updates and allowing for EQ tinkering.</p><p>All in all, the Maxwell 2 ANC has all that is great about the non-ANC variant and adds excellent ANC. If you have to have the latter and are eyeing up the best version of the best-sounding headset, then this is the one to get.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4x7PkUANZCNAYE7UXi7wDP" name="1793011138.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4x7PkUANZCNAYE7UXi7wDP-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-should-i-buy-the-audeze-maxwell-2-anc"><span>Should I buy the Audeze Maxwell 2 ANC?</span></h3><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>You want the best version of the best-sounding gaming headset going</strong><br />If you’re on the hunt for the best-sounding gaming headset money can buy right now, and want to make sure you get the most up-to-date variant, then the Audeze Maxwell 2 ANC is the one for you.</p></div><div class="product"><p><strong>You need excellent ANC in a gaming headset</strong><br />If ANC is at the top of your desired feature list, then what’s on offer here in the Maxwell 2 ANC - combined with its sheer audio quality and prowess - is certainly something to take notice of.</p></div><div class="product"><p><strong>You’re an audiophile gamer chasing the best in audio from specialist drivers</strong><br />If you’re someone who really, really cares about your gaming audio and wants something extra special that’s geared toward audio lovers, then the Maxwell 2 ANC’s planar magnetic drivers, in conjunction with its ANC and other features, are perfect for you.</p></div><div class="product"><p><strong>You’re on one, maybe two, platforms only</strong><br />While it can’t connect to lots of devices simultaneously like some of the competition, if you’re looking for one of the best gaming headsets money can buy for a small number of platforms, then this version of the Audeze Maxwell 2 needs to be considered.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You’re wary of weighty headsets</strong><br />Personally, I think this is a grossly overstated ‘con’ of gaming headsets, but the fact remains: if you’ve grown used to lightweight headsets, then the Maxwell 2 ANC won’t be for you.</p></div><div class="product"><p><strong>You already have a Maxwell 2</strong><br />As great as the ANC is on this new version of the Maxwell 2, if it’s a feature you can do without, then I’d recommend the normal version of the Maxwell 2 to save some cash but still get that supreme audio experience. </p></div><h3 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h3><p>If the Audeze Maxwell 2 ANC doesn’t feel like it’s going to hit the mark for you, then these are the two alternatives I’d look to right now.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Audeze Maxwell 2 ANC</strong></p></td><td  ><p><strong>Audeze Maxwell 2</strong></p></td><td  ><p><strong>SteelSeries Arctis Nova Pro Omni</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td><td  ><p>$329 / £339 / AU$569</p></td><td  ><p>$399.99 / £349.99 / AU$799</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td><td  ><p>17.3oz / 490g</p></td><td  ><p>11.95oz / 339g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>Custom 40 mm Neodymium Magnetic (Hi-Res)</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p><p><br /></p></td><td  ><p>PS5, PS4, Xbox Series X|S, Nintendo Switch 2, Nintendo Switch, PC, Mac, Mobile, Meta Quest 2/3</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Hi-Res wireless (2.4Ghz via dongle), Wired (audio jack), Bluetooth 5.3 + LE Audio (SBC with MultiPoint support for up to 10 devices; LC3, LC3+ for LE Audio)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td><td  ><p>80+ hours</p></td><td  ><p>Up to 60 hours (2 x fully-charged batteries), Infinite Power System</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>Simultaneous four-source audio via Omni GameHub; certified Hi-Res audio (96kHz/24-bit), ClearCast Pro - Retractable Boom Microphone with onboard AI Noise Rejection, ANC, Arctis Companion App compatibility</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>SteelSeries GG/Sonar, SteelSeries Arctis Companion App (iOS &amp; Android)</p></td></tr></tbody></table></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4QJbEkowB8xkgkLJQHX2WS" name="1793011169.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset clamped around a glass vase with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4QJbEkowB8xkgkLJQHX2WS-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-how-i-tested-the-audeze-maxwell-2-anc"><span>How I tested the Audeze Maxwell 2 ANC</span></h3><ul><li><strong>Tested over the course of a few months</strong></li><li><strong>Compared with other headsets, including the non-ANC version</strong></li><li><strong>Used across PS5 and PC games, on mobile, and for music, work, and entertainment</strong></li></ul><p>I’ve used the Audeze Maxwell 2 ANC as my go-to PS5 headset for a few months now, playing the likes of <a href="https://www.techradar.com/gaming/assassins-creed-black-flag-resynced-review"><em>Assassin’s Creed Black Flag Resynced</em></a>, <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a>, <a href="https://www.techradar.com/gaming/marvels-wolverine-review"><em>Marvel’s Wolverine</em></a>, and <em>Tom Clancy's The Division 2</em> and <a href="https://www.techradar.com/gaming/warhammer-40000-space-marine-2-review"><em>Warhammer 40,000 Space Marine 2</em></a> with friends online, as well as regularly using it on my PC when not using my SteelSeries Arctis Nova Pro Omni headset — a competing headset that has been great for comparison.</p><p>On my<em> </em><a href="https://www.techradar.com/computing/gaming-computers/gaming-pcs/acer-predator-orion-5000-review-2026"><em>Acer Predator Orion 5000</em></a><em> </em><a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc"><em>gaming PC</em></a><em> (supplied by Acer)</em>, I’ve tested the Maxwell 2 ANC not only with everyday usage like work calls, music, and TV, but also with <em>games like </em><a href="https://www.techradar.com/reviews/cyberpunk-2077"><em>Cyberpunk 2077</em></a><em>, </em><a href="https://www.techradar.com/gaming/frostpunk-2-review"><em>Frostpunk 2</em></a><em>, Crusader Kings 3</em>, and a preview of a game or two under embargo.</p><p><em>First reviewed July-October 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/audeze-maxwell-2-anc-review</link>
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                            <![CDATA[ The Maxwell 2 ANC is a super-charged version of my favorite gaming headset, and audiophile planar magnetic driver specialists Audeze have created something really special. ]]>
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                                                                        <pubDate>Tue, 27 Oct 2026 02:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 30 Oct 2026 10:56:47 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A picture of the Audeze Maxwell 2 ANC gaming headset on a shiny surface with pale tiles in the background]]></media:description>                                                            <media:text><![CDATA[A picture of the Audeze Maxwell 2 ANC gaming headset on a shiny surface with pale tiles in the background]]></media:text>
                                <media:title type="plain"><![CDATA[A picture of the Audeze Maxwell 2 ANC gaming headset on a shiny surface with pale tiles in the background]]></media:title>
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                                <h3 class="article-body__section" id="section-audeze-maxwell-2-anc-one-minute-review"><span>Audeze Maxwell 2 ANC: one-minute review</span></h3><p>The Audeze Maxwell 2 ANC is simply a fantastic version of an already world-beating <a href="https://www.techradar.com/news/best-wireless-gaming-headsets">wireless gaming headset</a>. While it shares an awful lot with the ‘original’ <a href="https://www.techradar.com/gaming/audeze-maxwell-2-review">Audeze Maxwell 2</a> that launched earlier this year, the addition of genuinely excellent active noise cancellation (ANC) means that it offers an enhanced experience compared to its brethren.</p><p>The design and build remain very similar to that older model, with the big, weighty earcups sitting comfortably over your ears while the leather headstrap keeps things secure. Controls are also nearly identical, bar the addition of the ANC button on the front of the left cup. It’s a sturdy and robust build which gives great confidence, but if you’re in any way wary of weighty sets, then the Maxwell 2 ANC might be a bit much for you — it’s a chonker at 19.75oz / 560g.</p><p>However, the heft is unequivocally worth it in my opinion: when it comes to performance, the Maxwell 2 is absolutely fantastic. The non-ANC Maxwell 2 is my pick for the best-sounding gaming headset money can buy right now, and the ANC variant sounds just as brilliant in all scenarios across different platforms. </p><p>The ANC itself is a welcome addition and a genuinely impressive one, blocking out all exterior noise in my testing, as well as offering a transparency mode. The quality of the ANC makes it perfect for busy environments, or just achieving maximal immersion in your games.</p><p>This is up there with the absolute best in the premium ANC business — like the <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-pro-omni-review">SteelSeries Arctis Nova Pro Omni</a> and <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-elite-review">Nova Elite</a> I tested in recent months — and I can’t recommend it more if it fits in your budget for PC, Xbox, or <a href="https://www.techradar.com/reviews/ps5">PS5</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="88yP4TueRj2biUhZPRnD8M" name="1793011117.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/88yP4TueRj2biUhZPRnD8M-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-price-and-availability"><span>Audeze Maxwell 2 ANC: Price and availability</span></h3><ul><li><strong>List price: $429 / £429 / AU$699</strong></li><li><strong>Chunky increase in price over the non-ANC model</strong></li><li><strong>Priced alongside competitors from the likes of SteelSeries, but above other wireless contenders</strong></li></ul><p>The Maxwell 2 ANC is more expensive than its ‘regular’ counterpart: it’s $100 / £90 / AU$130 more. With only a few features that are different from its non-ANC brother, its value proposition will be called into question.</p><p>For that price, it’s above the likes of the SteelSeries Arctis Nova Pro Omni (a direct competitor to the Maxwell 2), which is a headset with excellent ANC and one I really would recommend as well.</p><p>More broadly, you can still get models such as the brilliant <a href="https://www.techradar.com/gaming/turtle-beach-stealth-pro-2-review">Turtle Beach Stealth Pro 2</a> headset for comfortably less, and other planar magnetic driver gaming headsets like the wired <a href="https://www.techradar.com/gaming/asus-rog-kithara-review">Asus ROG Kithara</a> are cheaper still (though aren’t quite like-for-like).</p><p>As a result, the Audeze Maxwell 2 is a premium headset package, and the combination of its awesome planar magnetic driver audio and the great ANC makes it a sizable investment in the gaming headset market — though still much less than the SteelSeries Arctis Nova Elite. If the best gaming audio and ANC are both must-have features for you, then the Maxwell 2 ANC will still offer what you want and earn its price tag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="sDVgGrAQN8Vvbi4tPnWWUb" name="1793011252.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset showing off its branding and logo" src="https://cdn.mos.cms.futurecdn.net/sDVgGrAQN8Vvbi4tPnWWUb-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-specs"><span>Audeze Maxwell 2 ANC: Specs</span></h3><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-design-features"><span>Audeze Maxwell 2 ANC: Design &amp; features</span></h3><ul><li><strong>Robust build with a great feature set that builds on predecessor</strong></li><li><strong>A little heavier than the non-ANC headset</strong></li><li><strong>Weaker battery life</strong></li></ul><p><em>Note: I've removed a small comment from this section that talked about the Maxwell 2 ANC's dongle being smaller than the non-ANC headset dongle. This was incorrect, and they are the same size; I have removed the comment to reflect that.</em></p><p>The Maxwell 2 ANC gives great confidence with its build. It feels robust, solid, and able to withstand a knock or a drop (something I can attest to), and a lot of that comes from its weightiness. Some folks might immediately associate ‘heavy gaming headset’ with ‘bad,’ but I really think that is a grave misconception and something drilled into us by the marketing of other brands.</p><p>In reality, the design and build are so nicely done that it offsets the weight, and the comfort too — largely down to its new memory foam cushions and ventilated leather head strap — means that I’ve never really noticed wearing the Maxwell 2 ANC for even the longest sessions.</p><p>In terms of on-board controls, the left cup houses the volume dial, the game-chat mix dial, an audio jack, a USB-C port, a mic port, and the new ANC button. The right cup has the mic mute switch and the power button, which also doubles up as the Bluetooth pairing button. Simple. The dual microphone is very welcome, and it means you can deploy the Maxwell 2 ANC for entertainment and music, and still rely on something for comms, without plugging in the detachable boom mic.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="5dxPkuNcb8VcT4g97fKBuV" name="1793011201.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/5dxPkuNcb8VcT4g97fKBuV-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The head tracking features provided by Embody Immerse Gaming Hive and Dolby Atmos Rendered compatibility are fun and a novelty, though they still feel a little niche for me.</p><p>The most notable thing in the features of the Maxwell 2 ANC, however, sadly, is that the battery life has taken a dive compared to the regular Maxwell 2. While the non-ANC version could get you 80-odd hours of use, the ANC version is limited to about half of that with ANC off, and 35 hours with ANC on. </p><p>It’s perfectly serviceable and still provides you with comfortably more than a full day, but it is a shame the difference is so massive.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="naJWkg73Kfb8xaZqJUEjQX" name="1793011214.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/naJWkg73Kfb8xaZqJUEjQX-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-performance"><span>Audeze Maxwell 2 ANC: Performance</span></h3><ul><li><strong>Incredible audio quality across all games</strong></li><li><strong>Excellent ANC performance that doesn’t kill bass</strong></li><li><strong>Comfortable to wear, plus a really solid mic</strong></li></ul><p>The Audeze Maxwell 2 ANC is simply fantastic when put to the test. The gaming audio it provides is every bit as good as the audio I love from the regular Maxwell 2.</p><p>No matter what I’ve been playing, the Maxwell 2 ANC provides thumping combat sounds, beautifully crisp environmental audio, and rich, rounded soundtracks. It’s a joy to use as a media and entertainment pair of headphones too, with music singing clearly into my ears. Planar magnetic driver audio really is something else. </p><p>Backing this up is the microphone combo, which ensures I’m clear and crisp with my teammates even in the most frantic of online multiplayer battles.</p><p>Key to the audio sounding so good all the time is that the main USP of the headset, the ANC, <em>doesn’t</em> kill bass like almost every other ANC I’ve tried in my years of testing.</p><p>This means that you really are getting uncompromising audio, <em>and </em>some very effective ANC too; it’s excellent for immersion, and even in a busy household with a few people, I’ve been unbothered by external noise. This is undoubtedly aided by <a href="https://www.techradar.com/audio/we-can-tune-the-bass-to-get-more-output-pretty-much-for-free-i-asked-audio-specialist-audeze-about-its-patented-slam-system-for-headphones-and-the-slam-dunks-kept-a-coming">Audeze’s SLAM (Symmetric Linear Acoustic Modulator) tech</a>, which is proven to assist in bass performance. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="kSLrpGvqzJanycvL9L5DQ8" name="1793011426.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset's SLAM vent" src="https://cdn.mos.cms.futurecdn.net/kSLrpGvqzJanycvL9L5DQ8-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The weight of the headset doesn’t impact the performance of the Maxwell 2 ANC from a comfort perspective either. It might be heavier than other headsets, sure, but it’s never been uncomfortable on my head, even in the longest of sessions. I've almost come to prefer it over lightweight models you totally forget you’re wearing.</p><p>Elsewhere, I will say that by default the Maxwell 2 ANC can be quite quiet, which was a mild annoyance, though easily solved on PC or PS5 by manually adjusting the volume. The companion Audeze app on desktop and mobile has also been handy, facilitating firmware updates and allowing for EQ tinkering.</p><p>All in all, the Maxwell 2 ANC has all that is great about the non-ANC variant and adds excellent ANC. If you have to have the latter and are eyeing up the best version of the best-sounding headset, then this is the one to get.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4x7PkUANZCNAYE7UXi7wDP" name="1793011138.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4x7PkUANZCNAYE7UXi7wDP-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-should-i-buy-the-audeze-maxwell-2-anc"><span>Should I buy the Audeze Maxwell 2 ANC?</span></h3><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>You want the best version of the best-sounding gaming headset going</strong><br />If you’re on the hunt for the best-sounding gaming headset money can buy right now, and want to make sure you get the most up-to-date variant, then the Audeze Maxwell 2 ANC is the one for you.</p></div><div class="product"><p><strong>You need excellent ANC in a gaming headset</strong><br />If ANC is at the top of your desired feature list, then what’s on offer here in the Maxwell 2 ANC - combined with its sheer audio quality and prowess - is certainly something to take notice of.</p></div><div class="product"><p><strong>You’re an audiophile gamer chasing the best in audio from specialist drivers</strong><br />If you’re someone who really, really cares about your gaming audio and wants something extra special that’s geared toward audio lovers, then the Maxwell 2 ANC’s planar magnetic drivers, in conjunction with its ANC and other features, are perfect for you.</p></div><div class="product"><p><strong>You’re on one, maybe two, platforms only</strong><br />While it can’t connect to lots of devices simultaneously like some of the competition, if you’re looking for one of the best gaming headsets money can buy for a small number of platforms, then this version of the Audeze Maxwell 2 needs to be considered.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You’re wary of weighty headsets</strong><br />Personally, I think this is a grossly overstated ‘con’ of gaming headsets, but the fact remains: if you’ve grown used to lightweight headsets, then the Maxwell 2 ANC won’t be for you.</p></div><div class="product"><p><strong>You already have a Maxwell 2</strong><br />As great as the ANC is on this new version of the Maxwell 2, if it’s a feature you can do without, then I’d recommend the normal version of the Maxwell 2 to save some cash but still get that supreme audio experience. </p></div><h3 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h3><p>If the Audeze Maxwell 2 ANC doesn’t feel like it’s going to hit the mark for you, then these are the two alternatives I’d look to right now.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Audeze Maxwell 2 ANC</strong></p></td><td  ><p><strong>Audeze Maxwell 2</strong></p></td><td  ><p><strong>SteelSeries Arctis Nova Pro Omni</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td><td  ><p>$329 / £339 / AU$569</p></td><td  ><p>$399.99 / £349.99 / AU$799</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td><td  ><p>17.3oz / 490g</p></td><td  ><p>11.95oz / 339g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>Custom 40 mm Neodymium Magnetic (Hi-Res)</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p><p><br /></p></td><td  ><p>PS5, PS4, Xbox Series X|S, Nintendo Switch 2, Nintendo Switch, PC, Mac, Mobile, Meta Quest 2/3</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Hi-Res wireless (2.4Ghz via dongle), Wired (audio jack), Bluetooth 5.3 + LE Audio (SBC with MultiPoint support for up to 10 devices; LC3, LC3+ for LE Audio)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td><td  ><p>80+ hours</p></td><td  ><p>Up to 60 hours (2 x fully-charged batteries), Infinite Power System</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>Simultaneous four-source audio via Omni GameHub; certified Hi-Res audio (96kHz/24-bit), ClearCast Pro - Retractable Boom Microphone with onboard AI Noise Rejection, ANC, Arctis Companion App compatibility</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>SteelSeries GG/Sonar, SteelSeries Arctis Companion App (iOS &amp; Android)</p></td></tr></tbody></table></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4QJbEkowB8xkgkLJQHX2WS" name="1793011169.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset clamped around a glass vase with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4QJbEkowB8xkgkLJQHX2WS-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-how-i-tested-the-audeze-maxwell-2-anc"><span>How I tested the Audeze Maxwell 2 ANC</span></h3><ul><li><strong>Tested over the course of a few months</strong></li><li><strong>Compared with other headsets, including the non-ANC version</strong></li><li><strong>Used across PS5 and PC games, on mobile, and for music, work, and entertainment</strong></li></ul><p>I’ve used the Audeze Maxwell 2 ANC as my go-to PS5 headset for a few months now, playing the likes of <a href="https://www.techradar.com/gaming/assassins-creed-black-flag-resynced-review"><em>Assassin’s Creed Black Flag Resynced</em></a>, <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a>, <a href="https://www.techradar.com/gaming/marvels-wolverine-review"><em>Marvel’s Wolverine</em></a>, and <em>Tom Clancy's The Division 2</em> and <a href="https://www.techradar.com/gaming/warhammer-40000-space-marine-2-review"><em>Warhammer 40,000 Space Marine 2</em></a> with friends online, as well as regularly using it on my PC when not using my SteelSeries Arctis Nova Pro Omni headset — a competing headset that has been great for comparison.</p><p>On my<em> </em><a href="https://www.techradar.com/computing/gaming-computers/gaming-pcs/acer-predator-orion-5000-review-2026"><em>Acer Predator Orion 5000</em></a><em> </em><a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc"><em>gaming PC</em></a><em> (supplied by Acer)</em>, I’ve tested the Maxwell 2 ANC not only with everyday usage like work calls, music, and TV, but also with <em>games like </em><a href="https://www.techradar.com/reviews/cyberpunk-2077"><em>Cyberpunk 2077</em></a><em>, </em><a href="https://www.techradar.com/gaming/frostpunk-2-review"><em>Frostpunk 2</em></a><em>, Crusader Kings 3</em>, and a preview of a game or two under embargo.</p><p><em>First reviewed July-October 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p>
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                                                            <title><![CDATA[ CRKD Nitro Deck 2 review: a great but heavy Switch 2 handheld controller ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-crkd-nitro-deck-2-one-minute-review"><span>CRKD Nitro Deck 2: One-minute review</span></h2><p>The CRKD Nitro Deck 2 is primarily billed as a <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> controller for handheld use, but it offers a lot more besides. It's CRKD’s follow-up to the Nitro Deck and Nitro Deck+, two previous accessories aimed at the original Nintendo Switch.</p><p>The CRKD Nitro Deck 2 has a functional design focused more on ergonomics than style, although some of the colorways add some panache; the Pal Grey variant I reviewed, for instance, harked back to retro Nintendo controllers, thanks to its colorful face buttons and darker grey accents. </p><p>The Nitro Deck 2 fits to the Switch and Switch 2 by clamping on the sides of the unit, rather than actually connecting to the <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2</a> slots. A small button on the back clicks and twists to tightly grip your console, and tight it is; even when I held it upside down, my console didn’t move an inch. You can then connect to your console wirelessly via Bluetooth or wired by using the included U-shaped USB adapter.</p><p>CRKD’s mobile app can be used to remap the inputs of the Nitro Deck 2, as well as enable the ‘No Deadzone’ mode for the joysticks. Its interface is clear and easy to use, and I didn’t experience any bugs. One downside, though, is that you have to reconnect to the app every time you open it by holding two buttons for three seconds, which limits the convenience of back-and-forth adjustments.</p><p>All the buttons feel great, providing plenty of clicky feedback and responsiveness. The back buttons are awkwardly placed, though, and I found myself accidentally triggering them on occasion.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="5YBGMcD97EemGxvaEsqJza" name="Imported image 1 - 1792164715080" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/5YBGMcD97EemGxvaEsqJza-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The real highlight of the Nitro Deck 2, though, is its joysticks. Not only are they precise and responsive, but they also feature dials that let you adjust their tension at any point, which is an excellent design choice and should allow any gamer to get their preferred feel.</p><p>Unfortunately, poor ergonomics detract from the Nitro Deck 2’s otherwise positive performance aspects. Not only do the pads angle inwards at the bottom, contrary to the majority of gamepads, but it’s also heavy when loaded with a console. These factors can make it cumbersome and awkward to use, especially when trying to game upright.</p><p>The Nitro Deck 2 is easy to pair to the Switch or Switch 2 via Bluetooth, although it takes a while to reconnect to your console after sleeping. Reconnection is quicker in wired mode, but it’s still not instantaneous. It was also easy to pair with PC and Android devices, although it’s a shame you can’t switch between them without having to pair each time.</p><p>The battery life of the Nitro Deck 2 is reasonable, lasting for as long as CRKD claims (15-20 hours), according to my testing. It’s a small inconvenience that you have to charge it separately from your console, though.</p><p>When you consider all that it offers, the Nitro Deck 2 represents good value. Not only are you getting handheld pads for the Switch 1 and Switch 2, but you’re also getting protection for your console, a standalone controller you can use with other platforms besides Nintendo’s, and a kickstand. Comfort issues do hamper the experience somewhat, but if you don’t mind holding a weighty unit, the Nitro Deck 2 is a fine choice as a versatile gamepad. </p><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-price-availability"><span>CRKD Nitro Deck 2 review: Price &amp; availability</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="g7bysRk34gKBHNnJau8Coa" name="Imported image 2 - 1792164715080" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/g7bysRk34gKBHNnJau8Coa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>$89.99 / £89.99 / AU$161</strong></li><li><strong>Available now in multiple colorways</strong></li><li><strong>Good price for a versatile handheld gamepad</strong></li></ul><p>The Nitro Deck 2 costs $89.99 / £89.99 / AU$161 and is available now in four colorways: Smoke Black, Pal Grey, LRG Fusion, and White. It comes with a USB cable, a double-ended USB adapter, and a legacy adapter for Switch 1 compatibility. The joystick caps and D-pad hat are replaceable, but no extra sets for either are included in the box.</p><p>This is a reasonable price for a unit that’s not only a Switch and Switch 2 handheld case and handheld controller, but also a standalone gamepad for PC and mobile, both wired and wireless.</p><p>You won’t find many more complete solutions for your Switch 2 than this, or even third-party substitutes for the Joy-Con 2 controllers, save for a few examples, such as the Mobapad M12 HD and M12S. A more left-field alternative to the Nitro Deck 2 is the <a href="https://www.techradar.com/gaming/gamesir-g8-plus-bluetooth-review">GameSir G8+</a>, a Bluetooth mobile controller that doesn’t officially support the Switch 2, but <a href="https://www.reddit.com/r/Gamesir/comments/1l40ngb/g8_on_switch_2_works_great/">users have reported compatibility with the system</a>.</p><p>If you just want a more comfortable handheld experience for your Switch 2 while sticking with the Joy-Con 2 pads, the Genki Attack Vector is a reasonably priced solution that offers three sets of grips as well as a backplate cover. What’s more, it can remain attached to your console when docked.</p><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-specs"><span>CRKD Nitro Deck 2 review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £89.99 / AU$161</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>12.8oz / 363g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>10.5-12.5 x 4.7 x 2.2in / 266.7-317.5 x 118.3 x 55.3mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>Switch, Switch 2, PC, iOS, Android</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wireless (Bluetooth), Wired (USB-C)</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>15-20 hours</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-design-features"><span>CRKD Nitro Deck 2 review: Design &amp; features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="nLEkMouKmGRognkSpKdJra" name="Imported image 3 - 1792164715080" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/nLEkMouKmGRognkSpKdJra-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>Functional looks</strong></li><li><strong>Solid build quality</strong></li><li><strong>Basic but effective mobile app</strong></li></ul><p>The Nitro Deck 2 has an appearance that’s more about function than form, with its soft edges and curves being more about ergonomics than aesthetics. It’s a fetching piece of design nonetheless, and the Pal Grey finish of my review unit added a retro appeal, with its dark grey accents and colorful face buttons alluding to the classic SNES controller.</p><p>The build quality is respectable, too. Although the plastic shell didn’t initially strike me as being particularly premium, I quickly felt its solidity and sturdiness once I held it in my hands. The sliding mechanisms for both pads operate smoothly as well. </p><p>Rather than the pads of the Nitro Deck 2 actually attaching to each Joy-Con slot on the Switch or Switch 2, they simply clamp to the sides of the console without actually inserting into these slots. To tighten the clamp, you simply push and twist the button on the rear of the unit. This requires a fair amount of force, and so does releasing it to remove the console, but I wouldn’t say it was overly arduous, and it’s worth the effort for the secure fit it provides. </p><p>When attached, the Switch 2 fits snugly and securely; I had no worries about it coming loose, as there wasn’t a hint of looseness. The unit also aligns precisely with the dimensions and contours of the Switch 2, although my one small gripe is that accessing the game card flap can be fiddly, as there’s little room to reach down to lift it up. This isn’t an issue when the Nitro Deck 2 is attached to the Switch 1, though, since the flap on that console opens the other way. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="hRGCDVYC8QJpNQipd6GDGb" name="Imported image 4 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/hRGCDVYC8QJpNQipd6GDGb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Speaking of which, the Nitro Deck 2 fits just as well to the Switch 1 as it does to the Switch 2. Thanks to the included legacy adapter, its USB-C port is still accessible, so you can still have a wired connection between the console and the Nitro Deck 2. This wired connection to both the Switch 1 and 2 is handled by another adapter, a double-ended U-shaped USB-C jack, that slots into the bottom of the Deck and the console.</p><p>The Nitro Deck 2 also features a kickstand on the back, allowing you to use your console with another controller. This is made of metal and feels very solid. It’s also very sturdy when open, and it folds flush into the back of the Deck. It can be a little difficult to release it from its clip, but this is a small price to pay for its secure fastening. </p><p>To customize the inputs of the extra shoulder and back buttons, you can use the M button in combination with others to alter the mapping. However, you can also use CRKD’s mobile app, where you can remap every button, as well as enable a ‘No Deadzone’ mode for the joysticks in order to increase their sensitivity.</p><p>The app is clearly laid out and easy to navigate, and I didn’t experience any bugs or glitches, which was somewhat of a surprise given the poor rating it has on app stores. For some bizarre reason, though, it only operates in landscape mode, but more frustrating is the fact that switching between the app and your console isn’t exactly a seamless experience; you have to hold the Home button and the left D-pad button for 3 seconds every time you go back to the app after exiting it.</p><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-performance"><span>CRKD Nitro Deck 2 review: Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="x5dTX65HGy7J8FyNXhZb6b" name="Imported image 5 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/x5dTX65HGy7J8FyNXhZb6b-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>Excellent joysticks</strong></li><li><strong>Awkward to use upright</strong></li><li><strong>Some connectivity issues</strong></li></ul><p>While its grips may look ergonomic, I struggled to get entirely comfortable with the Nitro Deck 2. Partly, this is due to the sheer weight of the unit when loaded with a console, which makes holding it upright a chore, even for short periods.</p><p>But the other half of the problem stems from the grips’ orientation. They protrude outwards at the top rather than at the bottom, running counter to the <a href="https://www.techradar.com/gaming/best-nintendo-switch-2-controllers">best Nintendo Switch 2 controller</a> shapes, and are at a less natural angle for your hands. I did acclimatize to their form somewhat, but I was never entirely at ease with it.</p><p>I also found the back buttons awkward to use, as they were too low down to align with my natural finger placement around the grips. Their low travel and resistance meant there were times when I accidentally triggered them, too. </p><p>These issues aside, though, the Nitro Deck 2 offers fantastic performance. The face buttons are clicky and satisfying to use, while the D-pad is very comfortable thanks to its circular hat. Its floating design also meant presses had plenty of travel, which in turn created good feedback. I found the shoulder buttons were easy to reach and use as well. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="SDjauvUrQEkRqUaD259GLb" name="Imported image 6 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/SDjauvUrQEkRqUaD259GLb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The best input of all, though, is the joysticks, which feature dials at their bases for adjusting resistance on the fly. This is a great idea and one I wish more controllers implemented. Looser settings allow for easy maneuvering and quick flicks, while tighter settings give you more control and precision.  </p><p>The Nitro Deck 2 also features motion controls. I found these to be accurate and responsive when aiming with the bow in <a href="https://www.techradar.com/gaming/nintendo/the-legend-of-zelda-tears-of-the-kingdom-nintendo-switch-2-edition-review"><em>The Legend of Zelda: Tears of the Kingdom</em></a>, although using them in handheld mode isn’t exactly practical, given the whole console moves with your hands. </p><p>Unfortunately, I did experience some small connectivity issues with the Nitro Deck 2. Although pairing with my consoles was a relatively quick process, it can be slow to reconnect when you wake your console. It activated quicker when I used a wired connection, but it wasn’t instant.</p><p>The Nitro Deck 2 worked just as well with my Switch 1 as it did with my Switch 2. It’s a shame, though, that the aforementioned legacy adapter doesn’t support console charging. I’m not sure whether this was a particular issue with my review unit or a known limitation, but either way it’s a shame from a convenience perspective. </p><p>As for other platforms, I had no issues connecting or using the Nitro Deck 2 with PC or my Android smartphone via Bluetooth, although hot-switching isn’t possible, with pairing required each time you move between devices.</p><p>The battery life of the Nitro Deck 2 is reasonable — according to my testing, it lasts about as long as CRKD claims it can, which is between 15 and 20 hours. However, it’s a shame you can’t charge your console and the Deck with a single cable, as there’s no passthrough feature.</p><h2 class="article-body__section" id="section-should-i-buy-the-crkd-nitro-deck-2"><span>Should I buy the CRKD Nitro Deck 2?</span></h2><h2 id="scorecard">Scorecard</h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Category</strong></p></td><td  ><p><strong>Comment</strong></p></td><td  ><p><strong>Score</strong></p></td></tr><tr><td class="firstcol " ><p>Value</p></td><td  ><p>The price is very good for a multi-platform handheld controller-cum-dock, and the quality is impressive, too.</p></td><td  ><p>4.5/5</p></td></tr><tr><td class="firstcol " ><p>Design &amp; features</p></td><td  ><p>The Nitro Deck 2 has a functional form and great build quality, and the fit for the Switch and Switch 2 is secure. There are a few minor design niggles, though.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Performance</p></td><td  ><p>All inputs are tactile and responsive, while the adjustable joysticks are exemplary. The unit is a little heavy and awkward to hold upright for long periods, though.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Total</p></td><td  ><p>The Nitro Deck 2 is a very versatile and high-quality handheld controller for Nintendo and other platforms, but a few issues hold it back from being truly outstanding.</p></td><td  ><p>4/5</p></td></tr></tbody></table></div><h2 id="buy-the-crkd-nitro-deck-2-if">Buy the CRKD Nitro Deck 2 if…</h2><div class="product"><p><strong>You’re fussy about stick feel</strong><br />With the instantly adjustable tension for the joysticks, every gamer should be able to get the right feel.</p></div><div class="product"><p><strong>You want a versatile controller</strong><br />Not only does the Nitro Deck 2 work with the Switch and Switch 2 in handheld mode, but it can also be used to game on PC and mobile devices.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if…</h2><div class="product"><p><strong>You want something light and very portable</strong><br />With a console attached, the Nitro Deck 2 is noticeably heavy and bulky in the hand.</p></div><div class="product star-deal"><p><strong>You want instant connectivity</strong><br />The Nitro Deck 2 doesn’t wake up instantly with your console, and switching between devices requires repairing.</p></div><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-also-consider"><span>CRKD Nitro Deck 2 review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>CRKD Nitro Deck 2</strong></p></td><td  ><p><strong>GameSir G8+ Bluetooth</strong></p></td><td  ><p><strong>Genki Attack Vector</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £89.99 / AU$161</p></td><td  ><p>$79.99 / £79.99 / AU$129.99</p></td><td  ><p>£39.99 (about $50 / AU$76)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>12.8oz / 363g</p></td><td  ><p>10.72oz / 314g</p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>10.5-12.5 x 4.7 x 2.2in / 266.7-317.5 x 118.3 x 55.3mm</p></td><td  ><p>9.06 x 4.21 x 2.17in / 230 x 107 x 55mm</p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>Switch, Switch 2, PC, iOS, Android</p></td><td  ><p>Android, iOS, Switch, PC, macOS</p></td><td  ><p>Switch 2</p></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>Wireless (Bluetooth), Wired (USB-C)</p></td><td  ><p>Bluetooth 5.3, Wired (USB-C), Dongle (sold separately)</p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p>Software</p></td><td  ><p>CRKD (mobile)</p></td><td  ><p>GameSir App (Android only)</p></td><td  ><p>N/A</p></td></tr></tbody></table></div><div class="product"><p><strong>GameSir G8+</strong><br />Although not explicitly marketed as a Switch 2 controller, user reports suggest that the G8+ does indeed work with the console. When we tested it on mobile devices, we were impressed with its comfortable grips and smooth, precise thumbsticks and triggers. Read our full <a href="https://www.techradar.com/gaming/gamesir-g8-plus-bluetooth-review" data-dimension112="af0fe3a6-c977-11f1-b156-b1af4a0f9633" data-action="Deal Block" data-label="GameSir G8+ review" data-dimension48="GameSir G8+ review" data-dimension25="">GameSir G8+ review</a>.</p></div><div class="product"><p><strong>Genki Attack Vector</strong><br />If you want to stick with the Joy-Con 2 pads but require better handheld ergonomics, Genki’s accessory may just fit the bill. It comes with three sets of grips to accommodate all kinds of hands, while the back cover adds some protection to your Switch 2 without compromising its fit in the dock (unlike the Nitro Deck 2). Read our full <a href="https://www.techradar.com/gaming/gaming-accessories/genki-attack-vector-review" data-dimension112="af0fe446-c977-11f1-b4b4-6dcd7e54434a" data-action="Deal Block" data-label="Genki Attack Vector review" data-dimension48="Genki Attack Vector review" data-dimension25="">Genki Attack Vector review</a>.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-crkd-nitro-deck-2"><span>How I tested the CRKD Nitro Deck 2</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="qLX44dW5Kuehz6KP3mgQab" name="Imported image 7 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/qLX44dW5Kuehz6KP3mgQab-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>Tested for over a week</strong></li><li><strong>Used on various platforms</strong></li><li><strong>Relied on extensive gaming experience</strong></li></ul><p>I tested the Nitro Deck 2 for over a week, using it with both the Switch and Switch 2, as well as with a PC and my Android smartphone. I tested both wired and wireless connections. I also tested CRKD’s companion mobile app. </p><p>I played games such as <a href="https://www.techradar.com/gaming/super-mario-bros-wonder-nintendo-switch-2-edition-plus-meetup-in-bellabel-park-review"><em>Super Mario Bros. Wonder</em></a><em> </em>and <a href="https://www.techradar.com/gaming/castlevania-belmonts-curse-review"><em>Castlevania: Belmont’s Curse</em></a>, both of which are good tests for the responsiveness of the buttons and comfort of the D-pad. I also played <a href="https://www.techradar.com/gaming/nintendo/the-legend-of-zelda-tears-of-the-kingdom-nintendo-switch-2-edition-review"><em>The Legend of Zelda: Tears of the Kingdom</em></a>, which is a great test of all facets of a controller, including the motion controls. </p><p>I’ve been gaming for decades and have plenty of experience testing controllers and other peripherals for numerous platforms, including the Switch and Switch 2. I’ve also reviewed other Switch 2 accessories, including handheld grips.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></li><li><em>First reviewed October 2026</em></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-accessories/crkd-nitro-deck-2-review</link>
                                                                            <description>
                            <![CDATA[ The CRKD Nitro Deck 2 looks like the Switch 2 handheld controller to rule them all — but is it as versatile as claimed? ]]>
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                                                                        <pubDate>Sun, 25 Oct 2026 06:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 09:59:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ lewis.maddison@futurenet.com (Lewis Maddison) ]]></author>                    <dc:creator><![CDATA[ Lewis Maddison ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oWQNXACcxLGuhaLaKDRtZL-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[CRKD Nitro Deck 2]]></media:description>                                                            <media:text><![CDATA[CRKD Nitro Deck 2]]></media:text>
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                                <h2 class="article-body__section" id="section-crkd-nitro-deck-2-one-minute-review"><span>CRKD Nitro Deck 2: One-minute review</span></h2><p>The CRKD Nitro Deck 2 is primarily billed as a <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> controller for handheld use, but it offers a lot more besides. It's CRKD’s follow-up to the Nitro Deck and Nitro Deck+, two previous accessories aimed at the original Nintendo Switch.</p><p>The CRKD Nitro Deck 2 has a functional design focused more on ergonomics than style, although some of the colorways add some panache; the Pal Grey variant I reviewed, for instance, harked back to retro Nintendo controllers, thanks to its colorful face buttons and darker grey accents. </p><p>The Nitro Deck 2 fits to the Switch and Switch 2 by clamping on the sides of the unit, rather than actually connecting to the <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2</a> slots. A small button on the back clicks and twists to tightly grip your console, and tight it is; even when I held it upside down, my console didn’t move an inch. You can then connect to your console wirelessly via Bluetooth or wired by using the included U-shaped USB adapter.</p><p>CRKD’s mobile app can be used to remap the inputs of the Nitro Deck 2, as well as enable the ‘No Deadzone’ mode for the joysticks. Its interface is clear and easy to use, and I didn’t experience any bugs. One downside, though, is that you have to reconnect to the app every time you open it by holding two buttons for three seconds, which limits the convenience of back-and-forth adjustments.</p><p>All the buttons feel great, providing plenty of clicky feedback and responsiveness. The back buttons are awkwardly placed, though, and I found myself accidentally triggering them on occasion.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="5YBGMcD97EemGxvaEsqJza" name="Imported image 1 - 1792164715080" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/5YBGMcD97EemGxvaEsqJza-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The real highlight of the Nitro Deck 2, though, is its joysticks. Not only are they precise and responsive, but they also feature dials that let you adjust their tension at any point, which is an excellent design choice and should allow any gamer to get their preferred feel.</p><p>Unfortunately, poor ergonomics detract from the Nitro Deck 2’s otherwise positive performance aspects. Not only do the pads angle inwards at the bottom, contrary to the majority of gamepads, but it’s also heavy when loaded with a console. These factors can make it cumbersome and awkward to use, especially when trying to game upright.</p><p>The Nitro Deck 2 is easy to pair to the Switch or Switch 2 via Bluetooth, although it takes a while to reconnect to your console after sleeping. Reconnection is quicker in wired mode, but it’s still not instantaneous. It was also easy to pair with PC and Android devices, although it’s a shame you can’t switch between them without having to pair each time.</p><p>The battery life of the Nitro Deck 2 is reasonable, lasting for as long as CRKD claims (15-20 hours), according to my testing. It’s a small inconvenience that you have to charge it separately from your console, though.</p><p>When you consider all that it offers, the Nitro Deck 2 represents good value. Not only are you getting handheld pads for the Switch 1 and Switch 2, but you’re also getting protection for your console, a standalone controller you can use with other platforms besides Nintendo’s, and a kickstand. Comfort issues do hamper the experience somewhat, but if you don’t mind holding a weighty unit, the Nitro Deck 2 is a fine choice as a versatile gamepad. </p><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-price-availability"><span>CRKD Nitro Deck 2 review: Price &amp; availability</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="g7bysRk34gKBHNnJau8Coa" name="Imported image 2 - 1792164715080" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/g7bysRk34gKBHNnJau8Coa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>$89.99 / £89.99 / AU$161</strong></li><li><strong>Available now in multiple colorways</strong></li><li><strong>Good price for a versatile handheld gamepad</strong></li></ul><p>The Nitro Deck 2 costs $89.99 / £89.99 / AU$161 and is available now in four colorways: Smoke Black, Pal Grey, LRG Fusion, and White. It comes with a USB cable, a double-ended USB adapter, and a legacy adapter for Switch 1 compatibility. The joystick caps and D-pad hat are replaceable, but no extra sets for either are included in the box.</p><p>This is a reasonable price for a unit that’s not only a Switch and Switch 2 handheld case and handheld controller, but also a standalone gamepad for PC and mobile, both wired and wireless.</p><p>You won’t find many more complete solutions for your Switch 2 than this, or even third-party substitutes for the Joy-Con 2 controllers, save for a few examples, such as the Mobapad M12 HD and M12S. A more left-field alternative to the Nitro Deck 2 is the <a href="https://www.techradar.com/gaming/gamesir-g8-plus-bluetooth-review">GameSir G8+</a>, a Bluetooth mobile controller that doesn’t officially support the Switch 2, but <a href="https://www.reddit.com/r/Gamesir/comments/1l40ngb/g8_on_switch_2_works_great/">users have reported compatibility with the system</a>.</p><p>If you just want a more comfortable handheld experience for your Switch 2 while sticking with the Joy-Con 2 pads, the Genki Attack Vector is a reasonably priced solution that offers three sets of grips as well as a backplate cover. What’s more, it can remain attached to your console when docked.</p><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-specs"><span>CRKD Nitro Deck 2 review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £89.99 / AU$161</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>12.8oz / 363g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>10.5-12.5 x 4.7 x 2.2in / 266.7-317.5 x 118.3 x 55.3mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>Switch, Switch 2, PC, iOS, Android</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wireless (Bluetooth), Wired (USB-C)</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>15-20 hours</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-design-features"><span>CRKD Nitro Deck 2 review: Design &amp; features</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="nLEkMouKmGRognkSpKdJra" name="Imported image 3 - 1792164715080" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/nLEkMouKmGRognkSpKdJra-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>Functional looks</strong></li><li><strong>Solid build quality</strong></li><li><strong>Basic but effective mobile app</strong></li></ul><p>The Nitro Deck 2 has an appearance that’s more about function than form, with its soft edges and curves being more about ergonomics than aesthetics. It’s a fetching piece of design nonetheless, and the Pal Grey finish of my review unit added a retro appeal, with its dark grey accents and colorful face buttons alluding to the classic SNES controller.</p><p>The build quality is respectable, too. Although the plastic shell didn’t initially strike me as being particularly premium, I quickly felt its solidity and sturdiness once I held it in my hands. The sliding mechanisms for both pads operate smoothly as well. </p><p>Rather than the pads of the Nitro Deck 2 actually attaching to each Joy-Con slot on the Switch or Switch 2, they simply clamp to the sides of the console without actually inserting into these slots. To tighten the clamp, you simply push and twist the button on the rear of the unit. This requires a fair amount of force, and so does releasing it to remove the console, but I wouldn’t say it was overly arduous, and it’s worth the effort for the secure fit it provides. </p><p>When attached, the Switch 2 fits snugly and securely; I had no worries about it coming loose, as there wasn’t a hint of looseness. The unit also aligns precisely with the dimensions and contours of the Switch 2, although my one small gripe is that accessing the game card flap can be fiddly, as there’s little room to reach down to lift it up. This isn’t an issue when the Nitro Deck 2 is attached to the Switch 1, though, since the flap on that console opens the other way. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="hRGCDVYC8QJpNQipd6GDGb" name="Imported image 4 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/hRGCDVYC8QJpNQipd6GDGb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Speaking of which, the Nitro Deck 2 fits just as well to the Switch 1 as it does to the Switch 2. Thanks to the included legacy adapter, its USB-C port is still accessible, so you can still have a wired connection between the console and the Nitro Deck 2. This wired connection to both the Switch 1 and 2 is handled by another adapter, a double-ended U-shaped USB-C jack, that slots into the bottom of the Deck and the console.</p><p>The Nitro Deck 2 also features a kickstand on the back, allowing you to use your console with another controller. This is made of metal and feels very solid. It’s also very sturdy when open, and it folds flush into the back of the Deck. It can be a little difficult to release it from its clip, but this is a small price to pay for its secure fastening. </p><p>To customize the inputs of the extra shoulder and back buttons, you can use the M button in combination with others to alter the mapping. However, you can also use CRKD’s mobile app, where you can remap every button, as well as enable a ‘No Deadzone’ mode for the joysticks in order to increase their sensitivity.</p><p>The app is clearly laid out and easy to navigate, and I didn’t experience any bugs or glitches, which was somewhat of a surprise given the poor rating it has on app stores. For some bizarre reason, though, it only operates in landscape mode, but more frustrating is the fact that switching between the app and your console isn’t exactly a seamless experience; you have to hold the Home button and the left D-pad button for 3 seconds every time you go back to the app after exiting it.</p><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-performance"><span>CRKD Nitro Deck 2 review: Performance</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="x5dTX65HGy7J8FyNXhZb6b" name="Imported image 5 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/x5dTX65HGy7J8FyNXhZb6b-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>Excellent joysticks</strong></li><li><strong>Awkward to use upright</strong></li><li><strong>Some connectivity issues</strong></li></ul><p>While its grips may look ergonomic, I struggled to get entirely comfortable with the Nitro Deck 2. Partly, this is due to the sheer weight of the unit when loaded with a console, which makes holding it upright a chore, even for short periods.</p><p>But the other half of the problem stems from the grips’ orientation. They protrude outwards at the top rather than at the bottom, running counter to the <a href="https://www.techradar.com/gaming/best-nintendo-switch-2-controllers">best Nintendo Switch 2 controller</a> shapes, and are at a less natural angle for your hands. I did acclimatize to their form somewhat, but I was never entirely at ease with it.</p><p>I also found the back buttons awkward to use, as they were too low down to align with my natural finger placement around the grips. Their low travel and resistance meant there were times when I accidentally triggered them, too. </p><p>These issues aside, though, the Nitro Deck 2 offers fantastic performance. The face buttons are clicky and satisfying to use, while the D-pad is very comfortable thanks to its circular hat. Its floating design also meant presses had plenty of travel, which in turn created good feedback. I found the shoulder buttons were easy to reach and use as well. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="SDjauvUrQEkRqUaD259GLb" name="Imported image 6 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/SDjauvUrQEkRqUaD259GLb-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The best input of all, though, is the joysticks, which feature dials at their bases for adjusting resistance on the fly. This is a great idea and one I wish more controllers implemented. Looser settings allow for easy maneuvering and quick flicks, while tighter settings give you more control and precision.  </p><p>The Nitro Deck 2 also features motion controls. I found these to be accurate and responsive when aiming with the bow in <a href="https://www.techradar.com/gaming/nintendo/the-legend-of-zelda-tears-of-the-kingdom-nintendo-switch-2-edition-review"><em>The Legend of Zelda: Tears of the Kingdom</em></a>, although using them in handheld mode isn’t exactly practical, given the whole console moves with your hands. </p><p>Unfortunately, I did experience some small connectivity issues with the Nitro Deck 2. Although pairing with my consoles was a relatively quick process, it can be slow to reconnect when you wake your console. It activated quicker when I used a wired connection, but it wasn’t instant.</p><p>The Nitro Deck 2 worked just as well with my Switch 1 as it did with my Switch 2. It’s a shame, though, that the aforementioned legacy adapter doesn’t support console charging. I’m not sure whether this was a particular issue with my review unit or a known limitation, but either way it’s a shame from a convenience perspective. </p><p>As for other platforms, I had no issues connecting or using the Nitro Deck 2 with PC or my Android smartphone via Bluetooth, although hot-switching isn’t possible, with pairing required each time you move between devices.</p><p>The battery life of the Nitro Deck 2 is reasonable — according to my testing, it lasts about as long as CRKD claims it can, which is between 15 and 20 hours. However, it’s a shame you can’t charge your console and the Deck with a single cable, as there’s no passthrough feature.</p><h2 class="article-body__section" id="section-should-i-buy-the-crkd-nitro-deck-2"><span>Should I buy the CRKD Nitro Deck 2?</span></h2><h2 id="scorecard">Scorecard</h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Category</strong></p></td><td  ><p><strong>Comment</strong></p></td><td  ><p><strong>Score</strong></p></td></tr><tr><td class="firstcol " ><p>Value</p></td><td  ><p>The price is very good for a multi-platform handheld controller-cum-dock, and the quality is impressive, too.</p></td><td  ><p>4.5/5</p></td></tr><tr><td class="firstcol " ><p>Design &amp; features</p></td><td  ><p>The Nitro Deck 2 has a functional form and great build quality, and the fit for the Switch and Switch 2 is secure. There are a few minor design niggles, though.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Performance</p></td><td  ><p>All inputs are tactile and responsive, while the adjustable joysticks are exemplary. The unit is a little heavy and awkward to hold upright for long periods, though.</p></td><td  ><p>4/5</p></td></tr><tr><td class="firstcol " ><p>Total</p></td><td  ><p>The Nitro Deck 2 is a very versatile and high-quality handheld controller for Nintendo and other platforms, but a few issues hold it back from being truly outstanding.</p></td><td  ><p>4/5</p></td></tr></tbody></table></div><h2 id="buy-the-crkd-nitro-deck-2-if">Buy the CRKD Nitro Deck 2 if…</h2><div class="product"><p><strong>You’re fussy about stick feel</strong><br />With the instantly adjustable tension for the joysticks, every gamer should be able to get the right feel.</p></div><div class="product"><p><strong>You want a versatile controller</strong><br />Not only does the Nitro Deck 2 work with the Switch and Switch 2 in handheld mode, but it can also be used to game on PC and mobile devices.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if…</h2><div class="product"><p><strong>You want something light and very portable</strong><br />With a console attached, the Nitro Deck 2 is noticeably heavy and bulky in the hand.</p></div><div class="product star-deal"><p><strong>You want instant connectivity</strong><br />The Nitro Deck 2 doesn’t wake up instantly with your console, and switching between devices requires repairing.</p></div><h2 class="article-body__section" id="section-crkd-nitro-deck-2-review-also-consider"><span>CRKD Nitro Deck 2 review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>CRKD Nitro Deck 2</strong></p></td><td  ><p><strong>GameSir G8+ Bluetooth</strong></p></td><td  ><p><strong>Genki Attack Vector</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £89.99 / AU$161</p></td><td  ><p>$79.99 / £79.99 / AU$129.99</p></td><td  ><p>£39.99 (about $50 / AU$76)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>12.8oz / 363g</p></td><td  ><p>10.72oz / 314g</p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>10.5-12.5 x 4.7 x 2.2in / 266.7-317.5 x 118.3 x 55.3mm</p></td><td  ><p>9.06 x 4.21 x 2.17in / 230 x 107 x 55mm</p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>Switch, Switch 2, PC, iOS, Android</p></td><td  ><p>Android, iOS, Switch, PC, macOS</p></td><td  ><p>Switch 2</p></td></tr><tr><td class="firstcol " ><p>Connection</p></td><td  ><p>Wireless (Bluetooth), Wired (USB-C)</p></td><td  ><p>Bluetooth 5.3, Wired (USB-C), Dongle (sold separately)</p></td><td  ><p>N/A</p></td></tr><tr><td class="firstcol " ><p>Software</p></td><td  ><p>CRKD (mobile)</p></td><td  ><p>GameSir App (Android only)</p></td><td  ><p>N/A</p></td></tr></tbody></table></div><div class="product"><p><strong>GameSir G8+</strong><br />Although not explicitly marketed as a Switch 2 controller, user reports suggest that the G8+ does indeed work with the console. When we tested it on mobile devices, we were impressed with its comfortable grips and smooth, precise thumbsticks and triggers. Read our full <a href="https://www.techradar.com/gaming/gamesir-g8-plus-bluetooth-review" data-dimension112="af0fe3a6-c977-11f1-b156-b1af4a0f9633" data-action="Deal Block" data-label="GameSir G8+ review" data-dimension48="GameSir G8+ review" data-dimension25="">GameSir G8+ review</a>.</p></div><div class="product"><p><strong>Genki Attack Vector</strong><br />If you want to stick with the Joy-Con 2 pads but require better handheld ergonomics, Genki’s accessory may just fit the bill. It comes with three sets of grips to accommodate all kinds of hands, while the back cover adds some protection to your Switch 2 without compromising its fit in the dock (unlike the Nitro Deck 2). Read our full <a href="https://www.techradar.com/gaming/gaming-accessories/genki-attack-vector-review" data-dimension112="af0fe446-c977-11f1-b4b4-6dcd7e54434a" data-action="Deal Block" data-label="Genki Attack Vector review" data-dimension48="Genki Attack Vector review" data-dimension25="">Genki Attack Vector review</a>.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-crkd-nitro-deck-2"><span>How I tested the CRKD Nitro Deck 2</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1243px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="qLX44dW5Kuehz6KP3mgQab" name="Imported image 7 - 1792164715081" alt="CRKD Nitro Deck 2" src="https://cdn.mos.cms.futurecdn.net/qLX44dW5Kuehz6KP3mgQab-1920-80.jpg" mos="" align="middle" fullscreen="" width="1243" height="699" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><ul><li><strong>Tested for over a week</strong></li><li><strong>Used on various platforms</strong></li><li><strong>Relied on extensive gaming experience</strong></li></ul><p>I tested the Nitro Deck 2 for over a week, using it with both the Switch and Switch 2, as well as with a PC and my Android smartphone. I tested both wired and wireless connections. I also tested CRKD’s companion mobile app. </p><p>I played games such as <a href="https://www.techradar.com/gaming/super-mario-bros-wonder-nintendo-switch-2-edition-plus-meetup-in-bellabel-park-review"><em>Super Mario Bros. Wonder</em></a><em> </em>and <a href="https://www.techradar.com/gaming/castlevania-belmonts-curse-review"><em>Castlevania: Belmont’s Curse</em></a>, both of which are good tests for the responsiveness of the buttons and comfort of the D-pad. I also played <a href="https://www.techradar.com/gaming/nintendo/the-legend-of-zelda-tears-of-the-kingdom-nintendo-switch-2-edition-review"><em>The Legend of Zelda: Tears of the Kingdom</em></a>, which is a great test of all facets of a controller, including the motion controls. </p><p>I’ve been gaming for decades and have plenty of experience testing controllers and other peripherals for numerous platforms, including the Switch and Switch 2. I’ve also reviewed other Switch 2 accessories, including handheld grips.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></li><li><em>First reviewed October 2026</em></li></ul>
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                                                            <title><![CDATA[ After parting ways with Xbox, I pray that Double Fine is working on more games like Psychonauts 2 — one of the best platformers since Super Mario Odyssey ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There are few studios I respect more in the gaming world than Double Fine. Founded by industry legend <a href="https://www.techradar.com/news/always-be-kind-time-schafer-talks-psychonauts-2-and-mental-health">Tim Schafer</a> way back in July 2000, the mastermind behind adventure game classics like <em>Grim Fandango</em> and <em>Full Throttle</em> has spent the past 26 years making a range of games that have you doing everything from jumping into people’s brains to becoming a rock legend to using Russian dolls to solve puzzles. </p><p>Every single thing this developer creates is so unique, and none more so than <a href="https://www.techradar.com/news/psychonauts-2-finally-revives-the-collectathon-and-i-couldnt-be-happier"><em>Psychonauts 2</em></a>. </p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>And I love this delightfully unorthodox platformer not just because of its excellent characters and imaginative level design, but also because of the hard journey it went on to see the light of day after six long years of development. Now I consider most video games a miracle, but not all video games have a <a href="https://www.youtube.com/watch?v=kRlI72bsNRc&amp;list=PLIhLvue17Sd70y34zh2erWWpMyOnh4UN_">23+ hour documentary</a> showing exactly how they were made and all the things people sacrificed to make them so special. </p><p>You owe it to yourself to watch it, more so now that Double Fine has parted ways with Microsoft and is yet again stepping into the world as an independent studio with so much left to give. Enough about that for now, though; let us touch on everything that makes <em>Psychonauts 2</em> such a masterpiece now that I’ve hit the credits for the first time. </p><h2 id="insane-in-the-membrane">Insane in the membrane</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZE5phcnE9LGnVggfSm4fmA" name="Psychonauts_2-Screenshots-20200721-4k-004.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/ZE5phcnE9LGnVggfSm4fmA-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios/Double Fine)</span></figcaption></figure><p>The concept of being able to read the minds of those around you and even jump into their brains to root around sounds thrilling at first, but I bet it doesn’t take long before you stumble across mountains of trauma and terrible opinions. </p><p>But what if you could change people by delving deep into their subconscious and pulling on a few strings? That’s exactly what our hero Razputin "Raz" Aquato must do as a newly minted member of the Psychonauts, who also happens to come from a family of eccentric circus performers who are horrendously allergic to water. That explains the gaudy green skin and penchant for 3D platforming. </p><p><em>Psychonauts 2</em> starts incredibly strong as you’re yeeted into the head of a paranoid dentist harbouring the location of a long-lost psychic supervillain. If you’re afraid of rotting teeth or the idea of someone rooting around in your chompers with sharp objects, this level totally isn’t for you, but goodness me, is it gorgeous.</p><p>I’m filled with a feeling of proud disgust as I grasp onto a zipper of teeth using my telekinesis, only to pull it down to reveal a new area, while bouncing across a squishy yet jagged mixture of gums and teeth resembles a video game equivalent of a SpongeBob SquarePants close-up gag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MpxfBuk4PPRnXXeqWoRJCW" name="19-07-2021_11-49-23-jhprnbwr.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/MpxfBuk4PPRnXXeqWoRJCW-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Double Fine)</span></figcaption></figure><p>It’s gross, needlessly detailed, yet instantly endearing. Thankfully, the remaining levels in <em>Psychonauts 2</em> are equally as impressive but don’t make you want to lose your lunch. I’ll never forget helping a brain in a jar regain his physical form by reuniting his senses, who almost happen to play in a rock band pulled straight from the psychedelic 1960s, or the Casino Hospital, where sentient syringes are rolling the dice to try and have a baby. </p><p>Every level is a platforming masterclass that begins with a central premise before using that foundation to offer up stellar obstacles and puzzles which are always challenging enough to feel rewarding. During my first playthrough, I became obsessed with collectibles, leaving the beaten path behind in favour of hard-to-reach areas or consistently backtracking to make sure nothing was left behind. That’s the sign of a great platformer — each level is an utter joy to traverse the first time round before evolving into a familiar playground awash with secrets. </p><h2 id="what-color-is-the-sky-in-your-world">What color is the sky in your world?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LpBgkJrKSW5xfPVF2UFw44" name="Psychonauts 2.jpg" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/LpBgkJrKSW5xfPVF2UFw44-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>Beyond how good <em>Psychonauts 2</em> can feel to play, it’s the writing and characters that occupy this platformer that help it rise to another echelon of greatness. Raz may be a psychic hero, but he’s also a naive little kid with so much left to learn about the world, which makes having to constantly fix the mistakes made by adults around him a smidge awkward. </p><p>This acts as an effective springboard for Schafer and his team to tell <a href="https://www.techradar.com/news/psychonauts-2-proves-that-mental-health-awareness-can-be-funny">nuanced stories surrounding issues like alcoholism, depression, grief, and what it means to be human</a>. The game world is held up by eccentric psychic realism, but the way it narratively expresses itself couldn’t be more real if it tried. </p><p>Throughout its seven-year tenure with Xbox, Double Fine never managed to release another game of this magnitude as it opted for smaller, more experimental titles like <a href="https://www.techradar.com/gaming/one-game-surprised-me-the-most-in-the-xbox-developer-direct-and-its-a-wacky-brawler-thats-releasing-this-year"><em>Kiln</em></a> and <a href="https://www.techradar.com/gaming/keeper-review"><em>Keeper</em></a>. But I’ve no doubt that Schafer is currently hard at work on a new project as creative director or project lead, whether this ends up being a new IP or a sequel to something fans love. </p><p>It’s the sort of experience it will need to produce in order to succeed as an independent studio in today’s climate, where even a single failed project can usher in a studio’s sudden demise. Its enduring history and legions of hardcore fans sadly don’t make it immune to this fate.</p><div><blockquote><p>Platformers of this depth and caliber are hard to come by these days</p></blockquote></div><p>I’m not saying I want <em>Psychonauts 3</em> — although that would be lovely — but the medium would be far darker if Double Fine stopped creating games like the idiosyncratic platformer. </p><p>It offers so much heart, so much purpose, and showcases what video games are capable of outside of chasing trends and retreading nostalgic old ground. We simply don’t have nearly enough experiences like it in the modern era, so hopefully Double Fine’s current <a href="https://www.kickstarter.com/projects/doublefine/amnesia-fortnight-2026-indie-reboot">Amnesia Fortnight campaign</a> will produce something just as spectacular. </p><p>Platformers of this depth and caliber are hard to come by these days unless you’re being made by Nintendo, so if you’re after an emotionally satisfying adventure that will stay with you for years to come, I can’t recommend <em>Psychonauts 2</em> enough. Oh, and be sure to give the documentary a watch as well. If we make enough noise, maybe we’ll be crowdfunding the third game sooner than we think. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/after-parting-ways-with-xbox-i-pray-that-double-fine-is-working-on-more-games-like-psychonauts-2</link>
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                            <![CDATA[ I'm finally jumping into Psychonauts 2 — one of the best platformers since Super Mario Odyssey ]]>
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                                                                        <pubDate>Sat, 24 Oct 2026 19:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 09:59:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jade King ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fUqzZ74k82D3NAEKzHwdnT-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jade has been writing about video games, film, animation, and whatever media she happens to fall in love with for over a decade — so it would be foolish to stop now. Whether she is covering the latest triple-A release and delving into what makes it so mechanically compelling or speaking to beloved creators about bringing emotional stories to life, she is all about exploring the reasons why we gravitate towards such things as people. When she isn&amp;#39;t hunched over a laptop writing words, Jade can be found fangirling over wrestlers or forcing friends to watch her favourite anime.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Xbox Game Studios/Double Fine]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Psychonauts 2]]></media:description>                                                            <media:text><![CDATA[Psychonauts 2]]></media:text>
                                <media:title type="plain"><![CDATA[Psychonauts 2]]></media:title>
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                                <p>There are few studios I respect more in the gaming world than Double Fine. Founded by industry legend <a href="https://www.techradar.com/news/always-be-kind-time-schafer-talks-psychonauts-2-and-mental-health">Tim Schafer</a> way back in July 2000, the mastermind behind adventure game classics like <em>Grim Fandango</em> and <em>Full Throttle</em> has spent the past 26 years making a range of games that have you doing everything from jumping into people’s brains to becoming a rock legend to using Russian dolls to solve puzzles. </p><p>Every single thing this developer creates is so unique, and none more so than <a href="https://www.techradar.com/news/psychonauts-2-finally-revives-the-collectathon-and-i-couldnt-be-happier"><em>Psychonauts 2</em></a>. </p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>And I love this delightfully unorthodox platformer not just because of its excellent characters and imaginative level design, but also because of the hard journey it went on to see the light of day after six long years of development. Now I consider most video games a miracle, but not all video games have a <a href="https://www.youtube.com/watch?v=kRlI72bsNRc&amp;list=PLIhLvue17Sd70y34zh2erWWpMyOnh4UN_">23+ hour documentary</a> showing exactly how they were made and all the things people sacrificed to make them so special. </p><p>You owe it to yourself to watch it, more so now that Double Fine has parted ways with Microsoft and is yet again stepping into the world as an independent studio with so much left to give. Enough about that for now, though; let us touch on everything that makes <em>Psychonauts 2</em> such a masterpiece now that I’ve hit the credits for the first time. </p><h2 id="insane-in-the-membrane">Insane in the membrane</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZE5phcnE9LGnVggfSm4fmA" name="Psychonauts_2-Screenshots-20200721-4k-004.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/ZE5phcnE9LGnVggfSm4fmA-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios/Double Fine)</span></figcaption></figure><p>The concept of being able to read the minds of those around you and even jump into their brains to root around sounds thrilling at first, but I bet it doesn’t take long before you stumble across mountains of trauma and terrible opinions. </p><p>But what if you could change people by delving deep into their subconscious and pulling on a few strings? That’s exactly what our hero Razputin "Raz" Aquato must do as a newly minted member of the Psychonauts, who also happens to come from a family of eccentric circus performers who are horrendously allergic to water. That explains the gaudy green skin and penchant for 3D platforming. </p><p><em>Psychonauts 2</em> starts incredibly strong as you’re yeeted into the head of a paranoid dentist harbouring the location of a long-lost psychic supervillain. If you’re afraid of rotting teeth or the idea of someone rooting around in your chompers with sharp objects, this level totally isn’t for you, but goodness me, is it gorgeous.</p><p>I’m filled with a feeling of proud disgust as I grasp onto a zipper of teeth using my telekinesis, only to pull it down to reveal a new area, while bouncing across a squishy yet jagged mixture of gums and teeth resembles a video game equivalent of a SpongeBob SquarePants close-up gag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MpxfBuk4PPRnXXeqWoRJCW" name="19-07-2021_11-49-23-jhprnbwr.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/MpxfBuk4PPRnXXeqWoRJCW-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Double Fine)</span></figcaption></figure><p>It’s gross, needlessly detailed, yet instantly endearing. Thankfully, the remaining levels in <em>Psychonauts 2</em> are equally as impressive but don’t make you want to lose your lunch. I’ll never forget helping a brain in a jar regain his physical form by reuniting his senses, who almost happen to play in a rock band pulled straight from the psychedelic 1960s, or the Casino Hospital, where sentient syringes are rolling the dice to try and have a baby. </p><p>Every level is a platforming masterclass that begins with a central premise before using that foundation to offer up stellar obstacles and puzzles which are always challenging enough to feel rewarding. During my first playthrough, I became obsessed with collectibles, leaving the beaten path behind in favour of hard-to-reach areas or consistently backtracking to make sure nothing was left behind. That’s the sign of a great platformer — each level is an utter joy to traverse the first time round before evolving into a familiar playground awash with secrets. </p><h2 id="what-color-is-the-sky-in-your-world">What color is the sky in your world?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LpBgkJrKSW5xfPVF2UFw44" name="Psychonauts 2.jpg" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/LpBgkJrKSW5xfPVF2UFw44-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>Beyond how good <em>Psychonauts 2</em> can feel to play, it’s the writing and characters that occupy this platformer that help it rise to another echelon of greatness. Raz may be a psychic hero, but he’s also a naive little kid with so much left to learn about the world, which makes having to constantly fix the mistakes made by adults around him a smidge awkward. </p><p>This acts as an effective springboard for Schafer and his team to tell <a href="https://www.techradar.com/news/psychonauts-2-proves-that-mental-health-awareness-can-be-funny">nuanced stories surrounding issues like alcoholism, depression, grief, and what it means to be human</a>. The game world is held up by eccentric psychic realism, but the way it narratively expresses itself couldn’t be more real if it tried. </p><p>Throughout its seven-year tenure with Xbox, Double Fine never managed to release another game of this magnitude as it opted for smaller, more experimental titles like <a href="https://www.techradar.com/gaming/one-game-surprised-me-the-most-in-the-xbox-developer-direct-and-its-a-wacky-brawler-thats-releasing-this-year"><em>Kiln</em></a> and <a href="https://www.techradar.com/gaming/keeper-review"><em>Keeper</em></a>. But I’ve no doubt that Schafer is currently hard at work on a new project as creative director or project lead, whether this ends up being a new IP or a sequel to something fans love. </p><p>It’s the sort of experience it will need to produce in order to succeed as an independent studio in today’s climate, where even a single failed project can usher in a studio’s sudden demise. Its enduring history and legions of hardcore fans sadly don’t make it immune to this fate.</p><div><blockquote><p>Platformers of this depth and caliber are hard to come by these days</p></blockquote></div><p>I’m not saying I want <em>Psychonauts 3</em> — although that would be lovely — but the medium would be far darker if Double Fine stopped creating games like the idiosyncratic platformer. </p><p>It offers so much heart, so much purpose, and showcases what video games are capable of outside of chasing trends and retreading nostalgic old ground. We simply don’t have nearly enough experiences like it in the modern era, so hopefully Double Fine’s current <a href="https://www.kickstarter.com/projects/doublefine/amnesia-fortnight-2026-indie-reboot">Amnesia Fortnight campaign</a> will produce something just as spectacular. </p><p>Platformers of this depth and caliber are hard to come by these days unless you’re being made by Nintendo, so if you’re after an emotionally satisfying adventure that will stay with you for years to come, I can’t recommend <em>Psychonauts 2</em> enough. Oh, and be sure to give the documentary a watch as well. If we make enough noise, maybe we’ll be crowdfunding the third game sooner than we think. </p>
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                                                            <title><![CDATA[ Secretlab's new League of Legends K/DA Firestarter collection is a gorgeous new addition to its Titan Evo and Magnus Pro series — here's where to get your matching set ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Secretlab has announced its new Titan Evo and Magnus Pro </strong><em><strong>League of Legends</strong></em><strong> K/DA collection</strong></li><li><strong>The virtual pop group returns with new music, and Secretlab is celebrating with a themed gaming chair and standing gaming desk</strong></li><li><strong>Both are wreathed in rich burgundy flame and the K/DA iconography</strong></li></ul><p>Secretlab is expanding its <a href="https://www.techradar.com/reviews/secretlab-titan-evo-2022">Secretlab Titan Evo</a> and <a href="https://www.techradar.com/pro/secretlab-magnus-pro-standing-desk-review">Magnus Pro</a> series with a new <em>League of Legends</em> collection inspired by the game's virtual pop group, K/DA.</p><p>K/DA has officially made a comeback after years away with a new album consisting of four tracks, 'Firestarter,' 'Never Going Back,' 'Watch Me,' and 'Girls,' and to mark the occasion, Secretlab has announced its stunning new Titan Evo gaming chair and Magnus Pro desk, launching today at <a href="http://secretlab.co/leagueoflegends" target="_blank">Secretlab</a>.</p><p>"The comeback we’ve all been waiting for," Secretlab announced. "Celebrate the return of K/DA, the virtual global pop supergroup within the iconic League of Legends world, with the brand newSecretlabLeague ofLegends K/DA Firestarter Collection."</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gFWkuj3VQt658Fk4GtrAjk-1920-80.jpg" alt="Secretlab Titan Evo League of Legends K/DA FIRESTARTER Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/s6xRK2hEwga7RgE98DPtfk-1920-80.jpg" alt="Secretlab Magnus Pro League of Legends K/DA FIRESTARTER Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3djuAdNNA8xkpgvRYHT2CM-1920-80.jpg" alt="Secretlab Titan Evo and Magnus Pro League of Legends KDA Firestarter Editions. " /><figcaption><small role="credit">Secretlab</small></figcaption></figure></figure><p>Wreathed in rich burgundy flame, black leather, and the iconography for the members of K/DA, including Ahri, Kai'Sa, Evelynn, and Akali, the Titan Evo <em>League of Legends</em> Firestarter edition also features gradient embroidery and silver frame motifs on the side wings.</p><p>The Secretlab Titan Evo is one of the <a href="https://www.techradar.com/gaming/best-gaming-chairs">best gaming chairs</a> on offer, designed with patent-pending cold-cure foam, a pebble seat base, and four-way L-adapt lumbar back support to ensure comfort for long gaming sessions.</p><p>The Titan Evo can also be paired with the Magnus Pro <em>League of Legends</em> Firestarter edition, the first standing desk in the K/DA collection. Featuring fire wrapped around the entire frame and the same iconography of the group's members, the desk also offers a matching cable management bundle with hot metallic pink anchors.</p><p>The Secretlab Magnus Pro features built-in power, cable management, and a controller, and is one of TechRadar Gaming's picks for the <a href="https://www.techradar.com/news/best-standing-desk">best standing desks</a> money can buy right now.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/secretlabs-new-league-of-legends-k-da-firestarter-collection-is-a-gorgeous-new-addition-to-its-titan-evo-and-magnus-pro-series-heres-where-to-get-your-matching-set</link>
                                                                            <description>
                            <![CDATA[ Secretlab is expanding its Secretlab Titan Evo and Magnus Pro series with a new League of Legends collection inspired by the game's virtual pop group, K/DA. ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Secretlab x Riot Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Secretlab x League of Legends K/DA]]></media:description>                                                            <media:text><![CDATA[Secretlab x League of Legends K/DA]]></media:text>
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                                <ul><li><strong>Secretlab has announced its new Titan Evo and Magnus Pro </strong><em><strong>League of Legends</strong></em><strong> K/DA collection</strong></li><li><strong>The virtual pop group returns with new music, and Secretlab is celebrating with a themed gaming chair and standing gaming desk</strong></li><li><strong>Both are wreathed in rich burgundy flame and the K/DA iconography</strong></li></ul><p>Secretlab is expanding its <a href="https://www.techradar.com/reviews/secretlab-titan-evo-2022">Secretlab Titan Evo</a> and <a href="https://www.techradar.com/pro/secretlab-magnus-pro-standing-desk-review">Magnus Pro</a> series with a new <em>League of Legends</em> collection inspired by the game's virtual pop group, K/DA.</p><p>K/DA has officially made a comeback after years away with a new album consisting of four tracks, 'Firestarter,' 'Never Going Back,' 'Watch Me,' and 'Girls,' and to mark the occasion, Secretlab has announced its stunning new Titan Evo gaming chair and Magnus Pro desk, launching today at <a href="http://secretlab.co/leagueoflegends" target="_blank">Secretlab</a>.</p><p>"The comeback we’ve all been waiting for," Secretlab announced. "Celebrate the return of K/DA, the virtual global pop supergroup within the iconic League of Legends world, with the brand newSecretlabLeague ofLegends K/DA Firestarter Collection."</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/gFWkuj3VQt658Fk4GtrAjk-1920-80.jpg" alt="Secretlab Titan Evo League of Legends K/DA FIRESTARTER Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/s6xRK2hEwga7RgE98DPtfk-1920-80.jpg" alt="Secretlab Magnus Pro League of Legends K/DA FIRESTARTER Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3djuAdNNA8xkpgvRYHT2CM-1920-80.jpg" alt="Secretlab Titan Evo and Magnus Pro League of Legends KDA Firestarter Editions. " /><figcaption><small role="credit">Secretlab</small></figcaption></figure></figure><p>Wreathed in rich burgundy flame, black leather, and the iconography for the members of K/DA, including Ahri, Kai'Sa, Evelynn, and Akali, the Titan Evo <em>League of Legends</em> Firestarter edition also features gradient embroidery and silver frame motifs on the side wings.</p><p>The Secretlab Titan Evo is one of the <a href="https://www.techradar.com/gaming/best-gaming-chairs">best gaming chairs</a> on offer, designed with patent-pending cold-cure foam, a pebble seat base, and four-way L-adapt lumbar back support to ensure comfort for long gaming sessions.</p><p>The Titan Evo can also be paired with the Magnus Pro <em>League of Legends</em> Firestarter edition, the first standing desk in the K/DA collection. Featuring fire wrapped around the entire frame and the same iconography of the group's members, the desk also offers a matching cable management bundle with hot metallic pink anchors.</p><p>The Secretlab Magnus Pro features built-in power, cable management, and a controller, and is one of TechRadar Gaming's picks for the <a href="https://www.techradar.com/news/best-standing-desk">best standing desks</a> money can buy right now.</p>
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                                                            <title><![CDATA[ “The ultimate destination for Pokémon fans”: The first permanent Pokémon store outside Asia is coming — and I'm already praying for my bank account ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>A permanent, physical Pokémon store is set to open in the UK</strong></li><li><strong>The Pokémon Company says the London store will open its doors “by 2029”</strong></li><li><strong>It's set to be the first permanent physical retail space for the brand outside of Asia</strong></li></ul><p>The Pokémon Company has announced that a permanent, physical Pokémon store will open in London, United Kingdom, by 2029.</p><p>This space will be the first permanent physical retail space for the brand outside of Asia. The Pokémon Company has described the upcoming retail space as “the ultimate destination for Pokémon fans,” with a bunch of exclusive merchandise and “one-of-a-kind experiences” to be offered.</p><p><a href="https://www.pokemon.com/uk/news/a-new-physical-pokemon-retail-destination-is-coming-to-london" target="_blank">In a statement</a>, The Pokémon Company International’s chief product and experience officer, Gaku Susai, said: “We are always exploring new opportunities that help us create unique and memorable experiences for our fans. This new London store will give visitors the chance to step into the world of Pokémon, whether they’re discovering the brand for the first time or have been Trainers for years”.</p><p>In addition, The Pokémon Company said that the London store will be “the first of several permanent Pokémon stores” it’s planning to launch outside of Asia, so it’s safe to assume that we can expect more locations to be revealed in the near future.</p><p>We’ve seen a number of pop-up stores appear in the UK recently, and these have proven to be very popular. For example, at the beginning of 2026, a pop-up opened in The Natural History Museum, London, with apparel, stationery, and even a brand-new exclusive plush put on sale that saw fans arrive in droves. </p><p>I have no doubt that a permanent residence for the highest-grossing media franchise in history will see its fair share of success too.</p><p>As a huge Pokémon fan, I’m very excited about this news, and I’m looking forward to tracking down merch of my favorite pocket monsters… I’m especially hoping there’ll be a Maractus plush.</p><p>Are you excited to explore the new Pokémon store when it opens? What are you hoping to see in stock? Let us know in the comments!</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3Yl0X"></div>                            </div>                            <script src="https://kwizly.com/embed/W3Yl0X.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-ultimate-destination-for-pokemon-fans-the-first-permanent-pokemon-store-outside-asia-is-coming-and-im-already-praying-for-my-bank-account</link>
                                                                            <description>
                            <![CDATA[ The Pokémon Company has revealed that a new permanent Pokémon store will open in the UK — here’s everything you need to know. ]]>
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                                                                        <pubDate>Wed, 21 Oct 2026 15:34:00 +0000</pubDate>                                                                                                                                <updated>Wed, 21 Oct 2026 15:54:46 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[The Pokémon Company, Game Freak, Nintendo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Pikachu looking forwards in Pokémon Let&#039;s Go! Pikachu]]></media:description>                                                            <media:text><![CDATA[Pikachu looking forwards in Pokémon Let&#039;s Go! Pikachu]]></media:text>
                                <media:title type="plain"><![CDATA[Pikachu looking forwards in Pokémon Let&#039;s Go! Pikachu]]></media:title>
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                                <ul><li><strong>A permanent, physical Pokémon store is set to open in the UK</strong></li><li><strong>The Pokémon Company says the London store will open its doors “by 2029”</strong></li><li><strong>It's set to be the first permanent physical retail space for the brand outside of Asia</strong></li></ul><p>The Pokémon Company has announced that a permanent, physical Pokémon store will open in London, United Kingdom, by 2029.</p><p>This space will be the first permanent physical retail space for the brand outside of Asia. The Pokémon Company has described the upcoming retail space as “the ultimate destination for Pokémon fans,” with a bunch of exclusive merchandise and “one-of-a-kind experiences” to be offered.</p><p><a href="https://www.pokemon.com/uk/news/a-new-physical-pokemon-retail-destination-is-coming-to-london" target="_blank">In a statement</a>, The Pokémon Company International’s chief product and experience officer, Gaku Susai, said: “We are always exploring new opportunities that help us create unique and memorable experiences for our fans. This new London store will give visitors the chance to step into the world of Pokémon, whether they’re discovering the brand for the first time or have been Trainers for years”.</p><p>In addition, The Pokémon Company said that the London store will be “the first of several permanent Pokémon stores” it’s planning to launch outside of Asia, so it’s safe to assume that we can expect more locations to be revealed in the near future.</p><p>We’ve seen a number of pop-up stores appear in the UK recently, and these have proven to be very popular. For example, at the beginning of 2026, a pop-up opened in The Natural History Museum, London, with apparel, stationery, and even a brand-new exclusive plush put on sale that saw fans arrive in droves. </p><p>I have no doubt that a permanent residence for the highest-grossing media franchise in history will see its fair share of success too.</p><p>As a huge Pokémon fan, I’m very excited about this news, and I’m looking forward to tracking down merch of my favorite pocket monsters… I’m especially hoping there’ll be a Maractus plush.</p><p>Are you excited to explore the new Pokémon store when it opens? What are you hoping to see in stock? Let us know in the comments!</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3Yl0X"></div>                            </div>                            <script src="https://kwizly.com/embed/W3Yl0X.js" async=""></script>
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                                                            <title><![CDATA[ Nintendo Switch Sports Resort review: multiplayer mayhem in motion ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Nintendo Switch Sports Resort </em>is here, and this new first-party <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> exclusive has big shoes to fill. </p><p>You see, when <em>Wii Sports</em> entered the scene 20 years ago, it was a total phenomenon. It was a smash hit thanks to its simplistic yet addictive gameplay, enticing players of all ages…even your grandparents could get involved.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>Nintendo Switch 2 only<br /><strong>Release date: </strong>October 22, 2026</p></div></div><p>Its successor, <em>Wii Sports Resort</em>, expanded on the formula, adding more sports, more depth, and more precise controls. And <em>Nintendo Switch Sports Resort </em>is attempting to do the very same for a new generation — to refine the relatively basic <em>Nintendo Switch Sports </em>and create a more fleshed-out experience, all while retaining that sense of widespread appeal for players of all ages.</p><p>But can <em>Nintendo Switch Sports Resort</em> pull off this seemingly daunting task? I’ve spent about 15 hours playing the game solo, with friends, and with fellow gaming journalists online, and this is my verdict.</p><h2 id="getting-sporty-on-switch-2">Getting sporty on Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Hi7nPMCbfexFEfQGFTFMDa" name="20261020013518-01M5BBPNS3TKTS4QKCVYF1GM17" alt="Player accelerates on jet ski in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/Hi7nPMCbfexFEfQGFTFMDa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>The original <em>Nintendo Switch Sports </em>was a decent overall experience. It was a bit thin at launch and lacked single-player replayability, but the version we know today has a solid lineup of events, with fairly responsive controls, and is a good party game to enjoy with friends. And luckily, it feels like <em>Nintendo Switch Sports Resort </em>has fixed a lot of the issues I had with its predecessor.</p><p>Let’s start off by talking about the sporting variety on offer. There are 12 core sports available here. You’ve got some classic options like Basketball, Bowling, Boxing, and Tennis, as well as some Leisure Sports, such as Power Cruising and Prop Plane. What’s more, there are two sports that have never been seen in previous entries — namely Skateboarding and Thumb Wrestling.</p><p>I found that all 12 of the included sports were great fun to play. Let’s start with the returning events. Sports such as Basketball and Tennis are much unchanged, but feel incredibly tight and enjoyable, with accurate motion controls and multiple modes, such as Three-Point Contest for the former and a slower-paced Laid-Back Match for the latter. Bowling, Golf, and Volleyball are similarly unchanged, and continue to be a favorite for my pals and me, with plenty of laughs and tense moments.</p><p>Some of the returning sports feel far more refined, though. The biggest example of this is Boxing. Gone are the days of randomly flailing your disconnected gloves to down your opponent. Now, Boxing feels far more tactical. You have a stamina bar; it's far easier to land uppercuts and hooks, and picking the right moment to land your knockout punch is crucial.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PNfixKBvZTGkxSA7bdTYPa" name="20261020013518-01M5BBPW0NFD3ZX2E8H8THCZ9V" caption="" alt="Player returns shot during a table tennis match in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/PNfixKBvZTGkxSA7bdTYPa-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p class="fancy-box__body-text">My highlight was definitely conquering the island champion in Table Tennis. This was my favorite sport by quite a margin, and landing a crushing power shot to snag the number one ranking felt incredible. Take that, Yunsu. I’m the champion now.</p></div></div><p>It’s a similar story with Table Tennis, which, in my view, is the most fun sport in the game. At higher levels, you’ll need to be incredibly strategic with your slice shots to recover back to the centre and perfect your timing to hit shots right onto the table edge. The Return Challenge mode is also a whole lot of fun, and honing your accuracy to beat your high score feels super rewarding.</p><p>Archery is another highlight, with the Joy-Con 2 controllers providing pinpoint precision when aiming for the target. There are also some hidden targets to discover, adding plenty of replay value to the sport. Other sports, like Power Cruising and Prop Plane, translate nicely onto Switch 2 as well, and although the latter asks you to hold the <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2</a> in a slightly bizarre way, it’s fairly comfortable and effective after you get used to it.</p><h2 id="out-with-the-old-in-with-the-new">Out with the old, in with the new</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xoY6PngbvCbkKGsYuaiuLa" name="20261020013518-01M5BBPJGW6TB1XDY2EWV52WCG" alt="Player grinds on a rail while skateboarding in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/xoY6PngbvCbkKGsYuaiuLa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>We’ll get onto the new events in just a moment, but before we do that, let’s talk about something that irked me a little. Some of the events from the original <em>Nintendo Switch Sports </em>have been cut.</p><p>Yes, it’s out with the old and in with the new, as three events — Badminton, Chambara, and Football (or soccer) — are no more. This is a shame, as these were all among my favorite sports last time out. Football in particular is a big miss — it provided a chaotic, all-action multi-player experience with tense last-minute theatrics. Will these sports return in some kind of update or DLC? Quite possibly. But I would’ve loved to have seen them here at launch.</p><p>Anyway, no point in crying over spilt milk, eh? After all, the newly added sports are a blast. Thumb wrestling is a truly bizarre addition, and I can’t believe that Nintendo managed to make this feel fun. You have to hold your thumb against your opponent's hand to enlarge it, and then pin them down to attain victory. I feel like they missed a trick by leaving out ‘one, two, three, four, I declare a thumb war’ as the countdown, but otherwise, no complaints here.</p><div><blockquote><p>Nintendo Switch Sports Resort has made one other key addition that helps it to totally surpass its predecessor, that being Island Crown.</p></blockquote></div><p>I can see skateboarding dividing opinion, but I had good fun with it. This mode makes use of the Switch 2’s mouse mode capabilities, and this works surprisingly well. Whether I was lifting the Joy-Con 2 to jump or trick, tilting to steer, or pushing back to accelerate, movement always seemed to be accurate. The Skate Sprint mode is definitely the highlight here; tricking to gain speed, sneaking up behind your opponents, and grinding on railings is a whole lot of fun. </p><p>What I would say, however, is that the Free Play mode could’ve been better. The world that you skate around isn’t empty or anything, but I wish there was more to do and explore. The Sightseeing Tour is also a little lacking; you’re tasked with collecting photos, which isn’t the most thrilling experience — I would’ve preferred the option to collect customization parts for my board or character instead. This also applies to the Prop Plane and Power Cruising modes, which have Free Play options as well.</p><p>Oh, and a quick note on online play, which was very enjoyable in my experience. Here, you can expect highly responsive, smooth controls. Even though my home Wi-Fi is far from great, I ran into no performance issues whatsoever when linking up with a couple of other gaming journalists online — vital when playing reaction-based sports like Table Tennis and Volleyball.</p><h2 id="a-more-replayable-sporting-experience">A more replayable sporting experience</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G49J9ZhwgK5Tf6bTEKDf7a" name="20261020013518-01M5BBPB7KM31V1ETKQ430XZFG" alt="Players thumb wrestle in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/G49J9ZhwgK5Tf6bTEKDf7a-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p><em>Nintendo Switch Sports Resort </em>has made one other key addition that helps it to totally surpass its predecessor, that being Island Crown. </p><p>Island Crown is a primarily single-player experience, where you have to rise up the ranks in a particular sport and challenge the island champion. Initially, your foes will seem laughably weak, but as you climb up the table, some highly skilled challengers will stand before you. If you manage to beat the island champion, you’ll have the opportunity to face a legendary Mii from the Wii era…I won’t spoil the identity of these, though; I’ll let you discover them for yourself.</p><p>This mode has kept me coming back to <em>Nintendo Switch Sports Resort </em>time after time. You get new customization options as you improve your rank; the challenge of beating tough opponents is highly compelling, and the mode serves as an excellent way to develop your sporting prowess. This is the sort of single-player replayability that the original <em>Switch Sports </em>was crying out for, and I absolutely loved it. </p><p>I’ve mentioned customization options a few times in this review, so let’s talk about them. By playing sports, you’ll earn points which you can spend at the item center to get a random title, hairstyle, costume, or such things. Previously, you could only earn points online to customize your character — meaning you’d need a Nintendo Switch Online subscription, but no longer. Now, you can earn points offline too, and I loved a lot of the straight-up weird customization options available. I mean, come on, just look at my character.</p><div><blockquote><p>Just like Wii Sports Resort, this entry succeeds in building on its predecessor with additional depth and versatility. </p></blockquote></div><p>You can either customize your standard character or a Mii that’s saved on your Switch 2 console. But I never deviated from the standard option. I’m afraid that the Miis just look so out of place in this game, with this visual style...and I feel like it’s time to let them go. Maybe they should simply remain as a relic of a bygone era.</p><p>More generally, I would say that the visual style of Nintendo Switch Sports is a bit lackluster. It misses the personality and sauce of the Wii era titles, and goes for a more ‘streamlined,’ modern look which ends up feeling a tad soulless. Even the menus are a touch dull, and given that this is a Nintendo game, I expected more flair, and perhaps a few nods to the company’s most beloved IPs to add even more charm.</p><p>The quality of the visuals is generally strong, though, and frame rates are consistent in docked or tabletop mode. I did notice a few texture loading issues in tabletop when playing Prop Plane, but this was fairly minor.</p><p>Otherwise, though, I’m coming away from my experience with <em>Nintendo Switch Sports Resort </em>feeling largely positive. The bolstered single-player replayability, enjoyable new sports, refined classics, and brilliantly responsive controls ensure it's a hit that’s especially great for multiplayer mayhem.</p><p>It’s a shame that some sports were cut, and I’m still not sold on this series’ visual direction, but just like <em>Wii Sports Resort</em>, this entry succeeds in building on its predecessor with additional depth and versatility. So, if you’re looking for a fun sporting experience to add to your Switch 2 library, this is well worth picking up.</p><h2 id="should-you-play-nintendo-switch-sports-resort">Should you play Nintendo Switch Sports Resort?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="r6HkcTA5QVzRXzcd4BzCGa" name="20261020013518-01M5BBPRX218XSA36ZES23ZY11" alt="Player stands below 'won' banner in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/r6HkcTA5QVzRXzcd4BzCGa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><h2 id="play-it-if-2">Play it if…</h2><div class="product"><p><strong>You want to enjoy more multiplayer mayhem on Switch 2</strong><br />The Nintendo Switch 2 already has an excellent lineup of multiplayer experiences, and <em>Nintendo Switch Sports </em>only adds more variety into the mix. I enjoyed playing all 12 of the sports here with friends and family, and had no end of chaotic showdowns. This one’s definitely going to remain in my party game rotation alongside <a href="https://www.techradar.com/gaming/nintendo/super-mario-party-jamboree-plus-jamboree-tv-review" data-dimension112="bc24ff2e-cc1d-11f1-948b-7d5a1692b602" data-action="Deal Block" data-label="Mario Party Jamboree" data-dimension48="Mario Party Jamboree" data-dimension25=""><em>Mario Party Jamboree</em></a><em> </em>and <a href="https://www.techradar.com/gaming/nintendo/mario-kart-world-review"><em>Mario Kart World</em></a>.</p></div><div class="product"><p><strong>You’re looking for more single-player goodness</strong><br />The inclusion of Island Crown means that there’s so much single player replayability on offer in <em>Nintendo Switch Sports Resort</em>. Fighting to rise up the ranks and defeat the island champion is an absolute blast, and keeps the experience feeling fresh, even without friends or online rivals.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You’re not a big fan of motion controls</strong><br />If you don’t enjoy motion controls, this is one to be avoided. All of the sports here highly rely on motion, with no other control schemes available, other than the mouse mode-enabled Skateboarding.</p></div><div class="product"><p><strong>You didn’t vibe with the previous game’s visuals</strong><br />The visual style from the original <em>Nintendo Switch Sports </em>has been retained here, and again, it doesn’t feel very inspired or charismatic. If that ended up being a major turn off for you last time, don’t expect much in the way of change here.</p></div><h2 id="accessibility-features-2">Accessibility features</h2><p>You can change the dominant hand for each individual sport, alter camera controls for Prop Plane and Skateboarding, and turn on Shot Assist for Golf, which makes it easier to hit the ball accurately. Otherwise, there aren’t many ways to customize your experience in <em>Nintendo Switch Sports Resort</em>, with no colorblind modes or alternate control schemes available.</p><h2 id="how-i-reviewed-nintendo-switch-sports-resort">How I reviewed Nintendo Switch Sports Resort</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="m6f7XQR8iqr3TP3SwDvX5a" name="20261020013518-01M5BBP8769ZPX3HMTF0NY1QKG" alt="Character on skateboard in Spocco Resort in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/m6f7XQR8iqr3TP3SwDvX5a-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>I spent 15 hours playing <em>Nintendo Switch Sports Resort</em>, trying out Island Crown mode in single-player, as well as a number of core and Leisure Sports via local and online multiplayer.</p><p>For the most part, I played in docked mode, with my console connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and the <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did dabble in some tabletop mode gameplay, and used the <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> to enjoy in-game audio.</p><p>More generally, I’ve spent years reviewing gaming software and hardware here at TechRadar. I’ve reviewed a number of Nintendo Switch 2 exclusives, including <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a>, <a href="https://www.techradar.com/gaming/yoshi-and-the-mysterious-book-review"><em>Yoshi and the Mysterious Book</em></a>, and <a href="https://www.techradar.com/gaming/kirby-air-riders-review"><em>Kirby Air Riders</em></a>. I've also logged more than 50 hours on the original <em>Nintendo Switch Sports</em>, which I directly compared against its newly released successor.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/nintendo-switch-sports-resort-review</link>
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                            <![CDATA[ Nintendo Switch Sports Resort is a considerable improvement over its predecessor with fun new modes and sports — but it’s not quite perfect. ]]>
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                                                                        <pubDate>Tue, 20 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 23 Oct 2026 16:13:01 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Players fist-bump before a boxing match in Nintendo Switch Sports Resort]]></media:description>                                                            <media:text><![CDATA[Players fist-bump before a boxing match in Nintendo Switch Sports Resort]]></media:text>
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                                <p><em>Nintendo Switch Sports Resort </em>is here, and this new first-party <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> exclusive has big shoes to fill. </p><p>You see, when <em>Wii Sports</em> entered the scene 20 years ago, it was a total phenomenon. It was a smash hit thanks to its simplistic yet addictive gameplay, enticing players of all ages…even your grandparents could get involved.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>Nintendo Switch 2 only<br /><strong>Release date: </strong>October 22, 2026</p></div></div><p>Its successor, <em>Wii Sports Resort</em>, expanded on the formula, adding more sports, more depth, and more precise controls. And <em>Nintendo Switch Sports Resort </em>is attempting to do the very same for a new generation — to refine the relatively basic <em>Nintendo Switch Sports </em>and create a more fleshed-out experience, all while retaining that sense of widespread appeal for players of all ages.</p><p>But can <em>Nintendo Switch Sports Resort</em> pull off this seemingly daunting task? I’ve spent about 15 hours playing the game solo, with friends, and with fellow gaming journalists online, and this is my verdict.</p><h2 id="getting-sporty-on-switch-2">Getting sporty on Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Hi7nPMCbfexFEfQGFTFMDa" name="20261020013518-01M5BBPNS3TKTS4QKCVYF1GM17" alt="Player accelerates on jet ski in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/Hi7nPMCbfexFEfQGFTFMDa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>The original <em>Nintendo Switch Sports </em>was a decent overall experience. It was a bit thin at launch and lacked single-player replayability, but the version we know today has a solid lineup of events, with fairly responsive controls, and is a good party game to enjoy with friends. And luckily, it feels like <em>Nintendo Switch Sports Resort </em>has fixed a lot of the issues I had with its predecessor.</p><p>Let’s start off by talking about the sporting variety on offer. There are 12 core sports available here. You’ve got some classic options like Basketball, Bowling, Boxing, and Tennis, as well as some Leisure Sports, such as Power Cruising and Prop Plane. What’s more, there are two sports that have never been seen in previous entries — namely Skateboarding and Thumb Wrestling.</p><p>I found that all 12 of the included sports were great fun to play. Let’s start with the returning events. Sports such as Basketball and Tennis are much unchanged, but feel incredibly tight and enjoyable, with accurate motion controls and multiple modes, such as Three-Point Contest for the former and a slower-paced Laid-Back Match for the latter. Bowling, Golf, and Volleyball are similarly unchanged, and continue to be a favorite for my pals and me, with plenty of laughs and tense moments.</p><p>Some of the returning sports feel far more refined, though. The biggest example of this is Boxing. Gone are the days of randomly flailing your disconnected gloves to down your opponent. Now, Boxing feels far more tactical. You have a stamina bar; it's far easier to land uppercuts and hooks, and picking the right moment to land your knockout punch is crucial.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PNfixKBvZTGkxSA7bdTYPa" name="20261020013518-01M5BBPW0NFD3ZX2E8H8THCZ9V" caption="" alt="Player returns shot during a table tennis match in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/PNfixKBvZTGkxSA7bdTYPa-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p class="fancy-box__body-text">My highlight was definitely conquering the island champion in Table Tennis. This was my favorite sport by quite a margin, and landing a crushing power shot to snag the number one ranking felt incredible. Take that, Yunsu. I’m the champion now.</p></div></div><p>It’s a similar story with Table Tennis, which, in my view, is the most fun sport in the game. At higher levels, you’ll need to be incredibly strategic with your slice shots to recover back to the centre and perfect your timing to hit shots right onto the table edge. The Return Challenge mode is also a whole lot of fun, and honing your accuracy to beat your high score feels super rewarding.</p><p>Archery is another highlight, with the Joy-Con 2 controllers providing pinpoint precision when aiming for the target. There are also some hidden targets to discover, adding plenty of replay value to the sport. Other sports, like Power Cruising and Prop Plane, translate nicely onto Switch 2 as well, and although the latter asks you to hold the <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2</a> in a slightly bizarre way, it’s fairly comfortable and effective after you get used to it.</p><h2 id="out-with-the-old-in-with-the-new">Out with the old, in with the new</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xoY6PngbvCbkKGsYuaiuLa" name="20261020013518-01M5BBPJGW6TB1XDY2EWV52WCG" alt="Player grinds on a rail while skateboarding in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/xoY6PngbvCbkKGsYuaiuLa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>We’ll get onto the new events in just a moment, but before we do that, let’s talk about something that irked me a little. Some of the events from the original <em>Nintendo Switch Sports </em>have been cut.</p><p>Yes, it’s out with the old and in with the new, as three events — Badminton, Chambara, and Football (or soccer) — are no more. This is a shame, as these were all among my favorite sports last time out. Football in particular is a big miss — it provided a chaotic, all-action multi-player experience with tense last-minute theatrics. Will these sports return in some kind of update or DLC? Quite possibly. But I would’ve loved to have seen them here at launch.</p><p>Anyway, no point in crying over spilt milk, eh? After all, the newly added sports are a blast. Thumb wrestling is a truly bizarre addition, and I can’t believe that Nintendo managed to make this feel fun. You have to hold your thumb against your opponent's hand to enlarge it, and then pin them down to attain victory. I feel like they missed a trick by leaving out ‘one, two, three, four, I declare a thumb war’ as the countdown, but otherwise, no complaints here.</p><div><blockquote><p>Nintendo Switch Sports Resort has made one other key addition that helps it to totally surpass its predecessor, that being Island Crown.</p></blockquote></div><p>I can see skateboarding dividing opinion, but I had good fun with it. This mode makes use of the Switch 2’s mouse mode capabilities, and this works surprisingly well. Whether I was lifting the Joy-Con 2 to jump or trick, tilting to steer, or pushing back to accelerate, movement always seemed to be accurate. The Skate Sprint mode is definitely the highlight here; tricking to gain speed, sneaking up behind your opponents, and grinding on railings is a whole lot of fun. </p><p>What I would say, however, is that the Free Play mode could’ve been better. The world that you skate around isn’t empty or anything, but I wish there was more to do and explore. The Sightseeing Tour is also a little lacking; you’re tasked with collecting photos, which isn’t the most thrilling experience — I would’ve preferred the option to collect customization parts for my board or character instead. This also applies to the Prop Plane and Power Cruising modes, which have Free Play options as well.</p><p>Oh, and a quick note on online play, which was very enjoyable in my experience. Here, you can expect highly responsive, smooth controls. Even though my home Wi-Fi is far from great, I ran into no performance issues whatsoever when linking up with a couple of other gaming journalists online — vital when playing reaction-based sports like Table Tennis and Volleyball.</p><h2 id="a-more-replayable-sporting-experience">A more replayable sporting experience</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G49J9ZhwgK5Tf6bTEKDf7a" name="20261020013518-01M5BBPB7KM31V1ETKQ430XZFG" alt="Players thumb wrestle in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/G49J9ZhwgK5Tf6bTEKDf7a-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p><em>Nintendo Switch Sports Resort </em>has made one other key addition that helps it to totally surpass its predecessor, that being Island Crown. </p><p>Island Crown is a primarily single-player experience, where you have to rise up the ranks in a particular sport and challenge the island champion. Initially, your foes will seem laughably weak, but as you climb up the table, some highly skilled challengers will stand before you. If you manage to beat the island champion, you’ll have the opportunity to face a legendary Mii from the Wii era…I won’t spoil the identity of these, though; I’ll let you discover them for yourself.</p><p>This mode has kept me coming back to <em>Nintendo Switch Sports Resort </em>time after time. You get new customization options as you improve your rank; the challenge of beating tough opponents is highly compelling, and the mode serves as an excellent way to develop your sporting prowess. This is the sort of single-player replayability that the original <em>Switch Sports </em>was crying out for, and I absolutely loved it. </p><p>I’ve mentioned customization options a few times in this review, so let’s talk about them. By playing sports, you’ll earn points which you can spend at the item center to get a random title, hairstyle, costume, or such things. Previously, you could only earn points online to customize your character — meaning you’d need a Nintendo Switch Online subscription, but no longer. Now, you can earn points offline too, and I loved a lot of the straight-up weird customization options available. I mean, come on, just look at my character.</p><div><blockquote><p>Just like Wii Sports Resort, this entry succeeds in building on its predecessor with additional depth and versatility. </p></blockquote></div><p>You can either customize your standard character or a Mii that’s saved on your Switch 2 console. But I never deviated from the standard option. I’m afraid that the Miis just look so out of place in this game, with this visual style...and I feel like it’s time to let them go. Maybe they should simply remain as a relic of a bygone era.</p><p>More generally, I would say that the visual style of Nintendo Switch Sports is a bit lackluster. It misses the personality and sauce of the Wii era titles, and goes for a more ‘streamlined,’ modern look which ends up feeling a tad soulless. Even the menus are a touch dull, and given that this is a Nintendo game, I expected more flair, and perhaps a few nods to the company’s most beloved IPs to add even more charm.</p><p>The quality of the visuals is generally strong, though, and frame rates are consistent in docked or tabletop mode. I did notice a few texture loading issues in tabletop when playing Prop Plane, but this was fairly minor.</p><p>Otherwise, though, I’m coming away from my experience with <em>Nintendo Switch Sports Resort </em>feeling largely positive. The bolstered single-player replayability, enjoyable new sports, refined classics, and brilliantly responsive controls ensure it's a hit that’s especially great for multiplayer mayhem.</p><p>It’s a shame that some sports were cut, and I’m still not sold on this series’ visual direction, but just like <em>Wii Sports Resort</em>, this entry succeeds in building on its predecessor with additional depth and versatility. So, if you’re looking for a fun sporting experience to add to your Switch 2 library, this is well worth picking up.</p><h2 id="should-you-play-nintendo-switch-sports-resort">Should you play Nintendo Switch Sports Resort?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="r6HkcTA5QVzRXzcd4BzCGa" name="20261020013518-01M5BBPRX218XSA36ZES23ZY11" alt="Player stands below 'won' banner in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/r6HkcTA5QVzRXzcd4BzCGa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><h2 id="play-it-if-2">Play it if…</h2><div class="product"><p><strong>You want to enjoy more multiplayer mayhem on Switch 2</strong><br />The Nintendo Switch 2 already has an excellent lineup of multiplayer experiences, and <em>Nintendo Switch Sports </em>only adds more variety into the mix. I enjoyed playing all 12 of the sports here with friends and family, and had no end of chaotic showdowns. This one’s definitely going to remain in my party game rotation alongside <a href="https://www.techradar.com/gaming/nintendo/super-mario-party-jamboree-plus-jamboree-tv-review" data-dimension112="bc24ff2e-cc1d-11f1-948b-7d5a1692b602" data-action="Deal Block" data-label="Mario Party Jamboree" data-dimension48="Mario Party Jamboree" data-dimension25=""><em>Mario Party Jamboree</em></a><em> </em>and <a href="https://www.techradar.com/gaming/nintendo/mario-kart-world-review"><em>Mario Kart World</em></a>.</p></div><div class="product"><p><strong>You’re looking for more single-player goodness</strong><br />The inclusion of Island Crown means that there’s so much single player replayability on offer in <em>Nintendo Switch Sports Resort</em>. Fighting to rise up the ranks and defeat the island champion is an absolute blast, and keeps the experience feeling fresh, even without friends or online rivals.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You’re not a big fan of motion controls</strong><br />If you don’t enjoy motion controls, this is one to be avoided. All of the sports here highly rely on motion, with no other control schemes available, other than the mouse mode-enabled Skateboarding.</p></div><div class="product"><p><strong>You didn’t vibe with the previous game’s visuals</strong><br />The visual style from the original <em>Nintendo Switch Sports </em>has been retained here, and again, it doesn’t feel very inspired or charismatic. If that ended up being a major turn off for you last time, don’t expect much in the way of change here.</p></div><h2 id="accessibility-features-2">Accessibility features</h2><p>You can change the dominant hand for each individual sport, alter camera controls for Prop Plane and Skateboarding, and turn on Shot Assist for Golf, which makes it easier to hit the ball accurately. Otherwise, there aren’t many ways to customize your experience in <em>Nintendo Switch Sports Resort</em>, with no colorblind modes or alternate control schemes available.</p><h2 id="how-i-reviewed-nintendo-switch-sports-resort">How I reviewed Nintendo Switch Sports Resort</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="m6f7XQR8iqr3TP3SwDvX5a" name="20261020013518-01M5BBP8769ZPX3HMTF0NY1QKG" alt="Character on skateboard in Spocco Resort in Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/m6f7XQR8iqr3TP3SwDvX5a-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>I spent 15 hours playing <em>Nintendo Switch Sports Resort</em>, trying out Island Crown mode in single-player, as well as a number of core and Leisure Sports via local and online multiplayer.</p><p>For the most part, I played in docked mode, with my console connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and the <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did dabble in some tabletop mode gameplay, and used the <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> to enjoy in-game audio.</p><p>More generally, I’ve spent years reviewing gaming software and hardware here at TechRadar. I’ve reviewed a number of Nintendo Switch 2 exclusives, including <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a>, <a href="https://www.techradar.com/gaming/yoshi-and-the-mysterious-book-review"><em>Yoshi and the Mysterious Book</em></a>, and <a href="https://www.techradar.com/gaming/kirby-air-riders-review"><em>Kirby Air Riders</em></a>. I've also logged more than 50 hours on the original <em>Nintendo Switch Sports</em>, which I directly compared against its newly released successor.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Resident Evil 4 for Nintendo Switch 2 review: a good, but imperfect port ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When the remake of <em>Resident Evil 4 </em>launched in 2023, it was met with universal acclaim, even netting a Game of the Year nomination. And that came as no surprise to me. This is a brilliant entry in Capcom’s legendary series, packing in spectacular survival horror gameplay, a massively engaging story, and a memorable cast of characters.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS4, PS5, Nintendo Switch 2, Xbox One, Xbox Series X and Series S, PC, iOS<br /><strong>Release date: </strong>October 16, 2026 (Switch 2 edition)</p></div></div><p>And now, <em>Resident Evil 4 (Gold Edition) </em>has arrived on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>. I’ve put about 20 hours into the game, during which time I’ve played through a good chunk of the main story and completed many a request. So how does this game hold up on Nintendo’s hybrid platform? Here’s everything you need to know.</p><p>Let me start by saying that the core <em>Resident Evil 4 </em>remake experience is incredible. Leon is a charming and likeable protagonist, the gunplay is excellent with a fantastic suite of weapons to choose from, and the narrative is top-class too. Sure, this entry perhaps lacks the chilling, claustrophobic atmosphere of its predecessors, but there’s plenty of high-octane action segments, fun puzzles, and big scares to experience. So if you haven’t played this game just yet, I highly recommend it.</p><h2 id="a-remake-that-39-s-great-on-the-go-but-has-a-few-graphical-gremlins">A remake that's great on the go...but has a few graphical gremlins</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Xv6vUt9g2EKJ6ZxrC3zGxG" name="20261016100611-01M51ZACYZCDB9BFK0T9999TTZ" alt="Leon pins man against wall in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/Xv6vUt9g2EKJ6ZxrC3zGxG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>How exactly does this title perform on Switch 2, though? Well, between this game and the other two entries recently ported to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — <a href="https://www.techradar.com/gaming/resident-evil-2-for-nintendo-switch-2-review"><em>Resident Evil 2</em></a><em> </em>and <a href="https://www.techradar.com/gaming/resident-evil-3-for-nintendo-switch-2-review"><em>Resident Evil 3</em></a> — <em>Resident Evil 4 </em>is the one that has the highest amount of performance issues. This is totally understandable — it’s a newer release than the other two entries and carries a higher technical demand — but this isn’t quite the definitive way to play through Leon’s adventure. </p><p>So, let’s take a look at some of the blemishes I noticed on this port. The largest of these relates to texture pop-in. Whether I was playing in handheld or docked mode, some visual elements — such as trees or cliffs — would appear lower in resolution from a distance, and suddenly appear more detailed and intricate as I drew closer to them. Is this a major issue? Not really. It had no impact on my ability to vanquish my foes. But it’s something I did encounter regularly, and it could sometimes make the experience a little less immersive.</p><p>In addition, I encountered a few frame drops throughout my playthrough. When I ventured into a cave with a purple flickering flame, the game appeared to run less smoothly. This only lasted for a second or two, but it happened a good handful of times during my time with the game. Like the <a href="https://www.techradar.com/gaming/resident-evil-2-for-nintendo-switch-2-review"><em>Resident Evil 2</em> Switch 2 port</a>, and the <a href="https://www.techradar.com/gaming/resident-evil-3-for-nintendo-switch-2-review"><em>Resi</em> <em>3 </em>Switch 2 port</a>, the motion of some distant enemies appeared shaky, with some noticeable frame drops. With that said, combat was generally very smooth, and I rarely found said frame drops to give me a disadvantage in skirmishes. </p><p>Another thing worth noting is that this version of the game supports motion controls, something I was really hoping to see in the recent ports of the game’s predecessors. This is a most welcome inclusion, giving fans of gyro aiming another way to play…but it could’ve been implemented more effectively. While vertical aiming feels precise and responsive, horizontal movement is sluggish by comparison. Still, traditional controls work like a dream, and there are a number of schemes you can choose from in the Options menu to suit your personal preferences.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eXBfuZMmzpEXsBRuMWuTxG" name="20261016100611-01M51ZA93PY0Q51QEE718GPNFT" caption="" alt="Dog model poses in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/eXBfuZMmzpEXsBRuMWuTxG-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><strong>When I rescued the friendly dog (wolf?) in the village, I felt like I’d done my good deed for the day. And what do you know, when it was time to face off against a towering giant, the trusty pooch came to my aid, distracting my towering foe as I blasted him repeatedly with my rifle. Talk about good karma.</strong></p></div></div><p>I want to be clear: this game doesn’t perform badly, not by any means. </p><p>For the most part, <a href="https://www.techradar.com/reviews/resident-evil-4-remake-review"><em>Resident Evil 4</em></a><em> </em>plays nicely on the Switch 2, with largely smooth performance and solid graphical fidelity, especially in docked mode. Of course, some textures look a bit less refined in handheld mode, but the dark and dismal environments still translate over nicely. The game also has HDR support for enhanced contrast, and character models look pretty sharp too. And all in all, I found the port to be totally serviceable — just expect an experience closer to the <a href="https://www.techradar.com/reviews/gaming/games-consoles/sony-ps4-1202432/review">PS4 </a>version than the PS5 one.</p><p>In the end, the Nintendo Switch 2 port of the <em>Resident Evil 4 </em>remake is decent. A lot of the issues, like pop-in and occasional frame drops, feel relatively minor in the grand scheme of things, though I wish motion controls felt more precise. Still, you get generally smooth performance, good visual fidelity, and all of the major DLC bundled in, including the excellent <em>Separate Ways</em>. </p><p>Is this the definitive way to play through Leon Kennedy’s journey? Perhaps not. But if you want to experience <em>Resident Evil 4 </em>on the go, this Switch 2 port is a perfectly fine option.</p><h2 id="should-you-play-resident-evil-4-for-nintendo-switch-2">Should you play Resident Evil 4 for Nintendo Switch 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZTi9EnoeRgRywJk2J5dyxG" name="20261016100611-01M51ZAGJ9VG9XGKNVSNY48NE1" alt="Leon approaches the merchant in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/ZTi9EnoeRgRywJk2J5dyxG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><h2 id="play-it-if-3">Play it if…</h2><div class="product"><p><strong>You want to experience Leon’s adventure on the go</strong><br />As is the case with any Switch 2 port, the system’s hybrid capabilities are a huge plus. The game runs relatively well, even in handheld mode, so if you want to take Leon on the go, the Switch 2 version is a serviceable way of doing so.</p></div><div class="product"><p><strong>You’re yet to experience the RE4 remake</strong><br />If you missed the <em>Resident Evil 4</em> remake, now is the time to play it. The Switch 2 version is the Gold Edition, meaning you get the base game along with the major DLC like <em>Separate Ways</em>.</p></div><h2 id="don-t-play-it-if-2">Don’t play it if…</h2><div class="product"><p><strong>You want best-in-class performance</strong><br />While <em>Resident Evil 4 </em>runs fairly well on Switch 2, there are some clear blemishes. The most obvious is texture pop-in, which means that some parts of the environment, like trees and cliffs, switch from a lower to a higher resolution as you approach them. There are also a few frame drops here and there, which isn’t overly problematic, but still something you’re less likely to experience on PS5, for instance.</p></div><div class="product"><p><strong>You’re new to Resident Evil</strong><br />The story beats of <em>Resident Evil 4 </em>won’t hit as hard for you if you’ve not played some previous entries in the series, mainly <em>Resident Evil 2</em>. I highly recommend playing that title first, and believe me it’s well-worth it.</p></div><h2 id="accessibility-features-3">Accessibility features</h2><p>The options menu allows you to make a few changes to your experience, with a range of camera options, a number of control schemes including motion aiming, toggle or hold run modes, and a range of voice and text languages available. What’s more, you can change the color of the reticle, laser dot sight, and biosensor scope, alter HUD opacity, and tone down damage display if you’d prefer.</p><h2 id="how-i-reviewed-resident-evil-4-for-nintendo-switch-2">How I reviewed Resident Evil 4 for Nintendo Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WJkr5CJp9wNqT5andyERyH" name="20261016100611-01M51ZATKYWQXS5X2REEAJZX8A" alt="Leon looks at his blood-stained reflection in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/WJkr5CJp9wNqT5andyERyH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I put more than 20 hours into the <em>Resident Evil 4 </em>remake on Nintendo Switch 2, during which time I played through the main story and completed as many requests as possible while playing in both docked and handheld mode.</p><p>The vast majority of the time, I played the game docked, with my Switch 2 connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. I also dabbled in handheld gameplay now and then, though, and used my <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> earbuds to experience the game’s virtual spatial sound.</p><p>More generally, I’m an experienced gaming hardware and software reviewer, and have been testing all kinds of games and accessories at TechRadar for years now, where I serve as a Senior Reviews Writer. I’ve reviewed all sorts of Nintendo Switch 2 titles, from major first-party releases like <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>to ports like <a href="https://www.techradar.com/gaming/yakuza-kiwami-nintendo-switch-2-review"><em>Yakuza Kiwami</em></a>. I’ve also played a number of <em>Resident Evil</em> games, including the Switch 2 ports of the <em>Resident Evil 2 </em>and <em>3 </em>remakes.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/resident-evil-4-for-nintendo-switch-2-review</link>
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                            <![CDATA[ The Resident Evil 4 remake runs well overall on Nintendo Switch 2, but isn’t quite perfect — here’s whether I’d recommend it or not. ]]>
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                                                                        <pubDate>Tue, 20 Oct 2026 00:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 20 Oct 2026 08:56:43 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Leon walks on in Resident Evil 4 for Nintendo Switch 2]]></media:description>                                                            <media:text><![CDATA[Leon walks on in Resident Evil 4 for Nintendo Switch 2]]></media:text>
                                <media:title type="plain"><![CDATA[Leon walks on in Resident Evil 4 for Nintendo Switch 2]]></media:title>
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                                <p>When the remake of <em>Resident Evil 4 </em>launched in 2023, it was met with universal acclaim, even netting a Game of the Year nomination. And that came as no surprise to me. This is a brilliant entry in Capcom’s legendary series, packing in spectacular survival horror gameplay, a massively engaging story, and a memorable cast of characters.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS4, PS5, Nintendo Switch 2, Xbox One, Xbox Series X and Series S, PC, iOS<br /><strong>Release date: </strong>October 16, 2026 (Switch 2 edition)</p></div></div><p>And now, <em>Resident Evil 4 (Gold Edition) </em>has arrived on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>. I’ve put about 20 hours into the game, during which time I’ve played through a good chunk of the main story and completed many a request. So how does this game hold up on Nintendo’s hybrid platform? Here’s everything you need to know.</p><p>Let me start by saying that the core <em>Resident Evil 4 </em>remake experience is incredible. Leon is a charming and likeable protagonist, the gunplay is excellent with a fantastic suite of weapons to choose from, and the narrative is top-class too. Sure, this entry perhaps lacks the chilling, claustrophobic atmosphere of its predecessors, but there’s plenty of high-octane action segments, fun puzzles, and big scares to experience. So if you haven’t played this game just yet, I highly recommend it.</p><h2 id="a-remake-that-39-s-great-on-the-go-but-has-a-few-graphical-gremlins">A remake that's great on the go...but has a few graphical gremlins</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Xv6vUt9g2EKJ6ZxrC3zGxG" name="20261016100611-01M51ZACYZCDB9BFK0T9999TTZ" alt="Leon pins man against wall in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/Xv6vUt9g2EKJ6ZxrC3zGxG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>How exactly does this title perform on Switch 2, though? Well, between this game and the other two entries recently ported to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — <a href="https://www.techradar.com/gaming/resident-evil-2-for-nintendo-switch-2-review"><em>Resident Evil 2</em></a><em> </em>and <a href="https://www.techradar.com/gaming/resident-evil-3-for-nintendo-switch-2-review"><em>Resident Evil 3</em></a> — <em>Resident Evil 4 </em>is the one that has the highest amount of performance issues. This is totally understandable — it’s a newer release than the other two entries and carries a higher technical demand — but this isn’t quite the definitive way to play through Leon’s adventure. </p><p>So, let’s take a look at some of the blemishes I noticed on this port. The largest of these relates to texture pop-in. Whether I was playing in handheld or docked mode, some visual elements — such as trees or cliffs — would appear lower in resolution from a distance, and suddenly appear more detailed and intricate as I drew closer to them. Is this a major issue? Not really. It had no impact on my ability to vanquish my foes. But it’s something I did encounter regularly, and it could sometimes make the experience a little less immersive.</p><p>In addition, I encountered a few frame drops throughout my playthrough. When I ventured into a cave with a purple flickering flame, the game appeared to run less smoothly. This only lasted for a second or two, but it happened a good handful of times during my time with the game. Like the <a href="https://www.techradar.com/gaming/resident-evil-2-for-nintendo-switch-2-review"><em>Resident Evil 2</em> Switch 2 port</a>, and the <a href="https://www.techradar.com/gaming/resident-evil-3-for-nintendo-switch-2-review"><em>Resi</em> <em>3 </em>Switch 2 port</a>, the motion of some distant enemies appeared shaky, with some noticeable frame drops. With that said, combat was generally very smooth, and I rarely found said frame drops to give me a disadvantage in skirmishes. </p><p>Another thing worth noting is that this version of the game supports motion controls, something I was really hoping to see in the recent ports of the game’s predecessors. This is a most welcome inclusion, giving fans of gyro aiming another way to play…but it could’ve been implemented more effectively. While vertical aiming feels precise and responsive, horizontal movement is sluggish by comparison. Still, traditional controls work like a dream, and there are a number of schemes you can choose from in the Options menu to suit your personal preferences.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eXBfuZMmzpEXsBRuMWuTxG" name="20261016100611-01M51ZA93PY0Q51QEE718GPNFT" caption="" alt="Dog model poses in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/eXBfuZMmzpEXsBRuMWuTxG-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><strong>When I rescued the friendly dog (wolf?) in the village, I felt like I’d done my good deed for the day. And what do you know, when it was time to face off against a towering giant, the trusty pooch came to my aid, distracting my towering foe as I blasted him repeatedly with my rifle. Talk about good karma.</strong></p></div></div><p>I want to be clear: this game doesn’t perform badly, not by any means. </p><p>For the most part, <a href="https://www.techradar.com/reviews/resident-evil-4-remake-review"><em>Resident Evil 4</em></a><em> </em>plays nicely on the Switch 2, with largely smooth performance and solid graphical fidelity, especially in docked mode. Of course, some textures look a bit less refined in handheld mode, but the dark and dismal environments still translate over nicely. The game also has HDR support for enhanced contrast, and character models look pretty sharp too. And all in all, I found the port to be totally serviceable — just expect an experience closer to the <a href="https://www.techradar.com/reviews/gaming/games-consoles/sony-ps4-1202432/review">PS4 </a>version than the PS5 one.</p><p>In the end, the Nintendo Switch 2 port of the <em>Resident Evil 4 </em>remake is decent. A lot of the issues, like pop-in and occasional frame drops, feel relatively minor in the grand scheme of things, though I wish motion controls felt more precise. Still, you get generally smooth performance, good visual fidelity, and all of the major DLC bundled in, including the excellent <em>Separate Ways</em>. </p><p>Is this the definitive way to play through Leon Kennedy’s journey? Perhaps not. But if you want to experience <em>Resident Evil 4 </em>on the go, this Switch 2 port is a perfectly fine option.</p><h2 id="should-you-play-resident-evil-4-for-nintendo-switch-2">Should you play Resident Evil 4 for Nintendo Switch 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZTi9EnoeRgRywJk2J5dyxG" name="20261016100611-01M51ZAGJ9VG9XGKNVSNY48NE1" alt="Leon approaches the merchant in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/ZTi9EnoeRgRywJk2J5dyxG-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><h2 id="play-it-if-3">Play it if…</h2><div class="product"><p><strong>You want to experience Leon’s adventure on the go</strong><br />As is the case with any Switch 2 port, the system’s hybrid capabilities are a huge plus. The game runs relatively well, even in handheld mode, so if you want to take Leon on the go, the Switch 2 version is a serviceable way of doing so.</p></div><div class="product"><p><strong>You’re yet to experience the RE4 remake</strong><br />If you missed the <em>Resident Evil 4</em> remake, now is the time to play it. The Switch 2 version is the Gold Edition, meaning you get the base game along with the major DLC like <em>Separate Ways</em>.</p></div><h2 id="don-t-play-it-if-2">Don’t play it if…</h2><div class="product"><p><strong>You want best-in-class performance</strong><br />While <em>Resident Evil 4 </em>runs fairly well on Switch 2, there are some clear blemishes. The most obvious is texture pop-in, which means that some parts of the environment, like trees and cliffs, switch from a lower to a higher resolution as you approach them. There are also a few frame drops here and there, which isn’t overly problematic, but still something you’re less likely to experience on PS5, for instance.</p></div><div class="product"><p><strong>You’re new to Resident Evil</strong><br />The story beats of <em>Resident Evil 4 </em>won’t hit as hard for you if you’ve not played some previous entries in the series, mainly <em>Resident Evil 2</em>. I highly recommend playing that title first, and believe me it’s well-worth it.</p></div><h2 id="accessibility-features-3">Accessibility features</h2><p>The options menu allows you to make a few changes to your experience, with a range of camera options, a number of control schemes including motion aiming, toggle or hold run modes, and a range of voice and text languages available. What’s more, you can change the color of the reticle, laser dot sight, and biosensor scope, alter HUD opacity, and tone down damage display if you’d prefer.</p><h2 id="how-i-reviewed-resident-evil-4-for-nintendo-switch-2">How I reviewed Resident Evil 4 for Nintendo Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WJkr5CJp9wNqT5andyERyH" name="20261016100611-01M51ZATKYWQXS5X2REEAJZX8A" alt="Leon looks at his blood-stained reflection in Resident Evil 4 for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/WJkr5CJp9wNqT5andyERyH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I put more than 20 hours into the <em>Resident Evil 4 </em>remake on Nintendo Switch 2, during which time I played through the main story and completed as many requests as possible while playing in both docked and handheld mode.</p><p>The vast majority of the time, I played the game docked, with my Switch 2 connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. I also dabbled in handheld gameplay now and then, though, and used my <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> earbuds to experience the game’s virtual spatial sound.</p><p>More generally, I’m an experienced gaming hardware and software reviewer, and have been testing all kinds of games and accessories at TechRadar for years now, where I serve as a Senior Reviews Writer. I’ve reviewed all sorts of Nintendo Switch 2 titles, from major first-party releases like <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>to ports like <a href="https://www.techradar.com/gaming/yakuza-kiwami-nintendo-switch-2-review"><em>Yakuza Kiwami</em></a>. I’ve also played a number of <em>Resident Evil</em> games, including the Switch 2 ports of the <em>Resident Evil 2 </em>and <em>3 </em>remakes.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ I’ve played the first 45 minutes Final Fantasy VII Revelation  ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Following its expansive <a href="https://www.techradar.com/gaming/i-experienced-the-best-and-worst-of-final-fantasy-7-revelation-in-a-brand-new-demo-but-now-all-i-want-is-to-play-more">Gamescom 2026 demo,</a> I just got to experience a much more linear segment from <em>Final Fantasy VII Revelation</em> set right at the start of the new game — it sets Cloud and the gang up to finally face the biggest twist from the original, albeit a lot earlier than they did in 1997.</p><p>The demo itself was pretty short — I blasted through in around 30 to 45 minutes — but I got to play around with the new party members Vincent and Cid (the latter formally joined as an active combatant at the start of the demo), and most of my team were utilizing the new FITS system (<em>Revelation</em>’s version of the Job / Class system used in other Square Enix games).</p><p>Though I want to focus on the story content.</p><p>The party finds themselves in the North Crater, the impact site of the asteroid which brought Jenova to the game’s planet. Here they find even more of the black-robed figures they’ve been following for the past three games — including Broden, the former SOLDIER and inn manager you meet in Kalm during <a href="https://www.techradar.com/gaming/final-fantasy-7-rebirth-review"><em>Rebirth</em></a> — and yet again Cloud is racked with headaches and visions of Sephiroth, tormenting him about his past.</p><p>Players of the original will know where this is going, but before I go into any more details, here’s an obligatory <strong>SPOILER WARNING</strong>. We’ll be talking about <em>Final Fantasy VII</em>’s biggest twist after Aerith’s death below, and if you somehow don’t know it yet and don’t want to get spoiled, you’ve been warned.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B9SLPLecs4LmDEZhLAn4wM" name="FFVII_Revelation_June_Screenshots_(19)" alt="Cloud and the party in Final Fantasy VII Revelation" src="https://cdn.mos.cms.futurecdn.net/B9SLPLecs4LmDEZhLAn4wM-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>While my demo cuts things a little short, it shows Sephiroth forcing Cloud to remember he isn’t really a SOLDIER, just as he does in the og <em>FF7</em>.</p><p>He’s pointing out inconsistencies like Cloud’s lack of a SOLDIER ID number on his arm (something all the others have), comments that he must have the “wrong man” when attempting to reminisce with Cloud, and finally making him, Barret, and Tifa relive the Nibelheim incident one last time — and we see differences from the version from <em>Rebirth,</em> as Zack features, and one of the Shinra guards that was with the group before is suddenly missing…</p><p>Barrett even comments on how happy Cloud looks when posing for a photo, saying he looks like a “whole other person.”</p><h2 id="soldier-no-more">SOLDIER no more…</h2><p>As a reminder for anyone who hasn’t relived the <em>FF7</em> narrative recently, or who is unfamiliar with the plot and doesn’t care for spoilers, Cloud was actually just your regular Shinra grunt — those (lowercase) soldiers we’ve been dicing up since the opening of <em>Final Fantasy 7 Remake</em>.</p><p>He was there at the Nibelheim incident, but as backup for the actual SOLDIERs Sephiroth and Zack Fair. Embarrassed that he didn't achieve his SOLDIER dreams, Cloud hides his face from Tifa and others in the village, which is why she told Aerith that she doesn’t remember seeing him on that mission during the events of <em>Rebirth</em>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="37FtNcFSUPSwhctWPQtjuB" name="final-fantasy-7-rebirth-military.jpeg" alt="A military parade in Final Fantasy 7 Rebirth" src="https://cdn.mos.cms.futurecdn.net/37FtNcFSUPSwhctWPQtjuB-1920-80.jpeg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Cloud suits the Shinra uniform... </span><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>We already know from <em>Rebirth</em> that things don’t go according to Shinra’s plans on this mission, and in the original continuity we know that Cloud is able to defeat a weakened Sephiroth using Zack’s Buster Sword (it seems likely this is what happens in the <em>Remake</em> continuity too, though we haven’t had explicit confirmation, and we’ve already seen more than a few plot details shift between the two timelines).</p><p>Following the victory, Cloud and Zack are picked up by the mad Shinra scientist Hojo, who proceeds to experiment on the pair using Mako and Jenova cells in the hope they’ll become clones of the slain Sephiroth — or at least gain strength comparable to him.</p><p>Cloud’s mind is broken by these experiments, but Zack is able to hold himself together and rescue himself and Cloud — making it all the way to Midgar with his unconscious friend before Shinra catches up with them. In the original, this is where Zack is gunned down, though in at least one timeline (which we see in <em>Remake</em> and <em>Rebirth</em>) Zack is somehow able to survive the onslaught.</p><p>Back to the original version, however, left for dead by the grunts, Cloud eventually recovers enough to pick up Zack’s weapon, mourn his friend, and carry himself the rest of the way to Midgar — where he bumps into Tifa, and he is convinced into helping Avalanche on the mission <em>Remake</em> starts with.</p><p>The trauma caused by years of experimentation and the loss of his friend causes Cloud’s mind to build itself back incorrectly. His memories aren’t just his own, but an amalgamation of his and Zack’s — making Cloud believe he is indeed a First-Class SOLDIER.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8an6X7mkdh63tFEQNZBbYo" name="ff7-revelations-preview-7" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/8an6X7mkdh63tFEQNZBbYo-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="the-truth-is-out">The truth is out</h2><p>Thanks to Hojo’s test, Cloud becomes as physically strong and agile as a First-Class SOLDIER, and earns their ‘Mako eyes’ — a glow associated with Mako-enhanced folks — which is why he’s able to pass as one so effectively. </p><p>But <em>Rebirth</em> already poked holes in his story. In the Nibelheim flashback, we see multiple instances of Cloud behaving unlike himself — with the party noting he sounds a lot more upbeat and happy-go-lucky than he is with them, and Tifa admitting to Aerith that Cloud wasn’t one of the SOLDIERs she remembers being on the expedition with her.</p><p><em>Revelation</em> looks set to finally burst Cloud’s bubble in the <em>Remake </em>continuity, but interestingly this looks set to happen at the game’s intro rather than at its climax as it does in the original.</p><p>What impact this will have on the party’s dynamics — trust in Cloud already seems to be at an all-time low thanks to the visions and strange behaviour caused by his connection to Jenova — and for Cloud himself is yet to be seen.</p><p>But it’s another sign that <em>Final Fantasy VII Revelation</em> is just as unafraid to mix up the game’s timeline as previous entries, and I, for one, am excited to see what giving the party more time to digest this twist will mean for the adventure when it finally lands on April 8, 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ive-played-the-start-of-final-fantasy-vii-revelation-and-it-mixes-up-the-biggest-twist-from-the-originals-finale</link>
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                            <![CDATA[ Sephiroth might be the cattiest antagonist in gaming history based on my FF7 Revelation demo. ]]>
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                                                                        <pubDate>Sun, 18 Oct 2026 22:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 19 Oct 2026 08:52:23 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ hamish.hector@futurenet.com (Hamish Hector) ]]></author>                    <dc:creator><![CDATA[ Hamish Hector ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ePxhxWMJAFXSVFL4333tHB-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hamish is a Senior Staff Writer for TechRadar and you’ll see his name appearing on articles across nearly every topic on the site from smart home deals to speaker reviews to graphics card news and everything in between. He uses his broad range of knowledge to help explain the latest gadgets and if they’re a must-buy or a fad fueled by hype. Though his specialty is writing about everything going on in the world of virtual reality and augmented reality.&lt;/p&gt;&lt;p&gt;He’s been writing about tech and gaming for over five years now, getting his start at the University of Warwick’s student newspaper The Boar as a writer and later Games Editor while studying for his BSc in Maths and Physics (and later an MSc in Biotechnology, Bioprocessing, and Business Management). After graduating from university in 2020 he wrote all about battle royale games for Gfinity Esports before joining the TechRadar team in February 2021.&lt;/p&gt;&lt;p&gt;In his free time, you’ll likely find Hamish lost in one of the latest VR games on his Meta Quest 3, watching a West End musical with his fiancee, playing Magic: The Gathering at his local game store, or planning the D&amp;D campaign he runs for his mates.&lt;/p&gt;&lt;p&gt;Want to get in touch? You can contact Hamish via his email.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Sephiroth looking sly in Final Fantasy VII Revelation]]></media:description>                                                            <media:text><![CDATA[Sephiroth looking sly in Final Fantasy VII Revelation]]></media:text>
                                <media:title type="plain"><![CDATA[Sephiroth looking sly in Final Fantasy VII Revelation]]></media:title>
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                                <p>Following its expansive <a href="https://www.techradar.com/gaming/i-experienced-the-best-and-worst-of-final-fantasy-7-revelation-in-a-brand-new-demo-but-now-all-i-want-is-to-play-more">Gamescom 2026 demo,</a> I just got to experience a much more linear segment from <em>Final Fantasy VII Revelation</em> set right at the start of the new game — it sets Cloud and the gang up to finally face the biggest twist from the original, albeit a lot earlier than they did in 1997.</p><p>The demo itself was pretty short — I blasted through in around 30 to 45 minutes — but I got to play around with the new party members Vincent and Cid (the latter formally joined as an active combatant at the start of the demo), and most of my team were utilizing the new FITS system (<em>Revelation</em>’s version of the Job / Class system used in other Square Enix games).</p><p>Though I want to focus on the story content.</p><p>The party finds themselves in the North Crater, the impact site of the asteroid which brought Jenova to the game’s planet. Here they find even more of the black-robed figures they’ve been following for the past three games — including Broden, the former SOLDIER and inn manager you meet in Kalm during <a href="https://www.techradar.com/gaming/final-fantasy-7-rebirth-review"><em>Rebirth</em></a> — and yet again Cloud is racked with headaches and visions of Sephiroth, tormenting him about his past.</p><p>Players of the original will know where this is going, but before I go into any more details, here’s an obligatory <strong>SPOILER WARNING</strong>. We’ll be talking about <em>Final Fantasy VII</em>’s biggest twist after Aerith’s death below, and if you somehow don’t know it yet and don’t want to get spoiled, you’ve been warned.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B9SLPLecs4LmDEZhLAn4wM" name="FFVII_Revelation_June_Screenshots_(19)" alt="Cloud and the party in Final Fantasy VII Revelation" src="https://cdn.mos.cms.futurecdn.net/B9SLPLecs4LmDEZhLAn4wM-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>While my demo cuts things a little short, it shows Sephiroth forcing Cloud to remember he isn’t really a SOLDIER, just as he does in the og <em>FF7</em>.</p><p>He’s pointing out inconsistencies like Cloud’s lack of a SOLDIER ID number on his arm (something all the others have), comments that he must have the “wrong man” when attempting to reminisce with Cloud, and finally making him, Barret, and Tifa relive the Nibelheim incident one last time — and we see differences from the version from <em>Rebirth,</em> as Zack features, and one of the Shinra guards that was with the group before is suddenly missing…</p><p>Barrett even comments on how happy Cloud looks when posing for a photo, saying he looks like a “whole other person.”</p><h2 id="soldier-no-more">SOLDIER no more…</h2><p>As a reminder for anyone who hasn’t relived the <em>FF7</em> narrative recently, or who is unfamiliar with the plot and doesn’t care for spoilers, Cloud was actually just your regular Shinra grunt — those (lowercase) soldiers we’ve been dicing up since the opening of <em>Final Fantasy 7 Remake</em>.</p><p>He was there at the Nibelheim incident, but as backup for the actual SOLDIERs Sephiroth and Zack Fair. Embarrassed that he didn't achieve his SOLDIER dreams, Cloud hides his face from Tifa and others in the village, which is why she told Aerith that she doesn’t remember seeing him on that mission during the events of <em>Rebirth</em>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="37FtNcFSUPSwhctWPQtjuB" name="final-fantasy-7-rebirth-military.jpeg" alt="A military parade in Final Fantasy 7 Rebirth" src="https://cdn.mos.cms.futurecdn.net/37FtNcFSUPSwhctWPQtjuB-1920-80.jpeg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Cloud suits the Shinra uniform... </span><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>We already know from <em>Rebirth</em> that things don’t go according to Shinra’s plans on this mission, and in the original continuity we know that Cloud is able to defeat a weakened Sephiroth using Zack’s Buster Sword (it seems likely this is what happens in the <em>Remake</em> continuity too, though we haven’t had explicit confirmation, and we’ve already seen more than a few plot details shift between the two timelines).</p><p>Following the victory, Cloud and Zack are picked up by the mad Shinra scientist Hojo, who proceeds to experiment on the pair using Mako and Jenova cells in the hope they’ll become clones of the slain Sephiroth — or at least gain strength comparable to him.</p><p>Cloud’s mind is broken by these experiments, but Zack is able to hold himself together and rescue himself and Cloud — making it all the way to Midgar with his unconscious friend before Shinra catches up with them. In the original, this is where Zack is gunned down, though in at least one timeline (which we see in <em>Remake</em> and <em>Rebirth</em>) Zack is somehow able to survive the onslaught.</p><p>Back to the original version, however, left for dead by the grunts, Cloud eventually recovers enough to pick up Zack’s weapon, mourn his friend, and carry himself the rest of the way to Midgar — where he bumps into Tifa, and he is convinced into helping Avalanche on the mission <em>Remake</em> starts with.</p><p>The trauma caused by years of experimentation and the loss of his friend causes Cloud’s mind to build itself back incorrectly. His memories aren’t just his own, but an amalgamation of his and Zack’s — making Cloud believe he is indeed a First-Class SOLDIER.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8an6X7mkdh63tFEQNZBbYo" name="ff7-revelations-preview-7" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/8an6X7mkdh63tFEQNZBbYo-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="the-truth-is-out">The truth is out</h2><p>Thanks to Hojo’s test, Cloud becomes as physically strong and agile as a First-Class SOLDIER, and earns their ‘Mako eyes’ — a glow associated with Mako-enhanced folks — which is why he’s able to pass as one so effectively. </p><p>But <em>Rebirth</em> already poked holes in his story. In the Nibelheim flashback, we see multiple instances of Cloud behaving unlike himself — with the party noting he sounds a lot more upbeat and happy-go-lucky than he is with them, and Tifa admitting to Aerith that Cloud wasn’t one of the SOLDIERs she remembers being on the expedition with her.</p><p><em>Revelation</em> looks set to finally burst Cloud’s bubble in the <em>Remake </em>continuity, but interestingly this looks set to happen at the game’s intro rather than at its climax as it does in the original.</p><p>What impact this will have on the party’s dynamics — trust in Cloud already seems to be at an all-time low thanks to the visions and strange behaviour caused by his connection to Jenova — and for Cloud himself is yet to be seen.</p><p>But it’s another sign that <em>Final Fantasy VII Revelation</em> is just as unafraid to mix up the game’s timeline as previous entries, and I, for one, am excited to see what giving the party more time to digest this twist will mean for the adventure when it finally lands on April 8, 2027.</p>
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                                                            <title><![CDATA[ EA Sports FC 27 review: come for The Grounds, stay for Career ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ll say one thing for <em>EA Sports FC 27</em>: it’s not the same game as <a href="https://www.techradar.com/gaming/i-spent-a-week-playing-ea-sports-fc-26-and-im-baffled-that-ea-has-found-new-ways-to-make-me-care"><em>EA Sports FC 26</em></a>.</p><p>That reads like a compliment — and in some respects, it is — but where previous entries in EA’s long-running football simulator series shipped with minor improvements and equally minor frustrations, <em>FC 27</em> takes bigger swings that flip between successful, insignificant, and occasionally experience-worsening in their execution.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PS5<br /><strong>Available on:</strong> PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>Early Access: September 18, 2026 | Full release: September 25, 2026</p></div></div><p>I wish I could package that sentiment into a neat metaphor (‘a mixed bag’ is too hackneyed), but I can’t — so here’s the Cliffs Notes version of my review: </p><p>EA’s shiny new mode, The Grounds, is a hollow imitation of <em>NBA 2K</em>'s The City. Ultimate Team is objectively better than it was in <em>FC 26</em>, but is still geared towards card-collecting youngsters and time-rich YouTubers. Career mode is the best it’s ever been, but is oddly prone to breakage by the same new features that make it better. And the overall <em>FC </em>gameplay experience is more challenging than before, but more rewarding as a result.</p><p>Still with me? I’ll run through each of those mini-verdicts as you read on, but you get the idea: <em>EA Sports FC 27 </em>is immense fun in parts, dull in others, and a generally quite confusing entry in a series that rarely changes so much from one year to the next. But hey, change is good... right?</p><h2 id="around-the-grounds-and-out-again">Around The Grounds (and out again)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ohUMve22r8scC9AepHaGXG" name="IMG_0447.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/ohUMve22r8scC9AepHaGXG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Yes, you can emote in The Grounds </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This year’s big new addition to the <em>FC</em> franchise is The Grounds — an ‘open-world’ reimagining of the series’ Clubs mode in which you can compete with friends or randoms in both stadium- and street-based challenges.</p><p>I put ‘open-world’ in quotation marks because The Grounds is not so much a free-roam experience as a third-person menu-hopping one. The idea of exploring three “cultural hubs of football” sounds cool, but in reality, these hubs are little more than poorly rendered maps populated by lifeless NPCs (non-player characters), Riddler Trophy-style Drop Kick Targets, and PvP waiting areas.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QRSnk8LWvqCWC2ECLDNn6G" name="IMG_0443.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/QRSnk8LWvqCWC2ECLDNn6G-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Each of The Grounds' three districts are connected by a central hub </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The game modes available within The Grounds are fun enough — there are traditional 11v11 matches, <em>FIFA Street</em>-style cage matches, and more casual mini-games like the basketball-inspired Bucket Ball — but the ‘open-world’ aspect of the experience adds little beyond longer wait times (because you now have to travel from A to B on foot) and the ability to customize your pro’s wardrobe with licensed clothing. At a price, of course.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aoNMiU5wKJnjXMX2jm7dHZ" name="split-image-1920 (18)" alt="A screenshot from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/aoNMiU5wKJnjXMX2jm7dHZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">There was quite a difference between the appearance of my virtual pro in the avatar creation menu (left) and The Grounds itself (right) </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I won’t lie: I did have a good time building my pro and was excited to get out into The Grounds’ virtual world. But once I’d played a handful of matches and completed enough Alex Hunter-ordered errands to buy myself a cool headband (Kylian Mbappé, Paulo Dybala, and Chloe Kelly are the other ‘mentors’), the novelty of this new open-but-actually-closed game mode quickly wore off.</p><p>With enough friends in tow, I can imagine The Grounds being a lot of fun, and I don’t criticize EA for trying something genuinely new with <em>FC 27</em>. I’m just not sure The Grounds actually <em>is</em> all that new — it’s more like Clubs with an extremely elaborate menu system.</p><h2 id="players-for-points">Players for points</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="s9jXDLWhMPAh6jU9TuzSFG" name="IMG_0445.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/s9jXDLWhMPAh6jU9TuzSFG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">An example of a Streamlined SBC </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Opening Ultimate Team (FUT) for the first time in <em>FC 27</em> feels like walking into a nightclub sober. You’re immediately hit with a barrage of menus, cards, and checklists, which is a frankly disorienting experience until you remember that this is exactly what FUT has been like for several years now.</p><p>Still, once you get over the customary nausea, there are some genuinely neat improvements to be found in this year’s edition of EA’s most popular (and profitable) mode.</p><p>My favorite addition is Streamlined SBCs (Squad Building Challenges). These are essentially SBCs that swap the starting XI puzzle aspect for a cumulative target score — each player in your club has a value, and you need to exchange enough players to reach that score. You don’t need to worry about formations, positions, or chemistry; instead, Streamlined SBCs are purely a numbers game.</p><p>Traditional SBCs are still present and correct in <em>FC 27</em> — I personally enjoy the challenge of completing the weekly Marquee Matchups SBC — but with Streamlined SBCs, EA has acknowledged that most players aren’t fussed about the puzzling they require. Streamlined SBCs are for those who, understandably, want to snag the SBC reward in as little time as possible. But I appreciate that EA has kept both SBC types in the game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="urZDkPrkmQk2QcMUvfRVMG" name="IMG_0439.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/urZDkPrkmQk2QcMUvfRVMG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">An example of a Gallery Set </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Gallery is a less meaningful but otherwise harmless addition to FUT. It’s a sticker book-style card-collection feature that tracks every player who’s ever passed through your club and encourages you to curate these players into graded sets. Doing so earns you trinkets and cosmetics (boring), but also Gallery Tokens (less boring), which can be spent on special Hall of FUT players like Loïc Rémy, Adebayo Akinfenwa, and Marouane Fellaini. </p><p>Honestly, the Gallery interface is as dizzying to navigate as everything else in FUT, but at least there are tangible player rewards to be gained from taking the time to understand it. I just wish The Gallery were available in the <em>FC 27</em> Web App, so I could kill time grading cards while on my evening commute, and not while playing <em>FC 27</em> proper.</p><h2 id="jockey-down-the-line">Jockey down the line</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wXgWdgRDkqLsXd5ThTfViG" name="IMG_0436.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/wXgWdgRDkqLsXd5ThTfViG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Auto-tackling is gone in EA Sports FC 27 </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It’s a little hard to give a comprehensive verdict on gameplay in <em>FC 27</em>, since EA is tweaking the mechanics all the time, but broadly speaking, the biggest gameplay changes apply to defending and set pieces.</p><p>On the former, there’s now less AI assistance, so computer-controlled players on your team (i.e., those you haven’t switched to yet) won’t auto-tackle an opponent, meaning you’ve got to be quicker on your L1/LB draw and smarter with your tackle timing. Jockeying is faster for all players as a result, which also makes the Jockey PlayStyle less overpowered than it was in <em>FC 27</em>.</p><p>As someone who’s better at defending than attacking, I’m all for these defensive changes — and the redesigned corner kicks system also puts more importance on defenders in this year’s game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jK8V64SfAn8GhRUUtrxtmG" name="IMG_0435.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/jK8V64SfAn8GhRUUtrxtmG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">You can now manually control player positioning in the box when taking a corner </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>There’s now a longer pause between the taking of a corner kick and the ball’s arrival in the box, and — finally! — you get manual control over player positioning within the box itself. This change means corners are now skill-based rather than luck-based, which is absolutely what they felt like before (even if EA would never say so).</p><p>I spend most of my time playing the Authentic gameplay preset in Career mode, which is a different kettle of fish entirely, but for those who play Competitive in FUT, I’d say defending and corner kicks have seen the most noticeable tweaks in <em>FC 27</em>. </p><p>Skilled dribblers now ride challenges more effectively, too, but this isn’t such a significant gameplay tweak in my experience — but then again, I haven’t played too many online matches in FUT, which is where you’re likely to come up against the dribble-happy duo of Ousmane Dembélé and Lamine Yamal. I’ll pray for your controller.</p><h2 id="the-art-of-the-deal">The Art of the Deal</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sF9mZ53W459shkh26Mc5M5" name="HOkh8RKWYAAYd0i" alt="The redesigned transfer negotiation interface in EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/sF9mZ53W459shkh26Mc5M5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The redesigned transfer negotiation interface in EA Sports FC 27 </span><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>After fulfilling my testing-time obligations in The Grounds and Ultimate Team, I couldn’t wait to dive into <em>FC 27</em>’s refreshed Career mode. And judging by the view counts on EA’s <a href="https://www.youtube.com/@easportsfc/videos" target="_blank">YouTube Deep Dives</a> for the game (the <a href="https://www.youtube.com/watch?v=1Xmyz2tVEjg" target="_blank">Career Deep Dive</a> has the most views by a margin of over 1 million ), there’s a good chance that you, too, are more interested in <em>FC 27</em>’s slower-paced managerial simulator than any of its other modes.</p><p>The big changes this year apply to transfers. The awkward 3D negotiation scenes have been replaced with <em>FIFA 13</em>-style 2D negotiations, primarily because there’s a lot (and I mean <em>a lot</em>) more negotiating to be done in <em>FC 27</em>.</p><p>Previously, you’d offer a sum of money for a player, and if the selling club accepted your price, you’d then negotiate personal terms with the player in question. That was it. Two steps. You could pretty much buy any player for any club if you had the funds to do so.</p><p>In <em>FC 27,</em> transfer negotiations are far more realistic — for better and worse.</p><p>Now, if you’ve got your eyes on a player, you first have to send an inquiry to determine whether their current club is willing to sell them. The players themselves can also reject your advances if they’re simply not interested in joining your club — regardless of the money you might’ve been prepared to pay them and their club. If you’re rejected, you won’t be told the reasons why, but EA says player decision-making is based on tactical fit, club finances, form, historical rivalries, and long-term club philosophy.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7BvpxiEifzPhpNwBGUUzZG" name="IMG_0440.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/7BvpxiEifzPhpNwBGUUzZG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A small sample of my rejected player approaches </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>And trust me: you will get rejected a lot. Or at least I was while playing as Everton. I couldn’t convince 80% of my transfer targets to even come to the negotiating table, and even when I did get close to signing a target, they’d invariably be stolen at the last minute by a bigger rival (Newcastle, for instance, accepted my offer for Harvey Barnes, but Barnes rejected me to join Chelsea on deadline day. Mercenary!).</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4xzZAKhgGcBSNJYcHhk7rG" name="IMG_0437.JPG" caption="" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/4xzZAKhgGcBSNJYcHhk7rG-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Actually being able to score from corners and free-kicks using carefully positioned target men, thanks to the revamped set-piece system.</p></div></div><p>If you <em>do</em> get to the negotiation stage, there are some nice new ways to structure deals, including with transfer instalments, agent fees, and performance-based bonuses. But I was honestly surprised by how difficult it was to sign players generally.</p><p>You <em>can </em>make transfer negotiations easier — they’re set to strict by default when you start a save — but actually, after the initial difficulty shock, I came to enjoy the challenge. Sure, I didn’t get most of my initial transfer targets, but that struggle made my eventual signings — Patrik Schick, Lucas Bergvall, Dan Ballard, and Raúl Asencio on loan — feel more rewarding as a result. It also felt very Everton to be rejected or outbid so frequently.</p><p>One big negative, though, is that players are absolute prima donnas in <em>FC 27</em> Career mode — and their stinking attitudes can sometimes present a real headache.</p><p>It’s entirely possible that large groups of players hand in transfer requests at the same time because, as per the new minutes system, a player with 41% or higher stamina expects to play. If they don’t, they get annoyed and request a transfer. That (sort of) makes sense, but it’s particularly problematic if you like to simulate lots of matches, as the computer will only play high-stamina players (think 70% stamina and above).</p><p>I’ve seen some streamers complain that the game’s liberal transfer request system has ground their Career saves to a halt, and even if you can appease your unruly squad, it’s not particularly enjoyable to feel like virtual players are managing you, rather than the other way around. </p><p>Unexpected Events are back in <em>FC 27</em>, too, and these random scenarios — like Abrupt Retirement or Urgent Family Leave — can similarly disrupt the flow of a season. </p><p>I’m all for being tested as a manager, but Career mode feels particularly patience-testing this year — it’s more rewarding in places, sure, but it would be nice to play five straight matches without an injury, a mutiny, or an unmissable family funeral.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7n66b5btCfQcfnqmAgjryF" name="IMG_0441.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/7n66b5btCfQcfnqmAgjryF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Dynamic Overall gives more weight to form, morale, and fitness </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Dynamic Overall is a more positive addition to Career mode in <em>FC 27</em>. It’s essentially a dynamic rating system that causes player ratings to fluctuate throughout the season instead of staying fixed. Form, morale, and fitness can all make a player’s rating go up or down, and transfer values are impacted by big changes in rating.</p><p>In my Everton save, Tyler Dibling played so well so consistently that his rating went from 74 to 83 in a matter of months — that seems ridiculous on paper, but it’s actually representative of how player values change drastically in real life. Good feature!</p><h2 id="should-you-play-ea-sports-fc-27">Should you play EA Sports FC 27?</h2><h2 id="play-it-if-4">Play it if...</h2><div class="product"><p><strong>You've always wanted a more challenging Career mode</strong><br />The redesigned transfer system has a huge impact on the realism and difficulty of Career mode in <em>FC 27</em>.</p></div><div class="product"><p><strong>You can't resist FUT's shiny player cards</strong><br /><em>FC 27</em> makes it easier than ever to unlock special player cards in FUT via Streamlined SBCs, while The Gallery gives you a place to show off your collection.</p></div><h2 id="don-39-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You want an open-world footballing experience</strong><br />Yes, The Grounds is 'open-world' to some extent, but it's more like an elaborate menu system than an enjoyable place to explore and engage with.</p></div><div class="product"><p><strong>You want an arcade-style Career mode </strong><br />Career mode is more feature-packed than ever in FC 27. Its difficulty can be lowered, but it's no longer an arcade-style experience.</p></div><h2 id="accessibility-features-4">Accessibility features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pLDJDgYhk6Z3d6gqL4RZBG" name="IMG_0446.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/pLDJDgYhk6Z3d6gqL4RZBG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Like its predecessors, <em>EA Sports FC 27 </em>offers a comprehensive suite of accessibility options, including settings for subtitles, button remapping, color blindness, and increasing the size of the player indicator. It also features a dedicated High Contrast Mode for low-vision and cognitively disabled players.</p><p>All of these accessibility options can be found in a dedicated Accessibility Settings tab. The game has six difficulty levels — Beginner, Amateur, Semi-Pro, Professional, World Class, Legendary, and Ultimate — and features support for 21 languages.</p><h2 id="how-i-reviewed-ea-sports-fc-27">How I reviewed EA Sports FC 27</h2><p>I played <em>EA Sports FC 27 </em>for a month, having received the game a few days ahead of its official Early Access release on September 18. During that time, I had access to all modes and features and was able to compete against real-world players who also had early review access to the game.</p><p>I played on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, using a standard <a href="https://www.techradar.com/uk/tag/dualsense">DualSense</a> controller, on a <a href="https://www.techradar.com/reviews/samsung-qn95a-neo-qled-4k-tv">Samsung QN95A Neo QLED 4K TV</a>. I’ve played every <em>EA Sports </em>football title since <em>FIFA 13</em>, and also reviewed <a href="https://www.techradar.com/reviews/fifa-22"><em>FIFA 22</em></a>, <a href="https://www.techradar.com/reviews/fifa-23"><em>FIFA 23</em></a>, <a href="https://www.techradar.com/gaming/ea-sports-fc-24-review-the-football-is-excellent-and-thats-enough"><em>EA Sports FC 24</em></a>, <a href="https://www.techradar.com/gaming/ea-sports-fc-25-review"><em>EA Sports FC 25</em></a>, and <a href="https://www.techradar.com/gaming/i-spent-a-week-playing-ea-sports-fc-26-and-im-baffled-that-ea-has-found-new-ways-to-make-me-care">EA Sports FC 26</a> for TechRadar Gaming.</p><p><em>First reviewed: October 2025.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ea-sports-fc-27-review</link>
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                            <![CDATA[ EA Sports FC 27 brings surprisingly big changes to EA’s long-running football franchise, but not all of them land successfully. ]]>
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                                                                        <pubDate>Sun, 18 Oct 2026 07:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 19 Oct 2026 08:52:23 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ axel.metz@futurenet.com (Axel Metz) ]]></author>                    <dc:creator><![CDATA[ Axel Metz ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/N78Zvp3sFbjK9rrUTdybEY-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Axel is TechRadar&#039;s Phones Editor, reporting on everything from the latest Apple developments to newest AI breakthroughs as part of the site&#039;s Mobile Computing vertical. Working out of the brand’s London office, he is a versatile, NCTJ-accredited journalist with a keen interest in the applications of technology beyond the desktop, and has bylines in various publications including Total Film, ShortList, Esquire, and FourFourTwo.&lt;br&gt;&lt;br&gt;After graduating from the University of Warwick with a degree in English Literature, Axel spent time as a freelance writer before joining TechRadar as part of its inaugural digital training scheme. His role sees him keeping a close eye on the latest trends in the worlds of mobile technology and digital culture, and his coverage extends from news reporting and analysis to in-depth interviews and opinion.&lt;br&gt;&lt;br&gt;Away from the keyboard, Axel can be found working his way through a lengthy watchlist of films and counting down the days until Chelsea&#039;s next managerial change. Want to get in touch? You can contact Axel over email (linked above) or through &lt;a href=&quot;https://twitter.com/axelkmetz&quot;&gt;Twitter&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[EA Sports]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Key art from EA Sports FC 27]]></media:description>                                                            <media:text><![CDATA[Key art from EA Sports FC 27]]></media:text>
                                <media:title type="plain"><![CDATA[Key art from EA Sports FC 27]]></media:title>
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                                <p>I’ll say one thing for <em>EA Sports FC 27</em>: it’s not the same game as <a href="https://www.techradar.com/gaming/i-spent-a-week-playing-ea-sports-fc-26-and-im-baffled-that-ea-has-found-new-ways-to-make-me-care"><em>EA Sports FC 26</em></a>.</p><p>That reads like a compliment — and in some respects, it is — but where previous entries in EA’s long-running football simulator series shipped with minor improvements and equally minor frustrations, <em>FC 27</em> takes bigger swings that flip between successful, insignificant, and occasionally experience-worsening in their execution.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PS5<br /><strong>Available on:</strong> PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>Early Access: September 18, 2026 | Full release: September 25, 2026</p></div></div><p>I wish I could package that sentiment into a neat metaphor (‘a mixed bag’ is too hackneyed), but I can’t — so here’s the Cliffs Notes version of my review: </p><p>EA’s shiny new mode, The Grounds, is a hollow imitation of <em>NBA 2K</em>'s The City. Ultimate Team is objectively better than it was in <em>FC 26</em>, but is still geared towards card-collecting youngsters and time-rich YouTubers. Career mode is the best it’s ever been, but is oddly prone to breakage by the same new features that make it better. And the overall <em>FC </em>gameplay experience is more challenging than before, but more rewarding as a result.</p><p>Still with me? I’ll run through each of those mini-verdicts as you read on, but you get the idea: <em>EA Sports FC 27 </em>is immense fun in parts, dull in others, and a generally quite confusing entry in a series that rarely changes so much from one year to the next. But hey, change is good... right?</p><h2 id="around-the-grounds-and-out-again">Around The Grounds (and out again)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ohUMve22r8scC9AepHaGXG" name="IMG_0447.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/ohUMve22r8scC9AepHaGXG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Yes, you can emote in The Grounds </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This year’s big new addition to the <em>FC</em> franchise is The Grounds — an ‘open-world’ reimagining of the series’ Clubs mode in which you can compete with friends or randoms in both stadium- and street-based challenges.</p><p>I put ‘open-world’ in quotation marks because The Grounds is not so much a free-roam experience as a third-person menu-hopping one. The idea of exploring three “cultural hubs of football” sounds cool, but in reality, these hubs are little more than poorly rendered maps populated by lifeless NPCs (non-player characters), Riddler Trophy-style Drop Kick Targets, and PvP waiting areas.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QRSnk8LWvqCWC2ECLDNn6G" name="IMG_0443.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/QRSnk8LWvqCWC2ECLDNn6G-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Each of The Grounds' three districts are connected by a central hub </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The game modes available within The Grounds are fun enough — there are traditional 11v11 matches, <em>FIFA Street</em>-style cage matches, and more casual mini-games like the basketball-inspired Bucket Ball — but the ‘open-world’ aspect of the experience adds little beyond longer wait times (because you now have to travel from A to B on foot) and the ability to customize your pro’s wardrobe with licensed clothing. At a price, of course.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aoNMiU5wKJnjXMX2jm7dHZ" name="split-image-1920 (18)" alt="A screenshot from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/aoNMiU5wKJnjXMX2jm7dHZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">There was quite a difference between the appearance of my virtual pro in the avatar creation menu (left) and The Grounds itself (right) </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I won’t lie: I did have a good time building my pro and was excited to get out into The Grounds’ virtual world. But once I’d played a handful of matches and completed enough Alex Hunter-ordered errands to buy myself a cool headband (Kylian Mbappé, Paulo Dybala, and Chloe Kelly are the other ‘mentors’), the novelty of this new open-but-actually-closed game mode quickly wore off.</p><p>With enough friends in tow, I can imagine The Grounds being a lot of fun, and I don’t criticize EA for trying something genuinely new with <em>FC 27</em>. I’m just not sure The Grounds actually <em>is</em> all that new — it’s more like Clubs with an extremely elaborate menu system.</p><h2 id="players-for-points">Players for points</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="s9jXDLWhMPAh6jU9TuzSFG" name="IMG_0445.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/s9jXDLWhMPAh6jU9TuzSFG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">An example of a Streamlined SBC </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Opening Ultimate Team (FUT) for the first time in <em>FC 27</em> feels like walking into a nightclub sober. You’re immediately hit with a barrage of menus, cards, and checklists, which is a frankly disorienting experience until you remember that this is exactly what FUT has been like for several years now.</p><p>Still, once you get over the customary nausea, there are some genuinely neat improvements to be found in this year’s edition of EA’s most popular (and profitable) mode.</p><p>My favorite addition is Streamlined SBCs (Squad Building Challenges). These are essentially SBCs that swap the starting XI puzzle aspect for a cumulative target score — each player in your club has a value, and you need to exchange enough players to reach that score. You don’t need to worry about formations, positions, or chemistry; instead, Streamlined SBCs are purely a numbers game.</p><p>Traditional SBCs are still present and correct in <em>FC 27</em> — I personally enjoy the challenge of completing the weekly Marquee Matchups SBC — but with Streamlined SBCs, EA has acknowledged that most players aren’t fussed about the puzzling they require. Streamlined SBCs are for those who, understandably, want to snag the SBC reward in as little time as possible. But I appreciate that EA has kept both SBC types in the game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="urZDkPrkmQk2QcMUvfRVMG" name="IMG_0439.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/urZDkPrkmQk2QcMUvfRVMG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">An example of a Gallery Set </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>The Gallery is a less meaningful but otherwise harmless addition to FUT. It’s a sticker book-style card-collection feature that tracks every player who’s ever passed through your club and encourages you to curate these players into graded sets. Doing so earns you trinkets and cosmetics (boring), but also Gallery Tokens (less boring), which can be spent on special Hall of FUT players like Loïc Rémy, Adebayo Akinfenwa, and Marouane Fellaini. </p><p>Honestly, the Gallery interface is as dizzying to navigate as everything else in FUT, but at least there are tangible player rewards to be gained from taking the time to understand it. I just wish The Gallery were available in the <em>FC 27</em> Web App, so I could kill time grading cards while on my evening commute, and not while playing <em>FC 27</em> proper.</p><h2 id="jockey-down-the-line">Jockey down the line</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wXgWdgRDkqLsXd5ThTfViG" name="IMG_0436.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/wXgWdgRDkqLsXd5ThTfViG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Auto-tackling is gone in EA Sports FC 27 </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It’s a little hard to give a comprehensive verdict on gameplay in <em>FC 27</em>, since EA is tweaking the mechanics all the time, but broadly speaking, the biggest gameplay changes apply to defending and set pieces.</p><p>On the former, there’s now less AI assistance, so computer-controlled players on your team (i.e., those you haven’t switched to yet) won’t auto-tackle an opponent, meaning you’ve got to be quicker on your L1/LB draw and smarter with your tackle timing. Jockeying is faster for all players as a result, which also makes the Jockey PlayStyle less overpowered than it was in <em>FC 27</em>.</p><p>As someone who’s better at defending than attacking, I’m all for these defensive changes — and the redesigned corner kicks system also puts more importance on defenders in this year’s game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jK8V64SfAn8GhRUUtrxtmG" name="IMG_0435.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/jK8V64SfAn8GhRUUtrxtmG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">You can now manually control player positioning in the box when taking a corner </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>There’s now a longer pause between the taking of a corner kick and the ball’s arrival in the box, and — finally! — you get manual control over player positioning within the box itself. This change means corners are now skill-based rather than luck-based, which is absolutely what they felt like before (even if EA would never say so).</p><p>I spend most of my time playing the Authentic gameplay preset in Career mode, which is a different kettle of fish entirely, but for those who play Competitive in FUT, I’d say defending and corner kicks have seen the most noticeable tweaks in <em>FC 27</em>. </p><p>Skilled dribblers now ride challenges more effectively, too, but this isn’t such a significant gameplay tweak in my experience — but then again, I haven’t played too many online matches in FUT, which is where you’re likely to come up against the dribble-happy duo of Ousmane Dembélé and Lamine Yamal. I’ll pray for your controller.</p><h2 id="the-art-of-the-deal">The Art of the Deal</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sF9mZ53W459shkh26Mc5M5" name="HOkh8RKWYAAYd0i" alt="The redesigned transfer negotiation interface in EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/sF9mZ53W459shkh26Mc5M5-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The redesigned transfer negotiation interface in EA Sports FC 27 </span><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>After fulfilling my testing-time obligations in The Grounds and Ultimate Team, I couldn’t wait to dive into <em>FC 27</em>’s refreshed Career mode. And judging by the view counts on EA’s <a href="https://www.youtube.com/@easportsfc/videos" target="_blank">YouTube Deep Dives</a> for the game (the <a href="https://www.youtube.com/watch?v=1Xmyz2tVEjg" target="_blank">Career Deep Dive</a> has the most views by a margin of over 1 million ), there’s a good chance that you, too, are more interested in <em>FC 27</em>’s slower-paced managerial simulator than any of its other modes.</p><p>The big changes this year apply to transfers. The awkward 3D negotiation scenes have been replaced with <em>FIFA 13</em>-style 2D negotiations, primarily because there’s a lot (and I mean <em>a lot</em>) more negotiating to be done in <em>FC 27</em>.</p><p>Previously, you’d offer a sum of money for a player, and if the selling club accepted your price, you’d then negotiate personal terms with the player in question. That was it. Two steps. You could pretty much buy any player for any club if you had the funds to do so.</p><p>In <em>FC 27,</em> transfer negotiations are far more realistic — for better and worse.</p><p>Now, if you’ve got your eyes on a player, you first have to send an inquiry to determine whether their current club is willing to sell them. The players themselves can also reject your advances if they’re simply not interested in joining your club — regardless of the money you might’ve been prepared to pay them and their club. If you’re rejected, you won’t be told the reasons why, but EA says player decision-making is based on tactical fit, club finances, form, historical rivalries, and long-term club philosophy.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7BvpxiEifzPhpNwBGUUzZG" name="IMG_0440.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/7BvpxiEifzPhpNwBGUUzZG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A small sample of my rejected player approaches </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>And trust me: you will get rejected a lot. Or at least I was while playing as Everton. I couldn’t convince 80% of my transfer targets to even come to the negotiating table, and even when I did get close to signing a target, they’d invariably be stolen at the last minute by a bigger rival (Newcastle, for instance, accepted my offer for Harvey Barnes, but Barnes rejected me to join Chelsea on deadline day. Mercenary!).</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4xzZAKhgGcBSNJYcHhk7rG" name="IMG_0437.JPG" caption="" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/4xzZAKhgGcBSNJYcHhk7rG-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Actually being able to score from corners and free-kicks using carefully positioned target men, thanks to the revamped set-piece system.</p></div></div><p>If you <em>do</em> get to the negotiation stage, there are some nice new ways to structure deals, including with transfer instalments, agent fees, and performance-based bonuses. But I was honestly surprised by how difficult it was to sign players generally.</p><p>You <em>can </em>make transfer negotiations easier — they’re set to strict by default when you start a save — but actually, after the initial difficulty shock, I came to enjoy the challenge. Sure, I didn’t get most of my initial transfer targets, but that struggle made my eventual signings — Patrik Schick, Lucas Bergvall, Dan Ballard, and Raúl Asencio on loan — feel more rewarding as a result. It also felt very Everton to be rejected or outbid so frequently.</p><p>One big negative, though, is that players are absolute prima donnas in <em>FC 27</em> Career mode — and their stinking attitudes can sometimes present a real headache.</p><p>It’s entirely possible that large groups of players hand in transfer requests at the same time because, as per the new minutes system, a player with 41% or higher stamina expects to play. If they don’t, they get annoyed and request a transfer. That (sort of) makes sense, but it’s particularly problematic if you like to simulate lots of matches, as the computer will only play high-stamina players (think 70% stamina and above).</p><p>I’ve seen some streamers complain that the game’s liberal transfer request system has ground their Career saves to a halt, and even if you can appease your unruly squad, it’s not particularly enjoyable to feel like virtual players are managing you, rather than the other way around. </p><p>Unexpected Events are back in <em>FC 27</em>, too, and these random scenarios — like Abrupt Retirement or Urgent Family Leave — can similarly disrupt the flow of a season. </p><p>I’m all for being tested as a manager, but Career mode feels particularly patience-testing this year — it’s more rewarding in places, sure, but it would be nice to play five straight matches without an injury, a mutiny, or an unmissable family funeral.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7n66b5btCfQcfnqmAgjryF" name="IMG_0441.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/7n66b5btCfQcfnqmAgjryF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Dynamic Overall gives more weight to form, morale, and fitness </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Dynamic Overall is a more positive addition to Career mode in <em>FC 27</em>. It’s essentially a dynamic rating system that causes player ratings to fluctuate throughout the season instead of staying fixed. Form, morale, and fitness can all make a player’s rating go up or down, and transfer values are impacted by big changes in rating.</p><p>In my Everton save, Tyler Dibling played so well so consistently that his rating went from 74 to 83 in a matter of months — that seems ridiculous on paper, but it’s actually representative of how player values change drastically in real life. Good feature!</p><h2 id="should-you-play-ea-sports-fc-27">Should you play EA Sports FC 27?</h2><h2 id="play-it-if-4">Play it if...</h2><div class="product"><p><strong>You've always wanted a more challenging Career mode</strong><br />The redesigned transfer system has a huge impact on the realism and difficulty of Career mode in <em>FC 27</em>.</p></div><div class="product"><p><strong>You can't resist FUT's shiny player cards</strong><br /><em>FC 27</em> makes it easier than ever to unlock special player cards in FUT via Streamlined SBCs, while The Gallery gives you a place to show off your collection.</p></div><h2 id="don-39-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You want an open-world footballing experience</strong><br />Yes, The Grounds is 'open-world' to some extent, but it's more like an elaborate menu system than an enjoyable place to explore and engage with.</p></div><div class="product"><p><strong>You want an arcade-style Career mode </strong><br />Career mode is more feature-packed than ever in FC 27. Its difficulty can be lowered, but it's no longer an arcade-style experience.</p></div><h2 id="accessibility-features-4">Accessibility features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pLDJDgYhk6Z3d6gqL4RZBG" name="IMG_0446.JPG" alt="Screenshots from EA Sports FC 27" src="https://cdn.mos.cms.futurecdn.net/pLDJDgYhk6Z3d6gqL4RZBG-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Like its predecessors, <em>EA Sports FC 27 </em>offers a comprehensive suite of accessibility options, including settings for subtitles, button remapping, color blindness, and increasing the size of the player indicator. It also features a dedicated High Contrast Mode for low-vision and cognitively disabled players.</p><p>All of these accessibility options can be found in a dedicated Accessibility Settings tab. The game has six difficulty levels — Beginner, Amateur, Semi-Pro, Professional, World Class, Legendary, and Ultimate — and features support for 21 languages.</p><h2 id="how-i-reviewed-ea-sports-fc-27">How I reviewed EA Sports FC 27</h2><p>I played <em>EA Sports FC 27 </em>for a month, having received the game a few days ahead of its official Early Access release on September 18. During that time, I had access to all modes and features and was able to compete against real-world players who also had early review access to the game.</p><p>I played on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, using a standard <a href="https://www.techradar.com/uk/tag/dualsense">DualSense</a> controller, on a <a href="https://www.techradar.com/reviews/samsung-qn95a-neo-qled-4k-tv">Samsung QN95A Neo QLED 4K TV</a>. I’ve played every <em>EA Sports </em>football title since <em>FIFA 13</em>, and also reviewed <a href="https://www.techradar.com/reviews/fifa-22"><em>FIFA 22</em></a>, <a href="https://www.techradar.com/reviews/fifa-23"><em>FIFA 23</em></a>, <a href="https://www.techradar.com/gaming/ea-sports-fc-24-review-the-football-is-excellent-and-thats-enough"><em>EA Sports FC 24</em></a>, <a href="https://www.techradar.com/gaming/ea-sports-fc-25-review"><em>EA Sports FC 25</em></a>, and <a href="https://www.techradar.com/gaming/i-spent-a-week-playing-ea-sports-fc-26-and-im-baffled-that-ea-has-found-new-ways-to-make-me-care">EA Sports FC 26</a> for TechRadar Gaming.</p><p><em>First reviewed: October 2025.</em></p>
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                                                            <title><![CDATA[ 007 First Light is finally coming to Nintendo Switch 2 next year — 'The development team will use the coming months to continue refining the game's optimisation' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>007 First Light</strong></em><strong> will launch on Nintendo Switch 2 on March 18, 2027</strong></li><li><strong>The edition was originally scheduled to launch this year but was delayed</strong></li><li><strong>IO Interactive says it will continue "refining the game's optimisation and performance" in the lead-up to the game's release</strong></li></ul><p>IO Interactive has finally announced that <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a> will launch on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> on March 18, 2027.</p><p>The release date is much later than initially promised <strong>—</strong> <a href="https://www.techradar.com/gaming/the-nintendo-switch-2-version-of-007-first-light-has-been-delayed-until-later-this-summer">IOI originally said the Switch 2 edition would arrive this year</a><strong> </strong>after the game's PS5, Xbox, and PC launch in May <strong>— </strong> however, it's now said that the delay allowed the team extra time to address performance issues and that it will continue to improve optimisation in the following months.</p><p>"Since announcing additional development time to ensure the quality of experience players expect, IO Interactive has brought hands-on builds of <em>007 First Light</em> to both Gamescom and Tokyo Game Show, where players and press had their first opportunity to experience Bond's world running on Nintendo's hardware," IOI said in a <a href="https://ioi.dk/007firstlightgame/news/2026/007-first-light-switch-2-date-confirmed" target="_blank">statement</a>.</p><p>"Player response from both events has been positive, reflecting the progress being made across the game as development continues toward launch."</p><p>The studio added that "the development team will use the coming months to continue refining the game's optimisation and performance on Nintendo Switch 2, ensuring it meets the standard players expect at launch."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/ONqZeuZtbVE" allowfullscreen=""></iframe></div></div><p>On top of a Switch 2 release date and a new gameplay trailer running on the hardware, the<em> 007 First Light</em> – Deluxe Edition is now available for pre-order for $69.99 / £69.99. </p><p>The Deluxe Edition offers the Gleaming Lighter, Gleaming Earphones, Gleaming Dart Gun, and Gleaming Pen gadgets, plus four additional outfits, including the Day of the Dead, the Desert Explorer, the Silent Anchor, and the Gentleman Operator. </p><p>In addition, the <em>007 First Light</em> - Special Edition on Switch 2 is also available exclusively at <a href="http://amazon.com/" target="_blank">Amazon</a>, giving players access to the Classic Tuxedo.</p><p>Anyone who pre-orders the game on Switch 2 will also receive early access to the GoldenEye Suit at launch.</p><p>IOI released <a href="https://www.techradar.com/gaming/007-first-lights-first-free-dlc-brings-over-700-fixes-and-improvements-alongside-new-game-plus-photo-mode-and-more-playable-content"><em>007 First Light</em>'s first major free downloadable content (DLC) earlier this month</a>, which included New Game Plus, Photo Mode, and a brand-new "00" difficulty level, among other activities.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/007-first-light-is-finally-coming-to-nintendo-switch-2-next-year-the-development-team-will-use-the-coming-months-to-continue-refining-the-games-optimisation</link>
                                                                            <description>
                            <![CDATA[ IO Interactive has finally announced that 007 First Light will launch on Nintendo Switch 2 on March 18, 2027. ]]>
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                                                                        <pubDate>Thu, 15 Oct 2026 17:15:59 +0000</pubDate>                                                                                                                                <updated>Thu, 15 Oct 2026 21:43:31 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[IO Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[007 First Light trailer screenshot showing James Bond]]></media:description>                                                            <media:text><![CDATA[007 First Light trailer screenshot showing James Bond]]></media:text>
                                <media:title type="plain"><![CDATA[007 First Light trailer screenshot showing James Bond]]></media:title>
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                            <![CDATA[
                            <article>
                                <ul><li><em><strong>007 First Light</strong></em><strong> will launch on Nintendo Switch 2 on March 18, 2027</strong></li><li><strong>The edition was originally scheduled to launch this year but was delayed</strong></li><li><strong>IO Interactive says it will continue "refining the game's optimisation and performance" in the lead-up to the game's release</strong></li></ul><p>IO Interactive has finally announced that <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a> will launch on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> on March 18, 2027.</p><p>The release date is much later than initially promised <strong>—</strong> <a href="https://www.techradar.com/gaming/the-nintendo-switch-2-version-of-007-first-light-has-been-delayed-until-later-this-summer">IOI originally said the Switch 2 edition would arrive this year</a><strong> </strong>after the game's PS5, Xbox, and PC launch in May <strong>— </strong> however, it's now said that the delay allowed the team extra time to address performance issues and that it will continue to improve optimisation in the following months.</p><p>"Since announcing additional development time to ensure the quality of experience players expect, IO Interactive has brought hands-on builds of <em>007 First Light</em> to both Gamescom and Tokyo Game Show, where players and press had their first opportunity to experience Bond's world running on Nintendo's hardware," IOI said in a <a href="https://ioi.dk/007firstlightgame/news/2026/007-first-light-switch-2-date-confirmed" target="_blank">statement</a>.</p><p>"Player response from both events has been positive, reflecting the progress being made across the game as development continues toward launch."</p><p>The studio added that "the development team will use the coming months to continue refining the game's optimisation and performance on Nintendo Switch 2, ensuring it meets the standard players expect at launch."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/ONqZeuZtbVE" allowfullscreen=""></iframe></div></div><p>On top of a Switch 2 release date and a new gameplay trailer running on the hardware, the<em> 007 First Light</em> – Deluxe Edition is now available for pre-order for $69.99 / £69.99. </p><p>The Deluxe Edition offers the Gleaming Lighter, Gleaming Earphones, Gleaming Dart Gun, and Gleaming Pen gadgets, plus four additional outfits, including the Day of the Dead, the Desert Explorer, the Silent Anchor, and the Gentleman Operator. </p><p>In addition, the <em>007 First Light</em> - Special Edition on Switch 2 is also available exclusively at <a href="http://amazon.com/" target="_blank">Amazon</a>, giving players access to the Classic Tuxedo.</p><p>Anyone who pre-orders the game on Switch 2 will also receive early access to the GoldenEye Suit at launch.</p><p>IOI released <a href="https://www.techradar.com/gaming/007-first-lights-first-free-dlc-brings-over-700-fixes-and-improvements-alongside-new-game-plus-photo-mode-and-more-playable-content"><em>007 First Light</em>'s first major free downloadable content (DLC) earlier this month</a>, which included New Game Plus, Photo Mode, and a brand-new "00" difficulty level, among other activities.</p>
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                                                            <title><![CDATA[ over the hill review: an offroading adventure with little purpose ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PC<br /><strong>Available on: </strong>PC, PS5, Xbox Series X|S, Switch 2<br /><strong>Release date:</strong> October 14, 2026 (PC)</p></div></div><p>Funselecktor Labs Inc. is known for its minimalist yet vibrant takes on various forms of motorsport, starting with <em>Absolute Drift </em>in 2015, followed by <em>Art of Rally </em>in 2020 and <em>Golden Lap</em> in 2024. Now, the independent studio is tackling offroading, but rather than competing against the clock or other drivers, <em>over the hill</em> is about exploring an open world on your lonesome (or with a friend or three) at your own pace.</p><p>Taking inspiration from the recent wave of cozy games, <em>over the hill</em> doesn’t have concrete aims or objectives as such. Rather, you simply pootle around the various maps to discover various points of interest and earn Pebbles, the game’s currency, to upgrade your vehicle to better navigate the environment.</p><h2 id="off-the-beaten-path">Off the beaten path</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="6Di4kQgo47pa7NbUoWqfWL" name="Imported image 1 - 1791984609572" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/6Di4kQgo47pa7NbUoWqfWL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FtdNWWv3k4v55LR9xeiXuL" name="Imported image 5 - 1791984609573" caption="" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/FtdNWWv3k4v55LR9xeiXuL-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The trial challenges. Not only do they test your off-road skills with a variety of difficult routes to overcome, but they also provide a more pronounced sense of purpose and achievement than anything else in the game.</strong></p></div></div><p><em>over the hill</em> sticks to the same cardboard-cutout aesthetic of the developer’s past efforts. Textures are flat and basic, but they’re elevated by the pastel colors and lush lighting effects, with environments drenched in pinks, oranges, and greens that invite players to explore them. </p><p>There are two main regions to choose from at the start of a game: Canada and Algeria. Each has its own sub-areas (three for Canada and two for Algeria), featuring all kinds of terrain and climates; you’ll see rain, snow, and sandstorms, which naturally affect your driving and navigation abilities, adding an extra element of challenge.</p><p>The music complements the visuals perfectly. The in-game radio gives you four ‘albums’ to choose from, each representing a certain flavor of ambient, from synth-heavy pieces to folksy guitar numbers, all with gentle melodies to lull you as you play. I was impressed with the score’s production value, given that it merely serves to subtly set the mood as you play.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="kCMF4owpyn9L4kaKGKpSAL" name="Imported image 2 - 1791984609572" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/kCMF4owpyn9L4kaKGKpSAL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>This is a game low on story and characters, but high in vibes — specifically of the zen variety. Aside from the Buddha statue that acts as your tutorial guide, the only other character is Crazy Günther, the hippie mechanic you visit to customize your vehicle. His textual dialogue (there’s no VO) adds a small amount of flavor to an otherwise purely functional NPC, and it chimes well with the gentle tone of the game. </p><p>Once you learn the basics in the brief tutorial, you’re left to explore the world. Campsites are the chief points to discover, as they act as the game's main fast travel hubs. You can also use them to fast-forward time, useful if you want to wait for a different time of day or skip certain weather events.</p><p>Other points of interest in the maps include crates that unlock cosmetic features for your vehicle, as well as scenic points from which to take photographs. You can also find Trial Challenges to complete, which take you along treacherous routes of varying lengths to test your off-roading skills, and find wildlife to snap. These discoveries and activities earn you Pebbles. </p><h2 id="pedal-to-the-metal">Pedal to the metal?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="QxDsW6kCkdbUuPzgQCimwL" name="Imported image 3 - 1791984609572" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/QxDsW6kCkdbUuPzgQCimwL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>If you’re looking for a fast and furious off-roading experience, <em>over the hill</em> isn’t it. Instead, it takes a considered, sedate approach to the sport, one that rarely rewards harebrained driving and impatience. Speeds are slow at the best of times, with second gear being the highest. True to real life, vehicles have both low and high range gears, with the former being used to give you better control and traction on slippery surfaces and steep slopes. Such surfaces are indicated organically via the game’s visual style, without making it too obvious by overtly highlighting them.</p><p>Anyone who’s played <em>MudRunner </em>or <em>SnowRunner </em>will be in familiar territory with <em>over the hill</em>. As long as you’re in the right gear range, you don’t have to worry too much about being sensitive with the throttle; you’ll either make it up a slope or you won’t, regardless of how you modulate the throttle. Steering is fairly laborious as well, with the wheels being slow to turn and recenter on most vehicles, which only adds to the challenge of navigating around obstacles. I’ve never been offroading in real life, but this is how I’d imagine 4x4s to handle.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="TCQcPDxo9iCSDTRr4fckwL" name="Imported image 4 - 1791984609573" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/TCQcPDxo9iCSDTRr4fckwL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>When the going gets too tough, you can use various bits of equipment to get you out of tight spots. First and foremost of these is the winch. A single button press will fire it at the tree you’re looking at (as long as it’s in range), and holding that same button will reel you towards it. You can also slacken the winch with another button, useful when you want to descend rather than ascend. If you want more control, you can use the winch in manual mode, which lets you choose which side of your vehicle to winch from and which tree to anchor to within a certain radius.</p><p>The winch can be used as many times as you like and is always in your inventory. Other tools, though, have to be selected before you enter a map; if you want to alter your loadout while playing, you’ll need to visit the mechanic. They’re also single-use items, although you select multiple instances of them, and they replenish whenever you visit a campsite. Among them are a portable anchor, which you can winch onto when there are no trees around, and two wooden planks to lay across small gaps or on the ground to give you more traction. These are a little fiddlier to use, as it can be a chore to line them up with your wheels, and misaligning them even slightly can easily result in your vehicle slipping off them. Still, they’re very useful and rewarding when you find yourself stuck. Other tools include a portable camp, a repair kit, and a car jack for righting your vehicle if you roll it over, which is easily done.</p><div><blockquote><p>While over the hill offers a good time solo, it’s more fun with friends</p></blockquote></div><p>There’s a respectable number of customization and upgrade options for your vehicles. There are a variety of vehicle bodies to choose from, ranging from classic 4x4s and wagons to more utilitarian and industrial models — and yes, there’s even a campervan. The differences between them are more than cosmetic, as they each have their own speed and handling characteristics, despite the game not actually listing these stats. The selection is resolutely vintage, with no model looking beyond the 90s at best. Most are inspired by iconic real-life vehicles, too, as suggested by their menu descriptions.</p><p>You can personalize your vehicle with a large number of trinkets, unlocked via the crates you find throughout the world. Sadly, however, the paint options are more limited. As for upgrades, you can improve attributes such as speed, grip, protection, and tool capacity — all of which you’ll need to do if you want to explore every area completely. Again, though, the upgrades are limited in their stages, and you’ll find yourself maxing out your vehicle’s potential quite quickly.</p><h2 id="riding-shotgun">Riding shotgun</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="asTfaLTsuJ2GYQA8wGHz7N" name="Imported image 6 - 1791984609573" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/asTfaLTsuJ2GYQA8wGHz7N-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>While <em>over the hill</em> offers a good time solo, it’s more fun with friends. Having companions by your side (you can have up to four players in a server) not only takes some of the burden out of exploration, but also introduces the possibility of mischief. This is because you can winch to each other’s vehicles, which is obviously a big help when one of you is stuck in the weeds, but also allows you to pull each other off cliffs and into rivers. However, in order not to put the winch-ee at too much of a disadvantage, they can de-winch themselves at any point.</p><p>You can also explore independently if you so wish, and fast travel for one doesn’t mean fast travel for all, which gives everyone greater flexibility to explore. The whole experience ran smoothly during my testing; I didn’t encounter any problems with connectivity or lag, save for one occasion when my friend’s framerate dropped considerably, but Funselektor said this is a known issue with the preview build I played, so it’s entirely possible it’ll be rectified before launch. For most of my time in both single- and multiplayer, the game ran very smoothly, even at Ultra settings. The only real bug I experienced concerned some input clashes when I remapped certain buttons, but this was easy to work around.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="6E5HLYAgQhzfQm28XNejxL" name="Imported image 7 - 1791984609573" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/6E5HLYAgQhzfQm28XNejxL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>Perhaps my main gripe with <em>over the hill</em> is that there’s just not that much to do. And while the central act of driving over rough terrain is fun thanks to the skill and problem-solving nous it requires, the mechanics lack real depth to sustain the game for long periods in the face of little additional activity. There’s not quite enough feel and feedback from slipping and sliding on loose ground to make it as engaging as it could be, and the lack of any sort of drifting mechanic — guaranteed to amplify the fun of any driving game by a factor of ten — is a real shame, especially since Funselektor has great form in this area, if its previous games are anything to go by.</p><p>I can only hope that future updates will add more to the driving and DLC will arrive to give players more to do. But for now, <em>over the hill</em> remains a fun time to while away an hour or so, but not much more than that.</p><h2 id="should-you-play-over-the-hill">Should you play over the hill?</h2><h2 id="play-over-the-hill-if">Play over the hill if…</h2><div class="product"><p><strong>You like the challenge of offroading</strong><br />It’s satisfying to overcome steep hills and slippery roads using your driving skills and various bits of gear.</p></div><div class="product"><p><strong>You want a more considered driving experience</strong><br /><em>over the hill</em> gives you a pleasant ambience and pretty environments to take in as you slowly drive around.</p></div><h2 id="don-39-t-play-it-if-3">Don't play it if…</h2><div class="product"><p><strong>You want lots to do</strong><br />There aren’t many activities or objectives to complete, and those that are present wear thin quite quickly.</p></div><div class="product"><p><strong>You want a fast pace</strong><br />No matter how much you upgrade your vehicle, you’ll never be able to let loose and tear through the world with real speed.</p></div><h2 id="accessibility-features-5">Accessibility features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="RTycchtJimNA4fZVqpSF3M" name="Imported image 8 - 1791984609574" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/RTycchtJimNA4fZVqpSF3M-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>There are no accessibility features to speak of in <em>over the hill</em>. Subtitles for dialogue are on by default, since there’s no VO, and the closest the game comes to offering any comfort features is letting you disable motion blur.</p><h2 id="how-i-reviewed-over-the-hill">How I reviewed over the hill</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="rexUJxFff5BiEgGk3jkNvL" name="Imported image 9 - 1791984609574" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/rexUJxFff5BiEgGk3jkNvL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>I played <em>over the hill</em> for about 10 hours, seeing most of the main areas and features the game had to offer. I was also given a save file by Funselektor with all areas, upgrades, and customizations unlocked. </p><p>I mainly played solo, but I also tested online multiplayer by playing with a friend. I played on a <a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc">gaming PC</a> with an <a href="https://www.techradar.com/reviews/amd-ryzen-7-7800x3d">AMD Ryzen 7 7800X3D</a> processor, an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-5070">RTX 5070 GPU</a>, and 32GB of RAM. I played mostly with a controller, but I also tested its mouse and keyboard controls. </p><p>I’m a fan of racing and driving games, and I’ve played similar off-roading games, such as <em>SnowRunner</em>. I also played a lot of <em>Art of Rally</em>, one of Funselektor’s other titles.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/over-the-hill-review</link>
                                                                            <description>
                            <![CDATA[ over the hill promises a fun time wrangling vehicles across all kinds of terrain — but is this gentle offroader a little too cozy for its own good? ]]>
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                                                                        <pubDate>Wed, 14 Oct 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 19 Oct 2026 08:52:23 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ lewis.maddison@futurenet.com (Lewis Maddison) ]]></author>                    <dc:creator><![CDATA[ Lewis Maddison ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oWQNXACcxLGuhaLaKDRtZL-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future / Funselektor Labs Inc.]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[screenshot of over the hill]]></media:description>                                                            <media:text><![CDATA[screenshot of over the hill]]></media:text>
                                <media:title type="plain"><![CDATA[screenshot of over the hill]]></media:title>
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                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PC<br /><strong>Available on: </strong>PC, PS5, Xbox Series X|S, Switch 2<br /><strong>Release date:</strong> October 14, 2026 (PC)</p></div></div><p>Funselecktor Labs Inc. is known for its minimalist yet vibrant takes on various forms of motorsport, starting with <em>Absolute Drift </em>in 2015, followed by <em>Art of Rally </em>in 2020 and <em>Golden Lap</em> in 2024. Now, the independent studio is tackling offroading, but rather than competing against the clock or other drivers, <em>over the hill</em> is about exploring an open world on your lonesome (or with a friend or three) at your own pace.</p><p>Taking inspiration from the recent wave of cozy games, <em>over the hill</em> doesn’t have concrete aims or objectives as such. Rather, you simply pootle around the various maps to discover various points of interest and earn Pebbles, the game’s currency, to upgrade your vehicle to better navigate the environment.</p><h2 id="off-the-beaten-path">Off the beaten path</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="6Di4kQgo47pa7NbUoWqfWL" name="Imported image 1 - 1791984609572" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/6Di4kQgo47pa7NbUoWqfWL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FtdNWWv3k4v55LR9xeiXuL" name="Imported image 5 - 1791984609573" caption="" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/FtdNWWv3k4v55LR9xeiXuL-1920-80.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The trial challenges. Not only do they test your off-road skills with a variety of difficult routes to overcome, but they also provide a more pronounced sense of purpose and achievement than anything else in the game.</strong></p></div></div><p><em>over the hill</em> sticks to the same cardboard-cutout aesthetic of the developer’s past efforts. Textures are flat and basic, but they’re elevated by the pastel colors and lush lighting effects, with environments drenched in pinks, oranges, and greens that invite players to explore them. </p><p>There are two main regions to choose from at the start of a game: Canada and Algeria. Each has its own sub-areas (three for Canada and two for Algeria), featuring all kinds of terrain and climates; you’ll see rain, snow, and sandstorms, which naturally affect your driving and navigation abilities, adding an extra element of challenge.</p><p>The music complements the visuals perfectly. The in-game radio gives you four ‘albums’ to choose from, each representing a certain flavor of ambient, from synth-heavy pieces to folksy guitar numbers, all with gentle melodies to lull you as you play. I was impressed with the score’s production value, given that it merely serves to subtly set the mood as you play.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="kCMF4owpyn9L4kaKGKpSAL" name="Imported image 2 - 1791984609572" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/kCMF4owpyn9L4kaKGKpSAL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>This is a game low on story and characters, but high in vibes — specifically of the zen variety. Aside from the Buddha statue that acts as your tutorial guide, the only other character is Crazy Günther, the hippie mechanic you visit to customize your vehicle. His textual dialogue (there’s no VO) adds a small amount of flavor to an otherwise purely functional NPC, and it chimes well with the gentle tone of the game. </p><p>Once you learn the basics in the brief tutorial, you’re left to explore the world. Campsites are the chief points to discover, as they act as the game's main fast travel hubs. You can also use them to fast-forward time, useful if you want to wait for a different time of day or skip certain weather events.</p><p>Other points of interest in the maps include crates that unlock cosmetic features for your vehicle, as well as scenic points from which to take photographs. You can also find Trial Challenges to complete, which take you along treacherous routes of varying lengths to test your off-roading skills, and find wildlife to snap. These discoveries and activities earn you Pebbles. </p><h2 id="pedal-to-the-metal">Pedal to the metal?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="QxDsW6kCkdbUuPzgQCimwL" name="Imported image 3 - 1791984609572" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/QxDsW6kCkdbUuPzgQCimwL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>If you’re looking for a fast and furious off-roading experience, <em>over the hill</em> isn’t it. Instead, it takes a considered, sedate approach to the sport, one that rarely rewards harebrained driving and impatience. Speeds are slow at the best of times, with second gear being the highest. True to real life, vehicles have both low and high range gears, with the former being used to give you better control and traction on slippery surfaces and steep slopes. Such surfaces are indicated organically via the game’s visual style, without making it too obvious by overtly highlighting them.</p><p>Anyone who’s played <em>MudRunner </em>or <em>SnowRunner </em>will be in familiar territory with <em>over the hill</em>. As long as you’re in the right gear range, you don’t have to worry too much about being sensitive with the throttle; you’ll either make it up a slope or you won’t, regardless of how you modulate the throttle. Steering is fairly laborious as well, with the wheels being slow to turn and recenter on most vehicles, which only adds to the challenge of navigating around obstacles. I’ve never been offroading in real life, but this is how I’d imagine 4x4s to handle.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="TCQcPDxo9iCSDTRr4fckwL" name="Imported image 4 - 1791984609573" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/TCQcPDxo9iCSDTRr4fckwL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>When the going gets too tough, you can use various bits of equipment to get you out of tight spots. First and foremost of these is the winch. A single button press will fire it at the tree you’re looking at (as long as it’s in range), and holding that same button will reel you towards it. You can also slacken the winch with another button, useful when you want to descend rather than ascend. If you want more control, you can use the winch in manual mode, which lets you choose which side of your vehicle to winch from and which tree to anchor to within a certain radius.</p><p>The winch can be used as many times as you like and is always in your inventory. Other tools, though, have to be selected before you enter a map; if you want to alter your loadout while playing, you’ll need to visit the mechanic. They’re also single-use items, although you select multiple instances of them, and they replenish whenever you visit a campsite. Among them are a portable anchor, which you can winch onto when there are no trees around, and two wooden planks to lay across small gaps or on the ground to give you more traction. These are a little fiddlier to use, as it can be a chore to line them up with your wheels, and misaligning them even slightly can easily result in your vehicle slipping off them. Still, they’re very useful and rewarding when you find yourself stuck. Other tools include a portable camp, a repair kit, and a car jack for righting your vehicle if you roll it over, which is easily done.</p><div><blockquote><p>While over the hill offers a good time solo, it’s more fun with friends</p></blockquote></div><p>There’s a respectable number of customization and upgrade options for your vehicles. There are a variety of vehicle bodies to choose from, ranging from classic 4x4s and wagons to more utilitarian and industrial models — and yes, there’s even a campervan. The differences between them are more than cosmetic, as they each have their own speed and handling characteristics, despite the game not actually listing these stats. The selection is resolutely vintage, with no model looking beyond the 90s at best. Most are inspired by iconic real-life vehicles, too, as suggested by their menu descriptions.</p><p>You can personalize your vehicle with a large number of trinkets, unlocked via the crates you find throughout the world. Sadly, however, the paint options are more limited. As for upgrades, you can improve attributes such as speed, grip, protection, and tool capacity — all of which you’ll need to do if you want to explore every area completely. Again, though, the upgrades are limited in their stages, and you’ll find yourself maxing out your vehicle’s potential quite quickly.</p><h2 id="riding-shotgun">Riding shotgun</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="asTfaLTsuJ2GYQA8wGHz7N" name="Imported image 6 - 1791984609573" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/asTfaLTsuJ2GYQA8wGHz7N-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>While <em>over the hill</em> offers a good time solo, it’s more fun with friends. Having companions by your side (you can have up to four players in a server) not only takes some of the burden out of exploration, but also introduces the possibility of mischief. This is because you can winch to each other’s vehicles, which is obviously a big help when one of you is stuck in the weeds, but also allows you to pull each other off cliffs and into rivers. However, in order not to put the winch-ee at too much of a disadvantage, they can de-winch themselves at any point.</p><p>You can also explore independently if you so wish, and fast travel for one doesn’t mean fast travel for all, which gives everyone greater flexibility to explore. The whole experience ran smoothly during my testing; I didn’t encounter any problems with connectivity or lag, save for one occasion when my friend’s framerate dropped considerably, but Funselektor said this is a known issue with the preview build I played, so it’s entirely possible it’ll be rectified before launch. For most of my time in both single- and multiplayer, the game ran very smoothly, even at Ultra settings. The only real bug I experienced concerned some input clashes when I remapped certain buttons, but this was easy to work around.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="6E5HLYAgQhzfQm28XNejxL" name="Imported image 7 - 1791984609573" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/6E5HLYAgQhzfQm28XNejxL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>Perhaps my main gripe with <em>over the hill</em> is that there’s just not that much to do. And while the central act of driving over rough terrain is fun thanks to the skill and problem-solving nous it requires, the mechanics lack real depth to sustain the game for long periods in the face of little additional activity. There’s not quite enough feel and feedback from slipping and sliding on loose ground to make it as engaging as it could be, and the lack of any sort of drifting mechanic — guaranteed to amplify the fun of any driving game by a factor of ten — is a real shame, especially since Funselektor has great form in this area, if its previous games are anything to go by.</p><p>I can only hope that future updates will add more to the driving and DLC will arrive to give players more to do. But for now, <em>over the hill</em> remains a fun time to while away an hour or so, but not much more than that.</p><h2 id="should-you-play-over-the-hill">Should you play over the hill?</h2><h2 id="play-over-the-hill-if">Play over the hill if…</h2><div class="product"><p><strong>You like the challenge of offroading</strong><br />It’s satisfying to overcome steep hills and slippery roads using your driving skills and various bits of gear.</p></div><div class="product"><p><strong>You want a more considered driving experience</strong><br /><em>over the hill</em> gives you a pleasant ambience and pretty environments to take in as you slowly drive around.</p></div><h2 id="don-39-t-play-it-if-3">Don't play it if…</h2><div class="product"><p><strong>You want lots to do</strong><br />There aren’t many activities or objectives to complete, and those that are present wear thin quite quickly.</p></div><div class="product"><p><strong>You want a fast pace</strong><br />No matter how much you upgrade your vehicle, you’ll never be able to let loose and tear through the world with real speed.</p></div><h2 id="accessibility-features-5">Accessibility features</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="RTycchtJimNA4fZVqpSF3M" name="Imported image 8 - 1791984609574" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/RTycchtJimNA4fZVqpSF3M-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>There are no accessibility features to speak of in <em>over the hill</em>. Subtitles for dialogue are on by default, since there’s no VO, and the closest the game comes to offering any comfort features is letting you disable motion blur.</p><h2 id="how-i-reviewed-over-the-hill">How I reviewed over the hill</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1030px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="rexUJxFff5BiEgGk3jkNvL" name="Imported image 9 - 1791984609574" alt="over the hill screenshot" src="https://cdn.mos.cms.futurecdn.net/rexUJxFff5BiEgGk3jkNvL-1920-80.png" mos="" align="middle" fullscreen="" width="1030" height="579" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Funselektor Labs Inc.)</span></figcaption></figure><p>I played <em>over the hill</em> for about 10 hours, seeing most of the main areas and features the game had to offer. I was also given a save file by Funselektor with all areas, upgrades, and customizations unlocked. </p><p>I mainly played solo, but I also tested online multiplayer by playing with a friend. I played on a <a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc">gaming PC</a> with an <a href="https://www.techradar.com/reviews/amd-ryzen-7-7800x3d">AMD Ryzen 7 7800X3D</a> processor, an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-5070">RTX 5070 GPU</a>, and 32GB of RAM. I played mostly with a controller, but I also tested its mouse and keyboard controls. </p><p>I’m a fan of racing and driving games, and I’ve played similar off-roading games, such as <em>SnowRunner</em>. I also played a lot of <em>Art of Rally</em>, one of Funselektor’s other titles.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Resident Evil 3 for Nintendo Switch 2 review: a solid port of a true scare-fest ]]></title>
                                                                                                <dc:content><![CDATA[ <p>While a lot of fans have been mixed on Capcom’s remake of <em>Resident Evil 3</em> since its initial release in 2020, there’s no denying that it's an incredibly tense survival horror experience that’s filled to the brim with high-octane action. And now, you can experience Jill Valentine and Carlos Oliveira’s terrifying journey on the go, thanks to a new <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> port.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS4, PS5, Nintendo Switch (cloud only), Nintendo Switch 2, Xbox One, Xbox Series X and Series S, PC, iOS<br /><strong>Release date: </strong>October 16, 2026 (Switch 2 edition)</p></div></div><p>I’ve spent more than 10 hours playing <em>Resident Evil 3 </em>on Nintendo Switch 2, experiencing the main story in full. So, is it a port that’s worth your time and money? Here’s my take.</p><p>For the most part, I want to focus on the quality of this port on Nintendo’s latest hybrid system, but before we delve into that, I’d like to share a few thoughts on the remake of <em>Resident Evil 3 </em>in itself.</p><h2 id="nemesis-is-coming-for-you">Nemesis is coming for you...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zt6DM322AUXfqYZXrCZpeH" name="20261013005141-01M4S8DT04ZPEQJ3SKZSKV1F52" alt="Nemesis clenches its teeth in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/zt6DM322AUXfqYZXrCZpeH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I played through the <a href="https://www.techradar.com/gaming/resident-evil-2-for-nintendo-switch-2-review"><em>Resident Evil 2</em></a><em> </em>remake right before this entry, and while there are a lot of similarities in terms of the combat, resource management, environments, and visuals, they have a few striking differences. </p><p>Above all, <em>Resident Evil 3 </em>feels far more focused on the action — it feels like you’re constantly on the run, blasting through zombies, and rushing to save the people of Raccoon City. In some ways, this works to the game’s advantage: the horrifying Nemesis is a truly daunting foe, the high-paced gameplay is engaging from start to finish, and the explosive set pieces make this entry feel truly cinematic.</p><p>However, the fast pace and distinct action focus come with its drawbacks. The game’s runtime is very short — you’ll easily finish this one in about six hours. On top of that, the overall narrative feels a bit thin, and there are very few puzzles. Ultimately, <em>Resident Evil 3 </em>is still a blast, and its likeable cast and engrossing gameplay make it worth playing alone — it just doesn’t quite have the depth of some of the best entries in the series.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="prcFfnwXqzgkVNUHeAcBpH" name="20261013005141-01M4S8E3EQ3Q1XP9JDAMCXGKCS" caption="" alt="Nemesis attacks in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/prcFfnwXqzgkVNUHeAcBpH-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><strong>OK, I thought Mr. X was frightening in</strong><em><strong> Resident Evil 2</strong></em><strong>, but Nemesis is on a whole other level. He’s far more deadly and imposing, and when he whipped out a flamethrower on the rooftop, I was bricking it. All of the battles against him feel so incredibly tense yet enjoyable, and ended up being my favorite parts of this adventure.</strong></p></div></div><p>Anyway, let’s talk about how this title plays on Switch 2 specifically. And good news — the <em>Resident Evil 3 </em>remake runs very well on this system. The Switch 2 edition targets 60 frames per second (fps), and I enjoyed smooth frame rates in both docked and handheld mode with barely any noticeable drops. Yes, the movement of some distant enemies could appear a little shaky — something I also saw in the <em>Resident Evil 2 </em>remake on Switch 2 — but even the most action-packed segments of the game were silky smooth. </p><p>While you could probably get a more premium visual presentation from a gaming PC or PS5 Pro, the game’s graphics also translate well onto Nintendo Switch 2 after calibrating HDR. The dark, moody environments look sharp and intricate in docked mode, with character models looking pleasantly detailed. Contrast is solid too, with colors popping against the dismal city streets, though it’s worth noting that in handheld mode there’s a noticeable (yet understandable) hit to graphical fidelity — though the game still looks very decent overall.</p><p>The game also controls nicely, and you can switch between a few different schemes in the options menu, although it would’ve been neat to see gyro aiming, which worked well on the Switch 2 edition of <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a>. There’s also no mouse mode integration, and more generally, it would’ve been nice to see this version play to the Switch 2’s strengths a bit more. One thing that I did like, though, was the Switch 2’s virtual spatial sound, which provides an expansive, almost three-dimensional soundscape when you’re battling through hordes of zombies.</p><p>In the end, then, it’s easy for me to recommend the <em>Resident Evil 3 </em>remake on Switch 2. While the graphics won’t wow you in handheld mode and the core game isn’t without its flaws, it consistently runs at a stable frame rate, visuals are strong in docked mode (and still more than adequate in handheld), and the action-packed gameplay is sure to keep you absorbed in the game from start to finish. </p><h2 id="should-you-play-resident-evil-3-for-nintendo-switch-2">Should you play Resident Evil 3 for Nintendo Switch 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qDH9Cz2B7ZmDHJWGVdtWAJ" name="20261013005141-01M4S8E0G86CWQNC8H70AVHJTX" alt="Jill walks forward with a handgun in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/qDH9Cz2B7ZmDHJWGVdtWAJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><h2 id="play-it-if-5">Play it if…</h2><div class="product"><p><strong>You want to experience </strong><em><strong>Resident Evil 3</strong></em><strong> on the go with little compromise</strong><br />I was very pleased with this Switch 2 port’s performance. It looks very solid overall, especially in docked mode, and you’ll get smooth frame rates for satisfying and seamless gameplay, both at home and on the go.</p></div><div class="product"><p><strong>You’re looking for a brief survival horror game to blast through</strong><br />The remake of <em>Resident Evil 3 </em>has a very brief runtime. I finished it up in about six hours, and while I feel that it could’ve offered more, some may appreciate its brevity. Sometimes, it’s fun to just fly through a brief, action-packed experience, and <em>Resident Evil 3 </em>offers exactly that.</p></div><h2 id="don-t-play-it-if-3">Don’t play it if…</h2><div class="product"><p><strong>You want the best performance possible</strong><br />For those of you looking for peak performance, then the PS5 Pro or PC might be the better destination for playing this title. That being said, the visuals and performance of the Switch 2 version are commendable, and the benefit of getting to play the game on the move is massive.</p></div><div class="product"><p><strong>You’ve never played a Resident Evil game before</strong><br /><em>Resident Evil 3 </em>isn’t the best starting point for series newcomers. The events that play out are deeply connected to those of <em>Resident Evil 2</em>, which I’d suggest as an entry point for anyone looking to get into the franchise.</p></div><h2 id="accessibility-features-6">Accessibility features</h2><p>The options menu allows you to make a few changes to your experience, with a range of camera options, three separate control schemes, toggle or hold run modes, and a range of voice and text languages available. What’s more, you can change the color of the reticle, laser dot sight, and dot display, alter HUD opacity, and tone down damage display if you’d prefer.</p><h2 id="how-i-reviewed-resident-evil-3-for-nintendo-switch-2">How I reviewed Resident Evil 3 for Nintendo Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4kwsv2Gg6g3gkufKHo3dwH" name="20261013005141-01M4S8E970101NGYQ2GVR77HQ5" alt="Carlos aims gun at a zombie in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/4kwsv2Gg6g3gkufKHo3dwH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I sunk just over 10 hours into the <em>Resident Evil 3 </em>remake on Nintendo Switch 2, during which time I finished the main story and tried playing in both docked and handheld mode.</p><p>Most of the time, I played the game docked, with my Switch 2 connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. I did try out handheld mode from time to time, though, and used my <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> earbuds to experience the game’s virtual spatial sound.</p><p>More generally, I’m an experienced gaming hardware and software reviewer, and have been testing all kinds of games and accessories at TechRadar for years now, where I serve as a Senior Reviews Writer. I’ve reviewed all sorts of Nintendo Switch 2 titles, from major first-party releases like <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>to ports like <a href="https://www.techradar.com/gaming/yakuza-kiwami-nintendo-switch-2-review"><em>Yakuza Kiwami</em></a>. I’ve also played a number of <em>Resident Evil</em> games, including the Switch 2 port of the <em>Resident Evil 2 </em>remake.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/resident-evil-3-for-nintendo-switch-2-review</link>
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                            <![CDATA[ The Resident Evil 3 remake runs very well on Nintendo Switch 2 and looks pretty solid to boot — here’s how I’d rate it after more than 10 hours of play. ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Jill Valentine looks on in Resident Evil 3 on Nintendo Switch 2]]></media:description>                                                            <media:text><![CDATA[Jill Valentine looks on in Resident Evil 3 on Nintendo Switch 2]]></media:text>
                                <media:title type="plain"><![CDATA[Jill Valentine looks on in Resident Evil 3 on Nintendo Switch 2]]></media:title>
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                                <p>While a lot of fans have been mixed on Capcom’s remake of <em>Resident Evil 3</em> since its initial release in 2020, there’s no denying that it's an incredibly tense survival horror experience that’s filled to the brim with high-octane action. And now, you can experience Jill Valentine and Carlos Oliveira’s terrifying journey on the go, thanks to a new <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> port.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS4, PS5, Nintendo Switch (cloud only), Nintendo Switch 2, Xbox One, Xbox Series X and Series S, PC, iOS<br /><strong>Release date: </strong>October 16, 2026 (Switch 2 edition)</p></div></div><p>I’ve spent more than 10 hours playing <em>Resident Evil 3 </em>on Nintendo Switch 2, experiencing the main story in full. So, is it a port that’s worth your time and money? Here’s my take.</p><p>For the most part, I want to focus on the quality of this port on Nintendo’s latest hybrid system, but before we delve into that, I’d like to share a few thoughts on the remake of <em>Resident Evil 3 </em>in itself.</p><h2 id="nemesis-is-coming-for-you">Nemesis is coming for you...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zt6DM322AUXfqYZXrCZpeH" name="20261013005141-01M4S8DT04ZPEQJ3SKZSKV1F52" alt="Nemesis clenches its teeth in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/zt6DM322AUXfqYZXrCZpeH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I played through the <a href="https://www.techradar.com/gaming/resident-evil-2-for-nintendo-switch-2-review"><em>Resident Evil 2</em></a><em> </em>remake right before this entry, and while there are a lot of similarities in terms of the combat, resource management, environments, and visuals, they have a few striking differences. </p><p>Above all, <em>Resident Evil 3 </em>feels far more focused on the action — it feels like you’re constantly on the run, blasting through zombies, and rushing to save the people of Raccoon City. In some ways, this works to the game’s advantage: the horrifying Nemesis is a truly daunting foe, the high-paced gameplay is engaging from start to finish, and the explosive set pieces make this entry feel truly cinematic.</p><p>However, the fast pace and distinct action focus come with its drawbacks. The game’s runtime is very short — you’ll easily finish this one in about six hours. On top of that, the overall narrative feels a bit thin, and there are very few puzzles. Ultimately, <em>Resident Evil 3 </em>is still a blast, and its likeable cast and engrossing gameplay make it worth playing alone — it just doesn’t quite have the depth of some of the best entries in the series.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="prcFfnwXqzgkVNUHeAcBpH" name="20261013005141-01M4S8E3EQ3Q1XP9JDAMCXGKCS" caption="" alt="Nemesis attacks in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/prcFfnwXqzgkVNUHeAcBpH-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><strong>OK, I thought Mr. X was frightening in</strong><em><strong> Resident Evil 2</strong></em><strong>, but Nemesis is on a whole other level. He’s far more deadly and imposing, and when he whipped out a flamethrower on the rooftop, I was bricking it. All of the battles against him feel so incredibly tense yet enjoyable, and ended up being my favorite parts of this adventure.</strong></p></div></div><p>Anyway, let’s talk about how this title plays on Switch 2 specifically. And good news — the <em>Resident Evil 3 </em>remake runs very well on this system. The Switch 2 edition targets 60 frames per second (fps), and I enjoyed smooth frame rates in both docked and handheld mode with barely any noticeable drops. Yes, the movement of some distant enemies could appear a little shaky — something I also saw in the <em>Resident Evil 2 </em>remake on Switch 2 — but even the most action-packed segments of the game were silky smooth. </p><p>While you could probably get a more premium visual presentation from a gaming PC or PS5 Pro, the game’s graphics also translate well onto Nintendo Switch 2 after calibrating HDR. The dark, moody environments look sharp and intricate in docked mode, with character models looking pleasantly detailed. Contrast is solid too, with colors popping against the dismal city streets, though it’s worth noting that in handheld mode there’s a noticeable (yet understandable) hit to graphical fidelity — though the game still looks very decent overall.</p><p>The game also controls nicely, and you can switch between a few different schemes in the options menu, although it would’ve been neat to see gyro aiming, which worked well on the Switch 2 edition of <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a>. There’s also no mouse mode integration, and more generally, it would’ve been nice to see this version play to the Switch 2’s strengths a bit more. One thing that I did like, though, was the Switch 2’s virtual spatial sound, which provides an expansive, almost three-dimensional soundscape when you’re battling through hordes of zombies.</p><p>In the end, then, it’s easy for me to recommend the <em>Resident Evil 3 </em>remake on Switch 2. While the graphics won’t wow you in handheld mode and the core game isn’t without its flaws, it consistently runs at a stable frame rate, visuals are strong in docked mode (and still more than adequate in handheld), and the action-packed gameplay is sure to keep you absorbed in the game from start to finish. </p><h2 id="should-you-play-resident-evil-3-for-nintendo-switch-2">Should you play Resident Evil 3 for Nintendo Switch 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qDH9Cz2B7ZmDHJWGVdtWAJ" name="20261013005141-01M4S8E0G86CWQNC8H70AVHJTX" alt="Jill walks forward with a handgun in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/qDH9Cz2B7ZmDHJWGVdtWAJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><h2 id="play-it-if-5">Play it if…</h2><div class="product"><p><strong>You want to experience </strong><em><strong>Resident Evil 3</strong></em><strong> on the go with little compromise</strong><br />I was very pleased with this Switch 2 port’s performance. It looks very solid overall, especially in docked mode, and you’ll get smooth frame rates for satisfying and seamless gameplay, both at home and on the go.</p></div><div class="product"><p><strong>You’re looking for a brief survival horror game to blast through</strong><br />The remake of <em>Resident Evil 3 </em>has a very brief runtime. I finished it up in about six hours, and while I feel that it could’ve offered more, some may appreciate its brevity. Sometimes, it’s fun to just fly through a brief, action-packed experience, and <em>Resident Evil 3 </em>offers exactly that.</p></div><h2 id="don-t-play-it-if-3">Don’t play it if…</h2><div class="product"><p><strong>You want the best performance possible</strong><br />For those of you looking for peak performance, then the PS5 Pro or PC might be the better destination for playing this title. That being said, the visuals and performance of the Switch 2 version are commendable, and the benefit of getting to play the game on the move is massive.</p></div><div class="product"><p><strong>You’ve never played a Resident Evil game before</strong><br /><em>Resident Evil 3 </em>isn’t the best starting point for series newcomers. The events that play out are deeply connected to those of <em>Resident Evil 2</em>, which I’d suggest as an entry point for anyone looking to get into the franchise.</p></div><h2 id="accessibility-features-6">Accessibility features</h2><p>The options menu allows you to make a few changes to your experience, with a range of camera options, three separate control schemes, toggle or hold run modes, and a range of voice and text languages available. What’s more, you can change the color of the reticle, laser dot sight, and dot display, alter HUD opacity, and tone down damage display if you’d prefer.</p><h2 id="how-i-reviewed-resident-evil-3-for-nintendo-switch-2">How I reviewed Resident Evil 3 for Nintendo Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4kwsv2Gg6g3gkufKHo3dwH" name="20261013005141-01M4S8E970101NGYQ2GVR77HQ5" alt="Carlos aims gun at a zombie in Resident Evil 3 on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/4kwsv2Gg6g3gkufKHo3dwH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I sunk just over 10 hours into the <em>Resident Evil 3 </em>remake on Nintendo Switch 2, during which time I finished the main story and tried playing in both docked and handheld mode.</p><p>Most of the time, I played the game docked, with my Switch 2 connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. I did try out handheld mode from time to time, though, and used my <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> earbuds to experience the game’s virtual spatial sound.</p><p>More generally, I’m an experienced gaming hardware and software reviewer, and have been testing all kinds of games and accessories at TechRadar for years now, where I serve as a Senior Reviews Writer. I’ve reviewed all sorts of Nintendo Switch 2 titles, from major first-party releases like <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>to ports like <a href="https://www.techradar.com/gaming/yakuza-kiwami-nintendo-switch-2-review"><em>Yakuza Kiwami</em></a>. I’ve also played a number of <em>Resident Evil</em> games, including the Switch 2 port of the <em>Resident Evil 2 </em>remake.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Resident Evil 2 for Nintendo Switch 2 review: survival horror mastery on the go ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The remake of <em>Resident Evil 2</em> is considered by many to be among the greatest games in Capcom’s legendary survival horror series, and it’s really not hard to see why. Stellar gunplay, immersive environments, a killer cast, and big scares…this entry has it all. And now you can experience it on the go like never before, with the game finally launching on Nintendo Switch 2 in its <em>Resident Evil 2 Deluxe Edition </em>form.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS4, PS5, Nintendo Switch (cloud only), Nintendo Switch 2, Xbox One, Xbox Series X and Series S, PC, iOS<br /><strong>Release date: </strong>October 16, 2026 (Switch 2 edition)</p></div></div><p>I’ve played the entirety of Leon and Claire’s stories, dabbled in some extra modes, and tried the title out in both docked and handheld mode.</p><p>So, if you’re wondering how the game runs and plays on Nintendo’s latest hybrid system, you’re in the right place. Here’s how I’d rate the <em>Resident Evil 2</em> remake on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> after more than 20 hours of gameplay.</p><h2 id="experience-a-legendary-remake-on-the-go">Experience a legendary remake on the go</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VryVtVcpf98hBPxJrL5PfQ" name="20261012120642-01M4QWNDPK66EMW9KX6FK6AAZ9" alt="Claire approaches the orphanage in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/VryVtVcpf98hBPxJrL5PfQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>While I’m mainly here to talk about Nintendo Switch 2 performance, I’ll get this out of the way first: the <em>Resident Evil 2</em> remake is survival horror at its finest. This game conjures up a truly daunting atmosphere, with haunting and iconic areas like the Raccoon City Police Station and sewers translating beautifully into a modern, HD format. The gunplay is incredibly smooth and satisfying; you truly have to manage your resources carefully if you want to survive, and everything from random skirmishes through to major boss fights feels phenomenally tense. Pair that with a set of likeable characters, an ambient soundtrack, and rewarding exploration, and you’re looking at a true classic of the genre.</p><p>But how well does this top-tier Resident Evil title translate onto Nintendo Switch 2? Very well, thankfully. </p><p>First of all, let’s talk performance. While a platform like<a href="https://www.techradar.com/gaming/ps5-pro-review"> PS5 Pro</a> may still offer a technically superior experience, I never felt like I was sacrificing much with this Switch 2 version. This version targets 60 frames per second (fps), and my frame rates were delightfully consistent, and gameplay felt smooth, even during higher-octane action segments — when docked or in handheld. Sometimes, the movement of distant enemies seemed a bit choppy, but this never affected my ability to blast them down, and I never realized any similar issues during crucial close combat situations.</p><p>It’s a similar story when it comes to visuals too. The game looks solid on Nintendo Switch 2 with HDR support. Dark and gloomy city streets and ambiently lit indoor areas appear detailed and faithful, while character models such as the Tyrant look polished and sharp. As you’d expect, some textures don’t look quite as refined in handheld mode, with elements like Claire’s hair slightly lacking in definition, but the game still looks clear with decent contrast and lighting.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="grKNDkjbwcooQg9dGoDVCR" name="20261012120642-01M4QWN7FKJ93S6Z9GQT2YEFZ5" caption="" alt="Tyrant model on display in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/grKNDkjbwcooQg9dGoDVCR-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The moment in which the Tyrant, sometimes known as Mr. X, first appeared in Leon’s path made me jump out of my skin. They made this guy look incredibly daunting (and kinda dapper) for the remake. And I’m even getting chills thinking about the ominous sound of his footsteps as I type this review. </strong></p></div></div><p><em>Resident Evil 2</em> also controls nicely on Nintendo Switch 2, with multiple schemes available through the Options menu. Whether I was using my Turtle Beach Rematch Wireless Controller or playing handheld, it was easy to switch weapons during combat, sprint past zombies, or sort through my inventory. This title also supports HD Rumble, which at times can feel a little overassertive, but overall adds to the immersion nicely. You also get virtual spatial sound, which works brilliantly, especially with headphones.</p><p>Something that this title does lack, though, is control schemes that make use of the Switch 2’s unique hardware. For instance, there’s no motion-controlled aiming, which would’ve been a nice touch for those who enjoyed it on <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a>, for instance. There isn’t any mouse mode functionality either, so you’ll be using traditional controls throughout the game. For me, this isn’t a huge problem — I prefer standard right stick aiming, but it would’ve undoubtedly been good to see this game make the most of the Switch 2’s hardware.</p><p>When all’s said and done, this is a very competent port of a fantastic survival horror game, and it only helps the Switch 2 establish itself as a major destination for third-party titles as well as big-hit Nintendo releases. Whether you’re new to this series or you’re a long-time fan, this is a great way to experience <em>Resident Evil 2</em> at home or on the go.</p><h2 id="should-you-play-resident-evil-2-for-nintendo-switch-2">Should you play Resident Evil 2 for Nintendo Switch 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="P9dcnsevHRGfLii5wHX4DR" name="20261012120642-01M4QWNP4YY0W40G69FK4FD5Q6" alt="Zombie looking onwards in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/P9dcnsevHRGfLii5wHX4DR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><h2 id="play-it-if-6">Play it if…</h2><div class="product"><p><strong>You want to take Resident Evil 2 on the go</strong><br />You get smooth, consistent performance in this edition of <em>Resident Evil 2</em>, even if you’re playing in handheld mode. If you want to enjoy this classic on the go, then Switch 2 should be your go-to destination — there’s no need to play the cloud version on the OG Switch anymore!</p></div><div class="product"><p><strong>You’re new to Resident Evil</strong><br />Many consider <em>Resident Evil 2</em> to be a strong starting point for series newcomers, and I’d be inclined to agree. You get to see the origin story of legendary gaming icon Leon Kennedy and the intuitive, modern controls are ideal for the uninitiated. </p></div><h2 id="don-t-play-it-if-4">Don’t play it if…</h2><div class="product"><p><strong>You want peak performance</strong><br />If you want to get the best performance possible, then you still may prefer to play on the PS5 Pro or PC. That being said, the Switch 2 version still looks good, especially docked, and its reliable framerate ensures smooth gameplay at all times.</p></div><div class="product"><p><strong>You’re expecting any major changes</strong><br />If you’re looking for shiny new content or new ways to play <em>Resident Evil 2</em>, then this version is unlikely to spark your interest. There are no gyro aiming or mouse mode options, and although you’re getting the Deluxe edition here, there’s no brand new content to discover if you own the DLC on other platforms. </p></div><h2 id="accessibility-features-7">Accessibility features</h2><p>There are a number of ways to customize your experience in <em>Resident Evil 2</em>, with customizable camera options, three distinct control schemes, toggle or hold run modes, and a wide array of voice and text languages to pick from. In the display section, you can change the color of the reticle, laser dot sight, and dot display, alter HUD opacity, and even turn damage display levels down if you’d prefer.</p><h2 id="how-i-reviewed-resident-evil-2-for-nintendo-switch-2">How I reviewed Resident Evil 2 for Nintendo Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DN4jVtwoHgo2N5K8ktEPCR" name="20261012120642-01M4QWNGDKYEFJPAT4H16VDB7X" alt="Sherry creeps forward in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/DN4jVtwoHgo2N5K8ktEPCR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I spent more than 20 hours with <em>Resident Evil 2</em> on Nintendo Switch 2, during which time I completed both Leon and Claire’s stories, played some of the extra modes like <em>The Ghost Survivors</em>, and played in both docked and handheld mode.</p><p>For the most part, I played the game docked, with my console hooked up to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did indulge in some handheld action here and there, and used my <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> earbuds to enjoy virtual spatial sound on the go.</p><p>More generally, I’m a seasoned gaming hardware and software reviewer, and have been testing all kinds of games and accessories for years here at TechRadar, where I serve as a Senior Reviews Writer. I’ve reviewed all sorts of games on Nintendo Switch 2, from major first-party releases like <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>to ports of awesome action games, such as <a href="https://www.techradar.com/gaming/yakuza-kiwami-2-nintendo-switch-2-review"><em>Yakuza Kiwami 2</em></a>.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/resident-evil-2-for-nintendo-switch-2-review</link>
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                            <![CDATA[ Resident Evil 2 is a masterpiece, and its Switch 2 edition runs like a dream — here’s how I’d rate Capcom’s survival horror remake on Nintendo’s hybrid system. ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Leon Kennedy looks on in Resident Evil 2 remake on Nintendo Switch 2]]></media:description>                                                            <media:text><![CDATA[Leon Kennedy looks on in Resident Evil 2 remake on Nintendo Switch 2]]></media:text>
                                <media:title type="plain"><![CDATA[Leon Kennedy looks on in Resident Evil 2 remake on Nintendo Switch 2]]></media:title>
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                            <article>
                                <p>The remake of <em>Resident Evil 2</em> is considered by many to be among the greatest games in Capcom’s legendary survival horror series, and it’s really not hard to see why. Stellar gunplay, immersive environments, a killer cast, and big scares…this entry has it all. And now you can experience it on the go like never before, with the game finally launching on Nintendo Switch 2 in its <em>Resident Evil 2 Deluxe Edition </em>form.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS4, PS5, Nintendo Switch (cloud only), Nintendo Switch 2, Xbox One, Xbox Series X and Series S, PC, iOS<br /><strong>Release date: </strong>October 16, 2026 (Switch 2 edition)</p></div></div><p>I’ve played the entirety of Leon and Claire’s stories, dabbled in some extra modes, and tried the title out in both docked and handheld mode.</p><p>So, if you’re wondering how the game runs and plays on Nintendo’s latest hybrid system, you’re in the right place. Here’s how I’d rate the <em>Resident Evil 2</em> remake on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> after more than 20 hours of gameplay.</p><h2 id="experience-a-legendary-remake-on-the-go">Experience a legendary remake on the go</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VryVtVcpf98hBPxJrL5PfQ" name="20261012120642-01M4QWNDPK66EMW9KX6FK6AAZ9" alt="Claire approaches the orphanage in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/VryVtVcpf98hBPxJrL5PfQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>While I’m mainly here to talk about Nintendo Switch 2 performance, I’ll get this out of the way first: the <em>Resident Evil 2</em> remake is survival horror at its finest. This game conjures up a truly daunting atmosphere, with haunting and iconic areas like the Raccoon City Police Station and sewers translating beautifully into a modern, HD format. The gunplay is incredibly smooth and satisfying; you truly have to manage your resources carefully if you want to survive, and everything from random skirmishes through to major boss fights feels phenomenally tense. Pair that with a set of likeable characters, an ambient soundtrack, and rewarding exploration, and you’re looking at a true classic of the genre.</p><p>But how well does this top-tier Resident Evil title translate onto Nintendo Switch 2? Very well, thankfully. </p><p>First of all, let’s talk performance. While a platform like<a href="https://www.techradar.com/gaming/ps5-pro-review"> PS5 Pro</a> may still offer a technically superior experience, I never felt like I was sacrificing much with this Switch 2 version. This version targets 60 frames per second (fps), and my frame rates were delightfully consistent, and gameplay felt smooth, even during higher-octane action segments — when docked or in handheld. Sometimes, the movement of distant enemies seemed a bit choppy, but this never affected my ability to blast them down, and I never realized any similar issues during crucial close combat situations.</p><p>It’s a similar story when it comes to visuals too. The game looks solid on Nintendo Switch 2 with HDR support. Dark and gloomy city streets and ambiently lit indoor areas appear detailed and faithful, while character models such as the Tyrant look polished and sharp. As you’d expect, some textures don’t look quite as refined in handheld mode, with elements like Claire’s hair slightly lacking in definition, but the game still looks clear with decent contrast and lighting.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="grKNDkjbwcooQg9dGoDVCR" name="20261012120642-01M4QWN7FKJ93S6Z9GQT2YEFZ5" caption="" alt="Tyrant model on display in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/grKNDkjbwcooQg9dGoDVCR-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The moment in which the Tyrant, sometimes known as Mr. X, first appeared in Leon’s path made me jump out of my skin. They made this guy look incredibly daunting (and kinda dapper) for the remake. And I’m even getting chills thinking about the ominous sound of his footsteps as I type this review. </strong></p></div></div><p><em>Resident Evil 2</em> also controls nicely on Nintendo Switch 2, with multiple schemes available through the Options menu. Whether I was using my Turtle Beach Rematch Wireless Controller or playing handheld, it was easy to switch weapons during combat, sprint past zombies, or sort through my inventory. This title also supports HD Rumble, which at times can feel a little overassertive, but overall adds to the immersion nicely. You also get virtual spatial sound, which works brilliantly, especially with headphones.</p><p>Something that this title does lack, though, is control schemes that make use of the Switch 2’s unique hardware. For instance, there’s no motion-controlled aiming, which would’ve been a nice touch for those who enjoyed it on <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a>, for instance. There isn’t any mouse mode functionality either, so you’ll be using traditional controls throughout the game. For me, this isn’t a huge problem — I prefer standard right stick aiming, but it would’ve undoubtedly been good to see this game make the most of the Switch 2’s hardware.</p><p>When all’s said and done, this is a very competent port of a fantastic survival horror game, and it only helps the Switch 2 establish itself as a major destination for third-party titles as well as big-hit Nintendo releases. Whether you’re new to this series or you’re a long-time fan, this is a great way to experience <em>Resident Evil 2</em> at home or on the go.</p><h2 id="should-you-play-resident-evil-2-for-nintendo-switch-2">Should you play Resident Evil 2 for Nintendo Switch 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="P9dcnsevHRGfLii5wHX4DR" name="20261012120642-01M4QWNP4YY0W40G69FK4FD5Q6" alt="Zombie looking onwards in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/P9dcnsevHRGfLii5wHX4DR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><h2 id="play-it-if-6">Play it if…</h2><div class="product"><p><strong>You want to take Resident Evil 2 on the go</strong><br />You get smooth, consistent performance in this edition of <em>Resident Evil 2</em>, even if you’re playing in handheld mode. If you want to enjoy this classic on the go, then Switch 2 should be your go-to destination — there’s no need to play the cloud version on the OG Switch anymore!</p></div><div class="product"><p><strong>You’re new to Resident Evil</strong><br />Many consider <em>Resident Evil 2</em> to be a strong starting point for series newcomers, and I’d be inclined to agree. You get to see the origin story of legendary gaming icon Leon Kennedy and the intuitive, modern controls are ideal for the uninitiated. </p></div><h2 id="don-t-play-it-if-4">Don’t play it if…</h2><div class="product"><p><strong>You want peak performance</strong><br />If you want to get the best performance possible, then you still may prefer to play on the PS5 Pro or PC. That being said, the Switch 2 version still looks good, especially docked, and its reliable framerate ensures smooth gameplay at all times.</p></div><div class="product"><p><strong>You’re expecting any major changes</strong><br />If you’re looking for shiny new content or new ways to play <em>Resident Evil 2</em>, then this version is unlikely to spark your interest. There are no gyro aiming or mouse mode options, and although you’re getting the Deluxe edition here, there’s no brand new content to discover if you own the DLC on other platforms. </p></div><h2 id="accessibility-features-7">Accessibility features</h2><p>There are a number of ways to customize your experience in <em>Resident Evil 2</em>, with customizable camera options, three distinct control schemes, toggle or hold run modes, and a wide array of voice and text languages to pick from. In the display section, you can change the color of the reticle, laser dot sight, and dot display, alter HUD opacity, and even turn damage display levels down if you’d prefer.</p><h2 id="how-i-reviewed-resident-evil-2-for-nintendo-switch-2">How I reviewed Resident Evil 2 for Nintendo Switch 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DN4jVtwoHgo2N5K8ktEPCR" name="20261012120642-01M4QWNGDKYEFJPAT4H16VDB7X" alt="Sherry creeps forward in Resident Evil 2 remake on Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/DN4jVtwoHgo2N5K8ktEPCR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I spent more than 20 hours with <em>Resident Evil 2</em> on Nintendo Switch 2, during which time I completed both Leon and Claire’s stories, played some of the extra modes like <em>The Ghost Survivors</em>, and played in both docked and handheld mode.</p><p>For the most part, I played the game docked, with my console hooked up to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did indulge in some handheld action here and there, and used my <a href="https://www.techradar.com/audio/earbuds-airpods/jbl-live-beam-4-review">JBL Live Beam 4</a> earbuds to enjoy virtual spatial sound on the go.</p><p>More generally, I’m a seasoned gaming hardware and software reviewer, and have been testing all kinds of games and accessories for years here at TechRadar, where I serve as a Senior Reviews Writer. I’ve reviewed all sorts of games on Nintendo Switch 2, from major first-party releases like <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>to ports of awesome action games, such as <a href="https://www.techradar.com/gaming/yakuza-kiwami-2-nintendo-switch-2-review"><em>Yakuza Kiwami 2</em></a>.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Castlevania: Belmont’s Curse review: a classic platformer given fresh new blood ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Slaying vampires always feels good, and 2D action-adventure and exploration game  <em>Castlevania: Belmont’s Curse</em> is no exception. The first entry in the iconic horror platformer in more than a decade, Evil Empire and Konami have crafted a love letter to past titles that, while not changing much of the formula, delivers an experience worthy of the Belmont name. </p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br /><strong>Available on: </strong>PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>October 15, 2026</p></div></div><p>Despite a fantastic animated adaptation (and great spinoff series with <em>Nocturne</em>), <em>Castlevania </em>has been six feet under as Konami barely revisited the series. Seldom for tie-ins with <em>Dead Cells</em> and re-releases, so fans were ready to sink their fangs into a new title.</p><p>Fortunately, it would come from the <em>Dead Cells</em> team, Evil Empire. Its mastery of the craft with the Metroidvania genre made it a safe but effective pick to hand the Vampire Killer whip to. And, lo and behold, they ran with it and made something fans will love. </p><h2 id="you-must-whip-it-whip-it-good">You must whip it, whip it good </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Qxhfhu8sLLU7VP3FsxvAEB" name="ss_2d5f82625b0d0ba1df860913d0c2cd75c1dd9d7a.1920x1080" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/Qxhfhu8sLLU7VP3FsxvAEB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Surprisingly, the game is a sequel of sorts to both Netflix’s <em>Castlevania </em>and <em>Castlevania 3: Dracula’s Curse</em>. As Rose Belmont, the daughter of Trevor Belmont and Sypha Belnades, she is tasked with stopping the newfound dangers flooding Paris. </p><p>With her father’s guidance and all the Belmont tactics, she’ll discover the root of it all, as well as how she and her mysteriously cursed arm fit into things. </p><p><em>Castlevania: Belmont’s Curse</em> does go a good distance with its narrative, but it doesn’t reach too high. It’s got some twists, turns, and great moments, though it can feel sparse. Of course, most of the fun will come from your experience dashing and slashing, but it can feel uneven with its cinematic counterparts. Still, it’s serviceable enough for you to want to keep playing and see more. </p><p>Rose Belmont, as the daughter of Trevor and Sypha, is a pretty likeable protagonist. She’s not one-note by any means and struggles with her emotions, especially with the spotlight now on her. However, it’s the supporting cast that provide her with what she needs to be a worthy Belmont. </p><p>Without spoilers, her Confidantes will be her moral compass, and it’s up to her to choose which direction she wants to go in. Props go to many of the fantastic performers in the game, as everyone works perfectly with their respective characters. </p><h2 id="a-missable-little-pile-of-secrets">A missable little pile of secrets </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MH4WyCbyf6gGahPqUycHzA" name="ss_6b415b89be320eac7232603e4edaab7b714fab30.1920x1080" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/MH4WyCbyf6gGahPqUycHzA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Once you set foot off the docks of the Seine, you’re instantly thrust into classic <em>Castlevania </em>gameplay: slay monsters and maneuver through obstacles. There are small tutorials, but for the most part, Paris is an open book, and you’re free to flip through the pages almost immediately. </p><p>Action-wise, it also harkens to classic <em>Castlevania</em>, with Rose using a variety of weapons to kill the many creatures of the night. There are many types of weapons, from the iconic whip to flashy gauntlets. Finding new versions of them throughout the world is always a treat, as it never disappoints when you equip them and test them out. Personally, the whip was a go-to, as it rewarded distance with better damage output, though the spear was a close second. </p><p>Also, with Rose’s abilities, which she’d earn after certain bosses, it unlocks various attacks, like throwable crosses or pillars of fire. It leaves customization very open, letting you play how you’d like in terms of combat.  </p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vBspFotgfqU3FQ5dDvReCB" name="ss_5bc8346682072e53e759f919b6fac408787ddd2e.1920x1080" caption="" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/vBspFotgfqU3FQ5dDvReCB-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The level design in </strong><em><strong>Castlevania: Belmont’s Curse</strong></em><strong> is simply phenomenal. From trap-filled chasms to eerily beautiful vistas, the team has done a wonderful job making levels look seemingly impossible but enticing enough to make you want to persevere and keep going.</strong></p></div></div><p>Without going into spoilers, Rose’s journey goes beyond the confines of Paris into various regions. Each of them has some theme and gimmick that makes them memorable in both a playing sense and a backtracking sense. As this is a <em>Castlevania</em> game, you will find yourself going back to certain locations to find secrets and clues for other locations. Luckily, with new abilities like an air dash and, of course, a grappling hook whip, you’ll be able to do so easily and rapidly.</p><p>That said, the level design in <em>Castlevania: Belmont’s Curse</em> is phenomenal. Traps and platforming take advantage of Rose’s abilities, including ones she earns throughout her adventure. It takes precision and good reflexes to maneuver through them, and it never gets old. It can get frustrating, though, especially if you’re going back and forth a ton. Still, finding what you need after a seemingly impossible challenge feels so good.</p><h2 id="slaves-to-our-family-s-wishes">Slaves to our family’s wishes</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wznuij5qbxEy3h2oPb3eCB" name="ss_392991c1fefd76454e9c73512504c211730fb134.1920x1080" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/wznuij5qbxEy3h2oPb3eCB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>As the first new 2D Castlevania in decades, there have been noticeable increases in graphical fidelity since then. </p><p><em>Belmont’s Curse</em> blends 2D with 3D to bring a <em>Dead Cells</em>-like style to the gameplay and look. It does keep the drawn silhouettes of characters for dialogue, but in-game cutscenes are all flat 3D. While the pixelated depth in past titles like <em>Symphony of the Night</em> and <em>Order of Ecclesia</em> is sorely missed, Evil Empire’s redesign works well with the series and fits right in. </p><p>Frame-rate-wise, there were rarely any hiccups during the playthrough. There was a stutter or two during certain moments with tons of monsters, but it was pretty seldom. However, there were a handful of glitches with the audio, as it would cut in and out and, often, restart with each level transition. While rare, some glitches with the gameplay, like phased-out enemies or awkward platforming, would happen. </p><p>It’s also important to mention that it can be quite a difficult game. The series is known for being brutal, and <em>Belmont’s Curse</em> is no exception. A death can bring you way back and reset tons of progress. It’s a worthwhile challenge, but it is one that takes time and patience. Bosses will be the bane of many people’s existence, as some of them, especially late-game ones, are super difficult. It can feel a bit overkill, but it’s nonetheless satisfying to whittle them down and then finally get the last laugh. </p><p>In short, <em>Castlevania: Belmont’s Curse</em> is classic <em>Castlevania </em>brought to the modern age. Evil Empire and Konami have crafted a title that, while it’s not the huge blockbuster many would hope for, is a well-done action platformer. It doesn’t go too far outside the box, but it makes the most of what it does have. </p><p>With fantastic level design and combat, the franchise is in a position to return to its glory days and its bloody reign over the action platformer genre. </p><h2 id="should-you-play-castlevania-belmont-s-curse">Should you play Castlevania: Belmont’s Curse?</h2><h2 id="play-it-if-7">Play it if...</h2><div class="product"><p><strong>You love a great balance of platforming and combat</strong><br />You get the best of both worlds with <em>Castlevania: Belmont’s Curse,</em> with the platforming and combat. Each aspect works extremely well and, most of the time, it’s a delicate dance between the two, even intersecting each other at times. It’s frenetic but exhilarating at the same time. </p></div><div class="product"><p><strong>You enjoy a challenge in all areas</strong><br />You will die a ton of times in Belmont’s Curse, and it’ll be in many different ways. However, if that is a big motivator for you, then you’ll have a wonderful time here. Precise platforming, expert hand-eye coordination, and a tinge of hesitation are required to make it, so if that’s up your alley, it’s the perfect challenge.</p></div><div class="product"><p><strong>You love having the world be a puzzle in itself</strong><br />Exploration in Castlevania: Belmont’s Curse isn’t just required, but rewarded. There are dozens of secrets hidden throughout the many stages, and backtracking only leads to better opportunities for you. Plus, hints for many connecting points, especially bosses, can be found.</p></div><h2 id="don-39-t-play-it-if-4">Don't play it if...</h2><div class="product"><p><strong>You’re looking for something easygoing</strong><br />As mentioned before, Belmont’s Curse is a difficult title. It doesn’t hold your hand much, and you will die a ton. While it may be possible to play this without throwing your controller in frustration, it’s not the most positive or happy-go-lucky title, given its dark world and countless pools of blood.</p></div><h2 id="accessibility-features-8">Accessibility features</h2><p>While the game touts its difficulty, there are available accessibility features to lessen it. There are also various visual adaptations for thicker outlines or colorblind mode. In addition, subtitles are available in different languages, as well as voice-overs. However, despite some accessibility, some things, like one-hit-kill traps, exist and can be frustrating.</p><h2 id="how-i-reviewed-castlevania-belmont-39-s-curse">How I reviewed Castlevania: Belmont's Curse</h2><p>I played <em>Castlevania: Belmont’s Curse</em> for around 16 hours, seeing much of the game’s map, bosses, and secrets. I also got many of the available weapons and spells, as well as heart and mana containers. In addition, I did play the demo, which was released prior to the game’s release, and transferred the save file from that to the full title. </p><p>I played the game on a base <a href="https://www.techradar.com/reviews/ps5">PS5 </a>with the <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a> and <a href="https://www.techradar.com/reviews/hyperx-cloud-iii">HyperX Cloud 3 wired gaming headset</a>, all on a Roku 4K TV.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/castlevania-belmonts-curse-review</link>
                                                                            <description>
                            <![CDATA[ While not near its glory days, Castlevania: Belmont’s Curse is a promising and well-crafted return to form. ]]>
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                                                                        <pubDate>Tue, 13 Oct 2026 07:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 13 Oct 2026 09:01:22 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Michael Murphy ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/nYnSCfsopB4S3mWhfSqrV9-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Michael Murphy is a freelance gaming journalist and reviewer with bylines at Game Informer, Destructoid, Hardcore Gamer, Output Lag, and ComicBook. He’s been a fan of video games since his first SEGA Plug-and-Play and enjoys watching movies, hanging out with his twin brother, and, of course, playing the latest and greatest releases.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Castlevania: Belmont’s Curse official artwork showing a Belmont overlooking Dracula&#039;s castle]]></media:description>                                                            <media:text><![CDATA[Castlevania: Belmont’s Curse official artwork showing a Belmont overlooking Dracula&#039;s castle]]></media:text>
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                                <p>Slaying vampires always feels good, and 2D action-adventure and exploration game  <em>Castlevania: Belmont’s Curse</em> is no exception. The first entry in the iconic horror platformer in more than a decade, Evil Empire and Konami have crafted a love letter to past titles that, while not changing much of the formula, delivers an experience worthy of the Belmont name. </p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br /><strong>Available on: </strong>PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>October 15, 2026</p></div></div><p>Despite a fantastic animated adaptation (and great spinoff series with <em>Nocturne</em>), <em>Castlevania </em>has been six feet under as Konami barely revisited the series. Seldom for tie-ins with <em>Dead Cells</em> and re-releases, so fans were ready to sink their fangs into a new title.</p><p>Fortunately, it would come from the <em>Dead Cells</em> team, Evil Empire. Its mastery of the craft with the Metroidvania genre made it a safe but effective pick to hand the Vampire Killer whip to. And, lo and behold, they ran with it and made something fans will love. </p><h2 id="you-must-whip-it-whip-it-good">You must whip it, whip it good </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Qxhfhu8sLLU7VP3FsxvAEB" name="ss_2d5f82625b0d0ba1df860913d0c2cd75c1dd9d7a.1920x1080" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/Qxhfhu8sLLU7VP3FsxvAEB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Surprisingly, the game is a sequel of sorts to both Netflix’s <em>Castlevania </em>and <em>Castlevania 3: Dracula’s Curse</em>. As Rose Belmont, the daughter of Trevor Belmont and Sypha Belnades, she is tasked with stopping the newfound dangers flooding Paris. </p><p>With her father’s guidance and all the Belmont tactics, she’ll discover the root of it all, as well as how she and her mysteriously cursed arm fit into things. </p><p><em>Castlevania: Belmont’s Curse</em> does go a good distance with its narrative, but it doesn’t reach too high. It’s got some twists, turns, and great moments, though it can feel sparse. Of course, most of the fun will come from your experience dashing and slashing, but it can feel uneven with its cinematic counterparts. Still, it’s serviceable enough for you to want to keep playing and see more. </p><p>Rose Belmont, as the daughter of Trevor and Sypha, is a pretty likeable protagonist. She’s not one-note by any means and struggles with her emotions, especially with the spotlight now on her. However, it’s the supporting cast that provide her with what she needs to be a worthy Belmont. </p><p>Without spoilers, her Confidantes will be her moral compass, and it’s up to her to choose which direction she wants to go in. Props go to many of the fantastic performers in the game, as everyone works perfectly with their respective characters. </p><h2 id="a-missable-little-pile-of-secrets">A missable little pile of secrets </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MH4WyCbyf6gGahPqUycHzA" name="ss_6b415b89be320eac7232603e4edaab7b714fab30.1920x1080" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/MH4WyCbyf6gGahPqUycHzA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Once you set foot off the docks of the Seine, you’re instantly thrust into classic <em>Castlevania </em>gameplay: slay monsters and maneuver through obstacles. There are small tutorials, but for the most part, Paris is an open book, and you’re free to flip through the pages almost immediately. </p><p>Action-wise, it also harkens to classic <em>Castlevania</em>, with Rose using a variety of weapons to kill the many creatures of the night. There are many types of weapons, from the iconic whip to flashy gauntlets. Finding new versions of them throughout the world is always a treat, as it never disappoints when you equip them and test them out. Personally, the whip was a go-to, as it rewarded distance with better damage output, though the spear was a close second. </p><p>Also, with Rose’s abilities, which she’d earn after certain bosses, it unlocks various attacks, like throwable crosses or pillars of fire. It leaves customization very open, letting you play how you’d like in terms of combat.  </p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vBspFotgfqU3FQ5dDvReCB" name="ss_5bc8346682072e53e759f919b6fac408787ddd2e.1920x1080" caption="" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/vBspFotgfqU3FQ5dDvReCB-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The level design in </strong><em><strong>Castlevania: Belmont’s Curse</strong></em><strong> is simply phenomenal. From trap-filled chasms to eerily beautiful vistas, the team has done a wonderful job making levels look seemingly impossible but enticing enough to make you want to persevere and keep going.</strong></p></div></div><p>Without going into spoilers, Rose’s journey goes beyond the confines of Paris into various regions. Each of them has some theme and gimmick that makes them memorable in both a playing sense and a backtracking sense. As this is a <em>Castlevania</em> game, you will find yourself going back to certain locations to find secrets and clues for other locations. Luckily, with new abilities like an air dash and, of course, a grappling hook whip, you’ll be able to do so easily and rapidly.</p><p>That said, the level design in <em>Castlevania: Belmont’s Curse</em> is phenomenal. Traps and platforming take advantage of Rose’s abilities, including ones she earns throughout her adventure. It takes precision and good reflexes to maneuver through them, and it never gets old. It can get frustrating, though, especially if you’re going back and forth a ton. Still, finding what you need after a seemingly impossible challenge feels so good.</p><h2 id="slaves-to-our-family-s-wishes">Slaves to our family’s wishes</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wznuij5qbxEy3h2oPb3eCB" name="ss_392991c1fefd76454e9c73512504c211730fb134.1920x1080" alt="A screenshot from Castlevania: Belmont's Curse showing intricate level design" src="https://cdn.mos.cms.futurecdn.net/wznuij5qbxEy3h2oPb3eCB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>As the first new 2D Castlevania in decades, there have been noticeable increases in graphical fidelity since then. </p><p><em>Belmont’s Curse</em> blends 2D with 3D to bring a <em>Dead Cells</em>-like style to the gameplay and look. It does keep the drawn silhouettes of characters for dialogue, but in-game cutscenes are all flat 3D. While the pixelated depth in past titles like <em>Symphony of the Night</em> and <em>Order of Ecclesia</em> is sorely missed, Evil Empire’s redesign works well with the series and fits right in. </p><p>Frame-rate-wise, there were rarely any hiccups during the playthrough. There was a stutter or two during certain moments with tons of monsters, but it was pretty seldom. However, there were a handful of glitches with the audio, as it would cut in and out and, often, restart with each level transition. While rare, some glitches with the gameplay, like phased-out enemies or awkward platforming, would happen. </p><p>It’s also important to mention that it can be quite a difficult game. The series is known for being brutal, and <em>Belmont’s Curse</em> is no exception. A death can bring you way back and reset tons of progress. It’s a worthwhile challenge, but it is one that takes time and patience. Bosses will be the bane of many people’s existence, as some of them, especially late-game ones, are super difficult. It can feel a bit overkill, but it’s nonetheless satisfying to whittle them down and then finally get the last laugh. </p><p>In short, <em>Castlevania: Belmont’s Curse</em> is classic <em>Castlevania </em>brought to the modern age. Evil Empire and Konami have crafted a title that, while it’s not the huge blockbuster many would hope for, is a well-done action platformer. It doesn’t go too far outside the box, but it makes the most of what it does have. </p><p>With fantastic level design and combat, the franchise is in a position to return to its glory days and its bloody reign over the action platformer genre. </p><h2 id="should-you-play-castlevania-belmont-s-curse">Should you play Castlevania: Belmont’s Curse?</h2><h2 id="play-it-if-7">Play it if...</h2><div class="product"><p><strong>You love a great balance of platforming and combat</strong><br />You get the best of both worlds with <em>Castlevania: Belmont’s Curse,</em> with the platforming and combat. Each aspect works extremely well and, most of the time, it’s a delicate dance between the two, even intersecting each other at times. It’s frenetic but exhilarating at the same time. </p></div><div class="product"><p><strong>You enjoy a challenge in all areas</strong><br />You will die a ton of times in Belmont’s Curse, and it’ll be in many different ways. However, if that is a big motivator for you, then you’ll have a wonderful time here. Precise platforming, expert hand-eye coordination, and a tinge of hesitation are required to make it, so if that’s up your alley, it’s the perfect challenge.</p></div><div class="product"><p><strong>You love having the world be a puzzle in itself</strong><br />Exploration in Castlevania: Belmont’s Curse isn’t just required, but rewarded. There are dozens of secrets hidden throughout the many stages, and backtracking only leads to better opportunities for you. Plus, hints for many connecting points, especially bosses, can be found.</p></div><h2 id="don-39-t-play-it-if-4">Don't play it if...</h2><div class="product"><p><strong>You’re looking for something easygoing</strong><br />As mentioned before, Belmont’s Curse is a difficult title. It doesn’t hold your hand much, and you will die a ton. While it may be possible to play this without throwing your controller in frustration, it’s not the most positive or happy-go-lucky title, given its dark world and countless pools of blood.</p></div><h2 id="accessibility-features-8">Accessibility features</h2><p>While the game touts its difficulty, there are available accessibility features to lessen it. There are also various visual adaptations for thicker outlines or colorblind mode. In addition, subtitles are available in different languages, as well as voice-overs. However, despite some accessibility, some things, like one-hit-kill traps, exist and can be frustrating.</p><h2 id="how-i-reviewed-castlevania-belmont-39-s-curse">How I reviewed Castlevania: Belmont's Curse</h2><p>I played <em>Castlevania: Belmont’s Curse</em> for around 16 hours, seeing much of the game’s map, bosses, and secrets. I also got many of the available weapons and spells, as well as heart and mana containers. In addition, I did play the demo, which was released prior to the game’s release, and transferred the save file from that to the full title. </p><p>I played the game on a base <a href="https://www.techradar.com/reviews/ps5">PS5 </a>with the <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a> and <a href="https://www.techradar.com/reviews/hyperx-cloud-iii">HyperX Cloud 3 wired gaming headset</a>, all on a Roku 4K TV.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ ‘There are no plans to ditch physical’: Nintendo commits to physical games ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Nintendo has confirmed its commitment to physical games</strong></li><li><strong>The statement comes as Sony abandons physical media</strong></li><li><strong>“We go off of what the consumer prefers,” Nintendo declared</strong></li></ul><p>Physical game releases are becoming <a href="https://www.techradar.com/pro/sony-denies-claims-it-is-stopping-disc-production-but-admits-its-last-plant-will-drop-production-by-10">increasingly rare these days</a>, but one company that still plans to sell its titles this way is <a href="https://www.techradar.com/gaming/nintendo-switch/nintendo-switch-sports-resort-is-a-sun-drenched-return-to-form">Nintendo</a>. The Japanese gaming giant confirmed as much in an interview that might come as some relief to fans of disc-based media — although don’t take it as a guarantee that things will stay this way forever. </p><p>Speaking to <a href="https://www.youtube.com/watch?v=BaLVcqavw74" target="_blank">Brazilian interviewer Rodrigo Coelho</a>, Bill van Zyll, Vice President &amp; General Manager of Nintendo Latin America, explained that, “There are no plans to ditch physical [media]. We know how much the fans like it as well.” </p><p>Nintendo’s van Zyll gave the example of the <a href="https://www.techradar.com/seasonal-sales/the-nintendo-switch-2-might-be-the-only-console-actually-getting-cheaper-thanks-to-a-new-lowest-ever-price">Nintendo Switch 2</a>, for which games are available in both digital and physical formats. That's something Nintendo appears to be committed to continuing, at least for the time being, which could help to assuage the concerns of some fans. </p><p>Nintendo fans on social media seemed hopeful about the revelation. “Maybe there is window for cartridges to make a comeback in some capacity,” mused one on <a href="https://www.reddit.com/r/technology/comments/1x3fo8z/nintendo_says_they_have_no_plans_to_abandon/" target="_blank">Reddit</a>, while another proclaimed that “I have no plans to abandon Nintendo. The system works!” “I hope Sony takes notice,” wrote a third, referring to Sony’s decision to <a href="https://www.techradar.com/gaming/in-a-huge-blow-to-game-ownership-playstation-confirms-end-of-physical-games-mere-days-after-gta-6s-disc-less-pre-orders">completely abandon physical games by 2028</a>.</p><h2 id="good-news-for-now">Good news — for now</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3zDVT7n4N2mJuVe6oCc6nR" name="Snakebyte Starter Kit S2 for Nintendo Switch 2" alt="A man holds the Joy-Con 2, showing off the Snakebyte silicone grips that have been applied to them." src="https://cdn.mos.cms.futurecdn.net/3zDVT7n4N2mJuVe6oCc6nR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Of course, there’s no way to know exactly how long Nintendo will remain devoted to physical games for. As van Zyll said in the interview, “historically, we’ve been very agnostic. We go off of what the consumer prefers and take that into account very heavily”. While that might mean physical releases are here to stay at the moment, van Zyll’s response doesn’t rule out a change of approach in the future if consumer tastes shift. </p><p>With that in mind, it’s worth considering that Take-Two CEO Strauss Zelnick has previously noted that “Our business is well over 90% digitally distributed,” which explains why <a href="https://www.techradar.com/gaming/five-big-new-details-about-grand-theft-auto-6-map-size-confirmed-170-animal-species-revealed-a-wild-new-dynamic-weather-system-and-more"><em>GTA 6</em></a> is going to be an <a href="https://www.techradar.com/gaming/wondering-why-gta-6-is-a-code-in-a-box-take-two-ceo-says-its-because-gaming-is-now-well-over-90-percent-digital">entirely disc-less launch</a>. While <em>Graft Theft Auto</em> players and fans of Nintendo games are two quite different groups, I wouldn’t be too surprised to see Nintendo follow Take Two’s example in the future. </p><p>If you are a keen collector of physical games, and prefer to own hard copies of every title you play, Nintendo’s announcement will be great news. But with the industry increasingly heading in the digital direction, you might want to pick up hard copies of your favorites, just in case Nintendo decides to change course.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/nintendo/i-hope-sony-takes-notice-nintendo-says-it-has-no-plans-to-ditch-physical-media-as-gta-6-goes-entirely-disc-less</link>
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                            <![CDATA[ Nintendo says it will continue making physical games, despite rivals like Sony pledging to go entirely disc-less. ]]>
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                                                                        <pubDate>Mon, 12 Oct 2026 11:38:44 +0000</pubDate>                                                                                                                                <updated>Tue, 13 Oct 2026 05:12:00 +0000</updated>
                                                                                                                                            <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ alexblake.techradar@gmail.com (Alex Blake) ]]></author>                    <dc:creator><![CDATA[ Alex Blake ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gwmVRU4zMGnDYsGVAFvRmL-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Alex Blake has been fooling around with computers since the early 1990s, and since that time he&#039;s learned a thing or two about tech. No more than two things, though. That&#039;s all his brain can hold. As well as TechRadar, Alex writes for iMore, Digital Trends and Creative Bloq, among others. He was previously commissioning editor at MacFormat magazine. That means he mostly covers the world of Apple and its latest products, but also Windows, computer peripherals, mobile apps, and much more beyond. When not writing, you can find him hiking the English countryside and gaming on his PC.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / Nintendo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Various Pokémon games with Switch 2, Nintendo DSi XL and Nintendo DS Lite on table]]></media:description>                                                            <media:text><![CDATA[Various Pokémon games with Switch 2, Nintendo DSi XL and Nintendo DS Lite on table]]></media:text>
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                                <ul><li><strong>Nintendo has confirmed its commitment to physical games</strong></li><li><strong>The statement comes as Sony abandons physical media</strong></li><li><strong>“We go off of what the consumer prefers,” Nintendo declared</strong></li></ul><p>Physical game releases are becoming <a href="https://www.techradar.com/pro/sony-denies-claims-it-is-stopping-disc-production-but-admits-its-last-plant-will-drop-production-by-10">increasingly rare these days</a>, but one company that still plans to sell its titles this way is <a href="https://www.techradar.com/gaming/nintendo-switch/nintendo-switch-sports-resort-is-a-sun-drenched-return-to-form">Nintendo</a>. The Japanese gaming giant confirmed as much in an interview that might come as some relief to fans of disc-based media — although don’t take it as a guarantee that things will stay this way forever. </p><p>Speaking to <a href="https://www.youtube.com/watch?v=BaLVcqavw74" target="_blank">Brazilian interviewer Rodrigo Coelho</a>, Bill van Zyll, Vice President &amp; General Manager of Nintendo Latin America, explained that, “There are no plans to ditch physical [media]. We know how much the fans like it as well.” </p><p>Nintendo’s van Zyll gave the example of the <a href="https://www.techradar.com/seasonal-sales/the-nintendo-switch-2-might-be-the-only-console-actually-getting-cheaper-thanks-to-a-new-lowest-ever-price">Nintendo Switch 2</a>, for which games are available in both digital and physical formats. That's something Nintendo appears to be committed to continuing, at least for the time being, which could help to assuage the concerns of some fans. </p><p>Nintendo fans on social media seemed hopeful about the revelation. “Maybe there is window for cartridges to make a comeback in some capacity,” mused one on <a href="https://www.reddit.com/r/technology/comments/1x3fo8z/nintendo_says_they_have_no_plans_to_abandon/" target="_blank">Reddit</a>, while another proclaimed that “I have no plans to abandon Nintendo. The system works!” “I hope Sony takes notice,” wrote a third, referring to Sony’s decision to <a href="https://www.techradar.com/gaming/in-a-huge-blow-to-game-ownership-playstation-confirms-end-of-physical-games-mere-days-after-gta-6s-disc-less-pre-orders">completely abandon physical games by 2028</a>.</p><h2 id="good-news-for-now">Good news — for now</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3zDVT7n4N2mJuVe6oCc6nR" name="Snakebyte Starter Kit S2 for Nintendo Switch 2" alt="A man holds the Joy-Con 2, showing off the Snakebyte silicone grips that have been applied to them." src="https://cdn.mos.cms.futurecdn.net/3zDVT7n4N2mJuVe6oCc6nR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Of course, there’s no way to know exactly how long Nintendo will remain devoted to physical games for. As van Zyll said in the interview, “historically, we’ve been very agnostic. We go off of what the consumer prefers and take that into account very heavily”. While that might mean physical releases are here to stay at the moment, van Zyll’s response doesn’t rule out a change of approach in the future if consumer tastes shift. </p><p>With that in mind, it’s worth considering that Take-Two CEO Strauss Zelnick has previously noted that “Our business is well over 90% digitally distributed,” which explains why <a href="https://www.techradar.com/gaming/five-big-new-details-about-grand-theft-auto-6-map-size-confirmed-170-animal-species-revealed-a-wild-new-dynamic-weather-system-and-more"><em>GTA 6</em></a> is going to be an <a href="https://www.techradar.com/gaming/wondering-why-gta-6-is-a-code-in-a-box-take-two-ceo-says-its-because-gaming-is-now-well-over-90-percent-digital">entirely disc-less launch</a>. While <em>Graft Theft Auto</em> players and fans of Nintendo games are two quite different groups, I wouldn’t be too surprised to see Nintendo follow Take Two’s example in the future. </p><p>If you are a keen collector of physical games, and prefer to own hard copies of every title you play, Nintendo’s announcement will be great news. But with the industry increasingly heading in the digital direction, you might want to pick up hard copies of your favorites, just in case Nintendo decides to change course.</p>
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                                                            <title><![CDATA[ Dynasty Warriors 3: Complete Edition Remastered review: Welcome (back) to China ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Revisiting one of Omega Force’s most beloved works via <em>Dynasty Warriors 3: Complete Edition Remastered </em>has been interesting. I got into the series quite late, so I’ve never had the same reverence for the earlier games that many other fans do. I’m happy to say that has changed with this remastered version.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PC<br /><strong>Available on:</strong> PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date:</strong> October 1, 2026</p></div></div><p>This is a very different game compared to modern entries like <a href="https://www.techradar.com/gaming/dynasty-warriors-origins-review"><em>Dynasty Warriors Origins</em></a><em> </em>or <a href="https://www.techradar.com/gaming/hyrule-warriors-age-of-imprisonment-review"><em>Hyrule Warriors: Age of Imprisonment</em></a><em>. </em>Objectives are straightforward, battles (for the most part) tend not to last as long, and your KO count per battle is much lower than the thousands you rack up in newer installments.</p><p>Satisfaction lies elsewhere in <em>Dynasty Warriors 3: Complete Edition Remastered. </em>It trades bombastic theatrics and ‘rule of cool’ battlefield domination for a more grounded approach. Instead of tearing across battlegrounds like a Category 5 hurricane, you’ll need to pick your fights more carefully and move with your army. Even basic peons are far more aggressive in this game, so ditching your allies isn’t exactly the wisest decision.</p><p>There are some cool quality-of-life additions, such as being able to counter enemy Strong and Special attacks with your own. A handy checkpoint feature lets you rewind the battle to key moments if you die, and there’s an honest-to-goodness dodge button that helps even the odds and can even be followed up with a counter if timed correctly. Alternatively, you can set the entire game to a ‘Classic’ mode, ditching all of this in favor of the original gameplay experience.</p><p>It’s an incredibly thoughtful remaster in that regard, offering options for newcomers, purists, and everyone in between. The visual facelift is nice, but not overbearing. Plus, additional content from the Xtreme Legends expansion is included here, too, making <em>Dynasty Warriors 3: Complete Edition Remastered </em>an extremely beefy package for its relatively budget price tag.</p><h2 id="same-as-it-ever-was">Same as it ever was?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KU5QPDmrKz7sr2Q4TRSbGd" name="Screenshot_2_-_DYNASTY_WARRIORS_3_Complete_Edition_Remastered_-6.1.2026" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Meng Huo riding a war elephant into battle" src="https://cdn.mos.cms.futurecdn.net/KU5QPDmrKz7sr2Q4TRSbGd-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p><em>Dynasty Warriors 3: Complete Edition Remastered, </em>as ever, presents a loose interpretation of Luo Guanzhong’s <em>Romance of the Three Kingdoms. </em>Which in itself is a romanticization of this turbulent wartorn era of Ancient China. </p><p>As an earlier entry, <em>Dynasty Warriors 3 </em>pretty much gives you the highlights rather than delving deep into character drama or motivations. It’s quite refreshingly simple, though individual playable officers do get their own cutscenes, endings, and the like.</p><p>You’ll spend the majority of your time in Musou Mode — effectively the game’s campaign. You will then choose an officer from one of four factions: Wei, Wu, Shu, or Other. The latter of which featuring officers with no set affiliation like Lu Bu, Dong Zhuo, and Diaochan.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="V72MV6KhbqKxSAYLu3j6Kj" name="Lu_Bu_action_" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Lu Bu charge head-on into an army of peons" src="https://cdn.mos.cms.futurecdn.net/V72MV6KhbqKxSAYLu3j6Kj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p>Each officer has their own bespoke Musou Mode route, though some are longer than others. Even so, your goal on each map typically boils down to defeating a key enemy officer, while ticking off smaller objectives to boost your side’s morale or rob the enemy of powerful weaponry.</p><p>That might sound repetitive, and it can be if played over longer sessions. However, I think <em>Dynasty Warriors 3: Complete Edition Remastered </em>is tailored to shorter bursts of play, and the bite-sized Musou Mode campaigns for each officer support that. Playing through a campaign will bolster that officer’s stats, as well as earn them new weapons and equippable items — the latter of which can be shared between all officers.</p><p>Part of the beauty of <em>Dynasty Warriors 3: Complete Edition Remastered </em>is that it feels like a snowball of unlockables. You’ll routinely be bagging new playable officers, more powerful weapons, and potent rare items should you meet their conditions during a stage. </p><p>Some stages can also grant you an officer’s fourth or fifth weapon. These are extremely strong, but are typically gated behind higher difficulties and some rather stringent objectives so be sure to bring upgraded officers and plenty of patience for these.</p><h2 id="old-and-new">Old and new</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RdUcDDWhyKJGxWTVVqvF84" name="Zhao_Yun_action" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Zhao Yun counter a group of enemies with spear thrusts" src="https://cdn.mos.cms.futurecdn.net/RdUcDDWhyKJGxWTVVqvF84-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p>One of my favorite things about <em>Dynasty Warriors 3: Complete Edition Remastered </em>is that it has options for basically everyone. You can play the entire game in either modern or classic modes. Classic is just that: <em>Dynasty Warriors 3 </em>as it played on the PlayStation 2, for the most part. No fancy extras. Does it feel a bit dated? Yes absolutely, but I’m happy it’s here as an option for purists.</p><p>The more modern take applies a bunch of quality-of-life changes and gameplay additions. As mentioned at the top, these include Strong and Special attack counters, a dodge, and a quick mount option for your horse. It helps the game feel a lot more fluid, in my opinion. </p><p>Was I still getting juggled to death by lowly peons for daring to take on an officer on my lonesome? Yep. More than a few times. But ultimately I did appreciate the more humbling experience here when I’m so used to treating enemy armies like mowing the lawn in more modern Musou games.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gqgWspVCqxPnegThZARs9C" name="Screenshot_5_-_DYNASTY_WARRIORS_3_Complete_Edition_Remastered_-6.1.2026" caption="" alt="Dynasty Warriors 3: Complete Edition Remastered weapon screen. A level 3 Dragon Spear is transferring skills to a more powerful level 4 Fierce Dragon Spear" src="https://cdn.mos.cms.futurecdn.net/gqgWspVCqxPnegThZARs9C-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Dynasty Warriors 3: Complete Edition Remastered is a reminder of how cool unlockable content used to be in this era of gaming. You’ll have to put the work in to unlock most characters as well as their signature weapons. It’s the kind of stuff that’ll keep you busy for potentially tens of hours without feeling overly tedious.</strong></p></div></div><p>What’s nice is that if you’re somewhere in the middle — say, wanting a hybrid modern/classic experience — <em>Dynasty Warriors 3: Complete Edition Remastered </em>supports that. Quality-of-life additions can be toggled individually in the options menu, allowing for a widely customizable experience.</p><p>Additions aside, Omega Force has elected to keep the original game’s amazing soundtrack and cheeseball dialogue fully intact. I love this because there are some truly hilarious line deliveries across cutscenes, and the overt mispronunciation of officer names just adds to the charm of it all. Battles have been spiced up with combat lines from later entries like <em>Dynasty Warriors 8, </em>though, which is a nice touch.</p><h2 id="should-i-play-dynasty-warriors-3-complete-edition-remastered">Should I play Dynasty Warriors 3: Complete Edition Remastered?</h2><h2 id="play-it-if-8">Play it if…</h2><div class="product"><p><strong>You’re a newer Musou fan</strong><br />If you’ve only recently gotten into Omega Force’s <em>Warriors </em>franchise, I implore you to give this one a go. It’s a great change of pace from more modern entries and very much bears a ‘substance over style’ approach.</p></div><div class="product"><p><strong>You love unlockables</strong><br />There are boatloads of officers and weapons to unlock, and most play rather differently from one another.</p></div><h2 id="don-39-t-play-it-if-5">Don't play it if...</h2><div class="product"><p><strong>You’re not keen on repetition</strong><br />There isn’t really any grinding to be done here, but replaying Musou Mode with many different officers can grow tiresome. Oh, and as a bonus pro tip: you only have to do a particularly aggravating objective during the Nanman campaign mission once, but my word is it a slog that first time.</p></div><h2 id="accessibility-features-9">Accessibility features</h2><p>There aren't any dedicated accessibility toggles in <em>Dynasty Warriors 3: Complete Edition Remastered </em>such as subtitles or colorblind modes. However, individual game settings can be toggled based on preferences. These include target-facing assists, dodging, power guards, and strong attack counters.</p><h2 id="how-i-reviewed-dynasty-warriors-3-complete-edition-remastered">How I reviewed Dynasty Warriors 3: Complete Edition Remastered</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cSNSXiAk4b6aJxe5vjRTpM" name="Screenshot_3_-_DYNASTY_WARRIORS_3_Complete_Edition_Remastered_-6.1.2026" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Lu Xun swipe at an enemy group with dual swords, applying a harmful status effect to them" src="https://cdn.mos.cms.futurecdn.net/cSNSXiAk4b6aJxe5vjRTpM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p>I played <em>Dynasty Warriors 3: Complete Edition Remastered </em>for 15 hours on PC via Steam for this review. Being a remaster of an older title, my Nvidia GeForce RTX 5060 was more than enough to run the game on maximum settings with zero hitches or issues.</p><p>My gamepad of choice was the <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Valve Steam Controller (2026)</a>, and I often hooked up my <a href="https://www.techradar.com/gaming/nacon-rig-900-max-hs-review">RIG 900 Max HS</a> gaming headset to enjoy the game's banging soundtrack and corny dialogue sequences.</p><p>The majority of my playtime was spent in the main Musou Mode, unlocking characters, weapons, and optional rare items. Though I did delve into the Free and Challenge modes for a change of pace, too.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/dynasty-warriors-3-complete-edition-remastered-review</link>
                                                                            <description>
                            <![CDATA[ Dynasty Warriors 3: Complete Edition Remastered is an excellent remaster that fans both old and new need to check out. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Sun, 11 Oct 2026 05:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 12 Oct 2026 08:39:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Rhys Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YYxVnQwHQBvGJdHVMAm2cK-320-70.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Koei Tecmo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Sun Shangxiang in the foreground, preparing to counter a charge attack]]></media:description>                                                            <media:text><![CDATA[Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Sun Shangxiang in the foreground, preparing to counter a charge attack]]></media:text>
                                <media:title type="plain"><![CDATA[Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Sun Shangxiang in the foreground, preparing to counter a charge attack]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Revisiting one of Omega Force’s most beloved works via <em>Dynasty Warriors 3: Complete Edition Remastered </em>has been interesting. I got into the series quite late, so I’ve never had the same reverence for the earlier games that many other fans do. I’m happy to say that has changed with this remastered version.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PC<br /><strong>Available on:</strong> PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date:</strong> October 1, 2026</p></div></div><p>This is a very different game compared to modern entries like <a href="https://www.techradar.com/gaming/dynasty-warriors-origins-review"><em>Dynasty Warriors Origins</em></a><em> </em>or <a href="https://www.techradar.com/gaming/hyrule-warriors-age-of-imprisonment-review"><em>Hyrule Warriors: Age of Imprisonment</em></a><em>. </em>Objectives are straightforward, battles (for the most part) tend not to last as long, and your KO count per battle is much lower than the thousands you rack up in newer installments.</p><p>Satisfaction lies elsewhere in <em>Dynasty Warriors 3: Complete Edition Remastered. </em>It trades bombastic theatrics and ‘rule of cool’ battlefield domination for a more grounded approach. Instead of tearing across battlegrounds like a Category 5 hurricane, you’ll need to pick your fights more carefully and move with your army. Even basic peons are far more aggressive in this game, so ditching your allies isn’t exactly the wisest decision.</p><p>There are some cool quality-of-life additions, such as being able to counter enemy Strong and Special attacks with your own. A handy checkpoint feature lets you rewind the battle to key moments if you die, and there’s an honest-to-goodness dodge button that helps even the odds and can even be followed up with a counter if timed correctly. Alternatively, you can set the entire game to a ‘Classic’ mode, ditching all of this in favor of the original gameplay experience.</p><p>It’s an incredibly thoughtful remaster in that regard, offering options for newcomers, purists, and everyone in between. The visual facelift is nice, but not overbearing. Plus, additional content from the Xtreme Legends expansion is included here, too, making <em>Dynasty Warriors 3: Complete Edition Remastered </em>an extremely beefy package for its relatively budget price tag.</p><h2 id="same-as-it-ever-was">Same as it ever was?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KU5QPDmrKz7sr2Q4TRSbGd" name="Screenshot_2_-_DYNASTY_WARRIORS_3_Complete_Edition_Remastered_-6.1.2026" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Meng Huo riding a war elephant into battle" src="https://cdn.mos.cms.futurecdn.net/KU5QPDmrKz7sr2Q4TRSbGd-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p><em>Dynasty Warriors 3: Complete Edition Remastered, </em>as ever, presents a loose interpretation of Luo Guanzhong’s <em>Romance of the Three Kingdoms. </em>Which in itself is a romanticization of this turbulent wartorn era of Ancient China. </p><p>As an earlier entry, <em>Dynasty Warriors 3 </em>pretty much gives you the highlights rather than delving deep into character drama or motivations. It’s quite refreshingly simple, though individual playable officers do get their own cutscenes, endings, and the like.</p><p>You’ll spend the majority of your time in Musou Mode — effectively the game’s campaign. You will then choose an officer from one of four factions: Wei, Wu, Shu, or Other. The latter of which featuring officers with no set affiliation like Lu Bu, Dong Zhuo, and Diaochan.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="V72MV6KhbqKxSAYLu3j6Kj" name="Lu_Bu_action_" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Lu Bu charge head-on into an army of peons" src="https://cdn.mos.cms.futurecdn.net/V72MV6KhbqKxSAYLu3j6Kj-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p>Each officer has their own bespoke Musou Mode route, though some are longer than others. Even so, your goal on each map typically boils down to defeating a key enemy officer, while ticking off smaller objectives to boost your side’s morale or rob the enemy of powerful weaponry.</p><p>That might sound repetitive, and it can be if played over longer sessions. However, I think <em>Dynasty Warriors 3: Complete Edition Remastered </em>is tailored to shorter bursts of play, and the bite-sized Musou Mode campaigns for each officer support that. Playing through a campaign will bolster that officer’s stats, as well as earn them new weapons and equippable items — the latter of which can be shared between all officers.</p><p>Part of the beauty of <em>Dynasty Warriors 3: Complete Edition Remastered </em>is that it feels like a snowball of unlockables. You’ll routinely be bagging new playable officers, more powerful weapons, and potent rare items should you meet their conditions during a stage. </p><p>Some stages can also grant you an officer’s fourth or fifth weapon. These are extremely strong, but are typically gated behind higher difficulties and some rather stringent objectives so be sure to bring upgraded officers and plenty of patience for these.</p><h2 id="old-and-new">Old and new</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RdUcDDWhyKJGxWTVVqvF84" name="Zhao_Yun_action" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Zhao Yun counter a group of enemies with spear thrusts" src="https://cdn.mos.cms.futurecdn.net/RdUcDDWhyKJGxWTVVqvF84-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p>One of my favorite things about <em>Dynasty Warriors 3: Complete Edition Remastered </em>is that it has options for basically everyone. You can play the entire game in either modern or classic modes. Classic is just that: <em>Dynasty Warriors 3 </em>as it played on the PlayStation 2, for the most part. No fancy extras. Does it feel a bit dated? Yes absolutely, but I’m happy it’s here as an option for purists.</p><p>The more modern take applies a bunch of quality-of-life changes and gameplay additions. As mentioned at the top, these include Strong and Special attack counters, a dodge, and a quick mount option for your horse. It helps the game feel a lot more fluid, in my opinion. </p><p>Was I still getting juggled to death by lowly peons for daring to take on an officer on my lonesome? Yep. More than a few times. But ultimately I did appreciate the more humbling experience here when I’m so used to treating enemy armies like mowing the lawn in more modern Musou games.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gqgWspVCqxPnegThZARs9C" name="Screenshot_5_-_DYNASTY_WARRIORS_3_Complete_Edition_Remastered_-6.1.2026" caption="" alt="Dynasty Warriors 3: Complete Edition Remastered weapon screen. A level 3 Dragon Spear is transferring skills to a more powerful level 4 Fierce Dragon Spear" src="https://cdn.mos.cms.futurecdn.net/gqgWspVCqxPnegThZARs9C-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Dynasty Warriors 3: Complete Edition Remastered is a reminder of how cool unlockable content used to be in this era of gaming. You’ll have to put the work in to unlock most characters as well as their signature weapons. It’s the kind of stuff that’ll keep you busy for potentially tens of hours without feeling overly tedious.</strong></p></div></div><p>What’s nice is that if you’re somewhere in the middle — say, wanting a hybrid modern/classic experience — <em>Dynasty Warriors 3: Complete Edition Remastered </em>supports that. Quality-of-life additions can be toggled individually in the options menu, allowing for a widely customizable experience.</p><p>Additions aside, Omega Force has elected to keep the original game’s amazing soundtrack and cheeseball dialogue fully intact. I love this because there are some truly hilarious line deliveries across cutscenes, and the overt mispronunciation of officer names just adds to the charm of it all. Battles have been spiced up with combat lines from later entries like <em>Dynasty Warriors 8, </em>though, which is a nice touch.</p><h2 id="should-i-play-dynasty-warriors-3-complete-edition-remastered">Should I play Dynasty Warriors 3: Complete Edition Remastered?</h2><h2 id="play-it-if-8">Play it if…</h2><div class="product"><p><strong>You’re a newer Musou fan</strong><br />If you’ve only recently gotten into Omega Force’s <em>Warriors </em>franchise, I implore you to give this one a go. It’s a great change of pace from more modern entries and very much bears a ‘substance over style’ approach.</p></div><div class="product"><p><strong>You love unlockables</strong><br />There are boatloads of officers and weapons to unlock, and most play rather differently from one another.</p></div><h2 id="don-39-t-play-it-if-5">Don't play it if...</h2><div class="product"><p><strong>You’re not keen on repetition</strong><br />There isn’t really any grinding to be done here, but replaying Musou Mode with many different officers can grow tiresome. Oh, and as a bonus pro tip: you only have to do a particularly aggravating objective during the Nanman campaign mission once, but my word is it a slog that first time.</p></div><h2 id="accessibility-features-9">Accessibility features</h2><p>There aren't any dedicated accessibility toggles in <em>Dynasty Warriors 3: Complete Edition Remastered </em>such as subtitles or colorblind modes. However, individual game settings can be toggled based on preferences. These include target-facing assists, dodging, power guards, and strong attack counters.</p><h2 id="how-i-reviewed-dynasty-warriors-3-complete-edition-remastered">How I reviewed Dynasty Warriors 3: Complete Edition Remastered</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cSNSXiAk4b6aJxe5vjRTpM" name="Screenshot_3_-_DYNASTY_WARRIORS_3_Complete_Edition_Remastered_-6.1.2026" alt="Dynasty Warriors 3: Complete Edition Remastered screenshot showing officer Lu Xun swipe at an enemy group with dual swords, applying a harmful status effect to them" src="https://cdn.mos.cms.futurecdn.net/cSNSXiAk4b6aJxe5vjRTpM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Koei Tecmo)</span></figcaption></figure><p>I played <em>Dynasty Warriors 3: Complete Edition Remastered </em>for 15 hours on PC via Steam for this review. Being a remaster of an older title, my Nvidia GeForce RTX 5060 was more than enough to run the game on maximum settings with zero hitches or issues.</p><p>My gamepad of choice was the <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Valve Steam Controller (2026)</a>, and I often hooked up my <a href="https://www.techradar.com/gaming/nacon-rig-900-max-hs-review">RIG 900 Max HS</a> gaming headset to enjoy the game's banging soundtrack and corny dialogue sequences.</p><p>The majority of my playtime was spent in the main Musou Mode, unlocking characters, weapons, and optional rare items. Though I did delve into the Free and Challenge modes for a change of pace, too.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Two weeks with the new ModRetro Chromatic Transparent: I'm loving this slick modern way to play classic Game Boy games ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Over the years of multiple house moves and life events, I've somehow managed to keep hold of my original <em>Legend of Zelda: Link's Awakening DX</em> cartridge on Game Boy. My actual Game Boy handhelds and various other <em>Pokémon</em> games have all, disappointingly, been lost to time — but that one cart has stuck around. For the last two weeks, I've finally had something to play it on.</p><p>I'm talking about the latest <a href="https://modretro.com/products/chromatic-transparent">ModRetro Chromatic Transparent</a>: an updated version of its homage to the original Game Boy that's capable of playing all original Game Boy and Game Boy Color game cartridges, as well as ModRetro's own re-releases.</p><p>What's even more interesting is that this new version of the Chromatic doesn't just come in several transparent colorways, but also sports a much lower starting price of $149.99 / £139.99 — that's $50 / £45 cheaper than the original version. Plus, a copy of <em>Tetris</em> is still included with all purchases.</p><p>I've been bouncing between that classic block-based puzzler and probably one of my favorite <em>Zelda</em> adventures over the last couple of weeks to test out the Chromatic — and I'm super-impressed with the swish little handheld.</p><p>As much as I love the idea of playing retro games on original hardware, there's no denying the impact of some of the huge improvements the Chromatic makes over the classic Game Boy.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dS6KoqT5AChpbL7xAFSfRd-1920-80.jpg" alt="ModRetro Chromatic Transparent in red showing the Tetris start screen in the display" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tb9bd59pzMcFJZEVrVciLd-1920-80.jpg" alt="A close up of the ModRetro Chromatic Transparent from the bottom so you can see all the inside electronics" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/rfeeCsJKvuYLsGRR4fEFZd-1920-80.jpg" alt="Link's Awakening DX running on the ModRetro Chromatic Transparent" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Y33eUyYSd8UnYrHsZeDmWd-1920-80.jpg" alt="Link's Awakening DX running on the ModRetro Chromatic Transparent" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ygRLBxLE3Ecr678UwzGjCd-1920-80.jpg" alt="The back of the ModRetro Chromatic Transparent with the Tetris cart in place" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure></figure><p>The design is one thing, which is made up of a see-through plastic shell that weighs just 6.2 oz (176g), making it slightly lighter and more comfortable for longer gaming sessions.</p><p>But the real highlight is the screen. It maintains the same dimensions and resolution as the original Game Boy, but upgrades it to an IPS backlit LCD with scratch-resistant Gorilla Glass. That means you get a sharp and clear image in all conditions, so long gone are the days of waiting for the next streetlight to pass to see the screen on nighttime journeys.</p><p>Overall, it just works incredibly well as a modern refinement to an iconic handheld that I grew up spending many hours on during long journeys and holidays. It makes me wish I'd taken better care of my old library of Game Boy games so that I could try them all out again now. </p><p>Maybe, though, like the <a href="https://www.techradar.com/gaming/i-spent-a-month-with-the-modretro-m64-and-i-think-theres-no-better-way-to-play-your-classic-nintendo-64-games">Chromatic M64</a> before it, this will inspire me to start building another collection of retro games.</p><p>If you're interested in picking one up, the new <a href="https://modretro.com/products/chromatic-transparent">ModRetro Chromatic Transparent is available to buy now for $149.99 / £139.99</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/two-weeks-with-the-new-modretro-chromatic-transparent-im-loving-this-slick-modern-way-to-play-classic-game-boy-games</link>
                                                                            <description>
                            <![CDATA[ I've been hands-on with the latest version of the ModRetro Chromatic for the last two weeks, and I've found this super-cool Transparent version makes playing classic Game Boy games a breeze in 2026. ]]>
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                                                                        <pubDate>Sat, 10 Oct 2026 19:05:00 +0000</pubDate>                                                                                                                                <updated>Mon, 12 Oct 2026 08:39:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ james.pickard@futurenet.com (James Pickard) ]]></author>                    <dc:creator><![CDATA[ James Pickard ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ec74z6xdyj3MwaXNLSRFBK-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future / ModRetro]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The ModRetro Chromatic Transparent in red showing the home screen of The Legend of Zelda Link&#039;s Awakening DX standing up next to the Chromatic box]]></media:description>                                                            <media:text><![CDATA[The ModRetro Chromatic Transparent in red showing the home screen of The Legend of Zelda Link&#039;s Awakening DX standing up next to the Chromatic box]]></media:text>
                                <media:title type="plain"><![CDATA[The ModRetro Chromatic Transparent in red showing the home screen of The Legend of Zelda Link&#039;s Awakening DX standing up next to the Chromatic box]]></media:title>
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                                <p>Over the years of multiple house moves and life events, I've somehow managed to keep hold of my original <em>Legend of Zelda: Link's Awakening DX</em> cartridge on Game Boy. My actual Game Boy handhelds and various other <em>Pokémon</em> games have all, disappointingly, been lost to time — but that one cart has stuck around. For the last two weeks, I've finally had something to play it on.</p><p>I'm talking about the latest <a href="https://modretro.com/products/chromatic-transparent">ModRetro Chromatic Transparent</a>: an updated version of its homage to the original Game Boy that's capable of playing all original Game Boy and Game Boy Color game cartridges, as well as ModRetro's own re-releases.</p><p>What's even more interesting is that this new version of the Chromatic doesn't just come in several transparent colorways, but also sports a much lower starting price of $149.99 / £139.99 — that's $50 / £45 cheaper than the original version. Plus, a copy of <em>Tetris</em> is still included with all purchases.</p><p>I've been bouncing between that classic block-based puzzler and probably one of my favorite <em>Zelda</em> adventures over the last couple of weeks to test out the Chromatic — and I'm super-impressed with the swish little handheld.</p><p>As much as I love the idea of playing retro games on original hardware, there's no denying the impact of some of the huge improvements the Chromatic makes over the classic Game Boy.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dS6KoqT5AChpbL7xAFSfRd-1920-80.jpg" alt="ModRetro Chromatic Transparent in red showing the Tetris start screen in the display" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tb9bd59pzMcFJZEVrVciLd-1920-80.jpg" alt="A close up of the ModRetro Chromatic Transparent from the bottom so you can see all the inside electronics" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/rfeeCsJKvuYLsGRR4fEFZd-1920-80.jpg" alt="Link's Awakening DX running on the ModRetro Chromatic Transparent" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Y33eUyYSd8UnYrHsZeDmWd-1920-80.jpg" alt="Link's Awakening DX running on the ModRetro Chromatic Transparent" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ygRLBxLE3Ecr678UwzGjCd-1920-80.jpg" alt="The back of the ModRetro Chromatic Transparent with the Tetris cart in place" /><figcaption><small role="credit">Future / ModRetro</small></figcaption></figure></figure><p>The design is one thing, which is made up of a see-through plastic shell that weighs just 6.2 oz (176g), making it slightly lighter and more comfortable for longer gaming sessions.</p><p>But the real highlight is the screen. It maintains the same dimensions and resolution as the original Game Boy, but upgrades it to an IPS backlit LCD with scratch-resistant Gorilla Glass. That means you get a sharp and clear image in all conditions, so long gone are the days of waiting for the next streetlight to pass to see the screen on nighttime journeys.</p><p>Overall, it just works incredibly well as a modern refinement to an iconic handheld that I grew up spending many hours on during long journeys and holidays. It makes me wish I'd taken better care of my old library of Game Boy games so that I could try them all out again now. </p><p>Maybe, though, like the <a href="https://www.techradar.com/gaming/i-spent-a-month-with-the-modretro-m64-and-i-think-theres-no-better-way-to-play-your-classic-nintendo-64-games">Chromatic M64</a> before it, this will inspire me to start building another collection of retro games.</p><p>If you're interested in picking one up, the new <a href="https://modretro.com/products/chromatic-transparent">ModRetro Chromatic Transparent is available to buy now for $149.99 / £139.99</a>.</p>
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                                                            <title><![CDATA[ Seriously a-peeling — SteelSeries' new Fortnite collection features ten special edition accessories ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>SteelSeries and KontrolFreek have announced a new </strong><em><strong>Fortnite</strong></em><strong> gaming accessories collection</strong></li><li><strong>Each product is inspired by </strong><em><strong>Fortnite</strong></em><strong>'s most iconic mascots, including Peely and Fishstick</strong></li><li><strong>The SteelSeries Arctis Gamebuds | Fortnite Peely Edition, for example, feature a reimagined design in banana peel yellow</strong></li></ul><p>SteelSeries and KontrolFreek have teamed up with Epic Games to deliver the ultimate gaming accessory collection for <a href="https://www.techradar.com/uk/tag/fortnite"><em>Fortnite</em></a> fans.</p><p>The officially licensed peripheral collection, launching today, is "designed to bring the iconic game to players’ real-world gaming battle stations," and consists of ten accessories and hardware pieces from across a multitude of gaming gear categories.</p><p>Inspired by <em>Fortnite</em>'s most iconic mascots, like Peely and Gudd, Fishstick, Supply Llama, and Water Sprites, the collection includes headsets, earbuds, mice, mousepads, PBT keycaps, Performance Thumbsticks, Thumb Grips, and more. </p><p>Additionally, every SteelSeries item comes with a special in-game code for the likes of emotes, Outfits, and Pickaxes.</p><p>The <a href="https://www.techradar.com/gaming/steelseries-arctis-gamebuds-review">Arctis Gamebuds</a> | Fortnite Peely Edition, priced at $219.99 / £179.99, has received a full redesign with a banana-yellow finish and a unique charging case design; this comes with a code for the in-game Oro Outfit.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/j5mXretfpHMopziiA4F4x4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XqQoGSogqEaHti8x2kSPr4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/2SAqJmWWHajrjDCVpFjgx4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sdE8SuTwwNFsH2KJsaU2y4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xratkFFufsruqNvPt5pak4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BfqN3ivYt6vJcZwnHgr4i4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/csAFMeNE8hso3RYcLXb8c4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure></figure><p>Meanwhile, the <a href="https://www.techradar.com/computing/peripherals-accessories/steelseries-aerox-3-wireless-gen-2-review-same-bones-sharper-bite">Aerox 3 Wireless Gen 2 Mouse </a>| Fortnite Storm Edition brings a vivid multi-color splash to any setup, complete with a lightning-embossed scroll wheel and honeycomb pattern inspired by the Storm. Priced at  $129.99 / £119.99, fans can also claim a code for the Frozen Bear Pickaxe.</p><p>PC players can also customize their keyboard with the PBT Keycaps | Fortnite Fishstick, Guff, Supply Llama Editions, which are priced at $79.99 / £69.99 and designed in collaboration with Epic Games. Players can also claim the in-game Statuesque emote.</p><p>You can check out the full SteelSeries and KontrolFreek collection below, alongside their prices.</p><p><strong>SteelSeries Fortnite Collection:</strong></p><ul><li><strong>Arctis GameBuds | Fortnite Peely Edition</strong> – $219.99 / £179.99 / EMEA €199.99</li><li><strong>Arctis Nova 3 Wireless PC/Xbox | Fortnite Sprite Edition</strong> - $129.99 / £119.99 / EMEA €129.99</li><li><strong>Aerox 3 Wireless Gen 2 Mouse| Fortnite Storm Edition</strong> - $129.99 / £119.99 / EMEA €129.99</li><li><strong>QcK XXL | Fortnite Battle Bus Edition</strong> –  $49.99 / £44.99 / EMEA €49.99</li><li><strong>QcK L | Fortnite Fishstick &amp; Guff Editions</strong> – $29.99 / £29.99 / EMEA €34.99</li><li><strong>PBT Keycaps | Fortnite Fishstick, Guff, Supply Llama Editions</strong> – $79.99 / UK £69.99 / EMEA €79.99</li><li><strong>Artisan Keycap | Fortnite Edition </strong>- $79.99 / £79.99 / EMEA €89.99</li></ul><p><strong>KontrolFreek Fortnite Collection:</strong></p><ul><li><strong>Fortnite Aim Boost Kit | Durrr Burger Edition with Collector’s Burger Box Case</strong> - $34.99 / £34.99 / EMEA €34.99</li><li><strong>Fortnite Performance Fishsticks | Fishstick Edition</strong> –  $19.99 / UK £19.99 / EMEA €19.99</li><li><strong>Fortnite No-Slip Thumb Grips | Supply Llama Edition</strong> –  $14.99 / UK £14.99 / EMEA €14.99</li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/seriously-a-peeling-steelseries-new-fortnite-collection-features-ten-new-special-edition-accessories</link>
                                                                            <description>
                            <![CDATA[ SteelSeries and KontrolFreek have teamed up with Epic Games to deliver the ultimate gaming gear and accessory collection for Fortnite fans. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 06 Oct 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 06 Oct 2026 14:09:24 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[SteelSeries / KontrolFreek]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[SteelSeries x Fortnite Collection]]></media:description>                                                            <media:text><![CDATA[SteelSeries x Fortnite Collection]]></media:text>
                                <media:title type="plain"><![CDATA[SteelSeries x Fortnite Collection]]></media:title>
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                            <![CDATA[
                            <article>
                                <ul><li><strong>SteelSeries and KontrolFreek have announced a new </strong><em><strong>Fortnite</strong></em><strong> gaming accessories collection</strong></li><li><strong>Each product is inspired by </strong><em><strong>Fortnite</strong></em><strong>'s most iconic mascots, including Peely and Fishstick</strong></li><li><strong>The SteelSeries Arctis Gamebuds | Fortnite Peely Edition, for example, feature a reimagined design in banana peel yellow</strong></li></ul><p>SteelSeries and KontrolFreek have teamed up with Epic Games to deliver the ultimate gaming accessory collection for <a href="https://www.techradar.com/uk/tag/fortnite"><em>Fortnite</em></a> fans.</p><p>The officially licensed peripheral collection, launching today, is "designed to bring the iconic game to players’ real-world gaming battle stations," and consists of ten accessories and hardware pieces from across a multitude of gaming gear categories.</p><p>Inspired by <em>Fortnite</em>'s most iconic mascots, like Peely and Gudd, Fishstick, Supply Llama, and Water Sprites, the collection includes headsets, earbuds, mice, mousepads, PBT keycaps, Performance Thumbsticks, Thumb Grips, and more. </p><p>Additionally, every SteelSeries item comes with a special in-game code for the likes of emotes, Outfits, and Pickaxes.</p><p>The <a href="https://www.techradar.com/gaming/steelseries-arctis-gamebuds-review">Arctis Gamebuds</a> | Fortnite Peely Edition, priced at $219.99 / £179.99, has received a full redesign with a banana-yellow finish and a unique charging case design; this comes with a code for the in-game Oro Outfit.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/j5mXretfpHMopziiA4F4x4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XqQoGSogqEaHti8x2kSPr4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/2SAqJmWWHajrjDCVpFjgx4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sdE8SuTwwNFsH2KJsaU2y4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xratkFFufsruqNvPt5pak4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BfqN3ivYt6vJcZwnHgr4i4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/csAFMeNE8hso3RYcLXb8c4-1920-80.jpg" alt="Steelseries x Fortnite Collection" /><figcaption><small role="credit">Steelseries / KontrolFreek</small></figcaption></figure></figure><p>Meanwhile, the <a href="https://www.techradar.com/computing/peripherals-accessories/steelseries-aerox-3-wireless-gen-2-review-same-bones-sharper-bite">Aerox 3 Wireless Gen 2 Mouse </a>| Fortnite Storm Edition brings a vivid multi-color splash to any setup, complete with a lightning-embossed scroll wheel and honeycomb pattern inspired by the Storm. Priced at  $129.99 / £119.99, fans can also claim a code for the Frozen Bear Pickaxe.</p><p>PC players can also customize their keyboard with the PBT Keycaps | Fortnite Fishstick, Guff, Supply Llama Editions, which are priced at $79.99 / £69.99 and designed in collaboration with Epic Games. Players can also claim the in-game Statuesque emote.</p><p>You can check out the full SteelSeries and KontrolFreek collection below, alongside their prices.</p><p><strong>SteelSeries Fortnite Collection:</strong></p><ul><li><strong>Arctis GameBuds | Fortnite Peely Edition</strong> – $219.99 / £179.99 / EMEA €199.99</li><li><strong>Arctis Nova 3 Wireless PC/Xbox | Fortnite Sprite Edition</strong> - $129.99 / £119.99 / EMEA €129.99</li><li><strong>Aerox 3 Wireless Gen 2 Mouse| Fortnite Storm Edition</strong> - $129.99 / £119.99 / EMEA €129.99</li><li><strong>QcK XXL | Fortnite Battle Bus Edition</strong> –  $49.99 / £44.99 / EMEA €49.99</li><li><strong>QcK L | Fortnite Fishstick &amp; Guff Editions</strong> – $29.99 / £29.99 / EMEA €34.99</li><li><strong>PBT Keycaps | Fortnite Fishstick, Guff, Supply Llama Editions</strong> – $79.99 / UK £69.99 / EMEA €79.99</li><li><strong>Artisan Keycap | Fortnite Edition </strong>- $79.99 / £79.99 / EMEA €89.99</li></ul><p><strong>KontrolFreek Fortnite Collection:</strong></p><ul><li><strong>Fortnite Aim Boost Kit | Durrr Burger Edition with Collector’s Burger Box Case</strong> - $34.99 / £34.99 / EMEA €34.99</li><li><strong>Fortnite Performance Fishsticks | Fishstick Edition</strong> –  $19.99 / UK £19.99 / EMEA €19.99</li><li><strong>Fortnite No-Slip Thumb Grips | Supply Llama Edition</strong> –  $14.99 / UK £14.99 / EMEA €14.99</li></ul>
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                                                            <title><![CDATA[ Nintendo Switch Sports Resort is a sun-drenched return to form ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When you think of the biggest Nintendo games, images of Link’s green tunic, Mario’s blue dungarees and Princess Peach’s pink dress invariably come to mind. Yet where mascots Samus, Starfox and Kirby won the battle for players’ hearts, it was 2006’s <em>Wii Sports</em> that truly conquered the world’s wallet. </p><p>Bundled with Wii consoles outside of Japan,<em>Wii Sports </em>shifted a mind-boggling 82.9 million units, cementing itself as the third best-selling video game to date. By all rights, Nintendo’s <em>Sports </em>series should be a titan on par <em>with Grand Theft</em> <em>Auto</em>, yet despite<em> Wii Sports</em>' ubiquity, its patchy sequels have never come close to the same impact. </p><p>Where the original <em>Wii Sports</em> succeeded on novelty and sheer simplicity, its sequels struggled to expand the formula, adding mini-games without any of that trademark Nintendo soul. This time around, Nintendo has decided to give the faceless brand a likeable character of its own — Wuhu Island. </p><p>Taking place on an open-world version of the glistening isle (first seen in 2009’s <em>Wii Sports Resort</em>), <em>Switch Sports Resort</em> on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> immediately oozes the good-time feel of an all-inclusive holiday with its most inviting dose of sun, sea, and sports yet.</p><h2 id="welcome-back-to-wuhu-island">Welcome (back) to Wuhu Island</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NT8GfuQHAuPLjYbZhwmw4G" name="NSSR_Volleyball" alt="Screenshots from Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/NT8GfuQHAuPLjYbZhwmw4G-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>The first stop on my sporty getaway is a testament to that breezy vacation feel — a tour of the island itself. Taking to the skies in the <em>Pilotwings</em>-esque Prop Plane mode, I grip the <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2</a> between my fingertips, soaring across the sun-drenched isle like I’m steering a paper airplane. </p><p>Swerving serenely through photo spots to collect rings isn't a deep experience on its own, but it’s a breezy scene-setter for this motion-controlled holiday — adding a juicy extra dish to <em>Switch Sports Resort’</em>s bountiful buffet. The only thing missing from this all-inclusive getaway is the free drinks.</p><p>Where its predecessor, <em>Switch Sports,</em> launched feeling sparse, <em>Switch Sports Resort </em>has 12 different playable events right from the off. When it comes to competitive new sports, Thumb wrestling is a clear highlight. As I hold the Joy-Con 2 in a thumbs-up position, careening around, the playground favourite is surprisingly tactical. </p><p>Able to gently lower your thumb to bait your opponent, thumb war becomes a tense mind game, as you attempt to lure your opponent into a trap with a feigned press by flicking your thumbnail down. While only ever considered a ‘sport’ by grubby-fingered five-year-olds, this needlessly in-depth virtual recreation leaves me grinning.</p><p>The new Power Cruise then sees me taking to the seas in a jet ski, soaring across the ocean as I collect coins, leaving me pining for a <em>Wave Race</em> revival. Playing this single-player, it’s hard to get a good read, but I think there’s definitely strong multiplayer potential here.</p><h2 id="boarding-boating-and-mouse-mode-magic">Boarding, boating, and mouse mode magic</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ofqcWeKM4NXivzn7BtwpqF" name="NSSR_Bowling" alt="Screenshots from Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/ofqcWeKM4NXivzn7BtwpqF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Skateboarding was another pleasant surprise during my return to Wuhu Island. Skateboarding uses mouse mode, with players dragging the Joy-Con 2 to simulate kicking with your leg and flicking the controller off the surface you’re resting it on to jump.</p><p>This laid-back island tour swaps Prop Planes sky views for the sidewalks, letting you grind rails and get big air as you scoot around collecting wheels and discovering postcard-filled photo spots. </p><p>It’s an impressively detailed environment, allowing me to peer inside a basketball hall before ollieing over a slew of sunloungers. I think we can all agree that mouse mode has been a bit of a letdown overall, yet outside of simulating a mouse in strategy games, using the mouse as a skateboard is oddly the most convincing support I’ve experienced on Switch 2 thus far.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KyapocpVsWPaXtDVsN8gbi" name="NSSR_Archery" alt="A screenshot from Nintendo Switch Sports Resort showing archery" src="https://cdn.mos.cms.futurecdn.net/KyapocpVsWPaXtDVsN8gbi-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Of the returning sports, Archery seems to have been tweaked the most. With your bowstring’s pull no longer shackled by the length of the Wii nunchuck’s cable, I can now draw my arrow back further, battling the wind to get the perfect shot as I loose my arrows into a selection of different targets. </p><p>Archery feels newly fiddly, but in a way that suggests depth rather than clumsy controls. A special mode sees the archery target divided into different colours, with players only aiming for the colour that corresponds to their avatar.</p><p>Of the other returning sports, 2026’s version of boxing feels pleasingly precise, with uppercuts, blocks and jabs landing with far improved accuracy over the Wii and Wii MotionPlus days. </p><p>Tennis is just as brilliant as I remember it being on a 480p CRT TV, with table tennis also feeling more nuanced, improved motion controls ensuring that back-and-forth rallies feel more frantic than ever. </p><h2 id="last-ing-resort">Last(ing) resort?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qHjtpjVeWeEX4qSdXkjCtF" name="NSSR_PropPlane" alt="Screenshots from Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/qHjtpjVeWeEX4qSdXkjCtF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Online multiplayer (first introduced in 2013’s little-played <em>Wii Sports Club</em>) makes a welcome return, giving solo players something to get stuck into alongside Island Crown, a new single-player mode that sees you forming a feud with a named NPC rival, challenging different CPU opponents in order to climb up each sport’s ranks.</p><p>After grin-inducing 45 minutes skating around Wuhu Island, soaring through the skies and challenging rivals to a thumb war, I leave my demo won over by its summer holiday charm. Where <em>Wii Sports</em> felt weirdly clinical, <em>Switch Sports Resor</em>t looks to inject some much-needed personality into Nintendo’s stalled series. </p><p>Whether there’s enough here to keep players waggling for tens of hours still remains to be seen, and while it would be almost impossible to replicate that first Christmas when elderly relatives were whopping their offspring at Wii Tennis, so far, <em>Switch Sports Resort</em> is shaping up to be the best <em>Sports </em>title Nintendo has put out in years.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/nintendo-switch/nintendo-switch-sports-resort-is-a-sun-drenched-return-to-form</link>
                                                                            <description>
                            <![CDATA[ Switch Sports Resort captures the good-time feel of a summer holiday. ]]>
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                                                                        <pubDate>Tue, 06 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tom Regan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A two way split image of Nintendo Switch Sports Resort]]></media:description>                                                            <media:text><![CDATA[A two way split image of Nintendo Switch Sports Resort]]></media:text>
                                <media:title type="plain"><![CDATA[A two way split image of Nintendo Switch Sports Resort]]></media:title>
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                                <p>When you think of the biggest Nintendo games, images of Link’s green tunic, Mario’s blue dungarees and Princess Peach’s pink dress invariably come to mind. Yet where mascots Samus, Starfox and Kirby won the battle for players’ hearts, it was 2006’s <em>Wii Sports</em> that truly conquered the world’s wallet. </p><p>Bundled with Wii consoles outside of Japan,<em>Wii Sports </em>shifted a mind-boggling 82.9 million units, cementing itself as the third best-selling video game to date. By all rights, Nintendo’s <em>Sports </em>series should be a titan on par <em>with Grand Theft</em> <em>Auto</em>, yet despite<em> Wii Sports</em>' ubiquity, its patchy sequels have never come close to the same impact. </p><p>Where the original <em>Wii Sports</em> succeeded on novelty and sheer simplicity, its sequels struggled to expand the formula, adding mini-games without any of that trademark Nintendo soul. This time around, Nintendo has decided to give the faceless brand a likeable character of its own — Wuhu Island. </p><p>Taking place on an open-world version of the glistening isle (first seen in 2009’s <em>Wii Sports Resort</em>), <em>Switch Sports Resort</em> on <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> immediately oozes the good-time feel of an all-inclusive holiday with its most inviting dose of sun, sea, and sports yet.</p><h2 id="welcome-back-to-wuhu-island">Welcome (back) to Wuhu Island</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NT8GfuQHAuPLjYbZhwmw4G" name="NSSR_Volleyball" alt="Screenshots from Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/NT8GfuQHAuPLjYbZhwmw4G-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>The first stop on my sporty getaway is a testament to that breezy vacation feel — a tour of the island itself. Taking to the skies in the <em>Pilotwings</em>-esque Prop Plane mode, I grip the <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2</a> between my fingertips, soaring across the sun-drenched isle like I’m steering a paper airplane. </p><p>Swerving serenely through photo spots to collect rings isn't a deep experience on its own, but it’s a breezy scene-setter for this motion-controlled holiday — adding a juicy extra dish to <em>Switch Sports Resort’</em>s bountiful buffet. The only thing missing from this all-inclusive getaway is the free drinks.</p><p>Where its predecessor, <em>Switch Sports,</em> launched feeling sparse, <em>Switch Sports Resort </em>has 12 different playable events right from the off. When it comes to competitive new sports, Thumb wrestling is a clear highlight. As I hold the Joy-Con 2 in a thumbs-up position, careening around, the playground favourite is surprisingly tactical. </p><p>Able to gently lower your thumb to bait your opponent, thumb war becomes a tense mind game, as you attempt to lure your opponent into a trap with a feigned press by flicking your thumbnail down. While only ever considered a ‘sport’ by grubby-fingered five-year-olds, this needlessly in-depth virtual recreation leaves me grinning.</p><p>The new Power Cruise then sees me taking to the seas in a jet ski, soaring across the ocean as I collect coins, leaving me pining for a <em>Wave Race</em> revival. Playing this single-player, it’s hard to get a good read, but I think there’s definitely strong multiplayer potential here.</p><h2 id="boarding-boating-and-mouse-mode-magic">Boarding, boating, and mouse mode magic</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ofqcWeKM4NXivzn7BtwpqF" name="NSSR_Bowling" alt="Screenshots from Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/ofqcWeKM4NXivzn7BtwpqF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Skateboarding was another pleasant surprise during my return to Wuhu Island. Skateboarding uses mouse mode, with players dragging the Joy-Con 2 to simulate kicking with your leg and flicking the controller off the surface you’re resting it on to jump.</p><p>This laid-back island tour swaps Prop Planes sky views for the sidewalks, letting you grind rails and get big air as you scoot around collecting wheels and discovering postcard-filled photo spots. </p><p>It’s an impressively detailed environment, allowing me to peer inside a basketball hall before ollieing over a slew of sunloungers. I think we can all agree that mouse mode has been a bit of a letdown overall, yet outside of simulating a mouse in strategy games, using the mouse as a skateboard is oddly the most convincing support I’ve experienced on Switch 2 thus far.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KyapocpVsWPaXtDVsN8gbi" name="NSSR_Archery" alt="A screenshot from Nintendo Switch Sports Resort showing archery" src="https://cdn.mos.cms.futurecdn.net/KyapocpVsWPaXtDVsN8gbi-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Of the returning sports, Archery seems to have been tweaked the most. With your bowstring’s pull no longer shackled by the length of the Wii nunchuck’s cable, I can now draw my arrow back further, battling the wind to get the perfect shot as I loose my arrows into a selection of different targets. </p><p>Archery feels newly fiddly, but in a way that suggests depth rather than clumsy controls. A special mode sees the archery target divided into different colours, with players only aiming for the colour that corresponds to their avatar.</p><p>Of the other returning sports, 2026’s version of boxing feels pleasingly precise, with uppercuts, blocks and jabs landing with far improved accuracy over the Wii and Wii MotionPlus days. </p><p>Tennis is just as brilliant as I remember it being on a 480p CRT TV, with table tennis also feeling more nuanced, improved motion controls ensuring that back-and-forth rallies feel more frantic than ever. </p><h2 id="last-ing-resort">Last(ing) resort?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qHjtpjVeWeEX4qSdXkjCtF" name="NSSR_PropPlane" alt="Screenshots from Nintendo Switch Sports Resort" src="https://cdn.mos.cms.futurecdn.net/qHjtpjVeWeEX4qSdXkjCtF-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Online multiplayer (first introduced in 2013’s little-played <em>Wii Sports Club</em>) makes a welcome return, giving solo players something to get stuck into alongside Island Crown, a new single-player mode that sees you forming a feud with a named NPC rival, challenging different CPU opponents in order to climb up each sport’s ranks.</p><p>After grin-inducing 45 minutes skating around Wuhu Island, soaring through the skies and challenging rivals to a thumb war, I leave my demo won over by its summer holiday charm. Where <em>Wii Sports</em> felt weirdly clinical, <em>Switch Sports Resor</em>t looks to inject some much-needed personality into Nintendo’s stalled series. </p><p>Whether there’s enough here to keep players waggling for tens of hours still remains to be seen, and while it would be almost impossible to replicate that first Christmas when elderly relatives were whopping their offspring at Wii Tennis, so far, <em>Switch Sports Resort</em> is shaping up to be the best <em>Sports </em>title Nintendo has put out in years.</p>
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                                                            <title><![CDATA[ 1666: Amsterdam is the long-lost sequel to Assassin’s Creed: Brotherhood, 15 years in the making — 'It's been a long journey' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As the entire gaming industry rearranges its calendar to avoid Rockstar’s impending juggernaut, another long-gestating title has quietly emerged from the shadows – <em>1666: Amsterdam</em>.</p><p>Hitting Steam Early Access in August this year after 13 years of development hell, this tale of kittens and covens is the brainchild of<em> Assassin’s Creed</em> 1 &amp; 2 and <em>Prince of Persia: The Sands of Time</em> director Patrice Désilets.<em><strong> </strong></em></p><p>Revealed during 2026’s Summer Games Fest, this tale of sorcery and witchcraft immediately turned heads. As a hooded wiccan soared across thatched rooftops and ducked and weaved her way between soldier-ridden canals, crimson curses and talking cats teased an exciting, thematically unique-looking adventure.<em><strong> </strong></em>Yet despite its refreshing spin on open-world traversal, this time-bending tale took its first steps into existence all the way back in 2011.</p><p>"It’s been a long journey,” reflects Désilets with a warm but weary smile, sitting opposite me in a brightly-lit cardboard office, erected in the business area at Gamescom. Picking up the controller to proudly show off his gothic adventure, he takes one of the game’s dual protagonists for a covert stroll down a packed Amsterdam canal street, before shaking off her civilian disguise and raining hex-induced havoc on the screaming populace.</p><p>Once championed as THQ’s <em>Assassin’s Creed</em> beater, the inspiration for 1666 first took hold on a 2011 holiday to the Dutch capital. “Walking around, seeing the houses in Amsterdam. It’s really a level design city,” recalls Désilets, ”I could picture an <em>Assassin’s Creed</em> there…there's a facade, and all the mystery. Then I passed a building inscribed with ‘<em>Anno 1666</em>.’ and immediately I thought, 'What if I do a game about the Devil set in Amsterdam?'"</p><h2 id="the-devil-s-in-the-details">The Devil’s in the details</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9GbTCGk9NBAojtkVbjsNjm" name="ScreenShot00005_TU" alt="A screenshot from 1666: Amsterdam, showing a view down a street." src="https://cdn.mos.cms.futurecdn.net/9GbTCGk9NBAojtkVbjsNjm-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panache Game Studios)</span></figcaption></figure><p>Originally envisioned as a cinematic Satan simulator, <em>1666: Amsterdam</em> was meant to be the more gothic-feeling spiritual successor to Désilets’ 2010 smash hit game, <em>Assassin's Creed: Brotherhood</em>. </p><p>Thanks to his previous pedigree, publisher THQ was in, and so he spent the next two years crafting what we’ll affectionately call ‘The Devil’s Creed’. Yet like many deals made involving the devil, it soon appeared that Désilets Lucifer-staring epic was afflicted with a thematically fitting curse. “I started working on it for two years, then THQ went bankrupt.” Désilets recalls.</p><p>With THQ then suddenly snapped up by his old employers, Ubisoft, Désilets found himself briefly back at the <em>Assassin’s Creed</em> publisher, who almost immediately let him go – leaving poor old Lucifer trapped in development hell. Fiercely fighting his former employers for the rights back, Désilets eventually regained custody of his demonic baby in 2016. “…we got everything back…the 3D, all the concept art, and some animation,” Désilets grins. Yet in the years that had passed, something had changed for Désilets.</p><p>Despite having grafted to reacquire his IP, as time passed, Désilets no longer found himself excited about writing a game starring the devil’s apprentice. The reason? He was put off by a certain hit 2016 TV show. <em>“Lucifer</em>, the TV series, came out, and meanwhile, I'm like, 'Is it really the subject matter I want to attack?” shrugged Désilets. While Désilets had fallen out of love with the devil, he still found himself drawn to the idea of an evil-infested 17th-century Amsterdam. “What if there was a witch hunt going on in Amsterdam in 1666?” Désilets posited, as a new story unfolded before his eyes, “The only thing that I really kept was this idea of also doing 1999 [a dual time period alongside 1666], playing off two sides of the same coin: reflection and duality. That's when I pitched it to my team in January 2020, and [I] rewrote almost everything.”</p><h2 id="processing-phobias-through-polygons">Processing phobias through polygons</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fbaMkdbGWGA4wQafqkBYj4" name="ScreenShot00336" alt="A screenshot from 1666: Amsterdam showing the cat behind an enemy" src="https://cdn.mos.cms.futurecdn.net/fbaMkdbGWGA4wQafqkBYj4-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panache Game Studios)</span></figcaption></figure><p>Thanks to being forced into remote work during the pandemic, retooling 1666 took the team at Panache six long years. While the initial Satan Sim was a Désilets-led project through and through, with his newest studio having previously made the 2011 survival game <em>Ancestors</em>, he’d grown to trust his team at Panache, letting their ideas help remould his 2011 original prototype in unexpected ways. “It’s funny, because it’s really a team game, yet in some ways, if we go back to my original PowerPoint, it's crazy how similar it is.”</p><p>Yet for all its violence, hexes and history, there is a familiarly agile, gravity-defying protagonist at the centre of Panache’s latest. "... I feel like I'm always doing the same game ... about traversal…” laughs Désilets, “the cat is my way to play with verticality [here]... Even in <em>Ancestors,</em> where you were an ape in a clan, it was still this sheer pleasure of going around a 3D world. Once I analysed myself: 'Why is this always in my fucking games?' "Because I've got vertigo! In real life, I can't climb – so maybe that’s why [you climb in my games]. Don't ask me to climb anything. It's a joke in my family.”</p><p>While soaring across canals as an agile Wiccan - or darting across rooftops as a black cat - provides the vertical thrills that Désilets physically can't enjoy in real life, 1666 departs radically from the traditional <em>Assassin's Creed</em> formula in one surprising way. “Each time you fail, there's a reshuffle of your abilities. You must continue your investigation with a different set - that’s where the roguelite element appears,” explains Désilets. “You might fail as a fighter and come back leaning towards witchcraft, so you have to think differently. You go through the challenges the way you want - it's your game, man. If you want to spend six hours in a row being the cat, I don't care.”</p><h2 id="swapping-polish-for-collaboration">Swapping polish for collaboration</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E5YQJ26h5a9wjpRuEZsWAC" name="ScreenShot00004" alt="A screenshot from 1666: Amsterdam showing two characters sitting around a desk" src="https://cdn.mos.cms.futurecdn.net/E5YQJ26h5a9wjpRuEZsWAC-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panache Game Studios)</span></figcaption></figure><p>“You're not supposed to do [Early Access] with a narrative game,” shrugs Désilets, “But we're giving you roughly between 10 to 15 hours' worth of narrative-driven, open-world-ish content... [and] our goal is to have 1.0 by the end of next year, with console releases at the same time.”</p><p>For Désilets, the old way of shipping a game was done out of necessity, not choice, with the Assassin’s Creed veteran always wishing that he had more player feedback and additional time to refine his art.</p><p>“There was a time in game development when the game was finished... There was nothing you could do — no patches. That time drove me crazy.” Says Désilets . “Now... give me feedback…and then I can tweak. This is what game making is all about: having a dialogue. Yes, I can make a really badass character like Altaïr, but if you take the pad and make him turn around in circles, the badass character is gone because you're the one finishing the game. It's a co-creation.”</p><p>Narrative-driven games usually rely heavily on cinematic polish to pull players in, making 1666’s rough-around-the-edges Early Access release a peculiar sight. Yet in an industry plagued by ballooning budgets and sweeping studio closures, launching a single-player adventure this way might not just be an anomaly- but a canny survival strategy.</p><p>“I do my games with my team a bit in a bubble,” says Désilets when I ask him about the precarious current state of the industry. “I'm not always in those conferences. I'm not totally sealed off from what's going on, but you walk around, there’s an energy here…that reminds me of the old times... and lots of quality new games. Maybe we can attract new gamers into what people liked in 2007 when they first played <em>Assassin's Creed</em>. It's got that vibe, right?”</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/1666-amsterdam-is-the-long-lost-sequel-to-assassins-creed-brotherhood-15-years-in-the-making-its-been-a-long-journey</link>
                                                                            <description>
                            <![CDATA[ From bankruptcy to buyouts, Assassin’s Creed director Patrice Désilets details the 15-year journey to bring his dark new epic to life. ]]>
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                                                                        <pubDate>Sun, 04 Oct 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 06 Oct 2026 08:48:31 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tom Regan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Panache Digital Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A close up of the face of the protagonist from 1666: Amsterdam]]></media:description>                                                            <media:text><![CDATA[A close up of the face of the protagonist from 1666: Amsterdam]]></media:text>
                                <media:title type="plain"><![CDATA[A close up of the face of the protagonist from 1666: Amsterdam]]></media:title>
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                                <p>As the entire gaming industry rearranges its calendar to avoid Rockstar’s impending juggernaut, another long-gestating title has quietly emerged from the shadows – <em>1666: Amsterdam</em>.</p><p>Hitting Steam Early Access in August this year after 13 years of development hell, this tale of kittens and covens is the brainchild of<em> Assassin’s Creed</em> 1 &amp; 2 and <em>Prince of Persia: The Sands of Time</em> director Patrice Désilets.<em><strong> </strong></em></p><p>Revealed during 2026’s Summer Games Fest, this tale of sorcery and witchcraft immediately turned heads. As a hooded wiccan soared across thatched rooftops and ducked and weaved her way between soldier-ridden canals, crimson curses and talking cats teased an exciting, thematically unique-looking adventure.<em><strong> </strong></em>Yet despite its refreshing spin on open-world traversal, this time-bending tale took its first steps into existence all the way back in 2011.</p><p>"It’s been a long journey,” reflects Désilets with a warm but weary smile, sitting opposite me in a brightly-lit cardboard office, erected in the business area at Gamescom. Picking up the controller to proudly show off his gothic adventure, he takes one of the game’s dual protagonists for a covert stroll down a packed Amsterdam canal street, before shaking off her civilian disguise and raining hex-induced havoc on the screaming populace.</p><p>Once championed as THQ’s <em>Assassin’s Creed</em> beater, the inspiration for 1666 first took hold on a 2011 holiday to the Dutch capital. “Walking around, seeing the houses in Amsterdam. It’s really a level design city,” recalls Désilets, ”I could picture an <em>Assassin’s Creed</em> there…there's a facade, and all the mystery. Then I passed a building inscribed with ‘<em>Anno 1666</em>.’ and immediately I thought, 'What if I do a game about the Devil set in Amsterdam?'"</p><h2 id="the-devil-s-in-the-details">The Devil’s in the details</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9GbTCGk9NBAojtkVbjsNjm" name="ScreenShot00005_TU" alt="A screenshot from 1666: Amsterdam, showing a view down a street." src="https://cdn.mos.cms.futurecdn.net/9GbTCGk9NBAojtkVbjsNjm-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panache Game Studios)</span></figcaption></figure><p>Originally envisioned as a cinematic Satan simulator, <em>1666: Amsterdam</em> was meant to be the more gothic-feeling spiritual successor to Désilets’ 2010 smash hit game, <em>Assassin's Creed: Brotherhood</em>. </p><p>Thanks to his previous pedigree, publisher THQ was in, and so he spent the next two years crafting what we’ll affectionately call ‘The Devil’s Creed’. Yet like many deals made involving the devil, it soon appeared that Désilets Lucifer-staring epic was afflicted with a thematically fitting curse. “I started working on it for two years, then THQ went bankrupt.” Désilets recalls.</p><p>With THQ then suddenly snapped up by his old employers, Ubisoft, Désilets found himself briefly back at the <em>Assassin’s Creed</em> publisher, who almost immediately let him go – leaving poor old Lucifer trapped in development hell. Fiercely fighting his former employers for the rights back, Désilets eventually regained custody of his demonic baby in 2016. “…we got everything back…the 3D, all the concept art, and some animation,” Désilets grins. Yet in the years that had passed, something had changed for Désilets.</p><p>Despite having grafted to reacquire his IP, as time passed, Désilets no longer found himself excited about writing a game starring the devil’s apprentice. The reason? He was put off by a certain hit 2016 TV show. <em>“Lucifer</em>, the TV series, came out, and meanwhile, I'm like, 'Is it really the subject matter I want to attack?” shrugged Désilets. While Désilets had fallen out of love with the devil, he still found himself drawn to the idea of an evil-infested 17th-century Amsterdam. “What if there was a witch hunt going on in Amsterdam in 1666?” Désilets posited, as a new story unfolded before his eyes, “The only thing that I really kept was this idea of also doing 1999 [a dual time period alongside 1666], playing off two sides of the same coin: reflection and duality. That's when I pitched it to my team in January 2020, and [I] rewrote almost everything.”</p><h2 id="processing-phobias-through-polygons">Processing phobias through polygons</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fbaMkdbGWGA4wQafqkBYj4" name="ScreenShot00336" alt="A screenshot from 1666: Amsterdam showing the cat behind an enemy" src="https://cdn.mos.cms.futurecdn.net/fbaMkdbGWGA4wQafqkBYj4-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panache Game Studios)</span></figcaption></figure><p>Thanks to being forced into remote work during the pandemic, retooling 1666 took the team at Panache six long years. While the initial Satan Sim was a Désilets-led project through and through, with his newest studio having previously made the 2011 survival game <em>Ancestors</em>, he’d grown to trust his team at Panache, letting their ideas help remould his 2011 original prototype in unexpected ways. “It’s funny, because it’s really a team game, yet in some ways, if we go back to my original PowerPoint, it's crazy how similar it is.”</p><p>Yet for all its violence, hexes and history, there is a familiarly agile, gravity-defying protagonist at the centre of Panache’s latest. "... I feel like I'm always doing the same game ... about traversal…” laughs Désilets, “the cat is my way to play with verticality [here]... Even in <em>Ancestors,</em> where you were an ape in a clan, it was still this sheer pleasure of going around a 3D world. Once I analysed myself: 'Why is this always in my fucking games?' "Because I've got vertigo! In real life, I can't climb – so maybe that’s why [you climb in my games]. Don't ask me to climb anything. It's a joke in my family.”</p><p>While soaring across canals as an agile Wiccan - or darting across rooftops as a black cat - provides the vertical thrills that Désilets physically can't enjoy in real life, 1666 departs radically from the traditional <em>Assassin's Creed</em> formula in one surprising way. “Each time you fail, there's a reshuffle of your abilities. You must continue your investigation with a different set - that’s where the roguelite element appears,” explains Désilets. “You might fail as a fighter and come back leaning towards witchcraft, so you have to think differently. You go through the challenges the way you want - it's your game, man. If you want to spend six hours in a row being the cat, I don't care.”</p><h2 id="swapping-polish-for-collaboration">Swapping polish for collaboration</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E5YQJ26h5a9wjpRuEZsWAC" name="ScreenShot00004" alt="A screenshot from 1666: Amsterdam showing two characters sitting around a desk" src="https://cdn.mos.cms.futurecdn.net/E5YQJ26h5a9wjpRuEZsWAC-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panache Game Studios)</span></figcaption></figure><p>“You're not supposed to do [Early Access] with a narrative game,” shrugs Désilets, “But we're giving you roughly between 10 to 15 hours' worth of narrative-driven, open-world-ish content... [and] our goal is to have 1.0 by the end of next year, with console releases at the same time.”</p><p>For Désilets, the old way of shipping a game was done out of necessity, not choice, with the Assassin’s Creed veteran always wishing that he had more player feedback and additional time to refine his art.</p><p>“There was a time in game development when the game was finished... There was nothing you could do — no patches. That time drove me crazy.” Says Désilets . “Now... give me feedback…and then I can tweak. This is what game making is all about: having a dialogue. Yes, I can make a really badass character like Altaïr, but if you take the pad and make him turn around in circles, the badass character is gone because you're the one finishing the game. It's a co-creation.”</p><p>Narrative-driven games usually rely heavily on cinematic polish to pull players in, making 1666’s rough-around-the-edges Early Access release a peculiar sight. Yet in an industry plagued by ballooning budgets and sweeping studio closures, launching a single-player adventure this way might not just be an anomaly- but a canny survival strategy.</p><p>“I do my games with my team a bit in a bubble,” says Désilets when I ask him about the precarious current state of the industry. “I'm not always in those conferences. I'm not totally sealed off from what's going on, but you walk around, there’s an energy here…that reminds me of the old times... and lots of quality new games. Maybe we can attract new gamers into what people liked in 2007 when they first played <em>Assassin's Creed</em>. It's got that vibe, right?”</p>
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                                                            <title><![CDATA[ Belkin Travel Bag for Nintendo Switch 2 review: A superb sling for your Switch 2 setup ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-belkin-travel-bag-for-nintendo-switch-2-review"><span>Belkin Travel Bag for Nintendo Switch 2: review</span></h2><p>Belkin’s Switch 2 travel bag is designed to carry your console and its various accessories in comfort, while providing protection from the elements and more.</p><p>As Switch 2 cases go, it's a somewhat plain affair. While the slight ruching of the outer material lends it a rugged appearance, and the green and lilac colorways are more lively than the black variant, there’s little in the way of branding or fanfare. This may disappoint those looking to make more of a statement, but those looking to stay discreet will no doubt be pleased with Belkin’s utilitarian approach. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="yo82dsfKxEasmBavubWEFU" name="Imported image 1 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/yo82dsfKxEasmBavubWEFU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Its materials, though, should appeal to everyone and rank among the <a href="https://www.techradar.com/gaming/best-nintendo-switch-2-accessories">best Nintendo Switch 2 accessories</a> on this front. The outer fabric is soft and smooth, which, along with its ergonomic form and minimal weight, makes it very comfortable against your back. It’s not unlike something you might find lining a piece of outdoor kit — although it’s worth noting that Belkin doesn’t mention anything about the bag being water- or even splashproof. </p><p>The shoulder strap is also well made. It too feels smooth and comfortable; it didn’t dig into my collarbone, as such straps often do, despite lacking a padded covering. There’s more than enough adjustability to accommodate a broad range of user heights and preferences. Admittedly, actually adjusting the buckle can be a little hard sometimes, but this is a price I’m willing to pay in return for a secure fit.</p><p>What’s more, you can easily wear the bag over any shoulder, thanks to two fastening points at the bottom. You can attach it to either of these via the plastic carabiner at the end of the strap, which is strong enough to be secure, yet still easy to unhook when needed, thanks to the angling of the mechanism that makes it easier to push in.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="797n5ts3mhrFQLCNmHUWLU" name="Imported image 2 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/797n5ts3mhrFQLCNmHUWLU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>In addition to the shoulder strap, there’s also a carrying handle at the top. This is slightly padded and soft in the hand, making it comfortable to hold.</p><p>The main compartment has a fair amount of space inside, with enough room to fit multiple accessories, including the <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> dock, controllers, power cables, and more. Its wide opening makes for easy access, too, thanks to the zips that run almost the entire length of both sides. They operate very smoothly, and I rarely experienced any snagging. </p><p>Within the main compartment are three others. One is designed for the console itself, and is lined with an exquisitely soft felt that prevents your screen from scuffs and scratches. A hook-and-loop strap goes over the top, which is quite slack, even with your Joy-Cons attached. However, the snug fit of the pouch itself is sufficient to keep your console in place.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="aW3qDeEtRiJDok7L8grcGU" name="Imported image 3 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/aW3qDeEtRiJDok7L8grcGU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>What’s more, this slackness is actually a positive, since it allows you to store your console with bulkier, third-party controllers attached. For instance, I managed to fit the console in with CRKD’s Nitro Deck 2 attached.</p><p>Attached to the outside of the console compartment is another compartment that contains the game card sleeve, which is easily removable. The sleeve fits a reasonable 10 cards, but there are other Switch 2 cases that hold more, such as <a href="https://www.techradar.com/gaming/turtle-beach-playtrek-2-in-1-case-for-nintendo-switch-2-review">Turtle Beach’s PlayTrek 2-in-1 case</a> (14) and <a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-playtrek-travel-case-for-nintendo-switch-2-review">PlayTrek travel case</a> (12). </p><p>The compartment itself isn’t felt-lined, but it still has a soft material. You’ll struggle to fit much in the pouch inside, and anything bulky will compromise the space needed for the adjacent console compartment.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="y6kC4PZMoQVYuza8DMrhWU" name="Imported image 4 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/y6kC4PZMoQVYuza8DMrhWU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>For such items, the netting opposite is more appropriate. It’s big enough to fit cables, power adapters, and both <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2 controllers</a>, although probably not all at the same time. And while the netting expands a fair amount, it has a tendency to sag when it’s fully loaded, even if the items in question aren’t particularly heavy. I also noticed that pointed items, such as paper manuals and the like, can stick right through its holes — a minor gripe, but one worth pointing out nevertheless.</p><p>On the outside of the bag, there’s a simple zip pocket on the front, which covers almost the entire length of the bag and is roomy enough to fit a few larger items, but you won’t fit items such as the dock, for instance.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UFG3HPEXFHmSRscSFiQUjc" name="IMG_20260929_124353" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/UFG3HPEXFHmSRscSFiQUjc-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>On the matter of protection, the bag has a fair amount of cushioning on the bottom — which Belkin describes as an “impact-resistant base” — and around the sides. However, there’s less on the front and back, and since this isn’t a hard shell case, I wouldn’t be confident piling heavy items on top of it.</p><p>But if you don’t need this level of sturdiness, Belkin’s travel bag offers a lot more besides, and for a reasonable price at that. If you’re in the market for a light and comfortable over-the-shoulder bag for your Switch 2 and its accessories, it’s a fine choice that’s hard to beat.</p><h2 class="article-body__section" id="section-belkin-travel-bag-for-nintendo-switch-2-review-price-specs"><span>Belkin Travel Bag for Nintendo Switch 2 review: Price &amp; Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$49.99 / £29.99 (about AU$54.95)</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>12.7 x 5.9 x 3.1in / 322 x 150 x 80mm</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>12.7oz / 360g</p></td></tr><tr><td class="firstcol " ><p>Game card slots</p></td><td  ><p>10</p></td></tr><tr><td class="firstcol " ><p>Compartments</p></td><td  ><p>7</p></td></tr><tr><td class="firstcol " ><p>Handle</p></td><td  ><p>Yes</p></td></tr><tr><td class="firstcol " ><p>Color</p></td><td  ><p>Black, Lilac, Olive </p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-should-i-buy-the-belkin-travel-bag-for-nintendo-switch-2"><span>Should I buy the Belkin Travel Bag for Nintendo Switch 2?</span></h2><h2 id="scorecard-2">Scorecard</h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Attributes</strong></p></td><td  ><p><strong>Notes</strong></p></td><td  ><p><strong>Rating</strong></p></td></tr><tr><td class="firstcol " ><p>Design</p></td><td  ><p>Very comfortable to wear, and every material feels high quality. It won’t provide as much protection as a hard shell, though.</p></td><td  ><p>4.5 / 5</p></td></tr><tr><td class="firstcol " ><p>Storage</p></td><td  ><p>Plenty of space and compartments, and the removable game card pouch is a smart addition, even if it doesn’t hold as many cards as some others.</p></td><td  ><p>4 / 5</p></td></tr><tr><td class="firstcol " ><p>Value</p></td><td  ><p>Considering the quality and features, it’s hard to do better at this price.</p></td><td  ><p>5 / 5</p></td></tr></tbody></table></div><h2 id="buy-it-if-2">Buy it if…</h2><div class="product"><p><strong>You want to carry your Switch 2 over your shoulder</strong><br />This is a very comfortable bag to wear, and can be adjusted to better fit whatever shoulder you choose to sling it over.</p></div><div class="product"><p><strong>You want plenty of compartments</strong><br />Despite its compact dimensions, there are plenty of compartments to keep your console and various accessories neat and separated.</p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if…</h2><div class="product"><p><strong>You want the ultimate protection</strong><br />Given the soft materials, this isn’t a bag you’d want to chuck around or pile luggage onto.</p></div><div class="product"><p><strong>You want the most game card slots</strong><br />10 game card slots is pretty good, but there are Switch 2 cases out there featuring more.</p></div><h2 class="article-body__section" id="section-belkin-travel-bag-for-nintendo-switch-2-review-also-consider"><span>Belkin Travel Bag for Nintendo Switch 2 review: Also consider</span></h2><div class="product"><p><strong>Turtle Beach PlayTrek 2-in-1 Case</strong><br />As its name suggests,<strong> </strong>this PlayTrek product integrates a small case with a large one, featuring molds for your console, dock, power adapter, Joy-Cons, and a full-size controller. It has more game card slots than Belkin’s bag, too, and although the small case is soft, the large one is more of a hard shell. Read our full <a href="https://www.techradar.com/gaming/turtle-beach-playtrek-2-in-1-case-for-nintendo-switch-2-review" data-dimension112="4a3f7230-bcc4-11f1-8417-af5817d5022a" data-action="Deal Block" data-label="Turtle Beach PlayTrek 2-in-1 Case review" data-dimension48="Turtle Beach PlayTrek 2-in-1 Case review" data-dimension25="">Turtle Beach PlayTrek 2-in-1 Case review</a>.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-belkin-travel-bag-for-nintendo-switch-2"><span>How I tested the Belkin Travel Bag for Nintendo Switch 2</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="JBWYaN5mww4NoLnqX2huPU" name="Imported image 5 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/JBWYaN5mww4NoLnqX2huPU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I tested Belkin’s travel bag for a couple of days, making sure to fill every compartment, fasten every zip, and adjust the strap length across its full range, as well as attaching it to both hook points. I carried it around on my commutes, fully loaded with the Switch 2 and numerous accessories. </p><p>I filled the bag with cables, manuals, and the Joy-Con 2s. I also stored the console with the CRKD Nitro Deck 2 attached to test the capacity of the console storage compartment.</p><ul><li>Read more about <a href="https://www.techradar.com/news/how-we-test"><u>how we test</u></a></li><li><em>First reviewed: October 2026</em></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-accessories/belkin-travel-bag-for-nintendo-switch-2-review</link>
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                            <![CDATA[ Belkin’s travel bag is a simple and effective shoulder-carrying solution for the Switch 2. ]]>
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                                                                        <pubDate>Sun, 04 Oct 2026 07:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 06 Oct 2026 08:48:31 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ lewis.maddison@futurenet.com (Lewis Maddison) ]]></author>                    <dc:creator><![CDATA[ Lewis Maddison ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oWQNXACcxLGuhaLaKDRtZL-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Belkin Travel Bag for Nintendo Switch 2]]></media:description>                                                            <media:text><![CDATA[Belkin Travel Bag for Nintendo Switch 2]]></media:text>
                                <media:title type="plain"><![CDATA[Belkin Travel Bag for Nintendo Switch 2]]></media:title>
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                                <h2 class="article-body__section" id="section-belkin-travel-bag-for-nintendo-switch-2-review"><span>Belkin Travel Bag for Nintendo Switch 2: review</span></h2><p>Belkin’s Switch 2 travel bag is designed to carry your console and its various accessories in comfort, while providing protection from the elements and more.</p><p>As Switch 2 cases go, it's a somewhat plain affair. While the slight ruching of the outer material lends it a rugged appearance, and the green and lilac colorways are more lively than the black variant, there’s little in the way of branding or fanfare. This may disappoint those looking to make more of a statement, but those looking to stay discreet will no doubt be pleased with Belkin’s utilitarian approach. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="yo82dsfKxEasmBavubWEFU" name="Imported image 1 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/yo82dsfKxEasmBavubWEFU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Its materials, though, should appeal to everyone and rank among the <a href="https://www.techradar.com/gaming/best-nintendo-switch-2-accessories">best Nintendo Switch 2 accessories</a> on this front. The outer fabric is soft and smooth, which, along with its ergonomic form and minimal weight, makes it very comfortable against your back. It’s not unlike something you might find lining a piece of outdoor kit — although it’s worth noting that Belkin doesn’t mention anything about the bag being water- or even splashproof. </p><p>The shoulder strap is also well made. It too feels smooth and comfortable; it didn’t dig into my collarbone, as such straps often do, despite lacking a padded covering. There’s more than enough adjustability to accommodate a broad range of user heights and preferences. Admittedly, actually adjusting the buckle can be a little hard sometimes, but this is a price I’m willing to pay in return for a secure fit.</p><p>What’s more, you can easily wear the bag over any shoulder, thanks to two fastening points at the bottom. You can attach it to either of these via the plastic carabiner at the end of the strap, which is strong enough to be secure, yet still easy to unhook when needed, thanks to the angling of the mechanism that makes it easier to push in.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="797n5ts3mhrFQLCNmHUWLU" name="Imported image 2 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/797n5ts3mhrFQLCNmHUWLU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>In addition to the shoulder strap, there’s also a carrying handle at the top. This is slightly padded and soft in the hand, making it comfortable to hold.</p><p>The main compartment has a fair amount of space inside, with enough room to fit multiple accessories, including the <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> dock, controllers, power cables, and more. Its wide opening makes for easy access, too, thanks to the zips that run almost the entire length of both sides. They operate very smoothly, and I rarely experienced any snagging. </p><p>Within the main compartment are three others. One is designed for the console itself, and is lined with an exquisitely soft felt that prevents your screen from scuffs and scratches. A hook-and-loop strap goes over the top, which is quite slack, even with your Joy-Cons attached. However, the snug fit of the pouch itself is sufficient to keep your console in place.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="aW3qDeEtRiJDok7L8grcGU" name="Imported image 3 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/aW3qDeEtRiJDok7L8grcGU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>What’s more, this slackness is actually a positive, since it allows you to store your console with bulkier, third-party controllers attached. For instance, I managed to fit the console in with CRKD’s Nitro Deck 2 attached.</p><p>Attached to the outside of the console compartment is another compartment that contains the game card sleeve, which is easily removable. The sleeve fits a reasonable 10 cards, but there are other Switch 2 cases that hold more, such as <a href="https://www.techradar.com/gaming/turtle-beach-playtrek-2-in-1-case-for-nintendo-switch-2-review">Turtle Beach’s PlayTrek 2-in-1 case</a> (14) and <a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-playtrek-travel-case-for-nintendo-switch-2-review">PlayTrek travel case</a> (12). </p><p>The compartment itself isn’t felt-lined, but it still has a soft material. You’ll struggle to fit much in the pouch inside, and anything bulky will compromise the space needed for the adjacent console compartment.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="y6kC4PZMoQVYuza8DMrhWU" name="Imported image 4 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/y6kC4PZMoQVYuza8DMrhWU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>For such items, the netting opposite is more appropriate. It’s big enough to fit cables, power adapters, and both <a href="https://www.techradar.com/gaming/nintendo/joy-con-2-review">Joy-Con 2 controllers</a>, although probably not all at the same time. And while the netting expands a fair amount, it has a tendency to sag when it’s fully loaded, even if the items in question aren’t particularly heavy. I also noticed that pointed items, such as paper manuals and the like, can stick right through its holes — a minor gripe, but one worth pointing out nevertheless.</p><p>On the outside of the bag, there’s a simple zip pocket on the front, which covers almost the entire length of the bag and is roomy enough to fit a few larger items, but you won’t fit items such as the dock, for instance.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UFG3HPEXFHmSRscSFiQUjc" name="IMG_20260929_124353" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/UFG3HPEXFHmSRscSFiQUjc-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>On the matter of protection, the bag has a fair amount of cushioning on the bottom — which Belkin describes as an “impact-resistant base” — and around the sides. However, there’s less on the front and back, and since this isn’t a hard shell case, I wouldn’t be confident piling heavy items on top of it.</p><p>But if you don’t need this level of sturdiness, Belkin’s travel bag offers a lot more besides, and for a reasonable price at that. If you’re in the market for a light and comfortable over-the-shoulder bag for your Switch 2 and its accessories, it’s a fine choice that’s hard to beat.</p><h2 class="article-body__section" id="section-belkin-travel-bag-for-nintendo-switch-2-review-price-specs"><span>Belkin Travel Bag for Nintendo Switch 2 review: Price &amp; Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$49.99 / £29.99 (about AU$54.95)</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>12.7 x 5.9 x 3.1in / 322 x 150 x 80mm</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>12.7oz / 360g</p></td></tr><tr><td class="firstcol " ><p>Game card slots</p></td><td  ><p>10</p></td></tr><tr><td class="firstcol " ><p>Compartments</p></td><td  ><p>7</p></td></tr><tr><td class="firstcol " ><p>Handle</p></td><td  ><p>Yes</p></td></tr><tr><td class="firstcol " ><p>Color</p></td><td  ><p>Black, Lilac, Olive </p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-should-i-buy-the-belkin-travel-bag-for-nintendo-switch-2"><span>Should I buy the Belkin Travel Bag for Nintendo Switch 2?</span></h2><h2 id="scorecard-2">Scorecard</h2><div ><table><tbody><tr><td class="firstcol " ><p><strong>Attributes</strong></p></td><td  ><p><strong>Notes</strong></p></td><td  ><p><strong>Rating</strong></p></td></tr><tr><td class="firstcol " ><p>Design</p></td><td  ><p>Very comfortable to wear, and every material feels high quality. It won’t provide as much protection as a hard shell, though.</p></td><td  ><p>4.5 / 5</p></td></tr><tr><td class="firstcol " ><p>Storage</p></td><td  ><p>Plenty of space and compartments, and the removable game card pouch is a smart addition, even if it doesn’t hold as many cards as some others.</p></td><td  ><p>4 / 5</p></td></tr><tr><td class="firstcol " ><p>Value</p></td><td  ><p>Considering the quality and features, it’s hard to do better at this price.</p></td><td  ><p>5 / 5</p></td></tr></tbody></table></div><h2 id="buy-it-if-2">Buy it if…</h2><div class="product"><p><strong>You want to carry your Switch 2 over your shoulder</strong><br />This is a very comfortable bag to wear, and can be adjusted to better fit whatever shoulder you choose to sling it over.</p></div><div class="product"><p><strong>You want plenty of compartments</strong><br />Despite its compact dimensions, there are plenty of compartments to keep your console and various accessories neat and separated.</p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if…</h2><div class="product"><p><strong>You want the ultimate protection</strong><br />Given the soft materials, this isn’t a bag you’d want to chuck around or pile luggage onto.</p></div><div class="product"><p><strong>You want the most game card slots</strong><br />10 game card slots is pretty good, but there are Switch 2 cases out there featuring more.</p></div><h2 class="article-body__section" id="section-belkin-travel-bag-for-nintendo-switch-2-review-also-consider"><span>Belkin Travel Bag for Nintendo Switch 2 review: Also consider</span></h2><div class="product"><p><strong>Turtle Beach PlayTrek 2-in-1 Case</strong><br />As its name suggests,<strong> </strong>this PlayTrek product integrates a small case with a large one, featuring molds for your console, dock, power adapter, Joy-Cons, and a full-size controller. It has more game card slots than Belkin’s bag, too, and although the small case is soft, the large one is more of a hard shell. Read our full <a href="https://www.techradar.com/gaming/turtle-beach-playtrek-2-in-1-case-for-nintendo-switch-2-review" data-dimension112="4a3f7230-bcc4-11f1-8417-af5817d5022a" data-action="Deal Block" data-label="Turtle Beach PlayTrek 2-in-1 Case review" data-dimension48="Turtle Beach PlayTrek 2-in-1 Case review" data-dimension25="">Turtle Beach PlayTrek 2-in-1 Case review</a>.</p></div><h2 class="article-body__section" id="section-how-i-tested-the-belkin-travel-bag-for-nintendo-switch-2"><span>How I tested the Belkin Travel Bag for Nintendo Switch 2</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:757px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="JBWYaN5mww4NoLnqX2huPU" name="Imported image 5 - 1790768358844" alt="Belkin Travel Bag for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/JBWYaN5mww4NoLnqX2huPU-1920-80.jpg" mos="" align="middle" fullscreen="" width="757" height="426" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I tested Belkin’s travel bag for a couple of days, making sure to fill every compartment, fasten every zip, and adjust the strap length across its full range, as well as attaching it to both hook points. I carried it around on my commutes, fully loaded with the Switch 2 and numerous accessories. </p><p>I filled the bag with cables, manuals, and the Joy-Con 2s. I also stored the console with the CRKD Nitro Deck 2 attached to test the capacity of the console storage compartment.</p><ul><li>Read more about <a href="https://www.techradar.com/news/how-we-test"><u>how we test</u></a></li><li><em>First reviewed: October 2026</em></li></ul>
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                                                            <title><![CDATA[ Monster Hunter Wilds: Ascendance is an aerial expansion that wants to push players ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.techradar.com/gaming/monster-hunter-wilds-review"><em>Monster Hunter Wilds</em></a><em>: Ascendance</em> promises a fresh expedition into the skies, with players summoned there by the resurgence of ancient dragons and the promise of upgraded weaponry. At Tokyo Game Show 2026, I went hands-on with this upcoming expansion, getting up close and personal with the downloadable content's (DLC) interconnected aerial archipelagoes and battling against two brutal monsters with the use of the brand-new Boost Bracer.</p><p>The demo opens in a camp, with the reliable Alma serving up two important quests: Hunt the Alpha Araketa, a level 2 monster, and Slay the Teostra, a level 5 monster. Before jumping straight into the hunt, though, it only felt right to check things out at home first. The camp itself is a visual marvel in keeping with the high standards set by the base game — something here about how it looked; check demo vids online.</p><p>The demo is keen to focus on gameplay, though, and understandably offers little in the way of non-player character (NPC) chatter. Still, I was pleased to find a small jump across a ravine hides a barrel-rolling side game that, while unnecessary, was a fun side activity nonetheless. But I digress; it was finally time to break some monster parts.</p><h2 id="falling-with-style">Falling with style </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eDWoJieyzhQnrfMtaygViH" name="1790770406.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a mountainous landscape and floating rocks" src="https://cdn.mos.cms.futurecdn.net/eDWoJieyzhQnrfMtaygViH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>The first expedition dropped me on a jagged island floating high above any visible Earth, where I was set to track the Araketa. The design of the space lands somewhere between James Cameron’s Pandora and the ruins of a medieval coastal castle. Rocky structures hang in the air above my eyeline, with aggressive tree roots tunnelling through them and disrupting their typical form.</p><p>As I came upon an unnervingly empty open area, I spied what looked like petrified dragon wings and tails buried in the white rubble, the blistering blue sky illuminating the stone and casting a dusty screen — so much so that I could almost feel my throat dry up as I stepped through the chalky stone. </p><p>Eventually, I spotted the Alpha, but it wasn’t alone. Typical of head honchos, the beast had two underlings, identical in species but much smaller in size.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="snsHDgRf7Xd9jRuaSodaUP" name="1790770449.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a mountainous landscape and floating rocks" src="https://cdn.mos.cms.futurecdn.net/snsHDgRf7Xd9jRuaSodaUP-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>New to <em>Monster Hunter,</em> the Araketa is a wyvern with a smooth, stone-like exterior painted with what looks like a turquoise-and-yellow platter pattern. Unlike a typical dragon-faced beast, the Araketa features a bulbous, boulder-like head, two wings with sharp claws at the back, and a long, winding tail. While beautiful, the most important note is that all three of these extremities are used in combat.</p><p>As I entered the battlefield and alerted the trio to my presence, the Alpha let out an ear-splitting screech before taking battle formation. As one of the underlings jumped up into the air, the Alpha and the second monster flew towards me at a startling pace. In no time, their attacks began, the younger creature attempting to headbutt me with its hammerhead, while the Alpha flanked me from behind.</p><p>Diving side to side, the Alpha then took its turn, digging its claw into the earth and performing a spin attack that knocked me off balance. As I regained my footing, the third skybound monster, which had been suspiciously absent, used its momentum to swoop down and take a swipe, too. It was overwhelming, but exhilarating. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="z6LVjH4CNVec3VrEaVyF8m" name="1790770664.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a main character in combat against a winged beast." src="https://cdn.mos.cms.futurecdn.net/z6LVjH4CNVec3VrEaVyF8m-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>My weapon of choice for this battle was the Insect Glaive, which proved useful for platforming around their bombardment. Thankfully, as I started to feel overwhelmed, I remembered I had a new tool to flex: Boost Driver attacks.</p><p>Another new addition to<em> </em><a href="https://www.techradar.com/gaming/monster-hunter-wilds-review"><em>Monster Hunter Wilds</em></a> is that players now wear a Boost Bracer, which enables weapon-specific special attack types. At the bottom of your screen, you’ll see a gauge with three charge slots. As you attack the monster, these slots will illuminate light blue, indicating you have charge. When in position, you can press R1, circle, and triangle in tandem to unleash a visually striking brutal attack. </p><p>For the glaive, this saw my character throwing his body into a series of explosive shifting sweeps. Beyond the spectacle and boosted damage, the upgraded moves did well to reset momentum, and I was particularly pleased to see I didn’t need any specific resources to harness its power. </p><p>As the battle drew to a close, I had just enough time to look around and take in the ambient wildlife of the new biome, spotting all kinds of creatures from rocky-backed alligators to fluffy, chicken-like birds. </p><p>Among the structures, I also got to experience the new wind mechanics mentioned in the marketing material and made use of my Seikret to dive across them, which was fun if not a little rigid — perhaps I’ll have more control in the full release.</p><h2 id="the-belly-of-the-beast">The belly of the beast</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uASxt8LKqKz3zjDvHGr49E" name="1790770802.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing three characters in dark gloominess about to fight a massive beast." src="https://cdn.mos.cms.futurecdn.net/uASxt8LKqKz3zjDvHGr49E-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>The second quest sent me to a wholly oppositional location. Instead of blue skies and white rock, I was met with sludge and volcanic ash plumes rising from various organic chimneys dotted across the horizon. This area was composed of tones of grey, occasionally disrupted by orange or red illuminations. </p><p>The castle ruins had also been swapped out for what looked like giant pots, akin to <a href="https://www.techradar.com/reviews/elden-ring"><em>Elden Ring</em></a>'s Iron Fist Alexander if he fell into some wet tarmac. Unlike the ambient wildlife of the first area, there was little more than Sisyphian dung beetles here, continuously rolling a solitary ball up a hill.</p><p>Descending to the bowels of the cave system, I spotted my prey, slumbering amongst fire and brimstone. Unlike the Araketa, the Teostra isn’t new to the franchise, with the elder dragon appearing in <a href="https://www.techradar.com/news/monster-hunter-world-review"><em>Monster Hunter World</em></a> and long before that in <em>Monster Hunter 2</em>. However, it is the beast's first appearance in a long time, and he’s packing some serious heat this time around. </p><p>Before I could begin my barrage, a pop-up on screen alerted me to an unskippable step — if I didn’t drink a cool drink, I would lose health during the fight, presumably from boiling alive in my own skin. I’m happy to report that ignoring this message was a silly mistake, and it wasn’t long before I fainted and was forced to make the descent again. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RRs5eDvSTYe8g7Pc8h4cLX" name="1790770534.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a winged beast rearing" src="https://cdn.mos.cms.futurecdn.net/RRs5eDvSTYe8g7Pc8h4cLX-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Salve applied; I dove headfirst into what already appeared to be a complicated fight. Double my height, the Teostra’s feline form was blazing, its attacks involving a mixture of fizzing fire bombs and cat-like swipes. When used in tandem, it became steadily overwhelming, and I was pleased I had my attention-stealing Palico to draw away some of the heat, both literally and metaphorically.</p><p>To keep from burning alive, I leapt in and out of its proximity, buckling its back legs and taking huge swaths of damage — safe to say, in the twenty minutes I had to win, I was not successful. Thankfully for the sake of my pride, as I returned to the camp a loser, I noticed the player next to me was struggling against the Teostra as well; even with a different weapon and impressive dexterity, they failed to kill the beast in the time allotted.</p><p>It’s clear <em>Monster Hunter: Wilds Ascendance</em> intends to escalate the hunting in the base game, enabling players to wield powerful tools in environments designed to genuinely test their preparation and survival skills. As someone who dropped off the base game after hitting credits, this expansion provides more than enough reason to kit back up and head into its refreshed, uncompromising world.</p><p><em>Monster Hunter Wilds: Ascendance</em> is releasing in 2027. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/monster-hunter-wilds-ascendance-is-an-aerial-expansion-that-wants-to-push-players</link>
                                                                            <description>
                            <![CDATA[ Our preview of Monster Hunter: Wilds Ascendance from the Tokyo Game Show gave us an insight into this aerial-based expansion that's exceptionally compelling and likely to pull latent players back in. ]]>
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                                                                        <pubDate>Sat, 03 Oct 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Sarah Thwaites ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from Monster Hunter Wilds: Ascendance showing two main characters looking into the distance]]></media:description>                                                            <media:text><![CDATA[A screenshot from Monster Hunter Wilds: Ascendance showing two main characters looking into the distance]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from Monster Hunter Wilds: Ascendance showing two main characters looking into the distance]]></media:title>
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                            <![CDATA[
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                                <p><a href="https://www.techradar.com/gaming/monster-hunter-wilds-review"><em>Monster Hunter Wilds</em></a><em>: Ascendance</em> promises a fresh expedition into the skies, with players summoned there by the resurgence of ancient dragons and the promise of upgraded weaponry. At Tokyo Game Show 2026, I went hands-on with this upcoming expansion, getting up close and personal with the downloadable content's (DLC) interconnected aerial archipelagoes and battling against two brutal monsters with the use of the brand-new Boost Bracer.</p><p>The demo opens in a camp, with the reliable Alma serving up two important quests: Hunt the Alpha Araketa, a level 2 monster, and Slay the Teostra, a level 5 monster. Before jumping straight into the hunt, though, it only felt right to check things out at home first. The camp itself is a visual marvel in keeping with the high standards set by the base game — something here about how it looked; check demo vids online.</p><p>The demo is keen to focus on gameplay, though, and understandably offers little in the way of non-player character (NPC) chatter. Still, I was pleased to find a small jump across a ravine hides a barrel-rolling side game that, while unnecessary, was a fun side activity nonetheless. But I digress; it was finally time to break some monster parts.</p><h2 id="falling-with-style">Falling with style </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eDWoJieyzhQnrfMtaygViH" name="1790770406.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a mountainous landscape and floating rocks" src="https://cdn.mos.cms.futurecdn.net/eDWoJieyzhQnrfMtaygViH-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>The first expedition dropped me on a jagged island floating high above any visible Earth, where I was set to track the Araketa. The design of the space lands somewhere between James Cameron’s Pandora and the ruins of a medieval coastal castle. Rocky structures hang in the air above my eyeline, with aggressive tree roots tunnelling through them and disrupting their typical form.</p><p>As I came upon an unnervingly empty open area, I spied what looked like petrified dragon wings and tails buried in the white rubble, the blistering blue sky illuminating the stone and casting a dusty screen — so much so that I could almost feel my throat dry up as I stepped through the chalky stone. </p><p>Eventually, I spotted the Alpha, but it wasn’t alone. Typical of head honchos, the beast had two underlings, identical in species but much smaller in size.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="snsHDgRf7Xd9jRuaSodaUP" name="1790770449.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a mountainous landscape and floating rocks" src="https://cdn.mos.cms.futurecdn.net/snsHDgRf7Xd9jRuaSodaUP-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>New to <em>Monster Hunter,</em> the Araketa is a wyvern with a smooth, stone-like exterior painted with what looks like a turquoise-and-yellow platter pattern. Unlike a typical dragon-faced beast, the Araketa features a bulbous, boulder-like head, two wings with sharp claws at the back, and a long, winding tail. While beautiful, the most important note is that all three of these extremities are used in combat.</p><p>As I entered the battlefield and alerted the trio to my presence, the Alpha let out an ear-splitting screech before taking battle formation. As one of the underlings jumped up into the air, the Alpha and the second monster flew towards me at a startling pace. In no time, their attacks began, the younger creature attempting to headbutt me with its hammerhead, while the Alpha flanked me from behind.</p><p>Diving side to side, the Alpha then took its turn, digging its claw into the earth and performing a spin attack that knocked me off balance. As I regained my footing, the third skybound monster, which had been suspiciously absent, used its momentum to swoop down and take a swipe, too. It was overwhelming, but exhilarating. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="z6LVjH4CNVec3VrEaVyF8m" name="1790770664.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a main character in combat against a winged beast." src="https://cdn.mos.cms.futurecdn.net/z6LVjH4CNVec3VrEaVyF8m-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>My weapon of choice for this battle was the Insect Glaive, which proved useful for platforming around their bombardment. Thankfully, as I started to feel overwhelmed, I remembered I had a new tool to flex: Boost Driver attacks.</p><p>Another new addition to<em> </em><a href="https://www.techradar.com/gaming/monster-hunter-wilds-review"><em>Monster Hunter Wilds</em></a> is that players now wear a Boost Bracer, which enables weapon-specific special attack types. At the bottom of your screen, you’ll see a gauge with three charge slots. As you attack the monster, these slots will illuminate light blue, indicating you have charge. When in position, you can press R1, circle, and triangle in tandem to unleash a visually striking brutal attack. </p><p>For the glaive, this saw my character throwing his body into a series of explosive shifting sweeps. Beyond the spectacle and boosted damage, the upgraded moves did well to reset momentum, and I was particularly pleased to see I didn’t need any specific resources to harness its power. </p><p>As the battle drew to a close, I had just enough time to look around and take in the ambient wildlife of the new biome, spotting all kinds of creatures from rocky-backed alligators to fluffy, chicken-like birds. </p><p>Among the structures, I also got to experience the new wind mechanics mentioned in the marketing material and made use of my Seikret to dive across them, which was fun if not a little rigid — perhaps I’ll have more control in the full release.</p><h2 id="the-belly-of-the-beast">The belly of the beast</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uASxt8LKqKz3zjDvHGr49E" name="1790770802.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing three characters in dark gloominess about to fight a massive beast." src="https://cdn.mos.cms.futurecdn.net/uASxt8LKqKz3zjDvHGr49E-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>The second quest sent me to a wholly oppositional location. Instead of blue skies and white rock, I was met with sludge and volcanic ash plumes rising from various organic chimneys dotted across the horizon. This area was composed of tones of grey, occasionally disrupted by orange or red illuminations. </p><p>The castle ruins had also been swapped out for what looked like giant pots, akin to <a href="https://www.techradar.com/reviews/elden-ring"><em>Elden Ring</em></a>'s Iron Fist Alexander if he fell into some wet tarmac. Unlike the ambient wildlife of the first area, there was little more than Sisyphian dung beetles here, continuously rolling a solitary ball up a hill.</p><p>Descending to the bowels of the cave system, I spotted my prey, slumbering amongst fire and brimstone. Unlike the Araketa, the Teostra isn’t new to the franchise, with the elder dragon appearing in <a href="https://www.techradar.com/news/monster-hunter-world-review"><em>Monster Hunter World</em></a> and long before that in <em>Monster Hunter 2</em>. However, it is the beast's first appearance in a long time, and he’s packing some serious heat this time around. </p><p>Before I could begin my barrage, a pop-up on screen alerted me to an unskippable step — if I didn’t drink a cool drink, I would lose health during the fight, presumably from boiling alive in my own skin. I’m happy to report that ignoring this message was a silly mistake, and it wasn’t long before I fainted and was forced to make the descent again. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RRs5eDvSTYe8g7Pc8h4cLX" name="1790770534.jpg" alt="A screenshot from Monster Hunter Wilds: Ascendance showing a winged beast rearing" src="https://cdn.mos.cms.futurecdn.net/RRs5eDvSTYe8g7Pc8h4cLX-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Salve applied; I dove headfirst into what already appeared to be a complicated fight. Double my height, the Teostra’s feline form was blazing, its attacks involving a mixture of fizzing fire bombs and cat-like swipes. When used in tandem, it became steadily overwhelming, and I was pleased I had my attention-stealing Palico to draw away some of the heat, both literally and metaphorically.</p><p>To keep from burning alive, I leapt in and out of its proximity, buckling its back legs and taking huge swaths of damage — safe to say, in the twenty minutes I had to win, I was not successful. Thankfully for the sake of my pride, as I returned to the camp a loser, I noticed the player next to me was struggling against the Teostra as well; even with a different weapon and impressive dexterity, they failed to kill the beast in the time allotted.</p><p>It’s clear <em>Monster Hunter: Wilds Ascendance</em> intends to escalate the hunting in the base game, enabling players to wield powerful tools in environments designed to genuinely test their preparation and survival skills. As someone who dropped off the base game after hitting credits, this expansion provides more than enough reason to kit back up and head into its refreshed, uncompromising world.</p><p><em>Monster Hunter Wilds: Ascendance</em> is releasing in 2027. </p>
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                                                            <title><![CDATA[ Songs of the Past director says it was originally 'impossible from a technological standpoint' to have Geralt's silver chain in The Witcher 3 — 'The physics and animation technology had to go a little bit forward in time' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>CD Projekt Red originally wanted to add Geralt's silver chain to </strong><em><strong>The Witcher 3: Wild Hunt</strong></em><strong>, but there were technological constraints</strong></li><li><em><strong>Songs of the Past </strong></em><strong>game director Jakub Rokosz says modern tech allowed the team to finally add it in the upcoming expansion</strong></li><li><strong>Rokosz says the 11-year time difference between the base game and Songs of the Past has made a huge difference</strong></li></ul><p>CD Projekt Red couldn't implement Geralt's silver chain in <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a> due to technological constraints, but modern technology finally allowed it to add the weapon in the upcoming <a href="https://www.techradar.com/gaming/we-wanted-to-go-out-with-a-bang-geralt-returns-in-the-witcher-3-wild-hunt-songs-of-the-pasts-new-trailer-promising-a-final-action-packed-journey-ahead-of-the-witcher-4"><em>Songs of the Past</em></a> expansion.</p><p>In an interview with TechRadar Gaming at Gamescom, Jakub Rokosz, Fool's Theory CEO, <em>Songs of the Past </em>game director, and former <em>Witcher 3</em> senior quest designer, explained that the chain, which first appeared in the first <em>Witcher </em>game, was something CDPR originally "always wanted to bring" to the third installment.</p><p>"There were numerous conversations that we [had where we] would want to do the chain even during the base game, but it was impossible from a technological standpoint to do it properly," Rokosz said. "Back then, the way the combat, the targeting, the camera, the enemies were implemented, it would require too much of an overhaul just for one feature."</p><p>CDPR didn't have the tools to overhaul these features for one weapon; however, working on the remaster and <em>Songs of the Past</em> with today's updated tech allowed the team to bring the chain to life.</p><p>"When we started working on <em>Songs of the Past</em> and the remaster at the same time, we knew that we were going to be touching up on various things, and all of a sudden the chain became a reality," the developer said. </p><p>"Also, one other thing is that the physics and animation technology had to go a little bit forward in time. And trust me, 11 years is a lot of difference.<strong> </strong>So now we were actually able to make the animations of the chain feel very natural, very fluid, and simulated very easily. Whereas 11 years ago, we would probably have to animate it by hand, with all the animations."</p><p>Senior quest designer Despoina Anetaki added that, "from a practical standpoint," it's challenging to work with so many animations for a huge game like <em>The Witcher 3</em>. </p><p>"When it comes to the remaster, it's a lot of things already, so you can focus on new things, right? And this was a good opportunity for the chain," Anetaki said. "I think it's a really cool weapon."</p><p>Geralt's crossbow can be switched out for the silver chain, and players can use it on flying enemies, enemies in water, and for crowd control, with Anetaki saying she thinks fans will love it.</p><p>"It's a very versatile weapon, and I think it's gonna fulfill that butcher fantasy for a lot of people, especially those who have read the books and are imagining a badass Geralt with a chain. I think it's gonna be very good for them," she said. </p><p>Rokosz added that it was important to make sure the chain wasn't "a gimmick item" you get in <em>Songs of the Past</em> and wanted it to be "a very important piece" of a witcher's arsenal that can be used in the base game and previous expansions, with Anetaki saying that it is something that is "woven into the narrative."</p><p><em>Songs of the Past</em> doesn't have a release date yet, but it's slated to launch in 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/songs-of-the-past-director-says-it-was-originally-impossible-from-a-technological-standpoint-to-have-geralts-silver-chain-in-the-witcher-3-the-physics-and-animation-technology-had-to-go-a-little-bit-forward-in-time</link>
                                                                            <description>
                            <![CDATA[ CD Projekt Red has revealed that modern technology has finally allowed the team to add the silver chain to The Witcher 3's upcoming Songs of the Past expansion. ]]>
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                                                                        <pubDate>Thu, 01 Oct 2026 12:51:54 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Wild Hunt - Songs of the Past]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Wild Hunt - Songs of the Past]]></media:text>
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                                <ul><li><strong>CD Projekt Red originally wanted to add Geralt's silver chain to </strong><em><strong>The Witcher 3: Wild Hunt</strong></em><strong>, but there were technological constraints</strong></li><li><em><strong>Songs of the Past </strong></em><strong>game director Jakub Rokosz says modern tech allowed the team to finally add it in the upcoming expansion</strong></li><li><strong>Rokosz says the 11-year time difference between the base game and Songs of the Past has made a huge difference</strong></li></ul><p>CD Projekt Red couldn't implement Geralt's silver chain in <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a> due to technological constraints, but modern technology finally allowed it to add the weapon in the upcoming <a href="https://www.techradar.com/gaming/we-wanted-to-go-out-with-a-bang-geralt-returns-in-the-witcher-3-wild-hunt-songs-of-the-pasts-new-trailer-promising-a-final-action-packed-journey-ahead-of-the-witcher-4"><em>Songs of the Past</em></a> expansion.</p><p>In an interview with TechRadar Gaming at Gamescom, Jakub Rokosz, Fool's Theory CEO, <em>Songs of the Past </em>game director, and former <em>Witcher 3</em> senior quest designer, explained that the chain, which first appeared in the first <em>Witcher </em>game, was something CDPR originally "always wanted to bring" to the third installment.</p><p>"There were numerous conversations that we [had where we] would want to do the chain even during the base game, but it was impossible from a technological standpoint to do it properly," Rokosz said. "Back then, the way the combat, the targeting, the camera, the enemies were implemented, it would require too much of an overhaul just for one feature."</p><p>CDPR didn't have the tools to overhaul these features for one weapon; however, working on the remaster and <em>Songs of the Past</em> with today's updated tech allowed the team to bring the chain to life.</p><p>"When we started working on <em>Songs of the Past</em> and the remaster at the same time, we knew that we were going to be touching up on various things, and all of a sudden the chain became a reality," the developer said. </p><p>"Also, one other thing is that the physics and animation technology had to go a little bit forward in time. And trust me, 11 years is a lot of difference.<strong> </strong>So now we were actually able to make the animations of the chain feel very natural, very fluid, and simulated very easily. Whereas 11 years ago, we would probably have to animate it by hand, with all the animations."</p><p>Senior quest designer Despoina Anetaki added that, "from a practical standpoint," it's challenging to work with so many animations for a huge game like <em>The Witcher 3</em>. </p><p>"When it comes to the remaster, it's a lot of things already, so you can focus on new things, right? And this was a good opportunity for the chain," Anetaki said. "I think it's a really cool weapon."</p><p>Geralt's crossbow can be switched out for the silver chain, and players can use it on flying enemies, enemies in water, and for crowd control, with Anetaki saying she thinks fans will love it.</p><p>"It's a very versatile weapon, and I think it's gonna fulfill that butcher fantasy for a lot of people, especially those who have read the books and are imagining a badass Geralt with a chain. I think it's gonna be very good for them," she said. </p><p>Rokosz added that it was important to make sure the chain wasn't "a gimmick item" you get in <em>Songs of the Past</em> and wanted it to be "a very important piece" of a witcher's arsenal that can be used in the base game and previous expansions, with Anetaki saying that it is something that is "woven into the narrative."</p><p><em>Songs of the Past</em> doesn't have a release date yet, but it's slated to launch in 2027.</p>
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                                                            <title><![CDATA[ The Witcher 3 writer says you need to 'stay true to the spirit of the original game' but find a way to bring it to a new audience using new tech with the upcoming Witcher remake ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>The Witcher 3: Wild Hunt</strong></em><strong> lead writer Marcin Blacha has explained what it takes to create a worthwhile </strong><em><strong>Witcher</strong></em><strong> remake</strong></li><li><strong>He says CD Projekt Red needs to "stay true to the spirit" of the original game</strong></li><li><strong>However, the remake has to appeal to a new audience using modern technology</strong></li></ul><p>CD Projekt Red VP of narration and story director Marcin Blacha has revealed the secret to making a worthwhile <a href="https://www.techradar.com/tag/the-witcher"><em>Witcher</em></a> remake, and it's about balancing what made the original game good with appealing to a new audience.</p><p>During a panel at Logitech Play 2026 attended by TechRadar Gaming, Blacha, who was a lead writer on <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a>, explained that the studio needs to "stay true" to the 2007 original, but also design a fresh experience for gamers who didn't play it.</p><p>"The secret is to identify what was good in the original game, and find a way to retell it to the audience that, for some reason, cannot participate in this experience," Blacha said. "Those are two different things, and each of them is difficult on its own, because it's not that easy sometimes to recreate this experience."</p><p>The writer went on to discuss what the studio calls "Act Four" of <em>The Witcher </em>1, which takes place in a rural lakeside region "that is very folklorish" and "full of beautiful landscapes," but said it's difficult to recreate that feeling again because it's a different experience for every player and can be "a little bit vague."</p><p>"To create a good remake, you need to identify what was good and find a way to recreate it using newer technology, [while] staying true to the spirit of the original game," Blacha added.</p><p><em>The Witcher</em> remake is in development at Fool's Theory and will utilize <a href="https://www.techradar.com/news/an-early-look-at-unreal-engine-5">Unreal Engine 5</a>, as CD Projekt Red is currently all hands on deck making <a href="https://www.techradar.com/news/the-witcher-4-release-date"><em>The Witcher 4</em></a>, the first game in a <a href="https://www.techradar.com/gaming/starting-with-the-witcher-4-cd-projekt-red-ceo-says-the-entire-next-witcher-trilogy-starring-ciri-is-still-expected-to-launch-within-a-six-year-time-frame">new trilogy of <em>Witcher</em> games that it wants to release within a six-year time frame</a>.</p><p>CDPR has also just launched <a href="https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-adds-a-neat-bards-ballad-preset-designed-to-streamline-gameplay-by-offering-a-ton-of-custom-options-you-would-normally-need-mods-for-and-im-eager-to-try-it-out"><em>The Witcher 3: Wild Hunt – Remastered</em></a>, which offers a massive collection of improvements that promise an entirely new experience for the decade-old role-playing game (RPG).</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-witcher-3-writer-says-you-need-to-stay-true-to-the-spirit-of-the-original-game-but-find-a-way-to-bring-it-to-a-new-audience-using-new-tech-with-the-upcoming-witcher-remake</link>
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                            <![CDATA[ CD Projekt Red VP of narration and story director Marcin Blacha has revealed the secret to making a worthwhile Witcher remake. ]]>
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                                                                        <pubDate>Thu, 01 Oct 2026 11:23:52 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Wild Hunt - Remastered]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Wild Hunt - Remastered]]></media:text>
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                                <ul><li><em><strong>The Witcher 3: Wild Hunt</strong></em><strong> lead writer Marcin Blacha has explained what it takes to create a worthwhile </strong><em><strong>Witcher</strong></em><strong> remake</strong></li><li><strong>He says CD Projekt Red needs to "stay true to the spirit" of the original game</strong></li><li><strong>However, the remake has to appeal to a new audience using modern technology</strong></li></ul><p>CD Projekt Red VP of narration and story director Marcin Blacha has revealed the secret to making a worthwhile <a href="https://www.techradar.com/tag/the-witcher"><em>Witcher</em></a> remake, and it's about balancing what made the original game good with appealing to a new audience.</p><p>During a panel at Logitech Play 2026 attended by TechRadar Gaming, Blacha, who was a lead writer on <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a>, explained that the studio needs to "stay true" to the 2007 original, but also design a fresh experience for gamers who didn't play it.</p><p>"The secret is to identify what was good in the original game, and find a way to retell it to the audience that, for some reason, cannot participate in this experience," Blacha said. "Those are two different things, and each of them is difficult on its own, because it's not that easy sometimes to recreate this experience."</p><p>The writer went on to discuss what the studio calls "Act Four" of <em>The Witcher </em>1, which takes place in a rural lakeside region "that is very folklorish" and "full of beautiful landscapes," but said it's difficult to recreate that feeling again because it's a different experience for every player and can be "a little bit vague."</p><p>"To create a good remake, you need to identify what was good and find a way to recreate it using newer technology, [while] staying true to the spirit of the original game," Blacha added.</p><p><em>The Witcher</em> remake is in development at Fool's Theory and will utilize <a href="https://www.techradar.com/news/an-early-look-at-unreal-engine-5">Unreal Engine 5</a>, as CD Projekt Red is currently all hands on deck making <a href="https://www.techradar.com/news/the-witcher-4-release-date"><em>The Witcher 4</em></a>, the first game in a <a href="https://www.techradar.com/gaming/starting-with-the-witcher-4-cd-projekt-red-ceo-says-the-entire-next-witcher-trilogy-starring-ciri-is-still-expected-to-launch-within-a-six-year-time-frame">new trilogy of <em>Witcher</em> games that it wants to release within a six-year time frame</a>.</p><p>CDPR has also just launched <a href="https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-adds-a-neat-bards-ballad-preset-designed-to-streamline-gameplay-by-offering-a-ton-of-custom-options-you-would-normally-need-mods-for-and-im-eager-to-try-it-out"><em>The Witcher 3: Wild Hunt – Remastered</em></a>, which offers a massive collection of improvements that promise an entirely new experience for the decade-old role-playing game (RPG).</p>
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                                                            <title><![CDATA[ Trails in the Sky 2nd Chapter review: yet another triumphant remake ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Nihon Falcom is on a real hot streak right now, and it’s showing no signs of slowing down with <em>Trails in the Sky 2nd Chapter</em>. The remake of 2006’s acclaimed Japanese role-playing game (JRPG), <em>The Legend of Heroes: Trails in the Sky SC, </em>is packed full of excellent quality-of-life updates that are sure to delight veteran players and newcomers alike, with full English voice acting, a visual overhaul, and modernized combat.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br /><strong>Available on: </strong>PS5, Nintendo Switch, Nintendo Switch 2, PC<br /><strong>Release date: </strong>September 17, 2026</p></div></div><p>But just how good is <em>Trails in the Sky 2nd Chapter</em>? Should you play it? Here are my thoughts after countless hours of gameplay.</p><p>I absolutely loved this game’s predecessor, which launched last year and was among the <a href="https://www.techradar.com/news/best-rpgs">best RPGs</a> released in 2025. Yes, <a href="https://www.techradar.com/gaming/trails-in-the-sky-1st-chapter-review"><em>Trails in the Sky 1st Chapter</em></a><em> </em>was a phenomenon, supplying a beautiful blend of action and turn-based combat, silky smooth performance, and a brilliantly revamped UI. I sunk so many hours into that game, and so I was delighted to find that everything I loved about <em>1st Chapter </em>transferred across to this follow-up.</p><h2 id="a-first-rate-follow-up">A first-rate follow-up</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bC97fu8isMHfDfNqEVyyLV" name="trails-in-the-sky-2nd-chapter-ss (8)" alt="Estelle and Anelace prepare for battle in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/bC97fu8isMHfDfNqEVyyLV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>I’ll start by talking about gameplay, which feels just as tight and refined as it did in <em>1st Chapter</em>. You can rush around the world and attack enemies with Arts and basic attacks in Quick Battle. This is great if you want to mow through enemies — especially weaker ones — without having to spend too long strategizing, and it feels incredibly rapid and responsive. Being able to hack, slash, and whack your foes in a flash means that the game feels well-paced, and longer dungeons don’t seem too daunting.</p><p>However, you also have the choice to partake in turn-based Combat Battles to vanquish your opponents, and this is where a lot of the depth comes in. You have to carefully manage your Craft Points (CP) and Energy Points (EP), which enable you to use brutal physical and magical attacks and support options, while also carefully positioning your units to manage health. </p><p>It's also crucial to keep an eye on turn order to avoid getting KO’d before you unleash your attacks, choosing when to steal bonuses from your foes to heal or deal critical damage, and when to launch a deadly all-out team attack.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ec72woXGfnPGHpUS5brjV" name="trails-in-the-sky-2nd-chapter-ss (5)" caption="" alt="Orbment in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/2ec72woXGfnPGHpUS5brjV-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p class="fancy-box__body-text"><strong>My absolute favorite part of this game was simply managing my Orbments — building out the ideal set of Quartz to buff my allies, to protect against almighty attacks, and to unleash mega damage on my foes.  </strong></p></div></div><p>As you can gather, there are a lot of mechanics to consider, and there’s plenty of depth to be found in command battles. But perhaps the most important thing is to manage your Orbments properly. </p><p>Orbments string a number of gems together, known as Quartz, which determine the Arts that you can use in battle. Carefully curating your Orbments for each character is crucial, and I had an absolute blast tinkering around to build the ideal build for every boss. </p><p>By travelling the world and taking on optional battles and quests, you can unlock some seriously powerful Quartz too, which makes exploration feel truly rewarding. </p><p>This may seem like a lot to take in at once — especially for newer players. But don’t worry — there are plenty of difficulty options to choose from to fit your desired level of challenge. There’s everything from Very Easy to Nightmare (one for the true sadists). I selected Advanced this time out, which is somewhere between Normal and Hard, and while the road got tough at times, the Orbment system gave me all the tools I needed to shield my allies from devastating attacks.</p><h2 id="hey-bro-wya">Hey bro, wya?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k86hpuxmoMLUtZDPWkVxeV" name="trails-in-the-sky-2nd-chapter-ss (1)" alt="Kurt, Estelle, and Anelace adventuring in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/k86hpuxmoMLUtZDPWkVxeV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>The follow-up from the <em>1st Chapter </em>is seamless gameplay-wise, and also in terms of narrative.</p><p>You can watch a recap of the first game if you want a refresher (or if you missed it entirely), and you’re reminded that Joshua (the protagonist Estelle’s adopted brother…lover? Both?) has fled. I won’t delve into the reasons why in this review, but essentially, Estelle decides to attend a specialist training camp to bolster her skills and track him down herself. It sounds pretty basic, but the story is pretty engrossing, actually. Like the first game, there are deeper political elements to explore, and you get to learn more about the mysterious secret society, Ouroboros.</p><p>The narrative remains gripping throughout, and there is no shortage of characters who join Estelle on her journey, be they returning faces like the travelling musician and romantic Olivier or the alcohol-loving Senior Bracer, Scherazard. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="C8DXzN6NXjSPFN5a7Q7sHV" name="trails-in-the-sky-2nd-chapter-ss (4)" alt="Anelace and Kurt stand beside each other in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/C8DXzN6NXjSPFN5a7Q7sHV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>Voice acting is strong across the board, and breathes so much life into this colorful and charismatic cast. Some of the more low-key parts of the story and side content are only voiced partially, though, meaning you can get one character narrating their thoughts aloud while others sit in silence with text boxes. This was also in <em>Trails in the Sky 1st Chapter</em>, and can create a slightly awkward atmosphere in moments, though I understand this is more of a nitpick.</p><p>It’s also worth noting that this is a true anime-inspired JRPG with all of the melodrama and theatrics that you’d expect from the genre dialled up to 11. While this produces some stronger emotive moments and a good amount of comic relief, it may feel overbearing for some players. A few characters, like Anelace, go on pretty long monologues about the importance of wearing pretty bows while facing your foes. The wandering priest, Kevin, likes to let Estelle know how pretty she is about 10 times in the space of five seconds during the game’s opening section, too.</p><p>While this is by no means something that ruins the experience, I did find some of the characters a little unlikeable. So yes, some dialogue can feel superfluous at times, and it can also stretch on for quite a while. But there is a speed-up mode, and there’s nothing stopping you from skipping over the less crucial dialogue segments.</p><h2 id="robustly-revamped-for-the-modern-era">Robustly revamped for the modern era</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dzqYGgWj5yr3Nv9VgmVqWV" name="trails-in-the-sky-2nd-chapter-ss (6)" alt="Large Crop Muncher in the Bright household in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/dzqYGgWj5yr3Nv9VgmVqWV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>On top of what I’ve already mentioned, <em>Trails in the Sky 2nd Chapter </em>is filled with a slew of masterful modernizations that really make the game click. </p><p>Like last time out, the UI has been considerably revamped and feels incredibly intuitive to sift through, while also looking great. Managing items and skills is seamless and easy, and you can access your quest list, recipe book, and the map in an instant. The speed-up option is also very welcome if you want to fly through your quick battles or travel over a long distance when fast-travel isn’t available.</p><p>The visuals are also great once again. Shimmering water, rich forest environments, and character models all look spectacular, at least on the PS5 version I played. By default, the game runs at silky 60fps with next-to-none hiccups whatsoever, but you can also play in performance mode, which targets 120fps at the expense of some graphical fidelity. This is perfect for fast-flowing action combat and exploring vast open areas. Loading screens are also incredibly brief, and I continue to be blown away by how well these games play on modern platforms. </p><p>One more thing I absolutely love about this remake is its stellar soundtrack. There’s an eclectic mix of delicate acoustic tracks, funk-infused high-energy tunes, and grandiose, hard-hitting battle themes that totally immerse you in the land of Liberl. Again, you have the option to pick between standard, arranged, or original background music – something that long-time fans no doubt appreciate.</p><p>All in all, <em>Trails in the Sky 2nd Chapter </em>is another exceptional remake that effortlessly maintains the strong momentum its predecessor picked up. Gameplay is varied, depth-filled, and addictive; the narrative is engaging, and the quality-of-life upgrades make it feel almost like a brand new game — all while carrying over the beloved aspects of the source material. Sure, the game’s melodramatic nature might not be to everyone’s taste, but if you’re a fan of the JRPG genre and want an epic adventure to sink your teeth into, then look no further.</p><h2 id="should-you-play-trails-in-the-sky-2nd-chapter">Should you play Trails in the Sky 2nd Chapter?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jJAbDWZm7GARSaNHo4ndQV" name="trails-in-the-sky-2nd-chapter-ss (7)" alt="Anelace holds a plush bear in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/jJAbDWZm7GARSaNHo4ndQV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><h2 id="play-it-if-9">Play it if...</h2><div class="product"><p><strong>You want a deep combat system to sink your teeth into</strong><br />Combat is excellent in <em>Trails in the Sky 2nd Chapter</em>, with a brilliant blend of action and turn-based battles available. The depth of the combat system is also impressive; you need to be considerate when it comes to your Orbments, turn order, stealing bonuses, and so much more.</p></div><div class="product"><p><strong>You’re looking for a game with peak performance</strong><br />I was absolutely wowed by the performance in <em>Trails in the Sky 1st Chapter</em>, and luckily that remains the case for its sequel. It's visually striking, runs at an incredibly smooth 60fps, and there’s even a performance mode that targets 120fps if you have a compatible display.</p></div><h2 id="don-39-t-play-it-if-6">Don't play it if...</h2><div class="product"><p><strong>You’ve never played a </strong><em><strong>Trails</strong></em><strong> game before</strong><br />While there’s an option to catch up on the events of <em>Trails in the Sky 1st Chapter</em>, I’d strongly recommend playing that title before you jump into this one. This is a direct sequel, and a lot of the story elements won’t make much sense if you start here. The first game is the ultimate entry point — so be sure to get that finished before hopping into this.</p></div><div class="product"><p><strong>You’re not a big fan of anime-style melodrama</strong><br />If you’re not a fan of the classic anime tropes and over-the-top characters, you might find it a little challenging to get on with the case in <em>Trails in the Sky 2nd Chapter</em>. I still like a lot of the characters here personally, and the core narrative is very strong, it has to be said.</p></div><h2 id="accessibility-features-10">Accessibility features</h2><p>You can adjust the subtitle language to English, German, French, or Spanish, and select either English or Japanese voice acting. There are a number of ways to customize the camera’s behavior, too, such as normal or inverted configurations, camera movement speed, and camera distance. </p><p>On top of this, there are difficulty options, including a Very Easy mode if you just want to focus on the game’s story. Unfortunately, there is no colorblind mode.</p><h2 id="how-i-reviewed-trails-in-the-sky-2nd-chapter">How I reviewed Trails in the Sky 2nd Chapter</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tWynZj83Y5oUwAWAaBJn3V" name="trails-in-the-sky-2nd-chapter-ss (2)" alt="Estelle and Anelace stand in front of fortress in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/tWynZj83Y5oUwAWAaBJn3V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>I spent two weeks playing through <em>Trails in the Sky 2nd Chapter</em>, during which time I played through the main story, took on a bunch of side quests, and sunk hours into exploring the land of Liberl.</p><p>For the most part, I played the game on my PS5 while connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2 TV</a> and my <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, from time to time I dipped into the title on my <a href="https://www.techradar.com/gaming/playstation-portal-review">PlayStation Portal</a> remote player, and had the <a href="https://www.techradar.com/audio/wireless-headphones/sonos-ace-ultra-review">Sonos Ace Ultra</a> headphones connected to listen to in-game audio.</p><p>More generally, I’ve spent years reviewing gaming software and hardware at TechRadar, where I serve as a Senior Reviews Writer. I reviewed the previous game in this series, <em>Trails in the Sky 1st Chapter</em>, and have covered a wider range of JRPGs here, including <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a>, <a href="https://www.techradar.com/gaming/dragon-quest-i-ii-hd-2d-remake-review"><em>Dragon Quest I &amp; II HD-2D Remake</em></a>, and <a href="https://www.techradar.com/gaming/nintendo/the-adventures-of-elliot-the-millennium-tales-trades-turn-based-combat-for-real-time-action"><em>The Adventures of Elliot: The Millennium Tales</em></a>.</p><p><em>First reviewed September 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/trails-in-the-sky-2nd-chapter-review</link>
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                            <![CDATA[ Trails in the Sky 2nd Chapter is another triumphant remake that’s oozing with combat depth, visual flair, and excellent quality of life updates. ]]>
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                                                                        <pubDate>Wed, 30 Sep 2026 20:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 30 Oct 2026 09:42:50 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Nihon Falcom, GungHo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Estelle poses in front of explosion Trails in the Sky Second Chapter]]></media:description>                                                            <media:text><![CDATA[Estelle poses in front of explosion Trails in the Sky Second Chapter]]></media:text>
                                <media:title type="plain"><![CDATA[Estelle poses in front of explosion Trails in the Sky Second Chapter]]></media:title>
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                                <p>Nihon Falcom is on a real hot streak right now, and it’s showing no signs of slowing down with <em>Trails in the Sky 2nd Chapter</em>. The remake of 2006’s acclaimed Japanese role-playing game (JRPG), <em>The Legend of Heroes: Trails in the Sky SC, </em>is packed full of excellent quality-of-life updates that are sure to delight veteran players and newcomers alike, with full English voice acting, a visual overhaul, and modernized combat.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br /><strong>Available on: </strong>PS5, Nintendo Switch, Nintendo Switch 2, PC<br /><strong>Release date: </strong>September 17, 2026</p></div></div><p>But just how good is <em>Trails in the Sky 2nd Chapter</em>? Should you play it? Here are my thoughts after countless hours of gameplay.</p><p>I absolutely loved this game’s predecessor, which launched last year and was among the <a href="https://www.techradar.com/news/best-rpgs">best RPGs</a> released in 2025. Yes, <a href="https://www.techradar.com/gaming/trails-in-the-sky-1st-chapter-review"><em>Trails in the Sky 1st Chapter</em></a><em> </em>was a phenomenon, supplying a beautiful blend of action and turn-based combat, silky smooth performance, and a brilliantly revamped UI. I sunk so many hours into that game, and so I was delighted to find that everything I loved about <em>1st Chapter </em>transferred across to this follow-up.</p><h2 id="a-first-rate-follow-up">A first-rate follow-up</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bC97fu8isMHfDfNqEVyyLV" name="trails-in-the-sky-2nd-chapter-ss (8)" alt="Estelle and Anelace prepare for battle in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/bC97fu8isMHfDfNqEVyyLV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>I’ll start by talking about gameplay, which feels just as tight and refined as it did in <em>1st Chapter</em>. You can rush around the world and attack enemies with Arts and basic attacks in Quick Battle. This is great if you want to mow through enemies — especially weaker ones — without having to spend too long strategizing, and it feels incredibly rapid and responsive. Being able to hack, slash, and whack your foes in a flash means that the game feels well-paced, and longer dungeons don’t seem too daunting.</p><p>However, you also have the choice to partake in turn-based Combat Battles to vanquish your opponents, and this is where a lot of the depth comes in. You have to carefully manage your Craft Points (CP) and Energy Points (EP), which enable you to use brutal physical and magical attacks and support options, while also carefully positioning your units to manage health. </p><p>It's also crucial to keep an eye on turn order to avoid getting KO’d before you unleash your attacks, choosing when to steal bonuses from your foes to heal or deal critical damage, and when to launch a deadly all-out team attack.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ec72woXGfnPGHpUS5brjV" name="trails-in-the-sky-2nd-chapter-ss (5)" caption="" alt="Orbment in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/2ec72woXGfnPGHpUS5brjV-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p class="fancy-box__body-text"><strong>My absolute favorite part of this game was simply managing my Orbments — building out the ideal set of Quartz to buff my allies, to protect against almighty attacks, and to unleash mega damage on my foes.  </strong></p></div></div><p>As you can gather, there are a lot of mechanics to consider, and there’s plenty of depth to be found in command battles. But perhaps the most important thing is to manage your Orbments properly. </p><p>Orbments string a number of gems together, known as Quartz, which determine the Arts that you can use in battle. Carefully curating your Orbments for each character is crucial, and I had an absolute blast tinkering around to build the ideal build for every boss. </p><p>By travelling the world and taking on optional battles and quests, you can unlock some seriously powerful Quartz too, which makes exploration feel truly rewarding. </p><p>This may seem like a lot to take in at once — especially for newer players. But don’t worry — there are plenty of difficulty options to choose from to fit your desired level of challenge. There’s everything from Very Easy to Nightmare (one for the true sadists). I selected Advanced this time out, which is somewhere between Normal and Hard, and while the road got tough at times, the Orbment system gave me all the tools I needed to shield my allies from devastating attacks.</p><h2 id="hey-bro-wya">Hey bro, wya?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k86hpuxmoMLUtZDPWkVxeV" name="trails-in-the-sky-2nd-chapter-ss (1)" alt="Kurt, Estelle, and Anelace adventuring in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/k86hpuxmoMLUtZDPWkVxeV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>The follow-up from the <em>1st Chapter </em>is seamless gameplay-wise, and also in terms of narrative.</p><p>You can watch a recap of the first game if you want a refresher (or if you missed it entirely), and you’re reminded that Joshua (the protagonist Estelle’s adopted brother…lover? Both?) has fled. I won’t delve into the reasons why in this review, but essentially, Estelle decides to attend a specialist training camp to bolster her skills and track him down herself. It sounds pretty basic, but the story is pretty engrossing, actually. Like the first game, there are deeper political elements to explore, and you get to learn more about the mysterious secret society, Ouroboros.</p><p>The narrative remains gripping throughout, and there is no shortage of characters who join Estelle on her journey, be they returning faces like the travelling musician and romantic Olivier or the alcohol-loving Senior Bracer, Scherazard. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="C8DXzN6NXjSPFN5a7Q7sHV" name="trails-in-the-sky-2nd-chapter-ss (4)" alt="Anelace and Kurt stand beside each other in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/C8DXzN6NXjSPFN5a7Q7sHV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>Voice acting is strong across the board, and breathes so much life into this colorful and charismatic cast. Some of the more low-key parts of the story and side content are only voiced partially, though, meaning you can get one character narrating their thoughts aloud while others sit in silence with text boxes. This was also in <em>Trails in the Sky 1st Chapter</em>, and can create a slightly awkward atmosphere in moments, though I understand this is more of a nitpick.</p><p>It’s also worth noting that this is a true anime-inspired JRPG with all of the melodrama and theatrics that you’d expect from the genre dialled up to 11. While this produces some stronger emotive moments and a good amount of comic relief, it may feel overbearing for some players. A few characters, like Anelace, go on pretty long monologues about the importance of wearing pretty bows while facing your foes. The wandering priest, Kevin, likes to let Estelle know how pretty she is about 10 times in the space of five seconds during the game’s opening section, too.</p><p>While this is by no means something that ruins the experience, I did find some of the characters a little unlikeable. So yes, some dialogue can feel superfluous at times, and it can also stretch on for quite a while. But there is a speed-up mode, and there’s nothing stopping you from skipping over the less crucial dialogue segments.</p><h2 id="robustly-revamped-for-the-modern-era">Robustly revamped for the modern era</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dzqYGgWj5yr3Nv9VgmVqWV" name="trails-in-the-sky-2nd-chapter-ss (6)" alt="Large Crop Muncher in the Bright household in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/dzqYGgWj5yr3Nv9VgmVqWV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>On top of what I’ve already mentioned, <em>Trails in the Sky 2nd Chapter </em>is filled with a slew of masterful modernizations that really make the game click. </p><p>Like last time out, the UI has been considerably revamped and feels incredibly intuitive to sift through, while also looking great. Managing items and skills is seamless and easy, and you can access your quest list, recipe book, and the map in an instant. The speed-up option is also very welcome if you want to fly through your quick battles or travel over a long distance when fast-travel isn’t available.</p><p>The visuals are also great once again. Shimmering water, rich forest environments, and character models all look spectacular, at least on the PS5 version I played. By default, the game runs at silky 60fps with next-to-none hiccups whatsoever, but you can also play in performance mode, which targets 120fps at the expense of some graphical fidelity. This is perfect for fast-flowing action combat and exploring vast open areas. Loading screens are also incredibly brief, and I continue to be blown away by how well these games play on modern platforms. </p><p>One more thing I absolutely love about this remake is its stellar soundtrack. There’s an eclectic mix of delicate acoustic tracks, funk-infused high-energy tunes, and grandiose, hard-hitting battle themes that totally immerse you in the land of Liberl. Again, you have the option to pick between standard, arranged, or original background music – something that long-time fans no doubt appreciate.</p><p>All in all, <em>Trails in the Sky 2nd Chapter </em>is another exceptional remake that effortlessly maintains the strong momentum its predecessor picked up. Gameplay is varied, depth-filled, and addictive; the narrative is engaging, and the quality-of-life upgrades make it feel almost like a brand new game — all while carrying over the beloved aspects of the source material. Sure, the game’s melodramatic nature might not be to everyone’s taste, but if you’re a fan of the JRPG genre and want an epic adventure to sink your teeth into, then look no further.</p><h2 id="should-you-play-trails-in-the-sky-2nd-chapter">Should you play Trails in the Sky 2nd Chapter?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jJAbDWZm7GARSaNHo4ndQV" name="trails-in-the-sky-2nd-chapter-ss (7)" alt="Anelace holds a plush bear in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/jJAbDWZm7GARSaNHo4ndQV-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><h2 id="play-it-if-9">Play it if...</h2><div class="product"><p><strong>You want a deep combat system to sink your teeth into</strong><br />Combat is excellent in <em>Trails in the Sky 2nd Chapter</em>, with a brilliant blend of action and turn-based battles available. The depth of the combat system is also impressive; you need to be considerate when it comes to your Orbments, turn order, stealing bonuses, and so much more.</p></div><div class="product"><p><strong>You’re looking for a game with peak performance</strong><br />I was absolutely wowed by the performance in <em>Trails in the Sky 1st Chapter</em>, and luckily that remains the case for its sequel. It's visually striking, runs at an incredibly smooth 60fps, and there’s even a performance mode that targets 120fps if you have a compatible display.</p></div><h2 id="don-39-t-play-it-if-6">Don't play it if...</h2><div class="product"><p><strong>You’ve never played a </strong><em><strong>Trails</strong></em><strong> game before</strong><br />While there’s an option to catch up on the events of <em>Trails in the Sky 1st Chapter</em>, I’d strongly recommend playing that title before you jump into this one. This is a direct sequel, and a lot of the story elements won’t make much sense if you start here. The first game is the ultimate entry point — so be sure to get that finished before hopping into this.</p></div><div class="product"><p><strong>You’re not a big fan of anime-style melodrama</strong><br />If you’re not a fan of the classic anime tropes and over-the-top characters, you might find it a little challenging to get on with the case in <em>Trails in the Sky 2nd Chapter</em>. I still like a lot of the characters here personally, and the core narrative is very strong, it has to be said.</p></div><h2 id="accessibility-features-10">Accessibility features</h2><p>You can adjust the subtitle language to English, German, French, or Spanish, and select either English or Japanese voice acting. There are a number of ways to customize the camera’s behavior, too, such as normal or inverted configurations, camera movement speed, and camera distance. </p><p>On top of this, there are difficulty options, including a Very Easy mode if you just want to focus on the game’s story. Unfortunately, there is no colorblind mode.</p><h2 id="how-i-reviewed-trails-in-the-sky-2nd-chapter">How I reviewed Trails in the Sky 2nd Chapter</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tWynZj83Y5oUwAWAaBJn3V" name="trails-in-the-sky-2nd-chapter-ss (2)" alt="Estelle and Anelace stand in front of fortress in Trails in the Sky Second Chapter" src="https://cdn.mos.cms.futurecdn.net/tWynZj83Y5oUwAWAaBJn3V-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nihon Falcom, GungHo)</span></figcaption></figure><p>I spent two weeks playing through <em>Trails in the Sky 2nd Chapter</em>, during which time I played through the main story, took on a bunch of side quests, and sunk hours into exploring the land of Liberl.</p><p>For the most part, I played the game on my PS5 while connected to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2 TV</a> and my <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, from time to time I dipped into the title on my <a href="https://www.techradar.com/gaming/playstation-portal-review">PlayStation Portal</a> remote player, and had the <a href="https://www.techradar.com/audio/wireless-headphones/sonos-ace-ultra-review">Sonos Ace Ultra</a> headphones connected to listen to in-game audio.</p><p>More generally, I’ve spent years reviewing gaming software and hardware at TechRadar, where I serve as a Senior Reviews Writer. I reviewed the previous game in this series, <em>Trails in the Sky 1st Chapter</em>, and have covered a wider range of JRPGs here, including <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a>, <a href="https://www.techradar.com/gaming/dragon-quest-i-ii-hd-2d-remake-review"><em>Dragon Quest I &amp; II HD-2D Remake</em></a>, and <a href="https://www.techradar.com/gaming/nintendo/the-adventures-of-elliot-the-millennium-tales-trades-turn-based-combat-for-real-time-action"><em>The Adventures of Elliot: The Millennium Tales</em></a>.</p><p><em>First reviewed September 2026</em></p>
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                                                            <title><![CDATA[ The Witcher 3: Wild Hunt – Remastered adds a neat Bard's Ballad preset designed to 'streamline gameplay' by offering a ton of custom options you would normally need mods for, and I'm eager to try it out ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>The Witcher 3: Wild Hunt – Remastered</strong></em><strong>'s patch notes have been released</strong></li><li><strong>The update will offer all-new animations and an improved skill system</strong></li><li><strong>A new accessibility preset called Bard's Ballad also offers a more tailored gameplay experience</strong></li></ul><p><a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a><em> – Remastered</em> is officially here, and CD Projekt Red has released the long list of improvements that promise an entirely new experience for the decade-old role-playing game (RPG).</p><p>The <a href="https://www.thewitcher.com/gb/en/news/52041/see-whats-new-in-the-witcher-3-wild-hunt-remastered" target="_blank">patch notes</a> detail a ton of upgrades, from better visuals, transmogrification, an expanded photo mode, updated textures, PS5 Pro support, and more. Some pretty impressive animation improvements that are sure to make my new playthrough feel even more immersive have also been added. Geralt's animations during combat, idling, and riding Roach have all been refined; new finishers have also been added, and ladder climbing, jumping, and vaulting are now "more responsive" and "fluid."</p><p>The skill system has also been completely rebalanced, and " Skills are now organized into a skill tree, and each skill has three ranks," while others have been renamed to better reflect their effects, and I can't wait to try out new builds.</p><p>One of the most notable additions to the remaster, included in the accessibility features, is the Bard's Ballad preset, which can be enabled when starting a new game on "Just the Story" difficulty or mid-game.</p><p>"It is designed to reduce cognitive load for players who experience mental fatigue or have difficulty concentrating," CDPR explained. "It streamlines gameplay by simplifying certain mechanics and disabling select features for a smoother, more focused adventure."</p><p>On top of that, players can customize the preset by enabling or disabling some options that I've always wanted and would normally need mods for. Those options include Vitality Regeneration Boost, Infinite Breath, Unlimited Item Durability, Unlimited Boat Durability, Faster Boats, Toggle Witcher Sense, and probably my favorite out of the bunch, Ignore Item Weight.</p><p>I typically play on normal or higher difficulties in <em>The Witcher 3</em>, but for my latest playthrough I'm quite eager to try out the Bard's Ballad preset for the added customization that comes with it.</p><p>There are plenty more quality-of-life, modding, UI/UX, gameplay, and visual improvements to discover in <em>The Witcher 3: Wild Hunt - Remastered</em>, which is now available and is free for current owners of the game. Players who also own only the base game can claim the two included expansions, <em>Hearts of Stone</em> and <em>Blood and Wine</em>, at no extra cost.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-adds-a-neat-bards-ballad-preset-designed-to-streamline-gameplay-by-offering-a-ton-of-custom-options-you-would-normally-need-mods-for-and-im-eager-to-try-it-out</link>
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                            <![CDATA[ CD Projekt Red has released a long list of improvements that promise an entirely new experience for The Witcher 3: Wild Hunt – Remastered. ]]>
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                                                                        <pubDate>Tue, 29 Sep 2026 13:10:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3 Wild Hunt - Remastered]]></media:description>                                                            <media:text><![CDATA[The Witcher 3 Wild Hunt - Remastered]]></media:text>
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                                <ul><li><em><strong>The Witcher 3: Wild Hunt – Remastered</strong></em><strong>'s patch notes have been released</strong></li><li><strong>The update will offer all-new animations and an improved skill system</strong></li><li><strong>A new accessibility preset called Bard's Ballad also offers a more tailored gameplay experience</strong></li></ul><p><a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a><em> – Remastered</em> is officially here, and CD Projekt Red has released the long list of improvements that promise an entirely new experience for the decade-old role-playing game (RPG).</p><p>The <a href="https://www.thewitcher.com/gb/en/news/52041/see-whats-new-in-the-witcher-3-wild-hunt-remastered" target="_blank">patch notes</a> detail a ton of upgrades, from better visuals, transmogrification, an expanded photo mode, updated textures, PS5 Pro support, and more. Some pretty impressive animation improvements that are sure to make my new playthrough feel even more immersive have also been added. Geralt's animations during combat, idling, and riding Roach have all been refined; new finishers have also been added, and ladder climbing, jumping, and vaulting are now "more responsive" and "fluid."</p><p>The skill system has also been completely rebalanced, and " Skills are now organized into a skill tree, and each skill has three ranks," while others have been renamed to better reflect their effects, and I can't wait to try out new builds.</p><p>One of the most notable additions to the remaster, included in the accessibility features, is the Bard's Ballad preset, which can be enabled when starting a new game on "Just the Story" difficulty or mid-game.</p><p>"It is designed to reduce cognitive load for players who experience mental fatigue or have difficulty concentrating," CDPR explained. "It streamlines gameplay by simplifying certain mechanics and disabling select features for a smoother, more focused adventure."</p><p>On top of that, players can customize the preset by enabling or disabling some options that I've always wanted and would normally need mods for. Those options include Vitality Regeneration Boost, Infinite Breath, Unlimited Item Durability, Unlimited Boat Durability, Faster Boats, Toggle Witcher Sense, and probably my favorite out of the bunch, Ignore Item Weight.</p><p>I typically play on normal or higher difficulties in <em>The Witcher 3</em>, but for my latest playthrough I'm quite eager to try out the Bard's Ballad preset for the added customization that comes with it.</p><p>There are plenty more quality-of-life, modding, UI/UX, gameplay, and visual improvements to discover in <em>The Witcher 3: Wild Hunt - Remastered</em>, which is now available and is free for current owners of the game. Players who also own only the base game can claim the two included expansions, <em>Hearts of Stone</em> and <em>Blood and Wine</em>, at no extra cost.</p>
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                                                            <title><![CDATA[ Featuring a host of our favorite games from this year and 2 of our favorite gaming devices, you can now place your votes for the best in gaming in the Golden Joystick Awards 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The Golden Joystick Awards 2026 nominations have been announced</strong></li><li><strong>Voting is open now until October 23, with winners to be revealed on November 11</strong></li><li><strong>The nominations include some of our favorite games of the year, including </strong><em><strong>Resident Evil Requiem </strong></em><strong>and </strong><em><strong>007 First Light </strong></em></li></ul><p>The nominees for the 44th annual Golden Joystick Awards have been officially announced across 21 categories, with games like <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a><em>, Big Walk, </em>and <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a> leading nominations.</p><p><a href="https://www.gamesradar.com/goldenjoystickawards/" target="_blank">Public voting</a> is now live and will remain open until October 23 at 4pm PT / 7pm ET / 0:00am BST. Fans can vote for their favourite games of 2026 in 21 categories, including Console Game of the Year, PC Game of the Year, Most Wanted Game, and more. </p><p>Winners will be revealed during the ceremony on November 11, with the Ultimate Game of the Year shortlist to be announced on October 26.</p><p>"With the hugely-anticipated <em>GTA 6</em> set to launch a week after our live show, the 44th annual Golden Joystick Awards is delighted to share its most diverse and creative nominees line-up yet," said Daniel Dawkins, content director of Golden Joystick Awards at Future. </p><p>"Indie hits <em>Big Walk</em>, <em>Dispatch</em> and <em>Mina the Hollower</em> sit alongside AAA blockbusters such as <em>007 First Light</em>, <em>Forza Horizon 6</em> and <em>Resident Evil Requiem</em>. This year, no single game dominates the field, this is one of our most open and unpredictable years yet - making your vote more influential than ever in deciding our winners. We’re thrilled to debut a new look for the Golden Joystick Awards, embracing the iconic joystick trophy that traces all the way back to our inception in 1983. Gaming has changed so much in the following 43 years, but not the creativity and determination of those who sacrifice so much to share the games we love so much."</p><h2 id="the-golden-joystick-awards-2026-nominations">The Golden Joystick Awards 2026 - Nominations</h2><p><strong>Console Game of the Year</strong></p><ul><li><em>007 First Light</em></li><li><em>Fire Emblem: Fortune's Weave</em></li><li><em>Forza Horizon 6</em></li><li><em>LEGO Batman: Legacy of the Dark Knight</em></li><li><em>Nioh 3</em></li><li><em>Onimusha: Way of the Sword</em></li><li><em>Pokémon Pokopia</em></li><li><em>PRAGMATA</em></li><li><em>Resident Evil Requiem</em></li><li><em>Saros</em></li></ul><p><strong>PC Game of the Year</strong></p><ul><li><em>Big Walk</em></li><li><em>Crimson Desert</em></li><li><em>Escape from Tarkov</em></li><li><em>Esoteric Ebb</em></li><li><em>MECCHA CHAMELEON</em></li><li><em>Mewgenics</em></li><li><em>Order of the Sinking Star</em></li><li><em>Star Wars Zero Company</em></li><li><em>The Blood of Dawnwalker</em></li><li><em>Valheim</em></li></ul><p><strong>Best Audio Design</strong></p><ul><li><em>Big Walk</em></li><li><em>Marathon</em></li><li><em>Onimusha: Way of the Sword</em></li><li><em>Rhythm Heaven Groove</em></li><li><em>SAROS</em></li><li><em>Star Wars: Galactic Racer</em></li></ul><p><strong>Best Early Access Game</strong></p><ul><li><em>Dead as Disco</em></li><li><em>MENACE</em></li><li><em>skate.</em></li><li><em>Slay the Spire 2</em></li><li><em>Subnautica 2</em></li><li><em>WARDOGS</em></li></ul><p><strong>Best Game Adaptation</strong></p><ul><li>Devil May Cry (Season 2)</li><li>Exit 8</li><li>Fallout (Season 2)</li><li>Iron Lung</li><li>Mortal Kombat II</li><li>Resident Evil</li></ul><p><strong>Best Game Expansion</strong></p><ul><li><em>Cult of the Lamb: Woolhaven</em></li><li><em>DAVE THE DIVER - In the Jungle Content Pack</em></li><li><em>DOOM: The Dark Ages | Revelations</em></li><li><em>Quake: Dawn of the Machine</em></li><li><em>The Alters: Last Variable</em></li><li><em>World of Warcraft: Midnight</em></li></ul><p><strong>Best Game Trailer</strong></p><ul><li><em>Battlefield 6</em> x Top Gun: Carrier Strike Cinematic Trailer</li><li><em>Big Walk</em> - Release Date Announcement</li><li><em>Cairn</em> - Launch Trailer</li><li><em>MOUSE: P.I. For Hire</em> | Official Launch Trailer</li><li>Prove You'r<em>e Human</em> - Announcement Trailer</li><li><em>Resident Evil Requiem</em> - Evil Has Always Had A Name</li></ul><p><strong>Best Gaming Hardware</strong></p><ul><li>Logitech G PRO X2 SUPERSTRIKE</li><li>Razer Viper V4 Pro</li><li>Secretlab ATLAS</li><li>Sony INZONE M10S II</li><li>Steam Controller</li><li>Turtle Beach Stealth Pro II</li></ul><p><strong>Best Indie Game</strong></p><ul><li><em>Big Walk</em></li><li><em>Denshattack!</em></li><li><em>Esoteric Ebb</em></li><li><em>Mixtape</em></li><li><em>Mouse: P.I. for Hire</em></li><li><em>Order of the Sinking Star</em></li><li><em>REANIMAL</em></li><li><em>Sovereign Tower</em></li><li><em>Titanium Court</em></li><li><em>Valheim</em></li></ul><p><strong>Best Indie Game - Self-published</strong></p><ul><li><em>Cairn</em></li><li><em>Fields of Mistria</em></li><li><em>MECCHA CHAMELEON</em></li><li><em>Mewgenics</em></li><li><em>Mina the Hollower</em></li><li><em>Perfect Tides: Station to Station</em></li><li><em>Phonopolis</em></li><li><em>Rhythm Doctor</em></li><li><em>The Incident at Galley House</em></li><li><em>Vampire Crawlers: The Turbo Wildcard from Vampire Survivors</em></li></ul><p><strong>Best Lead Performer</strong></p><ul><li>Aaron Paul - Robert Robertson III, <em>Dispatch</em></li><li>Angela Sant'Albano - Grace Ashcroft, <em>Resident Evil Requiem</em></li><li>Anna Demetriou - Sophia, <em>Resonance: A Plague Tale Legacy</em></li><li>Liam McIntyre - Wolverine, <em>Marvel's Wolverine</em></li><li>Patrick Gibson - James Bond, <em>007 First Light</em></li><li>Will de Renzy-Martin - Coen, <em>The Blood of Dawnwalker</em></li></ul><p><strong>Best Supporting Performer</strong></p><ul><li>Frankie Kevich - Zoe de Vera, <em>Control Resonant</em></li><li>Grace Saif - Diana, <em>Pragamata</em></li><li>Lennie James - John Greenway, <em>007 First Light</em></li><li>Terry O'Quinn - Richard, <em>Silent Hill: Townfall</em></li><li>Troy Baker - Nathaniel Essex, <em>Marvel's Wolverine</em></li><li>Vic Michaelis - Runa Blask, <em>Star Wars Zero Company</em></li></ul><p><strong>Best Multiplayer Game</strong></p><ul><li><em>ARC Raiders</em></li><li><em>Big Walk</em></li><li><em>Marathon</em></li><li><em>MARVEL Tōkon: Fighting Souls</em></li><li><em>MECCHA CHAMELEON</em></li><li><em>Valheim</em></li></ul><p><strong>Best Remake / Remaster</strong></p><ul><li><em>Assassin's Creed Black Flag Resynced</em></li><li><em>Gothic 1 Remake</em></li><li><em>Metal Gear Solid: Master Collection Vol.2</em></li><li><em>Star Fox</em></li><li><em>The Witcher 3: Wild Hunt - Remastered</em></li><li><em>Trails in the Sky 2nd Chapter</em></li></ul><p><strong>Best Soundtrack</strong></p><ul><li><em>007 First Light</em></li><li><em>Crimson Desert</em></li><li><em>Dispatch</em></li><li><em>Lumines Arise</em></li><li><em>Mewgenics</em></li><li><em>Mixtape</em></li></ul><p><strong>Best Storytelling </strong></p><ul><li><em>007 First Light</em></li><li><em>Dispatch</em></li><li><em>Fire Emblem: Fortune’s Weave</em></li><li><em>Silent Hill: Townfall</em></li><li><em>The Blood of Dawnwalker</em></li><li><em>ZERO PARADES: For Dead Spies</em></li></ul><p><strong>Best Visual Design</strong></p><ul><li><em>Control Resonant</em></li><li><em>Forza Horizon 6</em></li><li><em>Orbitals</em></li><li><em>Phonopolis</em></li><li><em>Resonance: A Plague Tale Legacy</em></li><li><em>Saros</em></li></ul><p><strong>Most Wanted Game</strong></p><ul><li><em>Alien: Isolation 2</em></li><li><em>ANANTA</em></li><li><em>Black Myth: Zhong Kui</em></li><li><em>EXODUS</em></li><li><em>Fable</em></li><li><em>Final Fantasy 7 Revelation</em></li><li><em>God of War Laufey</em></li><li><em>Intergalactic: The Heretic Prophet</em></li><li><em>Kingdom Hearts 5</em></li><li><em>METRO 2039</em></li><li><em>NO LAW</em></li><li><em>Persona 6</em></li><li><em>Resident Evil Veronica</em></li><li><em>STRANGER THAN HEAVEN</em></li><li><em>Stuntman: Hollywood</em></li><li><em>The Expanse: Osiris Reborn</em></li><li><em>The Witcher 4</em></li><li><em>Tides of Annihilation</em></li><li><em>Tomb Raider: Legacy of Atlantis</em></li><li><em>Total War: Warhammer 40,000</em></li></ul><p><strong>Still Playing - Mobile</strong></p><ul><li><em>Balatro</em></li><li><em>Genshin Impact</em></li><li><em>Honkai: Star Rail</em></li><li><em>MARVEL SNAP</em></li><li><em>MONOPOLY GO!</em></li><li><em>NTE: Neverness to Everness</em></li><li><em>Old School RuneScape</em></li><li><em>Pokémon GO</em></li><li><em>Roblox</em></li><li><em>Sky: Children of the Light</em></li><li><em>Tom Clancy's Rainbow Six Mobile</em></li><li><em>Wuthering Waves</em></li></ul><p><strong>Still Playing - PC &amp; Console</strong></p><ul><li><em>Apex Legends</em></li><li><em>Fortnite</em></li><li><em>GTA Online</em></li><li><em>HELLDIVERS 2</em></li><li><em>HITMAN World of Assassination</em></li><li><em>Minecraft</em></li><li><em>No Man's Sky</em></li><li><em>Palworld</em></li><li><em>The Elder Scrolls Online</em></li><li><em>Warframe</em></li><li><em>World of Warcraft</em></li><li><em>Call of Duty: Warzone</em></li></ul><p><strong>Studio of the Year</strong></p><ul><li>CAPCOM</li><li>Frogwares</li><li>House House</li><li>IO Interactive</li><li>Nintendo EPD</li><li>SQUARE ENIX</li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/featuring-a-host-of-our-favorite-games-from-this-year-and-2-of-our-favorite-gaming-devices-you-can-now-place-your-votes-for-the-best-in-gaming-in-the-golden-joystick-awards-2026</link>
                                                                            <description>
                            <![CDATA[ The nominees for the 44th annual Golden Joystick Awards have been officially announced across 21 categories. ]]>
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                                                                        <pubDate>Tue, 29 Sep 2026 11:22:57 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><strong>The Golden Joystick Awards 2026 nominations have been announced</strong></li><li><strong>Voting is open now until October 23, with winners to be revealed on November 11</strong></li><li><strong>The nominations include some of our favorite games of the year, including </strong><em><strong>Resident Evil Requiem </strong></em><strong>and </strong><em><strong>007 First Light </strong></em></li></ul><p>The nominees for the 44th annual Golden Joystick Awards have been officially announced across 21 categories, with games like <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a><em>, Big Walk, </em>and <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a> leading nominations.</p><p><a href="https://www.gamesradar.com/goldenjoystickawards/" target="_blank">Public voting</a> is now live and will remain open until October 23 at 4pm PT / 7pm ET / 0:00am BST. Fans can vote for their favourite games of 2026 in 21 categories, including Console Game of the Year, PC Game of the Year, Most Wanted Game, and more. </p><p>Winners will be revealed during the ceremony on November 11, with the Ultimate Game of the Year shortlist to be announced on October 26.</p><p>"With the hugely-anticipated <em>GTA 6</em> set to launch a week after our live show, the 44th annual Golden Joystick Awards is delighted to share its most diverse and creative nominees line-up yet," said Daniel Dawkins, content director of Golden Joystick Awards at Future. </p><p>"Indie hits <em>Big Walk</em>, <em>Dispatch</em> and <em>Mina the Hollower</em> sit alongside AAA blockbusters such as <em>007 First Light</em>, <em>Forza Horizon 6</em> and <em>Resident Evil Requiem</em>. This year, no single game dominates the field, this is one of our most open and unpredictable years yet - making your vote more influential than ever in deciding our winners. We’re thrilled to debut a new look for the Golden Joystick Awards, embracing the iconic joystick trophy that traces all the way back to our inception in 1983. Gaming has changed so much in the following 43 years, but not the creativity and determination of those who sacrifice so much to share the games we love so much."</p><h2 id="the-golden-joystick-awards-2026-nominations">The Golden Joystick Awards 2026 - Nominations</h2><p><strong>Console Game of the Year</strong></p><ul><li><em>007 First Light</em></li><li><em>Fire Emblem: Fortune's Weave</em></li><li><em>Forza Horizon 6</em></li><li><em>LEGO Batman: Legacy of the Dark Knight</em></li><li><em>Nioh 3</em></li><li><em>Onimusha: Way of the Sword</em></li><li><em>Pokémon Pokopia</em></li><li><em>PRAGMATA</em></li><li><em>Resident Evil Requiem</em></li><li><em>Saros</em></li></ul><p><strong>PC Game of the Year</strong></p><ul><li><em>Big Walk</em></li><li><em>Crimson Desert</em></li><li><em>Escape from Tarkov</em></li><li><em>Esoteric Ebb</em></li><li><em>MECCHA CHAMELEON</em></li><li><em>Mewgenics</em></li><li><em>Order of the Sinking Star</em></li><li><em>Star Wars Zero Company</em></li><li><em>The Blood of Dawnwalker</em></li><li><em>Valheim</em></li></ul><p><strong>Best Audio Design</strong></p><ul><li><em>Big Walk</em></li><li><em>Marathon</em></li><li><em>Onimusha: Way of the Sword</em></li><li><em>Rhythm Heaven Groove</em></li><li><em>SAROS</em></li><li><em>Star Wars: Galactic Racer</em></li></ul><p><strong>Best Early Access Game</strong></p><ul><li><em>Dead as Disco</em></li><li><em>MENACE</em></li><li><em>skate.</em></li><li><em>Slay the Spire 2</em></li><li><em>Subnautica 2</em></li><li><em>WARDOGS</em></li></ul><p><strong>Best Game Adaptation</strong></p><ul><li>Devil May Cry (Season 2)</li><li>Exit 8</li><li>Fallout (Season 2)</li><li>Iron Lung</li><li>Mortal Kombat II</li><li>Resident Evil</li></ul><p><strong>Best Game Expansion</strong></p><ul><li><em>Cult of the Lamb: Woolhaven</em></li><li><em>DAVE THE DIVER - In the Jungle Content Pack</em></li><li><em>DOOM: The Dark Ages | Revelations</em></li><li><em>Quake: Dawn of the Machine</em></li><li><em>The Alters: Last Variable</em></li><li><em>World of Warcraft: Midnight</em></li></ul><p><strong>Best Game Trailer</strong></p><ul><li><em>Battlefield 6</em> x Top Gun: Carrier Strike Cinematic Trailer</li><li><em>Big Walk</em> - Release Date Announcement</li><li><em>Cairn</em> - Launch Trailer</li><li><em>MOUSE: P.I. For Hire</em> | Official Launch Trailer</li><li>Prove You'r<em>e Human</em> - Announcement Trailer</li><li><em>Resident Evil Requiem</em> - Evil Has Always Had A Name</li></ul><p><strong>Best Gaming Hardware</strong></p><ul><li>Logitech G PRO X2 SUPERSTRIKE</li><li>Razer Viper V4 Pro</li><li>Secretlab ATLAS</li><li>Sony INZONE M10S II</li><li>Steam Controller</li><li>Turtle Beach Stealth Pro II</li></ul><p><strong>Best Indie Game</strong></p><ul><li><em>Big Walk</em></li><li><em>Denshattack!</em></li><li><em>Esoteric Ebb</em></li><li><em>Mixtape</em></li><li><em>Mouse: P.I. for Hire</em></li><li><em>Order of the Sinking Star</em></li><li><em>REANIMAL</em></li><li><em>Sovereign Tower</em></li><li><em>Titanium Court</em></li><li><em>Valheim</em></li></ul><p><strong>Best Indie Game - Self-published</strong></p><ul><li><em>Cairn</em></li><li><em>Fields of Mistria</em></li><li><em>MECCHA CHAMELEON</em></li><li><em>Mewgenics</em></li><li><em>Mina the Hollower</em></li><li><em>Perfect Tides: Station to Station</em></li><li><em>Phonopolis</em></li><li><em>Rhythm Doctor</em></li><li><em>The Incident at Galley House</em></li><li><em>Vampire Crawlers: The Turbo Wildcard from Vampire Survivors</em></li></ul><p><strong>Best Lead Performer</strong></p><ul><li>Aaron Paul - Robert Robertson III, <em>Dispatch</em></li><li>Angela Sant'Albano - Grace Ashcroft, <em>Resident Evil Requiem</em></li><li>Anna Demetriou - Sophia, <em>Resonance: A Plague Tale Legacy</em></li><li>Liam McIntyre - Wolverine, <em>Marvel's Wolverine</em></li><li>Patrick Gibson - James Bond, <em>007 First Light</em></li><li>Will de Renzy-Martin - Coen, <em>The Blood of Dawnwalker</em></li></ul><p><strong>Best Supporting Performer</strong></p><ul><li>Frankie Kevich - Zoe de Vera, <em>Control Resonant</em></li><li>Grace Saif - Diana, <em>Pragamata</em></li><li>Lennie James - John Greenway, <em>007 First Light</em></li><li>Terry O'Quinn - Richard, <em>Silent Hill: Townfall</em></li><li>Troy Baker - Nathaniel Essex, <em>Marvel's Wolverine</em></li><li>Vic Michaelis - Runa Blask, <em>Star Wars Zero Company</em></li></ul><p><strong>Best Multiplayer Game</strong></p><ul><li><em>ARC Raiders</em></li><li><em>Big Walk</em></li><li><em>Marathon</em></li><li><em>MARVEL Tōkon: Fighting Souls</em></li><li><em>MECCHA CHAMELEON</em></li><li><em>Valheim</em></li></ul><p><strong>Best Remake / Remaster</strong></p><ul><li><em>Assassin's Creed Black Flag Resynced</em></li><li><em>Gothic 1 Remake</em></li><li><em>Metal Gear Solid: Master Collection Vol.2</em></li><li><em>Star Fox</em></li><li><em>The Witcher 3: Wild Hunt - Remastered</em></li><li><em>Trails in the Sky 2nd Chapter</em></li></ul><p><strong>Best Soundtrack</strong></p><ul><li><em>007 First Light</em></li><li><em>Crimson Desert</em></li><li><em>Dispatch</em></li><li><em>Lumines Arise</em></li><li><em>Mewgenics</em></li><li><em>Mixtape</em></li></ul><p><strong>Best Storytelling </strong></p><ul><li><em>007 First Light</em></li><li><em>Dispatch</em></li><li><em>Fire Emblem: Fortune’s Weave</em></li><li><em>Silent Hill: Townfall</em></li><li><em>The Blood of Dawnwalker</em></li><li><em>ZERO PARADES: For Dead Spies</em></li></ul><p><strong>Best Visual Design</strong></p><ul><li><em>Control Resonant</em></li><li><em>Forza Horizon 6</em></li><li><em>Orbitals</em></li><li><em>Phonopolis</em></li><li><em>Resonance: A Plague Tale Legacy</em></li><li><em>Saros</em></li></ul><p><strong>Most Wanted Game</strong></p><ul><li><em>Alien: Isolation 2</em></li><li><em>ANANTA</em></li><li><em>Black Myth: Zhong Kui</em></li><li><em>EXODUS</em></li><li><em>Fable</em></li><li><em>Final Fantasy 7 Revelation</em></li><li><em>God of War Laufey</em></li><li><em>Intergalactic: The Heretic Prophet</em></li><li><em>Kingdom Hearts 5</em></li><li><em>METRO 2039</em></li><li><em>NO LAW</em></li><li><em>Persona 6</em></li><li><em>Resident Evil Veronica</em></li><li><em>STRANGER THAN HEAVEN</em></li><li><em>Stuntman: Hollywood</em></li><li><em>The Expanse: Osiris Reborn</em></li><li><em>The Witcher 4</em></li><li><em>Tides of Annihilation</em></li><li><em>Tomb Raider: Legacy of Atlantis</em></li><li><em>Total War: Warhammer 40,000</em></li></ul><p><strong>Still Playing - Mobile</strong></p><ul><li><em>Balatro</em></li><li><em>Genshin Impact</em></li><li><em>Honkai: Star Rail</em></li><li><em>MARVEL SNAP</em></li><li><em>MONOPOLY GO!</em></li><li><em>NTE: Neverness to Everness</em></li><li><em>Old School RuneScape</em></li><li><em>Pokémon GO</em></li><li><em>Roblox</em></li><li><em>Sky: Children of the Light</em></li><li><em>Tom Clancy's Rainbow Six Mobile</em></li><li><em>Wuthering Waves</em></li></ul><p><strong>Still Playing - PC &amp; Console</strong></p><ul><li><em>Apex Legends</em></li><li><em>Fortnite</em></li><li><em>GTA Online</em></li><li><em>HELLDIVERS 2</em></li><li><em>HITMAN World of Assassination</em></li><li><em>Minecraft</em></li><li><em>No Man's Sky</em></li><li><em>Palworld</em></li><li><em>The Elder Scrolls Online</em></li><li><em>Warframe</em></li><li><em>World of Warcraft</em></li><li><em>Call of Duty: Warzone</em></li></ul><p><strong>Studio of the Year</strong></p><ul><li>CAPCOM</li><li>Frogwares</li><li>House House</li><li>IO Interactive</li><li>Nintendo EPD</li><li>SQUARE ENIX</li></ul>
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                                                            <title><![CDATA[ Baldur’s Gate 3’s first act is a Tav graveyard — here's how I finally conquered act one syndrome ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There are many audacious and commendable feats in gaming. Taking down Consort Radahn, platforming through the Path of Pain, filling your entire Pokedex, to name but a few. However, despite personally doing all these things, one task chewed me up and spat me out repeatedly. One that, on paper, isn't all that tough at all. </p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>The task: To get through Act One of the mammoth CRPG, <a href="https://www.techradar.com/gaming/baldurs-gate-3-review"><em>Baldur's Gate 3</em></a><em> </em>(BG3).<em> </em></p><p>The 'act one syndrome' brought on by the sheer volume of content and the steep learning curve of <em>BG3 </em>is something that just about everyone has endured at some point when exploring Faerûn.</p><p>However, I feel I have been wearing this albatross around my neck for quite some time. While watching others take second laps around Faerûn for a Dark Urge run, unburdened by this plight of mine.</p><p><em>BG3 </em>has been the loud, obnoxious gnawing at the back of my mind. The bane of my backlog, and at some point, I snapped. </p><h2 id="operation-get-act-one-done">Operation: get act one done</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZKygTCoqXVLvrswhCE4Sc9" name="Baldur's Gate 3 screenshot" alt="Baldur's Gate 3 screenshot showing in-game action and environments" src="https://cdn.mos.cms.futurecdn.net/ZKygTCoqXVLvrswhCE4Sc9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>On paper, it's far from a Herculean task. After all, if you really want to, you can hop off the Nautiloid and head straight for the Githyanki Crèche if you choose. But ignoring the slew of content and the abundant, overlapping 'what ifs' is just too tall a task for a completionist such as myself. </p><p>I've gone back to the <em>BG3 </em>well a grand total of seven times. Each time, I fell at the first-act hurdle, but for different reasons. </p><p>At first, it was simply overzealous confidence and ineptitude. There was an underlying issue in that my understanding of Dungeons &amp; Dragons principles was severely lacking. </p><p>As a result, there were many hour-long battles that inevitably led to a full party KO and a painful restart. Poor decisions compounded with each new dialogue exchange. This culminated in a heated exchange with a deceptively powerful frog, and the first of many save files to be abandoned. RIP Ignacius, my first Tav to fall. </p><p>Then came the attempts to right that wrong. A YouTube brush-up on DND systems here and there, a few tweaks to the starting build, and it would all surely work out fine. </p><p>It did not.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RieTmunsWJceJZJrueE2c9" name="Baldur's Gate 3 screenshot" alt="Baldur's Gate 3 screenshot showing in-game action and environments" src="https://cdn.mos.cms.futurecdn.net/RieTmunsWJceJZJrueE2c9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>There was an inevitable and foolish overcorrection, a choice to play a build that simply wasn't fun to use, especially for a novice like myself. Monks sound great on paper, as you can let your fists solve all problems. Until you’re starved for Ki and left helpless. So, with that, another save file bit the bullet. RIP Falconhoof.</p><p>You would think at this point, with so much <em>Baldur's Gate 3 </em>act one experience behind me, success was all but guaranteed. But then, like a pesky Kobold leering from the shadows, a menacing creature I call my wife said, in hushed tones,<em> 'That looks fun; will you show me how to play?'</em> Thus beginning a co-op campaign led by a D&amp;D novice, acting as a sage for an even bigger novice. </p><p>Safe to say, this blind leading the blind dynamic was about as successful as Lae’zel would be headlining at the Comedy Cellar. So, we dug a twin grave for my wife's Tav and poor, unfortunate Arcane Michael. </p><p>It was these constant setbacks that set the wheels in motion for even more attempts to go awry. Because the dynamic shifted from a state of wonderment and curiosity to an attritional, transactional slog, as scenarios, battles, and pivotal choices repeated again and again, lacking the weight they once had. </p><p>Much like Tav, I too was infected with a parasite acting as a ticking time bomb. At some point, the tedium, or the ennui, would set in, and I would succumb to that parasite's mind control. Forcing me to exit the game, uninstall it, and relegate <em>BG3 </em>to the back of the backlog again. </p><p>Mercifully, this affliction doesn't come part and parcel with a tadpole insertion through the eye socket, but it’s unpleasant nonetheless. </p><h2 id="finding-my-faerun-flow-state">Finding my Faerûn flow state</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UyzWMQo7E7Aez8tamqQ7N9" name="Baldur's Gate 3 screenshot" alt="Baldur's Gate 3 screenshot showing in-game action and environments" src="https://cdn.mos.cms.futurecdn.net/UyzWMQo7E7Aez8tamqQ7N9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>Returning for my eighth crack, things had to be different. So, I put those wheels in motion. I cooled off for an entire year, forgetting large portions of the opening act in the process. I researched the most fun, accessible build to play relative to the most recent patch. I even passed on some hot and fresh releases, devoting all my time and energy to breaking through. </p><p>But above all, I knew that if this was ever going to work, I would need to learn how to let go. To let decisions shape the experience rather than relying on save-scumming, embrace the rough and the smooth in equal measure, and find the mental fortitude to push on towards new and exciting things.</p><p>As someone who wants to see everything a game has to offer, ponder over every decision, min-max at every opportunity, and somehow manage to accurately roleplay while juggling all of this. I was still skeptical that it would all click into place. But against all odds, in honor of my newborn son, my Halfling Rogue, Lorcàn, was born, and before long, I could see the Shadow-Cursed Lands on the horizon.</p><p>With a streamlined build that allowed me to rely on Luck, overpowered stealth, and flexibility to multiclass. No combat encounter felt like an insurmountable task, and no conversation felt like an inevitable road to a failed dice roll. My half-pint Halfling fittingly gave me the glass-half-full mindset I needed.</p><p>Minthara and her goblins were vanquished: shoved down a chasm to their doom. The party shone a light on the Underdark's mysteries. I left that demonic frog to their own devices. But above all, the insurmountable pressure to finally leave Act One had dissipated and  this is an accolade I place in my personal trophy cabinet of gaming feats. </p><p>The city of Baldur's Gate awaits, and finally, I feel that curiosity and magic again.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/baldurs-gate-3s-first-act-is-a-tav-graveyard-heres-how-i-finally-conquered-act-one-syndrome</link>
                                                                            <description>
                            <![CDATA[ I finally beat Act One of Baldur's Gate 3 after multiple failed attempts. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Sat, 26 Sep 2026 19:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 30 Sep 2026 14:27:53 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Callum Marshall ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/AnmQ2qvX44mxc8o78zMrGC-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Callum is the former EIC of Dualshockers, The GameSlayer, and Indie Game Culture, plying his trade for over a decade. A certified indie game obsessive with a deep love of RPGs, precision platformers, and emotional, story-driven affairs. You need only look at his arms covered in fandom-related tattoos for proof.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Larian Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Baldur&#039;s Gate 3 screenshot showing in-game action and environments]]></media:description>                                                            <media:text><![CDATA[Baldur&#039;s Gate 3 screenshot showing in-game action and environments]]></media:text>
                                <media:title type="plain"><![CDATA[Baldur&#039;s Gate 3 screenshot showing in-game action and environments]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>There are many audacious and commendable feats in gaming. Taking down Consort Radahn, platforming through the Path of Pain, filling your entire Pokedex, to name but a few. However, despite personally doing all these things, one task chewed me up and spat me out repeatedly. One that, on paper, isn't all that tough at all. </p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>The task: To get through Act One of the mammoth CRPG, <a href="https://www.techradar.com/gaming/baldurs-gate-3-review"><em>Baldur's Gate 3</em></a><em> </em>(BG3).<em> </em></p><p>The 'act one syndrome' brought on by the sheer volume of content and the steep learning curve of <em>BG3 </em>is something that just about everyone has endured at some point when exploring Faerûn.</p><p>However, I feel I have been wearing this albatross around my neck for quite some time. While watching others take second laps around Faerûn for a Dark Urge run, unburdened by this plight of mine.</p><p><em>BG3 </em>has been the loud, obnoxious gnawing at the back of my mind. The bane of my backlog, and at some point, I snapped. </p><h2 id="operation-get-act-one-done">Operation: get act one done</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZKygTCoqXVLvrswhCE4Sc9" name="Baldur's Gate 3 screenshot" alt="Baldur's Gate 3 screenshot showing in-game action and environments" src="https://cdn.mos.cms.futurecdn.net/ZKygTCoqXVLvrswhCE4Sc9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>On paper, it's far from a Herculean task. After all, if you really want to, you can hop off the Nautiloid and head straight for the Githyanki Crèche if you choose. But ignoring the slew of content and the abundant, overlapping 'what ifs' is just too tall a task for a completionist such as myself. </p><p>I've gone back to the <em>BG3 </em>well a grand total of seven times. Each time, I fell at the first-act hurdle, but for different reasons. </p><p>At first, it was simply overzealous confidence and ineptitude. There was an underlying issue in that my understanding of Dungeons &amp; Dragons principles was severely lacking. </p><p>As a result, there were many hour-long battles that inevitably led to a full party KO and a painful restart. Poor decisions compounded with each new dialogue exchange. This culminated in a heated exchange with a deceptively powerful frog, and the first of many save files to be abandoned. RIP Ignacius, my first Tav to fall. </p><p>Then came the attempts to right that wrong. A YouTube brush-up on DND systems here and there, a few tweaks to the starting build, and it would all surely work out fine. </p><p>It did not.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RieTmunsWJceJZJrueE2c9" name="Baldur's Gate 3 screenshot" alt="Baldur's Gate 3 screenshot showing in-game action and environments" src="https://cdn.mos.cms.futurecdn.net/RieTmunsWJceJZJrueE2c9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>There was an inevitable and foolish overcorrection, a choice to play a build that simply wasn't fun to use, especially for a novice like myself. Monks sound great on paper, as you can let your fists solve all problems. Until you’re starved for Ki and left helpless. So, with that, another save file bit the bullet. RIP Falconhoof.</p><p>You would think at this point, with so much <em>Baldur's Gate 3 </em>act one experience behind me, success was all but guaranteed. But then, like a pesky Kobold leering from the shadows, a menacing creature I call my wife said, in hushed tones,<em> 'That looks fun; will you show me how to play?'</em> Thus beginning a co-op campaign led by a D&amp;D novice, acting as a sage for an even bigger novice. </p><p>Safe to say, this blind leading the blind dynamic was about as successful as Lae’zel would be headlining at the Comedy Cellar. So, we dug a twin grave for my wife's Tav and poor, unfortunate Arcane Michael. </p><p>It was these constant setbacks that set the wheels in motion for even more attempts to go awry. Because the dynamic shifted from a state of wonderment and curiosity to an attritional, transactional slog, as scenarios, battles, and pivotal choices repeated again and again, lacking the weight they once had. </p><p>Much like Tav, I too was infected with a parasite acting as a ticking time bomb. At some point, the tedium, or the ennui, would set in, and I would succumb to that parasite's mind control. Forcing me to exit the game, uninstall it, and relegate <em>BG3 </em>to the back of the backlog again. </p><p>Mercifully, this affliction doesn't come part and parcel with a tadpole insertion through the eye socket, but it’s unpleasant nonetheless. </p><h2 id="finding-my-faerun-flow-state">Finding my Faerûn flow state</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UyzWMQo7E7Aez8tamqQ7N9" name="Baldur's Gate 3 screenshot" alt="Baldur's Gate 3 screenshot showing in-game action and environments" src="https://cdn.mos.cms.futurecdn.net/UyzWMQo7E7Aez8tamqQ7N9-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>Returning for my eighth crack, things had to be different. So, I put those wheels in motion. I cooled off for an entire year, forgetting large portions of the opening act in the process. I researched the most fun, accessible build to play relative to the most recent patch. I even passed on some hot and fresh releases, devoting all my time and energy to breaking through. </p><p>But above all, I knew that if this was ever going to work, I would need to learn how to let go. To let decisions shape the experience rather than relying on save-scumming, embrace the rough and the smooth in equal measure, and find the mental fortitude to push on towards new and exciting things.</p><p>As someone who wants to see everything a game has to offer, ponder over every decision, min-max at every opportunity, and somehow manage to accurately roleplay while juggling all of this. I was still skeptical that it would all click into place. But against all odds, in honor of my newborn son, my Halfling Rogue, Lorcàn, was born, and before long, I could see the Shadow-Cursed Lands on the horizon.</p><p>With a streamlined build that allowed me to rely on Luck, overpowered stealth, and flexibility to multiclass. No combat encounter felt like an insurmountable task, and no conversation felt like an inevitable road to a failed dice roll. My half-pint Halfling fittingly gave me the glass-half-full mindset I needed.</p><p>Minthara and her goblins were vanquished: shoved down a chasm to their doom. The party shone a light on the Underdark's mysteries. I left that demonic frog to their own devices. But above all, the insurmountable pressure to finally leave Act One had dissipated and  this is an accolade I place in my personal trophy cabinet of gaming feats. </p><p>The city of Baldur's Gate awaits, and finally, I feel that curiosity and magic again.</p>
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                                                            <title><![CDATA[ Alien: Isolation 2's Xenomorph has animations initially designed for the first game, but the team 'didn't have the technology at the time' to use them — but now the Alien is even more 'responsive' and 'reactive' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Alien: Isolation 2</strong></em><strong> principal environment artist Archie Whitehead says the Xenomorph uses legacy animations that Creative Assembly designed for the first game</strong></li><li><strong>He explains that the studio didn't have the technology to implement it at the time</strong></li><li><strong>The sequel animations have been improved so the alien is "more responsive"</strong></li></ul><p><a href="https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-custom-tech-enabled-a-realistic-atmosphere-unreal-engine-5-couldnt-we-felt-that-a-custom-solution-would-give-us-that-perfect-frame-response-that-you-want-in-that-kind-of-really-really-dark-environment"><em>Alien: Isolation 2</em></a> principal environment artist Archie Whitehead has revealed that the game's Xenomorph uses improved legacy animations that Creative Assembly designed for the first game but didn't have the technology to implement 12 years ago.</p><p>In an interview with TechRadar Gaming at Gamescom, Whitehead confirmed that working around the alien's intelligence will be a core part of gameplay—even with the added exterior environment—and if players use a flamethrower or repeatedly hide in lockers, their actions will be less effective against the Xenomorph.</p><p>But the developer said the fear of hiding from the alien isn't just about its intelligence, but about how players perceive it visually; he explained that its animations and transitions have been improved from the first game, making it scarier.</p><p>"Intelligence is about perception," Whitehead said. "It's about what the player sees. If the alien was a cube sliding around, it might still kill you; it might still be scary, but you probably wouldn't perceive it as that intelligent if it was just a rotating cube, right? </p><p>"Obviously, the model, the character, the mesh for it; it's much more improved. There's a lot of layers there that I can't talk about the specifics, but it's more responsive, more reactive. It's really, really terrifying."</p><p>Whitehead went on to reveal that the Xenomorph uses animations and transitions that were initially designed for the first game, but Creative Assembly "didn't have the technology at the time" to use them. However, they've been polished for the upcoming sequel.</p><p>He explained that he chatted with animation director Simon Ridge, who worked on the first game, and saw some legacy animations that appeared to be unused, but were "really scary" and "amazing transitions" where the alien was looking at the player.</p><p>"I was studying when the original came out, so I wasn't on the first game," he said. "So, I was coming to this as a big fan, and I was chatting to him, and he was showing me these legacy animations he had, and I was like, 'I played the original a lot of times, I don't recognize these animations.'</p><p>"The vision was there, but they didn't have the technology at the time [or] whatever exactly they needed to implement it." </p><p>He added that this is a "benefit" for the sequel coming out 12 years later instead of immediately after the first game. </p><p>"We're able to use that kind of stuff, and obviously it's still going to be polished up, and it's a new setup and everything," he said, "but it's one of the things that makes it [the Xenomorph] feel smarter is its reactivity; making it feel like it's not just looking at the player, it's not just pointing its head in your direction. You feel like it's looking at you, and that's the kind of stuff that, again, when they show it off within the team, everyone's getting chills, and it's super exciting. We're super excited to show you."</p><p><em>Alien: Isolation 2</em> will be available on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/alien-isolation-2s-xenomorph-has-animations-initially-designed-for-the-first-game-but-the-team-didnt-have-the-technology-at-the-time-to-use-them-but-now-the-alien-is-even-more-responsive-and-reactive</link>
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                            <![CDATA[ Alien: Isolation 2 uses Xenomorph legacy animations the studio designed for the first game but didn't have the technology to implement at the time. ]]>
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                                                                        <pubDate>Wed, 23 Sep 2026 21:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:38:34 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Alien: Isolation 2]]></media:description>                                                            <media:text><![CDATA[Alien: Isolation 2]]></media:text>
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                                <ul><li><em><strong>Alien: Isolation 2</strong></em><strong> principal environment artist Archie Whitehead says the Xenomorph uses legacy animations that Creative Assembly designed for the first game</strong></li><li><strong>He explains that the studio didn't have the technology to implement it at the time</strong></li><li><strong>The sequel animations have been improved so the alien is "more responsive"</strong></li></ul><p><a href="https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-custom-tech-enabled-a-realistic-atmosphere-unreal-engine-5-couldnt-we-felt-that-a-custom-solution-would-give-us-that-perfect-frame-response-that-you-want-in-that-kind-of-really-really-dark-environment"><em>Alien: Isolation 2</em></a> principal environment artist Archie Whitehead has revealed that the game's Xenomorph uses improved legacy animations that Creative Assembly designed for the first game but didn't have the technology to implement 12 years ago.</p><p>In an interview with TechRadar Gaming at Gamescom, Whitehead confirmed that working around the alien's intelligence will be a core part of gameplay—even with the added exterior environment—and if players use a flamethrower or repeatedly hide in lockers, their actions will be less effective against the Xenomorph.</p><p>But the developer said the fear of hiding from the alien isn't just about its intelligence, but about how players perceive it visually; he explained that its animations and transitions have been improved from the first game, making it scarier.</p><p>"Intelligence is about perception," Whitehead said. "It's about what the player sees. If the alien was a cube sliding around, it might still kill you; it might still be scary, but you probably wouldn't perceive it as that intelligent if it was just a rotating cube, right? </p><p>"Obviously, the model, the character, the mesh for it; it's much more improved. There's a lot of layers there that I can't talk about the specifics, but it's more responsive, more reactive. It's really, really terrifying."</p><p>Whitehead went on to reveal that the Xenomorph uses animations and transitions that were initially designed for the first game, but Creative Assembly "didn't have the technology at the time" to use them. However, they've been polished for the upcoming sequel.</p><p>He explained that he chatted with animation director Simon Ridge, who worked on the first game, and saw some legacy animations that appeared to be unused, but were "really scary" and "amazing transitions" where the alien was looking at the player.</p><p>"I was studying when the original came out, so I wasn't on the first game," he said. "So, I was coming to this as a big fan, and I was chatting to him, and he was showing me these legacy animations he had, and I was like, 'I played the original a lot of times, I don't recognize these animations.'</p><p>"The vision was there, but they didn't have the technology at the time [or] whatever exactly they needed to implement it." </p><p>He added that this is a "benefit" for the sequel coming out 12 years later instead of immediately after the first game. </p><p>"We're able to use that kind of stuff, and obviously it's still going to be polished up, and it's a new setup and everything," he said, "but it's one of the things that makes it [the Xenomorph] feel smarter is its reactivity; making it feel like it's not just looking at the player, it's not just pointing its head in your direction. You feel like it's looking at you, and that's the kind of stuff that, again, when they show it off within the team, everyone's getting chills, and it's super exciting. We're super excited to show you."</p><p><em>Alien: Isolation 2</em> will be available on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p>
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                                                            <title><![CDATA[ Creative Assembly says Alien: Isolation 2's protagonist is a Yutani employee, which offers 'a new perspective to the franchise' — 'Weyland-Yutani is an English-Japanese speaking company, and the Japanese side doesn't really get explored that much' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s protagonist will offer "a new perspective to the franchise"</strong></li><li><strong>Blake is a Weyland-Yutani employee, with principal environment artist Archie Whitehead saying the Japanese side hasn't been explored a lot</strong></li><li><strong>Principal UI artist Laura Mauterer says Blake isn't like any other Alien protagonist and "is such an interesting character to explore"</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a> will offer a totally new perspective on the Alien franchise by telling a story from the viewpoint of Yutani employee Blake, and Creative Assembly believes players will love her.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead and principal UI artist Laura Mauterer discussed what they're most excited for players to experience in the upcoming sequel, highlighting the game's protagonist, Blake.</p><p>Blake works for Weyland-Yutani Corporation, a mega-conglomerate and the major human-led antagonist throughout the sci-fi series, but is employed specifically on the Yutani side of the company.</p><p>It's a viewpoint that hasn't been showcased during the horror franchise before, and something the developers were eager to explore in depth.</p><p>"Weyland-Yutani is an English-Japanese-speaking company, and it's something that the Japanese side, I feel like, doesn't really get explored that much," Whitehead said. "It's something we're trying to explore more here because Kurosaki, it's the name of the station [the game's setting], so I'm very interested in players to discover: 'How does that influence the world and the people living in it?'"</p><p>Mauterer added that Blake is "awesome" and "brings such a new perspective to the franchise in total," and her being an employee of this mega-corp will be a much different experience from the first game, where the characters were ordinary people.</p><p>"If you think back to the first game or even the first movie, it's truckers in space, right? It's ordinary people doing average things," Mauterer said. "They're not powerful. They're expendable. No one cares for them. They have to care for themselves. </p><p>"But now we have Blake, who is a very Weyland-Yutani employee, and that means that she has some power, right? But when you hear in the trailer that the Japanese voice is telling her, 'You made a mistake. This is your last chance.' She was sent to Kurosaki against her will, and she wants to do well. She wants to be there to redeem herself."</p><p>Talking more about the story, Mauterer explained how characters in the prologue will talk to Blake with respect and "you can get a sense of her standing," but all Blake is focusing on is trying to redeem herself. That's why when she heads to the crash site and accidentally unleashes the Xenomorph onto the colony, she's made yet another mistake, which the developers said will make Blake an interesting character to play.</p><p>"That dichotomy, she is such an interesting character to explore," Mauterer added. "And I think the players will really get to know her and love her in the journey; they will make out their own journey [as well]. We tell a larger story, obviously, but similar to the first game, every player will have their own way of telling the 'in-betweens' between that [main] story, and will be so interesting to see."</p><p><em>Alien: Isolation 2</em> doesn't have a release date yet but will launch on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-protagonist-is-a-yutani-employee-which-offers-a-new-perspective-to-the-franchise-weyland-yutani-is-an-english-japanese-speaking-company-and-the-japanese-side-doesnt-really-get-explored-that-much</link>
                                                                            <description>
                            <![CDATA[ Creative Assembly thinks Alien: Isolation 2 players will fall in love with protagonist Blake, a Yutani employee, as she offers "a new perspective to the franchise." ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 22:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:38:59 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s protagonist will offer "a new perspective to the franchise"</strong></li><li><strong>Blake is a Weyland-Yutani employee, with principal environment artist Archie Whitehead saying the Japanese side hasn't been explored a lot</strong></li><li><strong>Principal UI artist Laura Mauterer says Blake isn't like any other Alien protagonist and "is such an interesting character to explore"</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a> will offer a totally new perspective on the Alien franchise by telling a story from the viewpoint of Yutani employee Blake, and Creative Assembly believes players will love her.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead and principal UI artist Laura Mauterer discussed what they're most excited for players to experience in the upcoming sequel, highlighting the game's protagonist, Blake.</p><p>Blake works for Weyland-Yutani Corporation, a mega-conglomerate and the major human-led antagonist throughout the sci-fi series, but is employed specifically on the Yutani side of the company.</p><p>It's a viewpoint that hasn't been showcased during the horror franchise before, and something the developers were eager to explore in depth.</p><p>"Weyland-Yutani is an English-Japanese-speaking company, and it's something that the Japanese side, I feel like, doesn't really get explored that much," Whitehead said. "It's something we're trying to explore more here because Kurosaki, it's the name of the station [the game's setting], so I'm very interested in players to discover: 'How does that influence the world and the people living in it?'"</p><p>Mauterer added that Blake is "awesome" and "brings such a new perspective to the franchise in total," and her being an employee of this mega-corp will be a much different experience from the first game, where the characters were ordinary people.</p><p>"If you think back to the first game or even the first movie, it's truckers in space, right? It's ordinary people doing average things," Mauterer said. "They're not powerful. They're expendable. No one cares for them. They have to care for themselves. </p><p>"But now we have Blake, who is a very Weyland-Yutani employee, and that means that she has some power, right? But when you hear in the trailer that the Japanese voice is telling her, 'You made a mistake. This is your last chance.' She was sent to Kurosaki against her will, and she wants to do well. She wants to be there to redeem herself."</p><p>Talking more about the story, Mauterer explained how characters in the prologue will talk to Blake with respect and "you can get a sense of her standing," but all Blake is focusing on is trying to redeem herself. That's why when she heads to the crash site and accidentally unleashes the Xenomorph onto the colony, she's made yet another mistake, which the developers said will make Blake an interesting character to play.</p><p>"That dichotomy, she is such an interesting character to explore," Mauterer added. "And I think the players will really get to know her and love her in the journey; they will make out their own journey [as well]. We tell a larger story, obviously, but similar to the first game, every player will have their own way of telling the 'in-betweens' between that [main] story, and will be so interesting to see."</p><p><em>Alien: Isolation 2</em> doesn't have a release date yet but will launch on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. </p>
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                                                            <title><![CDATA[ 'We believe that this IP has a future' — Rayman Legends Retold brand producer wants to continue the series after the 3D remake 'if everything goes according to plan' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Rayman Legends Retold</strong></em><strong> brand producer Loïc Gounon is interested in making more games in the series</strong></li><li><strong>Gounon says, "The plan was that we want to restart the franchise," using the latest version of Ubisoft's engine</strong></li><li><strong>He suggests that the upcoming remake could be the start of something new "if everything goes according to plan"</strong></li></ul><p><em>Rayman Legends Retold</em> brand producer Loïc Gounon believes the series has a future and said he's interested in making new games using Ubisoft's latest tech.</p><p>The upcoming remake of the beloved 2013 hit reinvents the hand-painted 2D adventure as a full 3D side-scrolling platforming experience. It's powered by the studio's proprietary Snowdrop engine, while still utilizing the original game's UbiArt Framework.</p><p>It looks like a completely new game, though with the familiar elements that made the original a critical success, and according to Gounon, "The plan was that we want to restart the franchise" using the latest version of this technology.</p><p>"Without an engine, you don't make a game," Gounon told TechRadar Gaming. "Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>The developer wasn't shy about sharing his dreams for the series, saying, "We believe that this IP has a future," and that <em>Rayman Legends Retold</em> could be the start of something new "if everything goes according to plan."</p><p>He also indicated the move to 3D allowed the team to build its bank of 3D assets, which sounds like something that would come in handy for any future projects.</p><p><em>Rayman Legends Retold </em>arrives on December 3, 2026, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/we-believe-that-this-ip-has-a-future-rayman-legends-retold-brand-producer-wants-to-continue-the-series-after-the-3d-remake-if-everything-goes-according-to-plan</link>
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                            <![CDATA[ Rayman Legends Retold brand producer Loïc Gounon believes the series has a future and said he's interested in making new games using Ubisoft's latest tech. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 16:15:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A Rayman Legends Retold screenshot.]]></media:description>                                                            <media:text><![CDATA[A Rayman Legends Retold screenshot.]]></media:text>
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                                <ul><li><em><strong>Rayman Legends Retold</strong></em><strong> brand producer Loïc Gounon is interested in making more games in the series</strong></li><li><strong>Gounon says, "The plan was that we want to restart the franchise," using the latest version of Ubisoft's engine</strong></li><li><strong>He suggests that the upcoming remake could be the start of something new "if everything goes according to plan"</strong></li></ul><p><em>Rayman Legends Retold</em> brand producer Loïc Gounon believes the series has a future and said he's interested in making new games using Ubisoft's latest tech.</p><p>The upcoming remake of the beloved 2013 hit reinvents the hand-painted 2D adventure as a full 3D side-scrolling platforming experience. It's powered by the studio's proprietary Snowdrop engine, while still utilizing the original game's UbiArt Framework.</p><p>It looks like a completely new game, though with the familiar elements that made the original a critical success, and according to Gounon, "The plan was that we want to restart the franchise" using the latest version of this technology.</p><p>"Without an engine, you don't make a game," Gounon told TechRadar Gaming. "Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>The developer wasn't shy about sharing his dreams for the series, saying, "We believe that this IP has a future," and that <em>Rayman Legends Retold</em> could be the start of something new "if everything goes according to plan."</p><p>He also indicated the move to 3D allowed the team to build its bank of 3D assets, which sounds like something that would come in handy for any future projects.</p><p><em>Rayman Legends Retold </em>arrives on December 3, 2026, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ 'We want to restart the franchise' — Rayman Legends Retold dev on future of the beloved series ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.techradar.com/gaming/it-instantly-gives-you-a-smile-because-you-know-the-track-rayman-legends-retold-audio-director-breaks-down-iconic-music-levels"><em>Rayman Legends Retold</em></a><em> </em>looks to bring the platforming classic into the modern age, with a smattering of new levels, fully revamped visuals, and expanded cinematics featuring full voice acting for the very first time.</p><p>Released back in 2013 to critical acclaim and still beloved by fans, it's certainly an unusual choice for a remake. Where most developers opt to return to titles with obvious issues, or ones that are no longer readily accessible (<em>Rayman Legends </em>is fully playable on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series</a>, and Switch 2 via backward compatibility), it's hard to think of many ways this platformer could be improved.</p><p>As it turns out, the decision was more about the future of<em> </em>the <em>Rayman </em>franchise than looking back at the past.</p><p>"The plan was that we want to restart the franchise," explains brand producer Loïc Gounon after a recent hands-on event. </p><p>"Without an engine, you don't make a game. Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>In the gaming industry, remakes are often used to help new teams become acquainted with an existing intellectual property and build the skills needed to tackle development of future entries. </p><p>Just look at <em>Metroid: Samus Returns</em>, the <a href="https://www.techradar.com/reviews/gaming/handheld-consoles/nintendo-3ds-931771/review">3DS </a><em>Metroid 2 </em>remake that led to series newcomer MercurySteam being given the reins for the Nintendo Switch installment <a href="https://www.techradar.com/reviews/metroid-dread"><em>Metroid Dread</em></a><em> </em>(and again, with the upcoming <a href="https://www.techradar.com/gaming/nintendo/everything-announced-at-todays-nintendo-direct-from-a-new-2d-metroid-game-to-a-surprise-mario-kart-world-update-and-massive-kirby-reveal"><em>Metroid Ravenous</em></a> for Switch 2).</p><p>Gounon adds that while the team behind <em>Retold </em>does still have some of the original <em>Legends </em>devs, they felt that "the balance between remaking a beloved game while bringing innovation to it was the best starting point" for everyone. </p><h2 id="new-coat-of-paint">New coat of paint</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aTvuT8fTQHsjy7GUgm4Xaf" name="RLR_SC_Ducks_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/aTvuT8fTQHsjy7GUgm4Xaf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Ubisoft)</span></figcaption></figure><p>One of the starkest differences between the original <em>Legends </em>and <em>Retold </em>is the shift from a hand-painted 2D look to a fully 3D art style – albeit one that largely maintains the side-on perspective. It's a move that Gounon suggests shows where the franchise is headed overall.</p><p>"<em>Rayman</em> started on PlayStation with a 2D game at a time when most games were 3D. Then <em>Rayman 2</em> and <em>Rayman 3</em> were 3D games in the rendering, but also in the gameplay. Then <em>Origins </em>went back to full 2D: 2D rendering and 2D gameplay," he explains.</p><p>"The thing is, when you've got a 2D engine and are in 2D rendering, it's less easy to make a 3D game afterwards. So, as part of thinking about the franchise for the future, two things that came to mind really early were that we want to go back to the adventure DNA of the franchise, and we don't want to [stop ourselves from] going towards a 3D adventure."</p><p>If you think of<em> Legends Retold </em>as a jumping-off point for the franchise going forward, the whole project begins to make a lot of sense.</p><p>Gounon doesn't shy away from saying that "we believe that this IP has a future" and that this remake<em> </em>is only the beginning "if everything goes according to plan" and it proves popular. He even indicates that part of the move to 3D was so the team could build a bank of 3D assets, presumably for future use.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bqFbrQSXkxNCacU3kaGbUf" name="RLR_SC_MainHub_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/bqFbrQSXkxNCacU3kaGbUf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Ubisoft)</span></figcaption></figure><p>Although it's clear that <em>Legends Retold </em>is geared towards new players, Gounon says the team has gone to great lengths to maintain the overall feel of the original game so as not to disappoint returning players. This even involves utilizing the original game engine, UbiArt Framework, underneath all the shiny new graphics powered by the latest version of Snowdrop.</p><p>"What's a bit particular about this project is that we did not want to mess with the game feeling: all the characters reacting, the physics, etc. We knew that the muscle memory you have with a platformer — we can't mess with it. It's a constraint of <em>Rayman</em>, and so is the level design. There's a quality of level design that's unmatched, on par with the best games in the world, like <em>Mario</em>," he begins. "So we knew we couldn't mess with the quality of the level design or the game's flow and the physics.</p><div><blockquote><p>"We knew we couldn't mess with the quality of the level design"</p><p>Loïc Gounon</p></blockquote></div><p>"What we decided to do is that everything that's happening — game mechanics and flow — is powered by UbiArt Framework. UbiArt is also doing the 2D animation and 2D drawing, but as we were going 3D, we integrated UbiArt Framework game logic within the game logic of Snowdrop.</p><p>"Snowdrop is handling all the animation, the character art, the environment art, and the audio. All that new visual layer on top of the gameplay logic is Snowdrop.</p><p>"Basically, we've got the best of both worlds, meaning a great engine to make levels and gameplay, which is UbiArt Framework, and also maintaining the quality of the original game because it's the same thing running under the hood, within an engine that allows for fully-fledged 3D rendering."</p><h2 id="a-matter-of-taste">A matter of taste</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="r5mzbKLHqpNLzhvz5bwuze" name="RLR_SC_CIN_BetillaBird_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/r5mzbKLHqpNLzhvz5bwuze-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Ubisoft)</span></figcaption></figure><p>As with any big change, the new art direction has had its critics. "Nothing can outdo the beautiful hand-drawn style," reads one of the highest-rated comments on the original <a href="https://www.youtube.com/watch?v=TKfG9hiueak" target="_blank">reveal trailer</a>, but Gounon is confident that skeptics will be won over once the game is in their hands.</p><p>"Some people will always have a personal attachment to something they loved, especially when it's something super special that got 90+ on Metacritic, and it's highly subjective. That's totally okay, and to be fair, when you love something, you don't want it to change," he begins.</p><p>"I think it's natural. Then I think we will prove what 3D is bringing. I think once you start playing the game, and more people see the game, hear character voices, [watch] the fully animated 3D cutscenes, I think they will get why we are making it."</p><p>He adds that he's excited for players to see more of the game in the build-up to release and promises, "It's not a simple remake; it's more than that."</p><p>There will be a bit of a wait, however, with the game recently delayed until December 3, 2026, when it will launch for Nintendo Switch 2, PS5, Xbox Series X and Series S, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/theres-a-quality-of-level-design-thats-unmatched-on-par-with-the-best-games-in-the-world-rayman-legends-retold-dev-on-bringing-the-beloved-platformer-to-the-modern-age</link>
                                                                            <description>
                            <![CDATA[ How the team is approaching the upcoming Rayman Legends remake. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 22 Sep 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 23 Sep 2026 08:51:09 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ dash.wood@futurenet.com (Dashiell Wood) ]]></author>                    <dc:creator><![CDATA[ Dashiell Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fcZC2LhPK8ufw6QWmhv6kY-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Dash is an experienced tech journalist who specializes in video games, electronic entertainment products, and the wider industry that surrounds them. He currently serves as the Gaming Editor at TechRadar, leading our review, preview, feature, and news coverage of the latest and greatest releases.&lt;/p&gt;&lt;p&gt;Before joining the team, he was Contributing Writer at PLAY (formerly Official PlayStation Magazine UK) and has written articles for many of the UK&#039;s other biggest gaming magazines including the likes of Edge, PC Gamer, and SFX.&lt;/p&gt;&lt;p&gt;Now, when he&#039;s not getting his greasy little mitts on the newest hardware or gaming gadget, he can be found listening to J-pop or feverishly devouring the latest Nintendo Switch otome.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A Rayman Legends Retold screenshot.]]></media:description>                                                            <media:text><![CDATA[A Rayman Legends Retold screenshot.]]></media:text>
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                                <p><a href="https://www.techradar.com/gaming/it-instantly-gives-you-a-smile-because-you-know-the-track-rayman-legends-retold-audio-director-breaks-down-iconic-music-levels"><em>Rayman Legends Retold</em></a><em> </em>looks to bring the platforming classic into the modern age, with a smattering of new levels, fully revamped visuals, and expanded cinematics featuring full voice acting for the very first time.</p><p>Released back in 2013 to critical acclaim and still beloved by fans, it's certainly an unusual choice for a remake. Where most developers opt to return to titles with obvious issues, or ones that are no longer readily accessible (<em>Rayman Legends </em>is fully playable on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series</a>, and Switch 2 via backward compatibility), it's hard to think of many ways this platformer could be improved.</p><p>As it turns out, the decision was more about the future of<em> </em>the <em>Rayman </em>franchise than looking back at the past.</p><p>"The plan was that we want to restart the franchise," explains brand producer Loïc Gounon after a recent hands-on event. </p><p>"Without an engine, you don't make a game. Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>In the gaming industry, remakes are often used to help new teams become acquainted with an existing intellectual property and build the skills needed to tackle development of future entries. </p><p>Just look at <em>Metroid: Samus Returns</em>, the <a href="https://www.techradar.com/reviews/gaming/handheld-consoles/nintendo-3ds-931771/review">3DS </a><em>Metroid 2 </em>remake that led to series newcomer MercurySteam being given the reins for the Nintendo Switch installment <a href="https://www.techradar.com/reviews/metroid-dread"><em>Metroid Dread</em></a><em> </em>(and again, with the upcoming <a href="https://www.techradar.com/gaming/nintendo/everything-announced-at-todays-nintendo-direct-from-a-new-2d-metroid-game-to-a-surprise-mario-kart-world-update-and-massive-kirby-reveal"><em>Metroid Ravenous</em></a> for Switch 2).</p><p>Gounon adds that while the team behind <em>Retold </em>does still have some of the original <em>Legends </em>devs, they felt that "the balance between remaking a beloved game while bringing innovation to it was the best starting point" for everyone. </p><h2 id="new-coat-of-paint">New coat of paint</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aTvuT8fTQHsjy7GUgm4Xaf" name="RLR_SC_Ducks_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/aTvuT8fTQHsjy7GUgm4Xaf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Ubisoft)</span></figcaption></figure><p>One of the starkest differences between the original <em>Legends </em>and <em>Retold </em>is the shift from a hand-painted 2D look to a fully 3D art style – albeit one that largely maintains the side-on perspective. It's a move that Gounon suggests shows where the franchise is headed overall.</p><p>"<em>Rayman</em> started on PlayStation with a 2D game at a time when most games were 3D. Then <em>Rayman 2</em> and <em>Rayman 3</em> were 3D games in the rendering, but also in the gameplay. Then <em>Origins </em>went back to full 2D: 2D rendering and 2D gameplay," he explains.</p><p>"The thing is, when you've got a 2D engine and are in 2D rendering, it's less easy to make a 3D game afterwards. So, as part of thinking about the franchise for the future, two things that came to mind really early were that we want to go back to the adventure DNA of the franchise, and we don't want to [stop ourselves from] going towards a 3D adventure."</p><p>If you think of<em> Legends Retold </em>as a jumping-off point for the franchise going forward, the whole project begins to make a lot of sense.</p><p>Gounon doesn't shy away from saying that "we believe that this IP has a future" and that this remake<em> </em>is only the beginning "if everything goes according to plan" and it proves popular. He even indicates that part of the move to 3D was so the team could build a bank of 3D assets, presumably for future use.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bqFbrQSXkxNCacU3kaGbUf" name="RLR_SC_MainHub_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/bqFbrQSXkxNCacU3kaGbUf-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Ubisoft)</span></figcaption></figure><p>Although it's clear that <em>Legends Retold </em>is geared towards new players, Gounon says the team has gone to great lengths to maintain the overall feel of the original game so as not to disappoint returning players. This even involves utilizing the original game engine, UbiArt Framework, underneath all the shiny new graphics powered by the latest version of Snowdrop.</p><p>"What's a bit particular about this project is that we did not want to mess with the game feeling: all the characters reacting, the physics, etc. We knew that the muscle memory you have with a platformer — we can't mess with it. It's a constraint of <em>Rayman</em>, and so is the level design. There's a quality of level design that's unmatched, on par with the best games in the world, like <em>Mario</em>," he begins. "So we knew we couldn't mess with the quality of the level design or the game's flow and the physics.</p><div><blockquote><p>"We knew we couldn't mess with the quality of the level design"</p><p>Loïc Gounon</p></blockquote></div><p>"What we decided to do is that everything that's happening — game mechanics and flow — is powered by UbiArt Framework. UbiArt is also doing the 2D animation and 2D drawing, but as we were going 3D, we integrated UbiArt Framework game logic within the game logic of Snowdrop.</p><p>"Snowdrop is handling all the animation, the character art, the environment art, and the audio. All that new visual layer on top of the gameplay logic is Snowdrop.</p><p>"Basically, we've got the best of both worlds, meaning a great engine to make levels and gameplay, which is UbiArt Framework, and also maintaining the quality of the original game because it's the same thing running under the hood, within an engine that allows for fully-fledged 3D rendering."</p><h2 id="a-matter-of-taste">A matter of taste</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="r5mzbKLHqpNLzhvz5bwuze" name="RLR_SC_CIN_BetillaBird_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/r5mzbKLHqpNLzhvz5bwuze-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Ubisoft)</span></figcaption></figure><p>As with any big change, the new art direction has had its critics. "Nothing can outdo the beautiful hand-drawn style," reads one of the highest-rated comments on the original <a href="https://www.youtube.com/watch?v=TKfG9hiueak" target="_blank">reveal trailer</a>, but Gounon is confident that skeptics will be won over once the game is in their hands.</p><p>"Some people will always have a personal attachment to something they loved, especially when it's something super special that got 90+ on Metacritic, and it's highly subjective. That's totally okay, and to be fair, when you love something, you don't want it to change," he begins.</p><p>"I think it's natural. Then I think we will prove what 3D is bringing. I think once you start playing the game, and more people see the game, hear character voices, [watch] the fully animated 3D cutscenes, I think they will get why we are making it."</p><p>He adds that he's excited for players to see more of the game in the build-up to release and promises, "It's not a simple remake; it's more than that."</p><p>There will be a bit of a wait, however, with the game recently delayed until December 3, 2026, when it will launch for Nintendo Switch 2, PS5, Xbox Series X and Series S, and PC.</p>
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                                                            <title><![CDATA[ Alien: Isolation 2 artist says Creative Assembly has to 'recontextualize' things from the film that would 'be believable' in the game's outdoor setting, and it makes sense 'through the lens of someone from the 1970s' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong> is still influenced by the iconic film, despite the outdoor setting</strong></li><li><strong>Principal environment artist Archie Whitehead says the environment had to be showcased "through the lens of someone from the 1970s"</strong></li><li><strong>Principal UI artist Laura Mauterer says the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and game</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2 </em></a>is still inspired by the first Alien movie, even though the game features a new outdoor setting; Creative Assembly had to make sure the environment felt authentic to its iconic retro-futuristic aesthetic.</p><p>Like Ridley Scott's 1979 <em>Alien</em>, <em>Alien</em> <em>Isolation</em> takes place inside a space station, isolating the player in a claustrophobic environment as a Xenomorph hunts them. However, <a href="https://www.techradar.com/gaming/players-will-need-to-think-on-their-feet-in-alien-isolation-2s-new-exterior-environments-while-the-perfect-hunter-xenomorph-will-also-learn-and-adapt-how-to-track-you-down-in-the-outdoors">the sequel features an outdoor colony world and the confines of a Weyland-Yutani outpost, giving the studio a new opportunity to expand exploration</a> and find new ways to adapt the movie's iconic style.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead didn't want to spoil the setting too much, suggesting players are in for some surprises as they explore the game's outdoor mining colony, with principal UI artist Laura Mauterer explaining that the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and the first game.</p><p>"The first movie is the lens we're looking through everything at," Mauterer said. "It's our guiding step. And when it comes to new, we're really excited about introducing new retrofitting tech," she added before using a CRT computer as an example of how it would be damaged in an outdoor setting.</p><p>"I can maybe give you an idea of our approach to it," she said. "We think about it now that you have to be indoors and outdoors; obviously, things need to adapt. I have a CRT monitor on my workstation as my third monitor; there are holes on the top in the back. Obviously, if I put that outside and it's raining, it's gonna go kaput, right? So, we need to make sure that we're adapting the things that we have seen in the first movie and in the first game to be believable in this outdoor environment. [So] it makes sense."</p><p>Whitehead added that it has to be showcased "through the lens of someone from the 1970s" because things like LEDs and LCD panels didn't exist back then.</p><p>"As an environment artist, I'm making design decisions all the time when modeling something about the shapes used; where's a vent, where's this?" Whitehead said, adding that it would be easy to add "generic" shapes, but he and the team used movie set photos and imagery to "dissect" how to build these assets players will see in the environment.</p><p>"Sometimes it feels like yogurt pots," he joked. "It's a lot of vacuum form shapes. They even had some parts of it; I think it was a bomber from the Second World War. They got some stuff from the scrapyard. </p><p>"So looking at what they had and working out how to recontextualize those things when creating a new design, and just making sure that whenever we reference stuff, we don't reference anything from beyond that point because those manufacturing techniques and those materials didn't exist yet, so they shouldn't be here."</p><p><em>Alien: Isolation 2</em> will be available on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/alien-isolation-2-artist-says-creative-assembly-has-to-recontextualize-things-from-the-film-that-would-be-believable-in-the-games-outdoor-setting-and-it-makes-sense-through-the-lens-of-someone-from-the-1970s</link>
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                            <![CDATA[ Alien: Isolation 2 is still inspired by the Alien movie, but Creative Assembly had to make sure the game's environment fit its retro-futuristic aesthetic. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 11:59:26 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:39:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Creative Assembly/Sega]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Atmospheric screenshots of the sci-fi environments in Alien: Isolation 2]]></media:description>                                                            <media:text><![CDATA[Atmospheric screenshots of the sci-fi environments in Alien: Isolation 2]]></media:text>
                                <media:title type="plain"><![CDATA[Atmospheric screenshots of the sci-fi environments in Alien: Isolation 2]]></media:title>
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                            <article>
                                <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong> is still influenced by the iconic film, despite the outdoor setting</strong></li><li><strong>Principal environment artist Archie Whitehead says the environment had to be showcased "through the lens of someone from the 1970s"</strong></li><li><strong>Principal UI artist Laura Mauterer says the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and game</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2 </em></a>is still inspired by the first Alien movie, even though the game features a new outdoor setting; Creative Assembly had to make sure the environment felt authentic to its iconic retro-futuristic aesthetic.</p><p>Like Ridley Scott's 1979 <em>Alien</em>, <em>Alien</em> <em>Isolation</em> takes place inside a space station, isolating the player in a claustrophobic environment as a Xenomorph hunts them. However, <a href="https://www.techradar.com/gaming/players-will-need-to-think-on-their-feet-in-alien-isolation-2s-new-exterior-environments-while-the-perfect-hunter-xenomorph-will-also-learn-and-adapt-how-to-track-you-down-in-the-outdoors">the sequel features an outdoor colony world and the confines of a Weyland-Yutani outpost, giving the studio a new opportunity to expand exploration</a> and find new ways to adapt the movie's iconic style.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead didn't want to spoil the setting too much, suggesting players are in for some surprises as they explore the game's outdoor mining colony, with principal UI artist Laura Mauterer explaining that the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and the first game.</p><p>"The first movie is the lens we're looking through everything at," Mauterer said. "It's our guiding step. And when it comes to new, we're really excited about introducing new retrofitting tech," she added before using a CRT computer as an example of how it would be damaged in an outdoor setting.</p><p>"I can maybe give you an idea of our approach to it," she said. "We think about it now that you have to be indoors and outdoors; obviously, things need to adapt. I have a CRT monitor on my workstation as my third monitor; there are holes on the top in the back. Obviously, if I put that outside and it's raining, it's gonna go kaput, right? So, we need to make sure that we're adapting the things that we have seen in the first movie and in the first game to be believable in this outdoor environment. [So] it makes sense."</p><p>Whitehead added that it has to be showcased "through the lens of someone from the 1970s" because things like LEDs and LCD panels didn't exist back then.</p><p>"As an environment artist, I'm making design decisions all the time when modeling something about the shapes used; where's a vent, where's this?" Whitehead said, adding that it would be easy to add "generic" shapes, but he and the team used movie set photos and imagery to "dissect" how to build these assets players will see in the environment.</p><p>"Sometimes it feels like yogurt pots," he joked. "It's a lot of vacuum form shapes. They even had some parts of it; I think it was a bomber from the Second World War. They got some stuff from the scrapyard. </p><p>"So looking at what they had and working out how to recontextualize those things when creating a new design, and just making sure that whenever we reference stuff, we don't reference anything from beyond that point because those manufacturing techniques and those materials didn't exist yet, so they shouldn't be here."</p><p><em>Alien: Isolation 2</em> will be available on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p>
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                                                            <title><![CDATA[ Creative Assembly says Alien: Isolation 2's custom tech enabled a 'realistic' atmosphere Unreal Engine 5 couldn't — 'We felt that a custom solution would give us that perfect frame response that you want in that kind of really, really dark environment' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Principal environment artist Archie Whitehead says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s custom lighting and audio tech allowed it to create a more "realistic" atmosphere</strong></li><li><strong>He says just using Unreal Engine 5 wasn't enough, since the engine is "optimized for usually quite bright scenes"</strong></li><li><strong>Custom lighting allowed the team to design "reactivity" in the environment</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a>'s custom audio and lighting technology has enabled Creative Assembly to create a more authentic atmosphere that it couldn't fully achieve with just Unreal Engine 5.</p><p>In an interview with TechRadar Gaming at Gamescom, Creative Assembly principal environment artist Archie Whitehead and principal UI artist Laura Mauterer shared more about developing the sequel with Unreal Engine 5 and the studio's custom technology, which <a href="https://www.techradar.com/gaming/creative-assembly-is-developing-its-own-custom-technology-for-alien-isolation-2-to-really-fine-tune-the-experience-and-create-exactly-the-best-alien-experience">it previously told us was an "evolution" of what fans are familiar with</a>.</p><p>"For horror, audio and lighting are the two Powerman things," Whitehead said. "Unreal gave us a great base, but we felt that to do certain things, it [custom tech] really, really helps."</p><p>One of those things, particularly with lighting, was "reactivity," which would offer visual effects from things like weather and other environmental assets, creating a more realistic atmosphere.</p><p>"We wanted a thunderclap, like fire flickering, sirens spinning, all of that stuff," he continued. "We felt that a custom solution would give us that perfect frame response that you want in that really, really dark environment. You know, Lumens [UE5's global illumination and reflections system] is optimized for usually quite brighter scenes."</p><p>The developer explained that the team struggled with showcasing metals in the game's darker exterior environment, saying, "Metals in virtual worlds are really difficult." </p><p>He added, "The color of metal is actually just what's being reflected, right? And the problem is all of our scenes are really dark, so for the metal to behave properly, it's quite a tricky balance to strike. So that's one of the things that our lighting system helps us with."</p><p>The game's audio system has also improved, with Whitehead reiterating that it's an "evolution" of what the first game offered, but was iterated on again and again.</p><p>"Since then, it's been used for other CA projects, so it's quite mature," he said. "And it creates a kind of spatial setup of the world. And what that means is, when a sound happens in a room that is — a vent away from you or something — that sound is being reverberated around, and you get a really, really realistic response, and hopefully a really, really terrifying version of that sound."</p><p><em>Alien: Isolation 2</em> is now in development and will launch on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-custom-tech-enabled-a-realistic-atmosphere-unreal-engine-5-couldnt-we-felt-that-a-custom-solution-would-give-us-that-perfect-frame-response-that-you-want-in-that-kind-of-really-really-dark-environment</link>
                                                                            <description>
                            <![CDATA[ Alien: Isolation 2's custom audio and lighting tech has enabled Creative Assembly to create a more authentic atmosphere that Unreal Engine 5 couldn't achieve. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 11:11:06 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:39:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Creative Assembly]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Alien: Isolation 2]]></media:description>                                                            <media:text><![CDATA[Alien: Isolation 2]]></media:text>
                                <media:title type="plain"><![CDATA[Alien: Isolation 2]]></media:title>
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                                <ul><li><strong>Principal environment artist Archie Whitehead says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s custom lighting and audio tech allowed it to create a more "realistic" atmosphere</strong></li><li><strong>He says just using Unreal Engine 5 wasn't enough, since the engine is "optimized for usually quite bright scenes"</strong></li><li><strong>Custom lighting allowed the team to design "reactivity" in the environment</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a>'s custom audio and lighting technology has enabled Creative Assembly to create a more authentic atmosphere that it couldn't fully achieve with just Unreal Engine 5.</p><p>In an interview with TechRadar Gaming at Gamescom, Creative Assembly principal environment artist Archie Whitehead and principal UI artist Laura Mauterer shared more about developing the sequel with Unreal Engine 5 and the studio's custom technology, which <a href="https://www.techradar.com/gaming/creative-assembly-is-developing-its-own-custom-technology-for-alien-isolation-2-to-really-fine-tune-the-experience-and-create-exactly-the-best-alien-experience">it previously told us was an "evolution" of what fans are familiar with</a>.</p><p>"For horror, audio and lighting are the two Powerman things," Whitehead said. "Unreal gave us a great base, but we felt that to do certain things, it [custom tech] really, really helps."</p><p>One of those things, particularly with lighting, was "reactivity," which would offer visual effects from things like weather and other environmental assets, creating a more realistic atmosphere.</p><p>"We wanted a thunderclap, like fire flickering, sirens spinning, all of that stuff," he continued. "We felt that a custom solution would give us that perfect frame response that you want in that really, really dark environment. You know, Lumens [UE5's global illumination and reflections system] is optimized for usually quite brighter scenes."</p><p>The developer explained that the team struggled with showcasing metals in the game's darker exterior environment, saying, "Metals in virtual worlds are really difficult." </p><p>He added, "The color of metal is actually just what's being reflected, right? And the problem is all of our scenes are really dark, so for the metal to behave properly, it's quite a tricky balance to strike. So that's one of the things that our lighting system helps us with."</p><p>The game's audio system has also improved, with Whitehead reiterating that it's an "evolution" of what the first game offered, but was iterated on again and again.</p><p>"Since then, it's been used for other CA projects, so it's quite mature," he said. "And it creates a kind of spatial setup of the world. And what that means is, when a sound happens in a room that is — a vent away from you or something — that sound is being reverberated around, and you get a really, really realistic response, and hopefully a really, really terrifying version of that sound."</p><p><em>Alien: Isolation 2</em> is now in development and will launch on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ DBrand Killswitch Nintendo Switch 2 review: an excellent protective bundle that comes at quite the cost ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-dbrand-killswitch-nintendo-switch-2-review"><span>DBrand Killswitch Nintendo Switch 2 review</span></h2><p>The DBrand Killswitch for Nintendo Switch 2 is the ultimate protective solution for your shiny new hybrid system. Rather than being a traditional carrying case, it acts as a permanent protective shell for your system, keeping it shielded at all times. I’ve spent a few days gaming with the Killswitch for Switch 2 now, so here’s how I’d rate it.</p><p>First of all, I have to applaud the ease of setup. The main case is incredibly easy to pop on. I just had to remove a couple of adhesive strips on the case, push it onto my system, and bam — it was done. The Joy-Con 2 controllers also slot into individual cases, and there’s a protective cover for the system’s kickstand that sticks on seamlessly.</p><p>The case has gaps for all of the crucial elements like volume controls, the power button, the USB-C slots, and vents. I also appreciated how slim the protective case felt — sure, it adds a bit of depth, but it doesn’t make the console feel too broad.</p><p>Like a lot of the <a href="https://www.techradar.com/gaming/best-nintendo-switch-2-accessories">best Nintendo Switch 2 accessories</a>, the Killswitch feels very high in quality, and plenty durable. It also offers great ergonomics, with the textured case and its curved feel making the system incredibly comfortable to use in handheld mode. I tried playing a wide variety of games, including <a href="https://www.techradar.com/gaming/nintendo/mario-kart-world-review"><em>Mario Kart World</em></a><em> </em>and <a href="https://www.techradar.com/gaming/yoshi-and-the-mysterious-book-review"><em>Yoshi and the Mysterious Book</em></a>, and whether I was turning tight corners or exploring a mystical area, the system never felt unwieldy or chunky.</p><p>Although the case adds some bulk to the Switch 2, you’re still easily able to use it in docked mode. That’s because the Killswitch comes with a dock adapter. Just place it onto the Switch 2’s usual dock, and you’re good to go. It has 4K 60Hz passthrough, so you can still enjoy the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> without compromise, meaning it serves as a super-convenient solution.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8FFqwpHndJYvuqZABEGQH9" name="DBrand-killswitch-switch-2(4)" alt="DBrand Killswitch for Nintendo Switch 2 dock adapter" src="https://cdn.mos.cms.futurecdn.net/8FFqwpHndJYvuqZABEGQH9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You get a few extras depending on the Killswitch variant that you select. I went for the Travel pack, which also includes stick grips and a travel cover. The grips push on without difficulty, and they have a tactile, secure feel that makes gaming feel as easy as ever. The travel cover is a neat inclusion too, and has ten slots for Nintendo Switch 2 or Nintendo Switch games.</p><p>So, it’s safe to say that I’m a big fan of the Killswitch for Switch 2. But there’s one thing worth considering. It’s pretty pricey. The Killswitch starts at just under $60 for the Essential package, which comes with the main case, a skin, and the dock adapter. But if you get the Everything variant, which also adds the stick grips, travel cover, two screen protectors, and a Joy-Con 2 controller holder, it's just under $155. That’s an awful lot to pay for the fully protective package any way you shake it.</p><p>One other minor thing worth noting is that the protective case and stick grips are a little susceptible to picking up dust and fibers. This didn’t bother me all too much, but I did realize the grips were a little grimy after an hour's worth of use. Not a dealbreaker, but worth pointing out.</p><p>But I’ll be clear. The DBrand Killswitch for Switch 2 is an excellent protective option for your console, and I won’t be taking it off my system any time soon. If you want excellent durability, seamless setup, and flexibility for handheld and docked play, it’s a top-class choice.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xuEJL4p9y4JGfpbM5uzmW8" name="DBrand-killswitch-switch-2(2)" alt="DBrand Killswitch for Nintendo Switch 2 travel game carrying compartment" src="https://cdn.mos.cms.futurecdn.net/xuEJL4p9y4JGfpbM5uzmW8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-dbrand-killswitch-nintendo-switch-2-review-price-release-date"><span>DBrand Killswitch Nintendo Switch 2 review: price &amp; release date</span></h2><ul><li><strong>Prices start at $59.95</strong></li><li><strong>Released in June 2025</strong></li></ul><p>The price you’ll pay for the Nintendo Switch 2 variant of the Killswitch will vary depending on the model you select. Typically, it’s $59.95 for the Essential pack, $99.85 for the Travel option, $134.80 for the Ultra variant, and $154.75 for the Everything package. I have seen the Killswitch go on sale at times, though, so it’s worth checking DBrand’s site for discounts. The Killswitch for Switch 2 was released in June 2025.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="K6MfR2HbSCy5wBeFCcHnG9" name="DBrand-killswitch-switch-2(6)" alt="Reverse side of the DBrand Killswitch for Nintendo Switch 2 case" src="https://cdn.mos.cms.futurecdn.net/K6MfR2HbSCy5wBeFCcHnG9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-should-i-buy-the-dbrand-killswitch-nintendo-switch-2"><span>Should I buy the DBrand Killswitch Nintendo Switch 2?</span></h2><h2 id="buy-it-if-3">Buy it if…</h2><div class="product"><p><strong>You want a premium protection without compromise</strong><br />If you want one of the best protective solutions on the market, then the DBrand Killswitch is easily one of my top recommendations. It’s highly durable and easy to set up, but it also feels amazing in-use and has a dock adapter, meaning you don’t have to compromise when shielding your Switch 2.</p></div><div class="product"><p><strong>You want flexibility for handheld and docked play</strong><br />Although the Killswitch adds a bit of bulk to your Switch 2, the included dock adapter makes it easy to seamlessly switch between handheld and TV mode play.</p></div><h2 id="don-t-buy-it-if">Don’t buy it if…</h2><div class="product"><p><strong>You’re on a budget</strong><br />If you’re looking for a cheaper solution then the Killswitch may not be ideal, given that the cheapest package will set you back almost $60. If you’re happy with a standard case, then a good budget pick is the <a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-playtrek-travel-case-for-nintendo-switch-2-review" data-dimension112="85ff5e5c-9a23-11f1-b108-a7349612115b" data-action="Deal Block" data-label="Turtle Beach PlayTrek Travel Case for Nintendo Switch 2" data-dimension48="Turtle Beach PlayTrek Travel Case for Nintendo Switch 2" data-dimension25="">Turtle Beach PlayTrek Travel Case for Nintendo Switch 2</a>.</p></div><div class="product"><p><strong>You want a traditional case</strong><br />If you’re looking for a traditional carrying case, then you may want to look elsewhere. My favorite all-in-one option (which will house your console, dock, controllers, and more) is the official <a href="https://www.techradar.com/gaming/gaming-accessories/nintendo-switch-2-all-in-one-carrying-case-review" data-dimension112="85ff5eb6-9a23-11f1-8e01-d5a430dde3d4" data-action="Deal Block" data-label="Nintendo Switch 2 All-In-One Carrying Case" data-dimension48="Nintendo Switch 2 All-In-One Carrying Case" data-dimension25="">Nintendo Switch 2 All-In-One Carrying Case</a>.</p></div><h2 class="article-body__section" id="section-dbrand-killswitch-nintendo-switch-2-review-also-consider"><span>DBrand Killswitch Nintendo Switch 2 review: also consider</span></h2><div class="product"><p><strong>Nintendo Switch 2 Carrying Case &amp; Screen Protector</strong><br />If you want a cheaper screen protector and case combo, then Nintendo’s official option is a solid choice for when you’re on the go. It isn’t going to give you the top-tier protection of the Killswitch casing, but if you’re predominantly playing handheld and want an affordable package, I’d recommend picking it up. Read my full <a href="https://www.techradar.com/gaming/gaming-accessories/nintendo-switch-2-carrying-case-and-screen-protector-review" data-dimension112="85ff5f74-9a23-11f1-b7e2-8563cee7a1b4" data-action="Deal Block" data-label="Nintendo Switch 2 Carrying Case &amp; Screen Protector review" data-dimension48="Nintendo Switch 2 Carrying Case &amp; Screen Protector review" data-dimension25="">Nintendo Switch 2 Carrying Case &amp; Screen Protector review</a>.</p></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CiwhZZUnreFaXJnYJHumV9" name="DBrand-killswitch-switch-2(8)" alt="Inside the DBrand Killswitch for Nintendo Switch 2 case" src="https://cdn.mos.cms.futurecdn.net/CiwhZZUnreFaXJnYJHumV9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-how-i-tested-the-dbrand-killswitch-nintendo-switch-2"><span>How I tested the DBrand Killswitch Nintendo Switch 2</span></h2><ul><li><strong>Spent a week testing the Travel bundle</strong></li><li><strong>Made use of all the accessories</strong></li><li><strong>One of a vast number of Switch 2 accessories I’ve tested</strong></li></ul><p>I spent a week testing the DBrand Killswitch for Nintendo Switch 2, and kept it on my system everywhere I went. </p><p>I tried dropping my system from a controlled height to judge its durability, and made use of all of the accessories in the Travel package, including the dock adapter, game card holder, and stick grips.</p><p>More generally, I’ve spent years testing gadgets here at TechRadar, where I serve as a Senior Reviews Writer. I’ve reviewed a vast amount of Switch 2 accessories, from cases like the <a href="https://www.techradar.com/gaming/gaming-accessories/hori-adventure-pack-for-nintendo-switch-2-review">Hori Adventure Pack</a> to controllers such as the <a href="https://www.techradar.com/gaming/nintendo/turtle-beach-rematch-wireless-controller-for-nintendo-switch-2-review">Turtle Beach Rematch Wireless Controller</a>, and have been a Switch 2 owner from day one.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read TechRadar’s reviews guarantee</a></li><li><em>First reviewed: August 2026</em></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-accessories/dbrand-killswitch-nintendo-switch-2-review</link>
                                                                            <description>
                            <![CDATA[ The DBrand Killswitch is one of the best protective options for your Nintendo Switch 2, but is it truly worth its asking price? ]]>
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                                                                        <pubDate>Sun, 20 Sep 2026 20:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[DBrand Killswitch for Nintendo Switch 2 Travel bundle on table]]></media:description>                                                            <media:text><![CDATA[DBrand Killswitch for Nintendo Switch 2 Travel bundle on table]]></media:text>
                                <media:title type="plain"><![CDATA[DBrand Killswitch for Nintendo Switch 2 Travel bundle on table]]></media:title>
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                                <h2 class="article-body__section" id="section-dbrand-killswitch-nintendo-switch-2-review"><span>DBrand Killswitch Nintendo Switch 2 review</span></h2><p>The DBrand Killswitch for Nintendo Switch 2 is the ultimate protective solution for your shiny new hybrid system. Rather than being a traditional carrying case, it acts as a permanent protective shell for your system, keeping it shielded at all times. I’ve spent a few days gaming with the Killswitch for Switch 2 now, so here’s how I’d rate it.</p><p>First of all, I have to applaud the ease of setup. The main case is incredibly easy to pop on. I just had to remove a couple of adhesive strips on the case, push it onto my system, and bam — it was done. The Joy-Con 2 controllers also slot into individual cases, and there’s a protective cover for the system’s kickstand that sticks on seamlessly.</p><p>The case has gaps for all of the crucial elements like volume controls, the power button, the USB-C slots, and vents. I also appreciated how slim the protective case felt — sure, it adds a bit of depth, but it doesn’t make the console feel too broad.</p><p>Like a lot of the <a href="https://www.techradar.com/gaming/best-nintendo-switch-2-accessories">best Nintendo Switch 2 accessories</a>, the Killswitch feels very high in quality, and plenty durable. It also offers great ergonomics, with the textured case and its curved feel making the system incredibly comfortable to use in handheld mode. I tried playing a wide variety of games, including <a href="https://www.techradar.com/gaming/nintendo/mario-kart-world-review"><em>Mario Kart World</em></a><em> </em>and <a href="https://www.techradar.com/gaming/yoshi-and-the-mysterious-book-review"><em>Yoshi and the Mysterious Book</em></a>, and whether I was turning tight corners or exploring a mystical area, the system never felt unwieldy or chunky.</p><p>Although the case adds some bulk to the Switch 2, you’re still easily able to use it in docked mode. That’s because the Killswitch comes with a dock adapter. Just place it onto the Switch 2’s usual dock, and you’re good to go. It has 4K 60Hz passthrough, so you can still enjoy the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> without compromise, meaning it serves as a super-convenient solution.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8FFqwpHndJYvuqZABEGQH9" name="DBrand-killswitch-switch-2(4)" alt="DBrand Killswitch for Nintendo Switch 2 dock adapter" src="https://cdn.mos.cms.futurecdn.net/8FFqwpHndJYvuqZABEGQH9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>You get a few extras depending on the Killswitch variant that you select. I went for the Travel pack, which also includes stick grips and a travel cover. The grips push on without difficulty, and they have a tactile, secure feel that makes gaming feel as easy as ever. The travel cover is a neat inclusion too, and has ten slots for Nintendo Switch 2 or Nintendo Switch games.</p><p>So, it’s safe to say that I’m a big fan of the Killswitch for Switch 2. But there’s one thing worth considering. It’s pretty pricey. The Killswitch starts at just under $60 for the Essential package, which comes with the main case, a skin, and the dock adapter. But if you get the Everything variant, which also adds the stick grips, travel cover, two screen protectors, and a Joy-Con 2 controller holder, it's just under $155. That’s an awful lot to pay for the fully protective package any way you shake it.</p><p>One other minor thing worth noting is that the protective case and stick grips are a little susceptible to picking up dust and fibers. This didn’t bother me all too much, but I did realize the grips were a little grimy after an hour's worth of use. Not a dealbreaker, but worth pointing out.</p><p>But I’ll be clear. The DBrand Killswitch for Switch 2 is an excellent protective option for your console, and I won’t be taking it off my system any time soon. If you want excellent durability, seamless setup, and flexibility for handheld and docked play, it’s a top-class choice.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xuEJL4p9y4JGfpbM5uzmW8" name="DBrand-killswitch-switch-2(2)" alt="DBrand Killswitch for Nintendo Switch 2 travel game carrying compartment" src="https://cdn.mos.cms.futurecdn.net/xuEJL4p9y4JGfpbM5uzmW8-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-dbrand-killswitch-nintendo-switch-2-review-price-release-date"><span>DBrand Killswitch Nintendo Switch 2 review: price &amp; release date</span></h2><ul><li><strong>Prices start at $59.95</strong></li><li><strong>Released in June 2025</strong></li></ul><p>The price you’ll pay for the Nintendo Switch 2 variant of the Killswitch will vary depending on the model you select. Typically, it’s $59.95 for the Essential pack, $99.85 for the Travel option, $134.80 for the Ultra variant, and $154.75 for the Everything package. I have seen the Killswitch go on sale at times, though, so it’s worth checking DBrand’s site for discounts. The Killswitch for Switch 2 was released in June 2025.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="K6MfR2HbSCy5wBeFCcHnG9" name="DBrand-killswitch-switch-2(6)" alt="Reverse side of the DBrand Killswitch for Nintendo Switch 2 case" src="https://cdn.mos.cms.futurecdn.net/K6MfR2HbSCy5wBeFCcHnG9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-should-i-buy-the-dbrand-killswitch-nintendo-switch-2"><span>Should I buy the DBrand Killswitch Nintendo Switch 2?</span></h2><h2 id="buy-it-if-3">Buy it if…</h2><div class="product"><p><strong>You want a premium protection without compromise</strong><br />If you want one of the best protective solutions on the market, then the DBrand Killswitch is easily one of my top recommendations. It’s highly durable and easy to set up, but it also feels amazing in-use and has a dock adapter, meaning you don’t have to compromise when shielding your Switch 2.</p></div><div class="product"><p><strong>You want flexibility for handheld and docked play</strong><br />Although the Killswitch adds a bit of bulk to your Switch 2, the included dock adapter makes it easy to seamlessly switch between handheld and TV mode play.</p></div><h2 id="don-t-buy-it-if">Don’t buy it if…</h2><div class="product"><p><strong>You’re on a budget</strong><br />If you’re looking for a cheaper solution then the Killswitch may not be ideal, given that the cheapest package will set you back almost $60. If you’re happy with a standard case, then a good budget pick is the <a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-playtrek-travel-case-for-nintendo-switch-2-review" data-dimension112="85ff5e5c-9a23-11f1-b108-a7349612115b" data-action="Deal Block" data-label="Turtle Beach PlayTrek Travel Case for Nintendo Switch 2" data-dimension48="Turtle Beach PlayTrek Travel Case for Nintendo Switch 2" data-dimension25="">Turtle Beach PlayTrek Travel Case for Nintendo Switch 2</a>.</p></div><div class="product"><p><strong>You want a traditional case</strong><br />If you’re looking for a traditional carrying case, then you may want to look elsewhere. My favorite all-in-one option (which will house your console, dock, controllers, and more) is the official <a href="https://www.techradar.com/gaming/gaming-accessories/nintendo-switch-2-all-in-one-carrying-case-review" data-dimension112="85ff5eb6-9a23-11f1-8e01-d5a430dde3d4" data-action="Deal Block" data-label="Nintendo Switch 2 All-In-One Carrying Case" data-dimension48="Nintendo Switch 2 All-In-One Carrying Case" data-dimension25="">Nintendo Switch 2 All-In-One Carrying Case</a>.</p></div><h2 class="article-body__section" id="section-dbrand-killswitch-nintendo-switch-2-review-also-consider"><span>DBrand Killswitch Nintendo Switch 2 review: also consider</span></h2><div class="product"><p><strong>Nintendo Switch 2 Carrying Case &amp; Screen Protector</strong><br />If you want a cheaper screen protector and case combo, then Nintendo’s official option is a solid choice for when you’re on the go. It isn’t going to give you the top-tier protection of the Killswitch casing, but if you’re predominantly playing handheld and want an affordable package, I’d recommend picking it up. Read my full <a href="https://www.techradar.com/gaming/gaming-accessories/nintendo-switch-2-carrying-case-and-screen-protector-review" data-dimension112="85ff5f74-9a23-11f1-b7e2-8563cee7a1b4" data-action="Deal Block" data-label="Nintendo Switch 2 Carrying Case &amp; Screen Protector review" data-dimension48="Nintendo Switch 2 Carrying Case &amp; Screen Protector review" data-dimension25="">Nintendo Switch 2 Carrying Case &amp; Screen Protector review</a>.</p></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CiwhZZUnreFaXJnYJHumV9" name="DBrand-killswitch-switch-2(8)" alt="Inside the DBrand Killswitch for Nintendo Switch 2 case" src="https://cdn.mos.cms.futurecdn.net/CiwhZZUnreFaXJnYJHumV9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-how-i-tested-the-dbrand-killswitch-nintendo-switch-2"><span>How I tested the DBrand Killswitch Nintendo Switch 2</span></h2><ul><li><strong>Spent a week testing the Travel bundle</strong></li><li><strong>Made use of all the accessories</strong></li><li><strong>One of a vast number of Switch 2 accessories I’ve tested</strong></li></ul><p>I spent a week testing the DBrand Killswitch for Nintendo Switch 2, and kept it on my system everywhere I went. </p><p>I tried dropping my system from a controlled height to judge its durability, and made use of all of the accessories in the Travel package, including the dock adapter, game card holder, and stick grips.</p><p>More generally, I’ve spent years testing gadgets here at TechRadar, where I serve as a Senior Reviews Writer. I’ve reviewed a vast amount of Switch 2 accessories, from cases like the <a href="https://www.techradar.com/gaming/gaming-accessories/hori-adventure-pack-for-nintendo-switch-2-review">Hori Adventure Pack</a> to controllers such as the <a href="https://www.techradar.com/gaming/nintendo/turtle-beach-rematch-wireless-controller-for-nintendo-switch-2-review">Turtle Beach Rematch Wireless Controller</a>, and have been a Switch 2 owner from day one.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read TechRadar’s reviews guarantee</a></li><li><em>First reviewed: August 2026</em></li></ul>
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                                                            <title><![CDATA[ Broken Sword creator chose human artists over AI for all 55,000 new frames of animation in the upcoming 2 remake ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Charles Cecil wants to make one thing clear: “I'm not anti-AI.”</p><p>The veteran British developer behind the legendary 1996 point-and-click game <em>Broken Sword: The Shadow of the Templars</em> speaks to TechRadar about AI's divisive role in modern game development - and, in particular, how it was used in the upcoming remake of the sequel, <em>Broken Sword - The Smoking Mirror: Reforged</em>, due out in 2027.</p><p>The original, a commercial success selling 759,000 copies, sees American tourist George Stobbart team up with freelance journalist Nicole Collard to track a mysterious Mayan stone across Paris, London, and Central America. This remake doesn't use <a href="https://www.techradar.com/tag/ai">AI</a>, and, according to Cecil, there's a very good reason for that.</p><h2 id="ai-don-t-think-so">AI don’t think so</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3BCTr4SkqyX98tLyhCYHMA" name="ss_040ec22ec4db091cce3ddc785e76f90a73deebdb.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/3BCTr4SkqyX98tLyhCYHMA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Revolution Software Ltd)</span></figcaption></figure><p>“I think AI has its place,” Cecil says. “It's just not relevant in our games because we want human animation, human characterization and human expression, and that's much better done by humans.”</p><p>A perfect example of that lies in the game's hand-drawn art, all of it redone for <em>Broken Sword - The Smoking Mirror: Reforged</em>. </p><p>This hugely labor-intensive process encompassed roughly 55,000 frames of animation, more than the 30,000 of <em>Broken Sword: The Shadow of the Templars</em>’ 2024 remake. </p><p>“George opens the newspaper and kind of just glances at the screen,” says Cecil, referring to the actions of the game's protagonist in an early scene. “He's looking at the viewer, and that's what human beings do. That is not something that AI can do.” </p><p>In low-res, eyes were just dots on a face. In high-res, eyes are windows to the soul and therefore have to be animated with precision and intent. Where applicable, artists were free to add flourishes, using their own interpretation to fill in the gaps. </p><p>For instance, the painting of Professor Oubier hanging on the wall in the rapidly burning study was always too pixelated to see clearly. Now, however, you can make out exactly what he looks like in 4K, at 36 times the original resolution, all while a visibly uncomfortable George jostles his rope bindings.</p><p>Developer Revolution Software didn't stop there. The team redrew scores of items that never really made much sense. Take the poison dart, which now looks less like a playing dart and more like something shot out of a blowpipe.</p><h2 id="human-revolution">Human revolution</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jDWVT4wiszjtTs6RhkixTA" name="ss_44379b455261b1caab290f4c8e24452fba8a4d3c.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/jDWVT4wiszjtTs6RhkixTA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Revolution Software Ltd)</span></figcaption></figure><p>Despite the decision to abstain from AI use for the most part, it wasn't entirely absent. AI was used for the initial round of upscaling before artists added detail by hand, with backgrounds scanned as black-and-white layouts for them to build on using the originals as references. AI was more of a tool than a creative device.</p><p>“We experimented with AI for the first one, and we used AI to upscale and then redraw the characters. And as I say, it can upscale, but it can't put any character in.” </p><p>That's largely thanks to the luxury of time. The first game needed to be made in a year or risk cancellation. Revolution Software sprinted to the finish line, but made a few shortcuts along the way. </p><p>One oversight was 40 voice lines that were recorded and packaged in the game's files but never used. Now, in <em>Broken Sword - The Smoking Mirror: Reforged</em>, fans can finally hear them (one line involves George asking the Parisian waiter about the tequila worm in his pocket).</p><p>Another infamous example occurs in the Game Boy Advance version. “You have a choice to go to Spain or Syria,” says Cecil. “If you do one, you can finish the game, and it's fine. If you do the other, it takes you there, but you can't then finish. There's a bug that doesn't allow you to finish…It's an awful, awful bug. I mean, it's absolutely shocking.”</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GeLmJHZ9ZmiGSWZukJBfSA" name="ss_30d762dad9e4b5e01e03a352076f6ea143ac2dce.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/GeLmJHZ9ZmiGSWZukJBfSA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Revolution Software Ltd)</span></figcaption></figure><p>An AI might have spotted such mistakes, but then again, you could argue mistakes are what give art humanity. If nothing else, they make for a great story.</p><p>But the remake is far from a bug-fixing exercise. Instead, it's an opportunity to make the game better. Where most remasters seek to preserve the subject, <em>Broken Sword - The Smoking Mirror: Reforged</em> is almost an act of excavation.</p><p>“All of these things we now have the time to do,” says Cecil. “Because what Revolution has done for the last 15 years is we've self-published all our games. And I can decide when we’re going to spend a little bit more time getting this, right? Is it worth it?”</p><p>The devs found time to add features, too, like a new three-tier hint system that actively monitors your progress and feeds you steadily more obvious tips so you're not stuck for too long. The final tip tells you outright what to do. Thankfully, purists can turn it off. </p><p>Meanwhile, Nintendo Switch 2 players get four different control schemes: touchscreen, gamepad, one Joy-Con 2 detached and used as a mouse, or a versatile combination of everything.</p><p>Plus, there’s something Cecil has personally wanted to add for 30 years: a beautiful, detailed map of Paris. This is used to aid player navigation instead of having them rely on clunky icons. With everything in the game, these feel like choices made by humans, not AI. </p><p>“We've really gone out of our way to produce something that, in my view, is completely future-proof, because people were playing the first one 30 years ago, and millions and millions of people have played that game. And my ambition is that in 20 years' time, a fourth generation will be playing again.”</p><p>“Going forward,” he continues, “people are going to seek out human-crafted art. You know, there's going to be that sense, because obviously we all have a human connection with each other.”</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/broken-sword-creator-chose-human-artists-over-ai-for-all-55-000-new-frames-of-animation-in-the-upcoming-2-remake-people-are-going-to-seek-out-human-crafted-art</link>
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                            <![CDATA[ Co-founder Charles Cecil says humans are better at capturing emotion and character than AI tools. ]]>
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                                                                        <pubDate>Sat, 19 Sep 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[AI Platforms & Assistants]]></category>
                                                                                                                    <dc:creator><![CDATA[ Griff Griffin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aZFvMg8xTS2rYmnXxZCjrG-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Griff Griffin is a UK-based games journalist with over a decade of experience covering the entertainment industry. He has written for some of the biggest gaming publications in the world, including GamesRadar+, PC Gamer, Kotaku, Edge, Sports Illustrated, and Newsweek. &lt;/p&gt;&lt;p&gt;Alongside his journalism, Griff runs the YouTube channel Gaming with Griff Griffin, where he creates guides, walkthroughs, tips, and analysis for over 100,000 subscribers.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Revolution Software Ltd]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Broken Sword 2 remake alongside the original game.]]></media:description>                                                            <media:text><![CDATA[The Broken Sword 2 remake alongside the original game.]]></media:text>
                                <media:title type="plain"><![CDATA[The Broken Sword 2 remake alongside the original game.]]></media:title>
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                                <p>Charles Cecil wants to make one thing clear: “I'm not anti-AI.”</p><p>The veteran British developer behind the legendary 1996 point-and-click game <em>Broken Sword: The Shadow of the Templars</em> speaks to TechRadar about AI's divisive role in modern game development - and, in particular, how it was used in the upcoming remake of the sequel, <em>Broken Sword - The Smoking Mirror: Reforged</em>, due out in 2027.</p><p>The original, a commercial success selling 759,000 copies, sees American tourist George Stobbart team up with freelance journalist Nicole Collard to track a mysterious Mayan stone across Paris, London, and Central America. This remake doesn't use <a href="https://www.techradar.com/tag/ai">AI</a>, and, according to Cecil, there's a very good reason for that.</p><h2 id="ai-don-t-think-so">AI don’t think so</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3BCTr4SkqyX98tLyhCYHMA" name="ss_040ec22ec4db091cce3ddc785e76f90a73deebdb.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/3BCTr4SkqyX98tLyhCYHMA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Revolution Software Ltd)</span></figcaption></figure><p>“I think AI has its place,” Cecil says. “It's just not relevant in our games because we want human animation, human characterization and human expression, and that's much better done by humans.”</p><p>A perfect example of that lies in the game's hand-drawn art, all of it redone for <em>Broken Sword - The Smoking Mirror: Reforged</em>. </p><p>This hugely labor-intensive process encompassed roughly 55,000 frames of animation, more than the 30,000 of <em>Broken Sword: The Shadow of the Templars</em>’ 2024 remake. </p><p>“George opens the newspaper and kind of just glances at the screen,” says Cecil, referring to the actions of the game's protagonist in an early scene. “He's looking at the viewer, and that's what human beings do. That is not something that AI can do.” </p><p>In low-res, eyes were just dots on a face. In high-res, eyes are windows to the soul and therefore have to be animated with precision and intent. Where applicable, artists were free to add flourishes, using their own interpretation to fill in the gaps. </p><p>For instance, the painting of Professor Oubier hanging on the wall in the rapidly burning study was always too pixelated to see clearly. Now, however, you can make out exactly what he looks like in 4K, at 36 times the original resolution, all while a visibly uncomfortable George jostles his rope bindings.</p><p>Developer Revolution Software didn't stop there. The team redrew scores of items that never really made much sense. Take the poison dart, which now looks less like a playing dart and more like something shot out of a blowpipe.</p><h2 id="human-revolution">Human revolution</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jDWVT4wiszjtTs6RhkixTA" name="ss_44379b455261b1caab290f4c8e24452fba8a4d3c.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/jDWVT4wiszjtTs6RhkixTA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Revolution Software Ltd)</span></figcaption></figure><p>Despite the decision to abstain from AI use for the most part, it wasn't entirely absent. AI was used for the initial round of upscaling before artists added detail by hand, with backgrounds scanned as black-and-white layouts for them to build on using the originals as references. AI was more of a tool than a creative device.</p><p>“We experimented with AI for the first one, and we used AI to upscale and then redraw the characters. And as I say, it can upscale, but it can't put any character in.” </p><p>That's largely thanks to the luxury of time. The first game needed to be made in a year or risk cancellation. Revolution Software sprinted to the finish line, but made a few shortcuts along the way. </p><p>One oversight was 40 voice lines that were recorded and packaged in the game's files but never used. Now, in <em>Broken Sword - The Smoking Mirror: Reforged</em>, fans can finally hear them (one line involves George asking the Parisian waiter about the tequila worm in his pocket).</p><p>Another infamous example occurs in the Game Boy Advance version. “You have a choice to go to Spain or Syria,” says Cecil. “If you do one, you can finish the game, and it's fine. If you do the other, it takes you there, but you can't then finish. There's a bug that doesn't allow you to finish…It's an awful, awful bug. I mean, it's absolutely shocking.”</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GeLmJHZ9ZmiGSWZukJBfSA" name="ss_30d762dad9e4b5e01e03a352076f6ea143ac2dce.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/GeLmJHZ9ZmiGSWZukJBfSA-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Revolution Software Ltd)</span></figcaption></figure><p>An AI might have spotted such mistakes, but then again, you could argue mistakes are what give art humanity. If nothing else, they make for a great story.</p><p>But the remake is far from a bug-fixing exercise. Instead, it's an opportunity to make the game better. Where most remasters seek to preserve the subject, <em>Broken Sword - The Smoking Mirror: Reforged</em> is almost an act of excavation.</p><p>“All of these things we now have the time to do,” says Cecil. “Because what Revolution has done for the last 15 years is we've self-published all our games. And I can decide when we’re going to spend a little bit more time getting this, right? Is it worth it?”</p><p>The devs found time to add features, too, like a new three-tier hint system that actively monitors your progress and feeds you steadily more obvious tips so you're not stuck for too long. The final tip tells you outright what to do. Thankfully, purists can turn it off. </p><p>Meanwhile, Nintendo Switch 2 players get four different control schemes: touchscreen, gamepad, one Joy-Con 2 detached and used as a mouse, or a versatile combination of everything.</p><p>Plus, there’s something Cecil has personally wanted to add for 30 years: a beautiful, detailed map of Paris. This is used to aid player navigation instead of having them rely on clunky icons. With everything in the game, these feel like choices made by humans, not AI. </p><p>“We've really gone out of our way to produce something that, in my view, is completely future-proof, because people were playing the first one 30 years ago, and millions and millions of people have played that game. And my ambition is that in 20 years' time, a fourth generation will be playing again.”</p><p>“Going forward,” he continues, “people are going to seek out human-crafted art. You know, there's going to be that sense, because obviously we all have a human connection with each other.”</p>
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                                                            <title><![CDATA[ Lego’s Smart Play Pokémon sets are the best of 2026 — here’s why ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Pokemon’s <a href="https://www.techradar.com/tech/i-spent-3-hours-with-legos-new-pokemon-smart-play-sets-they-solve-the-smart-bricks-biggest-problems-and-are-simply-perfect">Lego Smart Play sets</a> couldn’t be more perfect, even if you hate the Smart Brick. I was convinced of this when <a href="https://www.techradar.com/tech/its-good-play-at-its-core-and-we-are-making-it-even-better-these-12-lego-pokemon-sets-finally-get-smart-play-right-and-i-cant-decide-which-i-love-most" target="_blank">I first saw them ahead of their launch</a>, and since their public debut, I’ve only grown more in love with the builds now that I have them in my home.</p><p>When Lego first debuted its Pokémon sets, it showcased a few display-focused builds — designs aimed at older audiences to be shown off on a shelf more than to be actively played with. This meant relatively high prices to account for the massive brick counts and complex building techniques applied.</p><p>At first glance, the dozen Smart Play sets the duo just launched are the exact opposite. They’re built for play — with two of the sets coming with a Smart Brick (or two) to bring the Pokémon models to life — and generally cheaper and simpler build-wise. But like the Smart Brick, they’re so much more than meets the eye.</p><p>From a play perspective, thanks to tiles hidden in each Pokémon’s belly, the Smart Brick can know which creature it is and make distinctive sounds when the critter is being fed, training, sleeping, driving a vehicle, or hiding in the tall grass waiting to be captured by a trainer.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKyyKe"></div>                            </div>                            <script src="https://kwizly.com/embed/OKyyKe.js" async=""></script><p>Importantly, two pokémon can know when they’re near each other and engage in a battle — which cleverly takes into account if the Pokémon was recently trained, which types it’s weak or strong against, what innate power it has (third-stage and legendary Pokémon will be stronger than first-stage starters), and what health it has (plus if it has been healed by something like a potion).</p><p>It’s very sophisticated but also so incredibly intuitive. Moving the Pokémon like action figures — shaking to charge up attacks, lunging forward to strike, moving away to dodge, and lying down to rest after a busy day — enables every single action the Smart Brick is programmed for. I gave my wife the Pikachu to play with without telling her anything, and she instantly knew what to do.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zPWmvtmeQsG2zHMHXyKG6M" name="New Project (2)" alt="Hamish plating with a Lego Charizard surrounded by Lego Pokémon." src="https://cdn.mos.cms.futurecdn.net/zPWmvtmeQsG2zHMHXyKG6M-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Hamish hector)</span></figcaption></figure><h2 id="smart-and-simple">Smart and simple</h2><p>At the same time, so many play features don’t require a Smart Brick at all. </p><p>While the actions will lack sound effects, Pikachu can still lie down in his fold-down bed, emerge from the tall grass when a pokéball hits the target, battle with the spinning target, and be played with in whatever way you can imagine.</p><p>So when you’re waiting for the Smart Brick to recharge, or if you simply decide not to pick up one of the All-in-one sets that comes with a Smart Brick in the box and opt for a merely Compatible set instead, you’ll still have a play set that feels complete — something I couldn’t say for Lego’s first Star Wars Smart Play models.</p><p>My only caveat is that the battle-focused sets — Charizard vs. Jolteon Ultimate Battle and Umbreon vs. Garchomp Championship Battle — are a little more dependent on the smart brick to create engaging fights between the blocky pocket monsters.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="FCCjboDU95WEspUe6ns4vS" name="96a44036-8c05-4221-adb1-0ff75db3f500-1_all_14336" alt="Pikachu next to his house" src="https://cdn.mos.cms.futurecdn.net/FCCjboDU95WEspUe6ns4vS-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Perfect for play doesn’t mean perfect for everyone, but as a display build, these models again have so much potential. </p><p>Not necessarily out of the box — the background scene elements are always the most visually stunning — but with some creativity and time to build your own, these blocky figures could easily be posed as part of beautiful dioramas.</p><p>If you prefer minifig scale designs, you’ll be disappointed, but if you don’t mind something that’ll take up more room on your shelf, I think these sets have so much potential — especially as each Pokémon’s design is so distinct and accurate to its in-game version. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1197px;"><p class="vanilla-image-block" style="padding-top:65.50%;"><img id="vX3SfgXfkyUnvjFLjc4guC" name="pikspikspiks" alt="Pokémon x Lego" src="https://cdn.mos.cms.futurecdn.net/vX3SfgXfkyUnvjFLjc4guC-1920-80.png" mos="" align="middle" fullscreen="" width="1197" height="784" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lego)</span></figcaption></figure><p>Lastly, I can’t round things off without talking about their best aspect: price.</p><p>Simpler, play-focused sets come with fewer pieces and therefore a more affordable price. For kids who love Pokémon but for whom you can’t fork out a lot of cash for a set that’ll sit on a shelf, these Smart Play sets are perfect. </p><p>Plus, for the same price as the Eevee build, which was previously the most affordable option, you can grab two or three of the cheaper Smart Play compatible sets that just dropped.</p><p>Whether you buy one or all twelve of the new sets, I’m certain Pokémon and Lego won’t disappoint. These sets show how Smart Brick integration should be done, and I’m hoping we’ll see dozens more sets just like these down the line.</p><h3 class="article-body__section" id="section-all-in-one-sets"><span>All-in-one sets</span></h3><div class="product"><a data-dimension112="905374ee-b335-11f1-b63b-b1b87d8367b8" data-action="Deal Block" data-label="Training House with Pikachu" data-dimension48="Training House with Pikachu" href="https://www.lego.com/en-us/product/smart-play-training-house-with-pikachu-72164" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="wAxy3qTJ4xZjJHCc3UmJUa" name="Pikachu" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/wAxy3qTJ4xZjJHCc3UmJUa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-training-house-with-pikachu-72164" target="_blank" rel="nofollow" data-dimension112="905374ee-b335-11f1-b63b-b1b87d8367b8" data-action="Deal Block" data-label="Training House with Pikachu" data-dimension48="Training House with Pikachu" data-dimension25="">Training House with Pikachu:</a></strong><br /><strong>$69.99 / £59.99 / AU$129.99</strong><br />This all-in-one set comes with a Smart Brick and charger so you can access all of its electronic features — sound effects to accent when you catch, train, feed, and rest your partner Pikachu. The Smart Brick isn’t essential however, as there are several physical play features like tall grass which falls when you throw a pokéball, a bed that folds down for your electric mouse to sleep in, and a rotating target for the pokémon to train against.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-training-house-with-pikachu-72164" target="_blank" rel="nofollow" data-dimension112="905374ee-b335-11f1-b63b-b1b87d8367b8" data-action="Deal Block" data-label="Training House with Pikachu" data-dimension48="Training House with Pikachu" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="905375b6-b335-11f1-ac00-21c5d75fff90" data-action="Deal Block" data-label="Charizard vs. Jolteon Ultimate Battle" data-dimension48="Charizard vs. Jolteon Ultimate Battle" href="https://www.lego.com/en-us/product/smart-play-charizard-vs-jolteon-ultimate-battle-72167" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="bXxCozDV8dVrc2YQSqFH2a" name="Charizard" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/bXxCozDV8dVrc2YQSqFH2a-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-charizard-vs-jolteon-ultimate-battle-72167" target="_blank" rel="nofollow" data-dimension112="905375b6-b335-11f1-ac00-21c5d75fff90" data-action="Deal Block" data-label="Charizard vs. Jolteon Ultimate Battle" data-dimension48="Charizard vs. Jolteon Ultimate Battle" data-dimension25="">Charizard vs. Jolteon Ultimate Battle:</a></strong><br /><strong>$119.99 / £109.99 / AU$199.99</strong><br />The only other all-in-one set for the Pokémon Smart Play series boasts not one but two Smart Bricks, as its focus is battle. You’ll get a Charizard and Jolteon, plus a small training ground to help them prepare for their upcoming bout. There’s also a potion bottle which can be used to recharge their health before, after, or mid-fight — with LEGO reps telling me that it’s up to you and your friends to decide what the rules are for healing when you compete.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-charizard-vs-jolteon-ultimate-battle-72167" target="_blank" rel="nofollow" data-dimension112="905375b6-b335-11f1-ac00-21c5d75fff90" data-action="Deal Block" data-label="Charizard vs. Jolteon Ultimate Battle" data-dimension48="Charizard vs. Jolteon Ultimate Battle" data-dimension25="">View Deal</a></p></div><h3 class="article-body__section" id="section-smart-play-compatible"><span>Smart Play compatible</span></h3><div class="product"><a data-dimension112="9053773c-b335-11f1-8635-cd6bef4368fa" data-action="Deal Block" data-label="Berry Bash with Bulbasaur and Bidoof" data-dimension48="Berry Bash with Bulbasaur and Bidoof" href="https://www.lego.com/en-us/product/smart-play-berry-bash-with-bulbasaur-and-bidoof-72155" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="qRFa4C28wwNip6vEvGPYfZ" name="Bulbasaur" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/qRFa4C28wwNip6vEvGPYfZ-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-berry-bash-with-bulbasaur-and-bidoof-72155" target="_blank" rel="nofollow" data-dimension112="9053773c-b335-11f1-8635-cd6bef4368fa" data-action="Deal Block" data-label="Berry Bash with Bulbasaur and Bidoof" data-dimension48="Berry Bash with Bulbasaur and Bidoof" data-dimension25="">Berry Bash with Bulbasaur and Bidoof:</a></strong><br /><strong>$19.99  / £17.99 / AU$34.99</strong><br />A simpler Smart Brick-compatible set, this build shows Bulbasaur and Bidoof working together to blend berries into hearty smoothies. It’s one of the most affordable in the lineup despite coming with two fan-favorite ‘mons.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-berry-bash-with-bulbasaur-and-bidoof-72155" target="_blank" rel="nofollow" data-dimension112="9053773c-b335-11f1-8635-cd6bef4368fa" data-action="Deal Block" data-label="Berry Bash with Bulbasaur and Bidoof" data-dimension48="Berry Bash with Bulbasaur and Bidoof" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="905377e6-b335-11f1-b69e-b53e81a22a36" data-action="Deal Block" data-label="Trainer's Buggy Adventure with Squirtle" data-dimension48="Trainer's Buggy Adventure with Squirtle" href="https://www.lego.com/en-us/product/smart-play-trainers-buggy-adventure-with-squirtle-72156" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="zQ2nh7N6Ko592aDx6UCnTa" name="Squirtle" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/zQ2nh7N6Ko592aDx6UCnTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-trainers-buggy-adventure-with-squirtle-72156" target="_blank" rel="nofollow" data-dimension112="905377e6-b335-11f1-b69e-b53e81a22a36" data-action="Deal Block" data-label="Trainer's Buggy Adventure with Squirtle" data-dimension48="Trainer's Buggy Adventure with Squirtle" data-dimension25="">Trainer's Buggy Adventure with Squirtle:</a></strong><br /><strong>$29.99 / £24.99 / AU$54.99</strong><br />Paying homage to the Squirtle Squad, this set sees the water starter roam around on a buggy, putting out fires so he can save a sandwich. Though any ‘mon can ride in the vehicle, and with a Smart Brick (not included), you can hear the critter giggle while the car chugs around. For non-Pokémon fans, the appeal here is the vehicle’s Smart Play tile, which offers some generic vehicle sound effects that would be ideal for custom builds.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-trainers-buggy-adventure-with-squirtle-72156" target="_blank" rel="nofollow" data-dimension112="905377e6-b335-11f1-b69e-b53e81a22a36" data-action="Deal Block" data-label="Trainer's Buggy Adventure with Squirtle" data-dimension48="Trainer's Buggy Adventure with Squirtle" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="9053787c-b335-11f1-bd37-99daa65bf2a0" data-action="Deal Block" data-label="Charmander and Geodude's Cavern Clash" data-dimension48="Charmander and Geodude's Cavern Clash" href="https://www.lego.com/en-us/product/smart-play-charmander-and-geodudes-cavern-clash-72157" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="mySLgfVsc9FKNP7krXJaSa" name="Charmander" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/mySLgfVsc9FKNP7krXJaSa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-charmander-and-geodudes-cavern-clash-72157" target="_blank" rel="nofollow" data-dimension112="9053787c-b335-11f1-bd37-99daa65bf2a0" data-action="Deal Block" data-label="Charmander and Geodude's Cavern Clash" data-dimension48="Charmander and Geodude's Cavern Clash" data-dimension25="">Charmander and Geodude's Cavern Clash:</a></strong><br /><strong>$19.99 / £17.99 / AU$34.99</strong><br />A simpler set like the Bulbasaur and Bidoof one, this simple yet effective construction comes with a pair of iconic Gen 1 pokémon, including the much-loved Charmander, plus a thematic battleground for their clash.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-charmander-and-geodudes-cavern-clash-72157" target="_blank" rel="nofollow" data-dimension112="9053787c-b335-11f1-bd37-99daa65bf2a0" data-action="Deal Block" data-label="Charmander and Geodude's Cavern Clash" data-dimension48="Charmander and Geodude's Cavern Clash" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537908-b335-11f1-9c95-1d53d6b7d2d2" data-action="Deal Block" data-label="Sprigatito, Fuecoco and Quaxly Battle" data-dimension48="Sprigatito, Fuecoco and Quaxly Battle" href="https://www.lego.com/en-us/product/smart-play-sprigatito-fuecoco-and-quaxly-battle-72158" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kPtzSwFAmaWUpjBfn9hNTa" name="ScarletViolet" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kPtzSwFAmaWUpjBfn9hNTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-sprigatito-fuecoco-and-quaxly-battle-72158" target="_blank" rel="nofollow" data-dimension112="90537908-b335-11f1-9c95-1d53d6b7d2d2" data-action="Deal Block" data-label="Sprigatito, Fuecoco and Quaxly Battle" data-dimension48="Sprigatito, Fuecoco and Quaxly Battle" data-dimension25="">Sprigatito, Fuecoco and Quaxly Battle:</a></strong><br /><strong>$34.99 / £29.99 / AU$59.99</strong><br />For fans of <em>Scarlett</em> and <em>Violet, </em>this build is relatively simple scenery-wise, but does offer you the full trio of Gen 9 starter ‘mons. It’s probably my least favorite, but if the action-figure-play appeal of the models is what excites you most with these builds, this is a strong contender.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-sprigatito-fuecoco-and-quaxly-battle-72158" target="_blank" rel="nofollow" data-dimension112="90537908-b335-11f1-9c95-1d53d6b7d2d2" data-action="Deal Block" data-label="Sprigatito, Fuecoco and Quaxly Battle" data-dimension48="Sprigatito, Fuecoco and Quaxly Battle" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537994-b335-11f1-819c-b9b96a2ed810" data-action="Deal Block" data-label="Jigglypuff Concert" data-dimension48="Jigglypuff Concert" href="https://www.lego.com/en-us/product/smart-play-jigglypuff-concert-72159" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kPtzSwFAmaWUpjBfn9hNTa" name="ScarletViolet" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kPtzSwFAmaWUpjBfn9hNTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-jigglypuff-concert-72159" target="_blank" rel="nofollow" data-dimension112="90537994-b335-11f1-819c-b9b96a2ed810" data-action="Deal Block" data-label="Jigglypuff Concert" data-dimension48="Jigglypuff Concert" data-dimension25="">Jigglypuff Concert:</a></strong><br /><strong>$14.99 / £12.99 / AU$24.99</strong><br />The cheapest set in this collection, and also the simplest at just 88 pieces, I see this being popular amongst fans of the Gen 1 popstar wannabe, and as the perfect add-on for the Training House with Pikachu set — or one of the other more affordable builds — as it expands your pokémon collection without breaking the bank.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-jigglypuff-concert-72159" target="_blank" rel="nofollow" data-dimension112="90537994-b335-11f1-819c-b9b96a2ed810" data-action="Deal Block" data-label="Jigglypuff Concert" data-dimension48="Jigglypuff Concert" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537a2a-b335-11f1-8814-d353ff9150ec" data-action="Deal Block" data-label="Drone Search for Mythical Mew" data-dimension48="Drone Search for Mythical Mew" href="https://www.lego.com/en-us/product/smart-play-drone-search-for-mythical-mew-72161" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="9K9QvBAA7HoAaAM4qQcCca" name="Mew" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/9K9QvBAA7HoAaAM4qQcCca-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-drone-search-for-mythical-mew-72161" target="_blank" rel="nofollow" data-dimension112="90537a2a-b335-11f1-8814-d353ff9150ec" data-action="Deal Block" data-label="Drone Search for Mythical Mew" data-dimension48="Drone Search for Mythical Mew" data-dimension25="">Drone Search for Mythical Mew:</a></strong><br /><strong>$49.99 / £44.99 / AU$$99.99</strong><br />Simple, yet effective, I love this build as it feels inspired by one of my favorite spinoffs: <em>Pokémon Snap.</em> It also focuses on the exploration and catch ‘em all aspects of the Pokémon franchise rather than the battling, and I can see myself constructing more complex jungle ruins for Mew to hide in. Mew can still battle if you give it a Smart Brick.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-drone-search-for-mythical-mew-72161" target="_blank" rel="nofollow" data-dimension112="90537a2a-b335-11f1-8814-d353ff9150ec" data-action="Deal Block" data-label="Drone Search for Mythical Mew" data-dimension48="Drone Search for Mythical Mew" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537ab6-b335-11f1-a26a-5de11b77427e" data-action="Deal Block" data-label="Eevee and Lapras's Treasure Hunt" data-dimension48="Eevee and Lapras's Treasure Hunt" href="https://www.lego.com/en-us/product/smart-play-eevee-and-laprass-treasure-hunt-72162" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="aP4UFS8cgaUfNY3L5xdcFa" name="Lapras" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/aP4UFS8cgaUfNY3L5xdcFa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-eevee-and-laprass-treasure-hunt-72162" target="_blank" rel="nofollow" data-dimension112="90537ab6-b335-11f1-a26a-5de11b77427e" data-action="Deal Block" data-label="Eevee and Lapras's Treasure Hunt" data-dimension48="Eevee and Lapras's Treasure Hunt" data-dimension25="">Eevee and Lapras's Treasure Hunt:</a></strong><br /><strong>$59.99 / £54.99 / AU$$109.99</strong><br />Another set focused on exploration, this would fit right at home amongst a collection full of pirate sets. This was one of the first sets I saw in the collection, and the designs may be small, but are packed with detail.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-eevee-and-laprass-treasure-hunt-72162" target="_blank" rel="nofollow" data-dimension112="90537ab6-b335-11f1-a26a-5de11b77427e" data-action="Deal Block" data-label="Eevee and Lapras's Treasure Hunt" data-dimension48="Eevee and Lapras's Treasure Hunt" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537b42-b335-11f1-8ed3-3dd338471d03" data-action="Deal Block" data-label="Mewtwo's Lab Break" data-dimension48="Mewtwo's Lab Break" href="https://www.lego.com/en-us/product/smart-play-mewtwos-lab-break-72163" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ePyXz8mQamp4KZdPizZNdZ" name="Mewtwo" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ePyXz8mQamp4KZdPizZNdZ-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-mewtwos-lab-break-72163" target="_blank" rel="nofollow" data-dimension112="90537b42-b335-11f1-8ed3-3dd338471d03" data-action="Deal Block" data-label="Mewtwo's Lab Break" data-dimension48="Mewtwo's Lab Break" data-dimension25="">Mewtwo's Lab Break:</a></strong><br /><strong>$69.99 / £59.99 / AU$119.99</strong><br />For fans of the first Pokémon movie, and/or other tales focused on this pokémon’s story, this Lab Break set featuring Mewtwo works so well as a display piece, but also as a play set that’ll give your other ‘mons an ultimate final battle to face off in.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-mewtwos-lab-break-72163" target="_blank" rel="nofollow" data-dimension112="90537b42-b335-11f1-8ed3-3dd338471d03" data-action="Deal Block" data-label="Mewtwo's Lab Break" data-dimension48="Mewtwo's Lab Break" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537be2-b335-11f1-9fc2-dd758bb507d1" data-action="Deal Block" data-label="Umbreon vs. Garchomp Championship Battle" data-dimension48="Umbreon vs. Garchomp Championship Battle" href="https://www.lego.com/en-us/product/smart-play-umbreon-vs-garchomp-championship-battle-72165" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="fWjgKG5XGqevMZvme7vcvZ" name="Garchomp" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/fWjgKG5XGqevMZvme7vcvZ-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-umbreon-vs-garchomp-championship-battle-72165" target="_blank" rel="nofollow" data-dimension112="90537be2-b335-11f1-9fc2-dd758bb507d1" data-action="Deal Block" data-label="Umbreon vs. Garchomp Championship Battle" data-dimension48="Umbreon vs. Garchomp Championship Battle" data-dimension25="">Umbreon vs. Garchomp Championship Battle:</a></strong><br /><strong>$79.99 / £69.99 / AU$139.99</strong><br />My favorite build in the whole collection is this. Why? I love both Garchomp and Umbreon (with the former being the only one in the 20 so far to rep my favorite generation in Gen 4), but also this seemingly simple build hides two very cool details. The first is that the trophy is intentionally designed to mimic Cynthia’s hair, the other is Garchomp is the only one to have a rough, brickier feel — mimicking its in-game ability Rough Skin. Lego reps explained this was part of the back-and-forth between Lego and The Pokémon Company, making sure details like this are translated into the models to make them feel true to the series.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-umbreon-vs-garchomp-championship-battle-72165" target="_blank" rel="nofollow" data-dimension112="90537be2-b335-11f1-9fc2-dd758bb507d1" data-action="Deal Block" data-label="Umbreon vs. Garchomp Championship Battle" data-dimension48="Umbreon vs. Garchomp Championship Battle" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537c78-b335-11f1-b10f-27b51cc5c8a5" data-action="Deal Block" data-label="Cubone and Gengar's Spooky Showdown" data-dimension48="Cubone and Gengar's Spooky Showdown" href="https://www.lego.com/en-us/product/smart-play-cubone-and-gengars-spooky-showdown-72166" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="tUt7it44R73FyYUnJo8sTa" name="Gengar" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/tUt7it44R73FyYUnJo8sTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-cubone-and-gengars-spooky-showdown-72166" target="_blank" rel="nofollow" data-dimension112="90537c78-b335-11f1-b10f-27b51cc5c8a5" data-action="Deal Block" data-label="Cubone and Gengar's Spooky Showdown" data-dimension48="Cubone and Gengar's Spooky Showdown" data-dimension25="">Cubone and Gengar's Spooky Showdown:</a></strong><br /><strong>$89.99 / £79.99 / AU$159.99</strong><br />Last, but by no means least, this build is, like the Pikachu set above, packed with physical play features that are amplified by the Smart Brick but not exclusive to it. Gengar looks perfectly terrifying, weird, and a bit funny, and Cubone has a kind of intimidating look that fits right into this scene’s ‘Spooky Showdown’ theme.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-cubone-and-gengars-spooky-showdown-72166" target="_blank" rel="nofollow" data-dimension112="90537c78-b335-11f1-b10f-27b51cc5c8a5" data-action="Deal Block" data-label="Cubone and Gengar's Spooky Showdown" data-dimension48="Cubone and Gengar's Spooky Showdown" data-dimension25="">View Deal</a></p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/nintendo/weeks-after-building-them-im-still-playing-with-legos-smart-play-pokemon-sets-theyre-easily-the-best-of-2026</link>
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                            <![CDATA[ Lego’s Smart Play Pokémon sets are as close to perfect as a build can get. ]]>
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                                                                        <pubDate>Sat, 19 Sep 2026 09:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ hamish.hector@futurenet.com (Hamish Hector) ]]></author>                    <dc:creator><![CDATA[ Hamish Hector ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ePxhxWMJAFXSVFL4333tHB-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hamish is a Senior Staff Writer for TechRadar and you’ll see his name appearing on articles across nearly every topic on the site from smart home deals to speaker reviews to graphics card news and everything in between. He uses his broad range of knowledge to help explain the latest gadgets and if they’re a must-buy or a fad fueled by hype. Though his specialty is writing about everything going on in the world of virtual reality and augmented reality.&lt;/p&gt;&lt;p&gt;He’s been writing about tech and gaming for over five years now, getting his start at the University of Warwick’s student newspaper The Boar as a writer and later Games Editor while studying for his BSc in Maths and Physics (and later an MSc in Biotechnology, Bioprocessing, and Business Management). After graduating from university in 2020 he wrote all about battle royale games for Gfinity Esports before joining the TechRadar team in February 2021.&lt;/p&gt;&lt;p&gt;In his free time, you’ll likely find Hamish lost in one of the latest VR games on his Meta Quest 3, watching a West End musical with his fiancee, playing Magic: The Gathering at his local game store, or planning the D&amp;D campaign he runs for his mates.&lt;/p&gt;&lt;p&gt;Want to get in touch? You can contact Hamish via his email.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Pikachu next to his house]]></media:description>                                                            <media:text><![CDATA[Pikachu next to his house]]></media:text>
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                                <p>Pokemon’s <a href="https://www.techradar.com/tech/i-spent-3-hours-with-legos-new-pokemon-smart-play-sets-they-solve-the-smart-bricks-biggest-problems-and-are-simply-perfect">Lego Smart Play sets</a> couldn’t be more perfect, even if you hate the Smart Brick. I was convinced of this when <a href="https://www.techradar.com/tech/its-good-play-at-its-core-and-we-are-making-it-even-better-these-12-lego-pokemon-sets-finally-get-smart-play-right-and-i-cant-decide-which-i-love-most" target="_blank">I first saw them ahead of their launch</a>, and since their public debut, I’ve only grown more in love with the builds now that I have them in my home.</p><p>When Lego first debuted its Pokémon sets, it showcased a few display-focused builds — designs aimed at older audiences to be shown off on a shelf more than to be actively played with. This meant relatively high prices to account for the massive brick counts and complex building techniques applied.</p><p>At first glance, the dozen Smart Play sets the duo just launched are the exact opposite. They’re built for play — with two of the sets coming with a Smart Brick (or two) to bring the Pokémon models to life — and generally cheaper and simpler build-wise. But like the Smart Brick, they’re so much more than meets the eye.</p><p>From a play perspective, thanks to tiles hidden in each Pokémon’s belly, the Smart Brick can know which creature it is and make distinctive sounds when the critter is being fed, training, sleeping, driving a vehicle, or hiding in the tall grass waiting to be captured by a trainer.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKyyKe"></div>                            </div>                            <script src="https://kwizly.com/embed/OKyyKe.js" async=""></script><p>Importantly, two pokémon can know when they’re near each other and engage in a battle — which cleverly takes into account if the Pokémon was recently trained, which types it’s weak or strong against, what innate power it has (third-stage and legendary Pokémon will be stronger than first-stage starters), and what health it has (plus if it has been healed by something like a potion).</p><p>It’s very sophisticated but also so incredibly intuitive. Moving the Pokémon like action figures — shaking to charge up attacks, lunging forward to strike, moving away to dodge, and lying down to rest after a busy day — enables every single action the Smart Brick is programmed for. I gave my wife the Pikachu to play with without telling her anything, and she instantly knew what to do.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zPWmvtmeQsG2zHMHXyKG6M" name="New Project (2)" alt="Hamish plating with a Lego Charizard surrounded by Lego Pokémon." src="https://cdn.mos.cms.futurecdn.net/zPWmvtmeQsG2zHMHXyKG6M-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Hamish hector)</span></figcaption></figure><h2 id="smart-and-simple">Smart and simple</h2><p>At the same time, so many play features don’t require a Smart Brick at all. </p><p>While the actions will lack sound effects, Pikachu can still lie down in his fold-down bed, emerge from the tall grass when a pokéball hits the target, battle with the spinning target, and be played with in whatever way you can imagine.</p><p>So when you’re waiting for the Smart Brick to recharge, or if you simply decide not to pick up one of the All-in-one sets that comes with a Smart Brick in the box and opt for a merely Compatible set instead, you’ll still have a play set that feels complete — something I couldn’t say for Lego’s first Star Wars Smart Play models.</p><p>My only caveat is that the battle-focused sets — Charizard vs. Jolteon Ultimate Battle and Umbreon vs. Garchomp Championship Battle — are a little more dependent on the smart brick to create engaging fights between the blocky pocket monsters.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.29%;"><img id="FCCjboDU95WEspUe6ns4vS" name="96a44036-8c05-4221-adb1-0ff75db3f500-1_all_14336" alt="Pikachu next to his house" src="https://cdn.mos.cms.futurecdn.net/FCCjboDU95WEspUe6ns4vS-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Perfect for play doesn’t mean perfect for everyone, but as a display build, these models again have so much potential. </p><p>Not necessarily out of the box — the background scene elements are always the most visually stunning — but with some creativity and time to build your own, these blocky figures could easily be posed as part of beautiful dioramas.</p><p>If you prefer minifig scale designs, you’ll be disappointed, but if you don’t mind something that’ll take up more room on your shelf, I think these sets have so much potential — especially as each Pokémon’s design is so distinct and accurate to its in-game version. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1197px;"><p class="vanilla-image-block" style="padding-top:65.50%;"><img id="vX3SfgXfkyUnvjFLjc4guC" name="pikspikspiks" alt="Pokémon x Lego" src="https://cdn.mos.cms.futurecdn.net/vX3SfgXfkyUnvjFLjc4guC-1920-80.png" mos="" align="middle" fullscreen="" width="1197" height="784" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lego)</span></figcaption></figure><p>Lastly, I can’t round things off without talking about their best aspect: price.</p><p>Simpler, play-focused sets come with fewer pieces and therefore a more affordable price. For kids who love Pokémon but for whom you can’t fork out a lot of cash for a set that’ll sit on a shelf, these Smart Play sets are perfect. </p><p>Plus, for the same price as the Eevee build, which was previously the most affordable option, you can grab two or three of the cheaper Smart Play compatible sets that just dropped.</p><p>Whether you buy one or all twelve of the new sets, I’m certain Pokémon and Lego won’t disappoint. These sets show how Smart Brick integration should be done, and I’m hoping we’ll see dozens more sets just like these down the line.</p><h3 class="article-body__section" id="section-all-in-one-sets"><span>All-in-one sets</span></h3><div class="product"><a data-dimension112="905374ee-b335-11f1-b63b-b1b87d8367b8" data-action="Deal Block" data-label="Training House with Pikachu" data-dimension48="Training House with Pikachu" href="https://www.lego.com/en-us/product/smart-play-training-house-with-pikachu-72164" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="wAxy3qTJ4xZjJHCc3UmJUa" name="Pikachu" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/wAxy3qTJ4xZjJHCc3UmJUa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-training-house-with-pikachu-72164" target="_blank" rel="nofollow" data-dimension112="905374ee-b335-11f1-b63b-b1b87d8367b8" data-action="Deal Block" data-label="Training House with Pikachu" data-dimension48="Training House with Pikachu" data-dimension25="">Training House with Pikachu:</a></strong><br /><strong>$69.99 / £59.99 / AU$129.99</strong><br />This all-in-one set comes with a Smart Brick and charger so you can access all of its electronic features — sound effects to accent when you catch, train, feed, and rest your partner Pikachu. The Smart Brick isn’t essential however, as there are several physical play features like tall grass which falls when you throw a pokéball, a bed that folds down for your electric mouse to sleep in, and a rotating target for the pokémon to train against.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-training-house-with-pikachu-72164" target="_blank" rel="nofollow" data-dimension112="905374ee-b335-11f1-b63b-b1b87d8367b8" data-action="Deal Block" data-label="Training House with Pikachu" data-dimension48="Training House with Pikachu" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="905375b6-b335-11f1-ac00-21c5d75fff90" data-action="Deal Block" data-label="Charizard vs. Jolteon Ultimate Battle" data-dimension48="Charizard vs. Jolteon Ultimate Battle" href="https://www.lego.com/en-us/product/smart-play-charizard-vs-jolteon-ultimate-battle-72167" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="bXxCozDV8dVrc2YQSqFH2a" name="Charizard" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/bXxCozDV8dVrc2YQSqFH2a-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-charizard-vs-jolteon-ultimate-battle-72167" target="_blank" rel="nofollow" data-dimension112="905375b6-b335-11f1-ac00-21c5d75fff90" data-action="Deal Block" data-label="Charizard vs. Jolteon Ultimate Battle" data-dimension48="Charizard vs. Jolteon Ultimate Battle" data-dimension25="">Charizard vs. Jolteon Ultimate Battle:</a></strong><br /><strong>$119.99 / £109.99 / AU$199.99</strong><br />The only other all-in-one set for the Pokémon Smart Play series boasts not one but two Smart Bricks, as its focus is battle. You’ll get a Charizard and Jolteon, plus a small training ground to help them prepare for their upcoming bout. There’s also a potion bottle which can be used to recharge their health before, after, or mid-fight — with LEGO reps telling me that it’s up to you and your friends to decide what the rules are for healing when you compete.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-charizard-vs-jolteon-ultimate-battle-72167" target="_blank" rel="nofollow" data-dimension112="905375b6-b335-11f1-ac00-21c5d75fff90" data-action="Deal Block" data-label="Charizard vs. Jolteon Ultimate Battle" data-dimension48="Charizard vs. Jolteon Ultimate Battle" data-dimension25="">View Deal</a></p></div><h3 class="article-body__section" id="section-smart-play-compatible"><span>Smart Play compatible</span></h3><div class="product"><a data-dimension112="9053773c-b335-11f1-8635-cd6bef4368fa" data-action="Deal Block" data-label="Berry Bash with Bulbasaur and Bidoof" data-dimension48="Berry Bash with Bulbasaur and Bidoof" href="https://www.lego.com/en-us/product/smart-play-berry-bash-with-bulbasaur-and-bidoof-72155" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="qRFa4C28wwNip6vEvGPYfZ" name="Bulbasaur" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/qRFa4C28wwNip6vEvGPYfZ-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-berry-bash-with-bulbasaur-and-bidoof-72155" target="_blank" rel="nofollow" data-dimension112="9053773c-b335-11f1-8635-cd6bef4368fa" data-action="Deal Block" data-label="Berry Bash with Bulbasaur and Bidoof" data-dimension48="Berry Bash with Bulbasaur and Bidoof" data-dimension25="">Berry Bash with Bulbasaur and Bidoof:</a></strong><br /><strong>$19.99  / £17.99 / AU$34.99</strong><br />A simpler Smart Brick-compatible set, this build shows Bulbasaur and Bidoof working together to blend berries into hearty smoothies. It’s one of the most affordable in the lineup despite coming with two fan-favorite ‘mons.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-berry-bash-with-bulbasaur-and-bidoof-72155" target="_blank" rel="nofollow" data-dimension112="9053773c-b335-11f1-8635-cd6bef4368fa" data-action="Deal Block" data-label="Berry Bash with Bulbasaur and Bidoof" data-dimension48="Berry Bash with Bulbasaur and Bidoof" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="905377e6-b335-11f1-b69e-b53e81a22a36" data-action="Deal Block" data-label="Trainer's Buggy Adventure with Squirtle" data-dimension48="Trainer's Buggy Adventure with Squirtle" href="https://www.lego.com/en-us/product/smart-play-trainers-buggy-adventure-with-squirtle-72156" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="zQ2nh7N6Ko592aDx6UCnTa" name="Squirtle" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/zQ2nh7N6Ko592aDx6UCnTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-trainers-buggy-adventure-with-squirtle-72156" target="_blank" rel="nofollow" data-dimension112="905377e6-b335-11f1-b69e-b53e81a22a36" data-action="Deal Block" data-label="Trainer's Buggy Adventure with Squirtle" data-dimension48="Trainer's Buggy Adventure with Squirtle" data-dimension25="">Trainer's Buggy Adventure with Squirtle:</a></strong><br /><strong>$29.99 / £24.99 / AU$54.99</strong><br />Paying homage to the Squirtle Squad, this set sees the water starter roam around on a buggy, putting out fires so he can save a sandwich. Though any ‘mon can ride in the vehicle, and with a Smart Brick (not included), you can hear the critter giggle while the car chugs around. For non-Pokémon fans, the appeal here is the vehicle’s Smart Play tile, which offers some generic vehicle sound effects that would be ideal for custom builds.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-trainers-buggy-adventure-with-squirtle-72156" target="_blank" rel="nofollow" data-dimension112="905377e6-b335-11f1-b69e-b53e81a22a36" data-action="Deal Block" data-label="Trainer's Buggy Adventure with Squirtle" data-dimension48="Trainer's Buggy Adventure with Squirtle" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="9053787c-b335-11f1-bd37-99daa65bf2a0" data-action="Deal Block" data-label="Charmander and Geodude's Cavern Clash" data-dimension48="Charmander and Geodude's Cavern Clash" href="https://www.lego.com/en-us/product/smart-play-charmander-and-geodudes-cavern-clash-72157" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="mySLgfVsc9FKNP7krXJaSa" name="Charmander" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/mySLgfVsc9FKNP7krXJaSa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-charmander-and-geodudes-cavern-clash-72157" target="_blank" rel="nofollow" data-dimension112="9053787c-b335-11f1-bd37-99daa65bf2a0" data-action="Deal Block" data-label="Charmander and Geodude's Cavern Clash" data-dimension48="Charmander and Geodude's Cavern Clash" data-dimension25="">Charmander and Geodude's Cavern Clash:</a></strong><br /><strong>$19.99 / £17.99 / AU$34.99</strong><br />A simpler set like the Bulbasaur and Bidoof one, this simple yet effective construction comes with a pair of iconic Gen 1 pokémon, including the much-loved Charmander, plus a thematic battleground for their clash.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-charmander-and-geodudes-cavern-clash-72157" target="_blank" rel="nofollow" data-dimension112="9053787c-b335-11f1-bd37-99daa65bf2a0" data-action="Deal Block" data-label="Charmander and Geodude's Cavern Clash" data-dimension48="Charmander and Geodude's Cavern Clash" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537908-b335-11f1-9c95-1d53d6b7d2d2" data-action="Deal Block" data-label="Sprigatito, Fuecoco and Quaxly Battle" data-dimension48="Sprigatito, Fuecoco and Quaxly Battle" href="https://www.lego.com/en-us/product/smart-play-sprigatito-fuecoco-and-quaxly-battle-72158" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kPtzSwFAmaWUpjBfn9hNTa" name="ScarletViolet" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kPtzSwFAmaWUpjBfn9hNTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-sprigatito-fuecoco-and-quaxly-battle-72158" target="_blank" rel="nofollow" data-dimension112="90537908-b335-11f1-9c95-1d53d6b7d2d2" data-action="Deal Block" data-label="Sprigatito, Fuecoco and Quaxly Battle" data-dimension48="Sprigatito, Fuecoco and Quaxly Battle" data-dimension25="">Sprigatito, Fuecoco and Quaxly Battle:</a></strong><br /><strong>$34.99 / £29.99 / AU$59.99</strong><br />For fans of <em>Scarlett</em> and <em>Violet, </em>this build is relatively simple scenery-wise, but does offer you the full trio of Gen 9 starter ‘mons. It’s probably my least favorite, but if the action-figure-play appeal of the models is what excites you most with these builds, this is a strong contender.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-sprigatito-fuecoco-and-quaxly-battle-72158" target="_blank" rel="nofollow" data-dimension112="90537908-b335-11f1-9c95-1d53d6b7d2d2" data-action="Deal Block" data-label="Sprigatito, Fuecoco and Quaxly Battle" data-dimension48="Sprigatito, Fuecoco and Quaxly Battle" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537994-b335-11f1-819c-b9b96a2ed810" data-action="Deal Block" data-label="Jigglypuff Concert" data-dimension48="Jigglypuff Concert" href="https://www.lego.com/en-us/product/smart-play-jigglypuff-concert-72159" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kPtzSwFAmaWUpjBfn9hNTa" name="ScarletViolet" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kPtzSwFAmaWUpjBfn9hNTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-jigglypuff-concert-72159" target="_blank" rel="nofollow" data-dimension112="90537994-b335-11f1-819c-b9b96a2ed810" data-action="Deal Block" data-label="Jigglypuff Concert" data-dimension48="Jigglypuff Concert" data-dimension25="">Jigglypuff Concert:</a></strong><br /><strong>$14.99 / £12.99 / AU$24.99</strong><br />The cheapest set in this collection, and also the simplest at just 88 pieces, I see this being popular amongst fans of the Gen 1 popstar wannabe, and as the perfect add-on for the Training House with Pikachu set — or one of the other more affordable builds — as it expands your pokémon collection without breaking the bank.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-jigglypuff-concert-72159" target="_blank" rel="nofollow" data-dimension112="90537994-b335-11f1-819c-b9b96a2ed810" data-action="Deal Block" data-label="Jigglypuff Concert" data-dimension48="Jigglypuff Concert" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537a2a-b335-11f1-8814-d353ff9150ec" data-action="Deal Block" data-label="Drone Search for Mythical Mew" data-dimension48="Drone Search for Mythical Mew" href="https://www.lego.com/en-us/product/smart-play-drone-search-for-mythical-mew-72161" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="9K9QvBAA7HoAaAM4qQcCca" name="Mew" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/9K9QvBAA7HoAaAM4qQcCca-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-drone-search-for-mythical-mew-72161" target="_blank" rel="nofollow" data-dimension112="90537a2a-b335-11f1-8814-d353ff9150ec" data-action="Deal Block" data-label="Drone Search for Mythical Mew" data-dimension48="Drone Search for Mythical Mew" data-dimension25="">Drone Search for Mythical Mew:</a></strong><br /><strong>$49.99 / £44.99 / AU$$99.99</strong><br />Simple, yet effective, I love this build as it feels inspired by one of my favorite spinoffs: <em>Pokémon Snap.</em> It also focuses on the exploration and catch ‘em all aspects of the Pokémon franchise rather than the battling, and I can see myself constructing more complex jungle ruins for Mew to hide in. Mew can still battle if you give it a Smart Brick.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-drone-search-for-mythical-mew-72161" target="_blank" rel="nofollow" data-dimension112="90537a2a-b335-11f1-8814-d353ff9150ec" data-action="Deal Block" data-label="Drone Search for Mythical Mew" data-dimension48="Drone Search for Mythical Mew" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537ab6-b335-11f1-a26a-5de11b77427e" data-action="Deal Block" data-label="Eevee and Lapras's Treasure Hunt" data-dimension48="Eevee and Lapras's Treasure Hunt" href="https://www.lego.com/en-us/product/smart-play-eevee-and-laprass-treasure-hunt-72162" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="aP4UFS8cgaUfNY3L5xdcFa" name="Lapras" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/aP4UFS8cgaUfNY3L5xdcFa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-eevee-and-laprass-treasure-hunt-72162" target="_blank" rel="nofollow" data-dimension112="90537ab6-b335-11f1-a26a-5de11b77427e" data-action="Deal Block" data-label="Eevee and Lapras's Treasure Hunt" data-dimension48="Eevee and Lapras's Treasure Hunt" data-dimension25="">Eevee and Lapras's Treasure Hunt:</a></strong><br /><strong>$59.99 / £54.99 / AU$$109.99</strong><br />Another set focused on exploration, this would fit right at home amongst a collection full of pirate sets. This was one of the first sets I saw in the collection, and the designs may be small, but are packed with detail.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-eevee-and-laprass-treasure-hunt-72162" target="_blank" rel="nofollow" data-dimension112="90537ab6-b335-11f1-a26a-5de11b77427e" data-action="Deal Block" data-label="Eevee and Lapras's Treasure Hunt" data-dimension48="Eevee and Lapras's Treasure Hunt" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537b42-b335-11f1-8ed3-3dd338471d03" data-action="Deal Block" data-label="Mewtwo's Lab Break" data-dimension48="Mewtwo's Lab Break" href="https://www.lego.com/en-us/product/smart-play-mewtwos-lab-break-72163" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ePyXz8mQamp4KZdPizZNdZ" name="Mewtwo" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ePyXz8mQamp4KZdPizZNdZ-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-mewtwos-lab-break-72163" target="_blank" rel="nofollow" data-dimension112="90537b42-b335-11f1-8ed3-3dd338471d03" data-action="Deal Block" data-label="Mewtwo's Lab Break" data-dimension48="Mewtwo's Lab Break" data-dimension25="">Mewtwo's Lab Break:</a></strong><br /><strong>$69.99 / £59.99 / AU$119.99</strong><br />For fans of the first Pokémon movie, and/or other tales focused on this pokémon’s story, this Lab Break set featuring Mewtwo works so well as a display piece, but also as a play set that’ll give your other ‘mons an ultimate final battle to face off in.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-mewtwos-lab-break-72163" target="_blank" rel="nofollow" data-dimension112="90537b42-b335-11f1-8ed3-3dd338471d03" data-action="Deal Block" data-label="Mewtwo's Lab Break" data-dimension48="Mewtwo's Lab Break" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537be2-b335-11f1-9fc2-dd758bb507d1" data-action="Deal Block" data-label="Umbreon vs. Garchomp Championship Battle" data-dimension48="Umbreon vs. Garchomp Championship Battle" href="https://www.lego.com/en-us/product/smart-play-umbreon-vs-garchomp-championship-battle-72165" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="fWjgKG5XGqevMZvme7vcvZ" name="Garchomp" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/fWjgKG5XGqevMZvme7vcvZ-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-umbreon-vs-garchomp-championship-battle-72165" target="_blank" rel="nofollow" data-dimension112="90537be2-b335-11f1-9fc2-dd758bb507d1" data-action="Deal Block" data-label="Umbreon vs. Garchomp Championship Battle" data-dimension48="Umbreon vs. Garchomp Championship Battle" data-dimension25="">Umbreon vs. Garchomp Championship Battle:</a></strong><br /><strong>$79.99 / £69.99 / AU$139.99</strong><br />My favorite build in the whole collection is this. Why? I love both Garchomp and Umbreon (with the former being the only one in the 20 so far to rep my favorite generation in Gen 4), but also this seemingly simple build hides two very cool details. The first is that the trophy is intentionally designed to mimic Cynthia’s hair, the other is Garchomp is the only one to have a rough, brickier feel — mimicking its in-game ability Rough Skin. Lego reps explained this was part of the back-and-forth between Lego and The Pokémon Company, making sure details like this are translated into the models to make them feel true to the series.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-umbreon-vs-garchomp-championship-battle-72165" target="_blank" rel="nofollow" data-dimension112="90537be2-b335-11f1-9fc2-dd758bb507d1" data-action="Deal Block" data-label="Umbreon vs. Garchomp Championship Battle" data-dimension48="Umbreon vs. Garchomp Championship Battle" data-dimension25="">View Deal</a></p></div><div class="product"><a data-dimension112="90537c78-b335-11f1-b10f-27b51cc5c8a5" data-action="Deal Block" data-label="Cubone and Gengar's Spooky Showdown" data-dimension48="Cubone and Gengar's Spooky Showdown" href="https://www.lego.com/en-us/product/smart-play-cubone-and-gengars-spooky-showdown-72166" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="tUt7it44R73FyYUnJo8sTa" name="Gengar" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/tUt7it44R73FyYUnJo8sTa-1920-80.png" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class="" /></p></div></div></figure></a><p><strong><a href="https://www.lego.com/en-us/product/smart-play-cubone-and-gengars-spooky-showdown-72166" target="_blank" rel="nofollow" data-dimension112="90537c78-b335-11f1-b10f-27b51cc5c8a5" data-action="Deal Block" data-label="Cubone and Gengar's Spooky Showdown" data-dimension48="Cubone and Gengar's Spooky Showdown" data-dimension25="">Cubone and Gengar's Spooky Showdown:</a></strong><br /><strong>$89.99 / £79.99 / AU$159.99</strong><br />Last, but by no means least, this build is, like the Pikachu set above, packed with physical play features that are amplified by the Smart Brick but not exclusive to it. Gengar looks perfectly terrifying, weird, and a bit funny, and Cubone has a kind of intimidating look that fits right into this scene’s ‘Spooky Showdown’ theme.<a class="view-deal button" href="https://www.lego.com/en-us/product/smart-play-cubone-and-gengars-spooky-showdown-72166" target="_blank" rel="nofollow" data-dimension112="90537c78-b335-11f1-b10f-27b51cc5c8a5" data-action="Deal Block" data-label="Cubone and Gengar's Spooky Showdown" data-dimension48="Cubone and Gengar's Spooky Showdown" data-dimension25="">View Deal</a></p></div>
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                                                            <title><![CDATA[ ICYMI: here's the week's 7 biggest tech news stories from AI to Snap Specs ]]></title>
                                                                                                <dc:content><![CDATA[ <p>This week was a little quieter than last in the tech news space — if you ignore the hullabaloo caused by various AI companies that their models might one day kill us all if regulation doesn’t arrive.</p><p>A bit heavier than an Apple iPhone event, but important nonetheless.</p><p>To catch up on that and this week’s lighter (but still essential and biggest) tech news stories, scroll down for our ICYMI recaps and links to the full articles. But before you read about the news, you might want to try your hand at our quiz to see how much you remember of <a href="https://www.techradar.com/tech/icymi-the-7-biggest-tech-stories-of-the-week-from-apples-iphone-duo-debut-to-sonos-best-compact-speaker-yet">last week's ICYMI roundup</a>.</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-Od2nAe"></div>                            </div>                            <script src="https://kwizly.com/embed/Od2nAe.js" async=""></script><h2 id="7-we-interviewed-john-ternus">7. We interviewed John Ternus</h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/HWg75OAmJLc" allowfullscreen=""></iframe></div></div><p>You've just been named CEO of one of the world’s most important tech companies; what runs through your mind? I asked John Ternus that question to his face, and his answer was perfect. It was all part of a wide-ranging interview we conducted with our friends over at Tom’s Guide. Lots of good bits about what innovation means at Apple and why the Cupertino giant is finally making a foldable. </p><ul><li><strong>Read the full story: </strong><a href="https://www.techradar.com/phones/iphone/i-dont-think-we-ever-lost-innovation-new-apple-ceo-john-ternus-defends-apples-track-record-as-his-first-september-launch-comes-to-a-close">'I don't think we ever lost innovation': New Apple CEO John Ternus defends Apple's track record</a></li></ul><h2 id="6-google-live-translate-went-offline">6. Google Live Translate went offline</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:6000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fbvJYMZbWwKuXVjFddYZ7V" name="shutterstock_1092914966.jpg" alt="Google Translate" src="https://cdn.mos.cms.futurecdn.net/fbvJYMZbWwKuXVjFddYZ7V-1920-80.jpg" mos="" align="middle" fullscreen="" width="6000" height="3375" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock)</span></figcaption></figure><p>Arguably the best Google Translate tool is its Live feature — which lets you converse with someone in your respective native tongue, and each sees a real-time translation of what the other has said.</p><p>It can break down the language barrier, if you have an internet connection, that is, though that is changing.</p><p>Google has started rolling out an offline mode for Live Translate. There are some limitations — it only supports translation from English to French, German, Portuguese, Italian, Spanish, Hindi, Indonesian, Japanese, Russian, and Swedish — and it’s only coming to the <a href="https://www.techradar.com/phones/google-pixel-phones/google-pixel-11-pro-review">Google Pixel 11 series</a>, <a href="https://www.techradar.com/phones/google-pixel-phones/google-pixel-10-review">Pixel 10</a> line, and <a href="https://www.techradar.com/phones/google-pixel-phones/google-pixel-9-review">Pixel 9</a> series.</p><ul><li><strong>Read the full story:</strong> <a href="https://www.techradar.com/phones/google-pixel-phones/googles-new-offline-live-translate-tool-looks-like-my-new-vacation-essential-but-it-only-works-on-these-pixels-models">Google's new offline Live Translate tool looks like my new vacation essential</a></li></ul><h2 id="5-canon-launched-the-eos-r8-mark-ii">5. Canon launched the EOS R8 Mark II</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CzhjL9sN9xDdx3D5EwcJuc" name="Canon EOS R8 Mark II" alt="Top of the Canon EOS R8 Mark II, in user's hands, 24-105mm lens attached" src="https://cdn.mos.cms.futurecdn.net/CzhjL9sN9xDdx3D5EwcJuc-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tim Coleman)</span></figcaption></figure><p>Canon has debuted the EOS R8 Mark II, with a design that supposedly takes its cues from decades-old analog SLR cameras — there's a slight resemblance, but we'd argue that Canon's design department could have been given a bit more latitude.</p><p>Nonetheless, the second-generation model introduces useful upgrades over the original EOS R8, for a price that could tempt Canon enthusiasts who want powerful features but who don't need the tough build quality, high-spec displays, or long-lasting battery life of the EOS R6 series.</p><ul><li><strong>Read the full hands-on review:</strong> <a href="https://www.techradar.com/cameras/mirrorless-cameras/canon-eos-r8-mark-ii-review">I tried Canon's new-look EOS R8 Mark II</a></li></ul><h2 id="4-we-tried-the-snap-specs">4. We tried the Snap Specs</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mGyHQ8diSYc46PMnp5vcYa" name="snap-specs-looking-out-1" alt="Snap Specs 6th Gen" src="https://cdn.mos.cms.futurecdn.net/mGyHQ8diSYc46PMnp5vcYa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cesar Cadenas)</span></figcaption></figure><p>A decade on from Snap’s first Spectacles launch (back when it was still Snapchat), we’ve tried the next evolution in its wearable tech: full-on AR glasses, and they’re incredible.</p><p>They’re still quite chunky, and the demo wasn’t without its quirks, but they were fun to use and comfortable to wear.</p><p>You can currently pre-order the Snap Specs for an eye-watering $2,195 (around £1,640 / AU$3,090) with a $200 deposit.</p><ul><li><strong>Read the full story: </strong><a href="https://www.techradar.com/computing/virtual-reality-augmented-reality/i-tried-out-snap-specs-the-social-platforms-chunky-ar-smartglasses-and-they-delivered-in-more-ways-than-i-expected">I tried out Snap Specs, the social platform's chunky AR smart glasses</a></li></ul><h2 id="3-we-reviewed-apple-39-s-tech">3. We reviewed Apple's tech</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:920px;"><p class="vanilla-image-block" style="padding-top:55.00%;"><img id="rvqds2iEFXhqiSddrvbTwm" name="Apple Watch Ultra 4 Review" alt="Apple Watch Ultra 4 Review" src="https://cdn.mos.cms.futurecdn.net/rvqds2iEFXhqiSddrvbTwm-1920-80.gif" mos="" align="middle" fullscreen="" width="920" height="506" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Jacob Krol)</span></figcaption></figure><p>We reviewed all of Apple’s new tech, and yet again we were impressed.</p><p>The iPhone 18 Pro and Pro Max take last year’s Pro reinvention and refine it in all the right places — but the cameras are where Apple has made the biggest leap, with a variable aperture and finally useful Pro controls.</p><p>Meanwhile, the Apple Watch Ultra 4 might look and be priced similarly to what came before, but the big difference is the battery — with a promised up to 50 hours in normal use, up to 84 hours in Low Power Mode, and up to 45 hours in Max Extended Workout Mode. </p><p>The Apple Watch 12 feels fresh with a new health-sensing system, a new SoC under the hood to power some new features, and a good bit of AI on top of what we knew was coming with <a href="https://www.techradar.com/health-fitness/smartwatches/will-your-apple-watch-run-watchos-27-apple-just-quietly-made-six-current-gen-watches-obsolete-including-ultra-and-se-models-here-is-the-full-list">watchOS 27</a>. </p><ul><li><strong>Read our </strong><a href="https://www.techradar.com/phones/iphone/iphone-18-pro-and-iphone-18-pro-max-review">iPhone 18 Pro review</a></li><li><strong>Read our </strong><a href="https://www.techradar.com/health-fitness/smartwatches/ive-worn-the-apple-watch-series-12-for-a-week-the-biggest-changes-are-underneath">Apple Watch 12 review</a></li><li><strong>Read our </strong><a href="https://www.techradar.com/health-fitness/smartwatches/ive-spent-a-week-with-apple-watch-ultra-4-and-its-shaping-up-to-be-a-serious-endurance-watch">Apple Watch Ultra 4 review</a></li></ul><h2 id="2-ios-27-gave-our-iphones-a-huge-upgrade">2. iOS 27 gave our iPhones a huge upgrade</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JBoXsY3wdW6E8qGUriZc7P" name="iOS27-lead" alt="Three iPhones being held showing iOS 27 features" src="https://cdn.mos.cms.futurecdn.net/JBoXsY3wdW6E8qGUriZc7P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>This week Apple gave millions of iPhones their biggest software upgrade this year. iOS 27 rolled out (if you haven’t got it yet, check General > Software Update), and it includes Siri AI — a new version of the voice assistant that is, finally, good.</p><p>Like all major iOS updates, there are lots of smaller quality-of-life upgrades that we’re enjoying too. These include the ability to make Shortcuts with natural language, a neat ‘Reframe’ feature for Photos, and the long-awaited option to set alarm volumes separately from your main ringtone. We’d highly recommend downloading iOS 27 now if you haven’t already.</p><ul><li><strong>Read the full story:</strong><a href="https://www.techradar.com/phones/ios/ive-been-using-ios-27-for-3-months-already-these-are-the-5-best-features-arriving-on-your-iphone-today"><strong> </strong>I've been using iOS 27 for 3 months already — these are the 5 best features arriving on your iPhone today</a></li></ul><h2 id="1-we-debated-ai-slowdown">1. We debated AI slowdown</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JHz8hmmEUZWNrDWgpVj6vY" name="Sam-Altman.jpg" alt="Sam Altman testifies before Congress" src="https://cdn.mos.cms.futurecdn.net/JHz8hmmEUZWNrDWgpVj6vY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: C-Span)</span></figcaption></figure><p>In a move that’s managed to draw in commentary from Donald Trump, JD Vance, and pretty much every major news organization on the planet, some of the biggest names in AI — including Anthropic’s Dario Amodei, OpenAI’s Sam Altman, and Elon Musk — are calling for the development of frontier models to<a href="https://www.techradar.com/ai-platforms-assistants/the-big-ai-slowdown-battle-explained-5-things-you-need-to-know-about-trumps-ai-regulation-battle-with-openais-sam-altman-anthropics-dario-amodei-and-even-elon-musk"> slow down</a> while stronger safeguards are introduced.</p><p>They argue that increasingly capable, autonomous AI could escape human control, attack critical infrastructure or help bad actors create catastrophic weapons. Proposed protections include independent evaluators inside AI companies, international safety standards, government oversight, “kill switches” and restrictions on releasing especially powerful models.</p><p>Donald Trump rejects these concerns as a “hoax”, arguing that slowing development would damage the US economy and hand China an advantage in the global AI race. That means global consensus on how AI regulation should work is unlikely to arrive anytime soon. Until then, we better hope our new AI overlords are as bad at reaching a global consensus as us. </p><ul><li><strong>Read the full story: </strong><a href="https://www.techradar.com/ai-platforms-assistants/the-big-ai-slowdown-battle-explained-5-things-you-need-to-know-about-trumps-ai-regulation-battle-with-openais-sam-altman-anthropics-dario-amodei-and-even-elon-musk">5 things you need to know about Trump's AI regulation battle</a></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/tech/icymi-the-7-biggest-tech-stories-of-the-week-from-ai-apocalypse-warnings-to-our-apple-ceo-interview</link>
                                                                            <description>
                            <![CDATA[ We're looking back over the last week to pick out the most important stories published on TechRadar. ]]>
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                                                                        <pubDate>Sat, 19 Sep 2026 08:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Tech]]></category>
                                                                                                <author><![CDATA[ hamish.hector@futurenet.com (Hamish Hector) ]]></author>                    <dc:creator><![CDATA[ Hamish Hector ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ePxhxWMJAFXSVFL4333tHB-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hamish is a Senior Staff Writer for TechRadar and you’ll see his name appearing on articles across nearly every topic on the site from smart home deals to speaker reviews to graphics card news and everything in between. He uses his broad range of knowledge to help explain the latest gadgets and if they’re a must-buy or a fad fueled by hype. Though his specialty is writing about everything going on in the world of virtual reality and augmented reality.&lt;/p&gt;&lt;p&gt;He’s been writing about tech and gaming for over five years now, getting his start at the University of Warwick’s student newspaper The Boar as a writer and later Games Editor while studying for his BSc in Maths and Physics (and later an MSc in Biotechnology, Bioprocessing, and Business Management). After graduating from university in 2020 he wrote all about battle royale games for Gfinity Esports before joining the TechRadar team in February 2021.&lt;/p&gt;&lt;p&gt;In his free time, you’ll likely find Hamish lost in one of the latest VR games on his Meta Quest 3, watching a West End musical with his fiancee, playing Magic: The Gathering at his local game store, or planning the D&amp;D campaign he runs for his mates.&lt;/p&gt;&lt;p&gt;Want to get in touch? You can contact Hamish via his email.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Mark Wilson ]]></dc:contributor>
                                            <dc:contributor><![CDATA[ Timothy Coleman ]]></dc:contributor>
                                            <dc:contributor><![CDATA[ Lance Ulanoff ]]></dc:contributor>
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                                            <dc:contributor><![CDATA[ Jacob Krol ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Apple&#039;s CEO, Canon&#039;s new camera, and the latest Snap smart glasses.]]></media:description>                                                            <media:text><![CDATA[Apple&#039;s CEO, Canon&#039;s new camera, and the latest Snap smart glasses.]]></media:text>
                                <media:title type="plain"><![CDATA[Apple&#039;s CEO, Canon&#039;s new camera, and the latest Snap smart glasses.]]></media:title>
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                                <p>This week was a little quieter than last in the tech news space — if you ignore the hullabaloo caused by various AI companies that their models might one day kill us all if regulation doesn’t arrive.</p><p>A bit heavier than an Apple iPhone event, but important nonetheless.</p><p>To catch up on that and this week’s lighter (but still essential and biggest) tech news stories, scroll down for our ICYMI recaps and links to the full articles. But before you read about the news, you might want to try your hand at our quiz to see how much you remember of <a href="https://www.techradar.com/tech/icymi-the-7-biggest-tech-stories-of-the-week-from-apples-iphone-duo-debut-to-sonos-best-compact-speaker-yet">last week's ICYMI roundup</a>.</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-Od2nAe"></div>                            </div>                            <script src="https://kwizly.com/embed/Od2nAe.js" async=""></script><h2 id="7-we-interviewed-john-ternus">7. We interviewed John Ternus</h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/HWg75OAmJLc" allowfullscreen=""></iframe></div></div><p>You've just been named CEO of one of the world’s most important tech companies; what runs through your mind? I asked John Ternus that question to his face, and his answer was perfect. It was all part of a wide-ranging interview we conducted with our friends over at Tom’s Guide. Lots of good bits about what innovation means at Apple and why the Cupertino giant is finally making a foldable. </p><ul><li><strong>Read the full story: </strong><a href="https://www.techradar.com/phones/iphone/i-dont-think-we-ever-lost-innovation-new-apple-ceo-john-ternus-defends-apples-track-record-as-his-first-september-launch-comes-to-a-close">'I don't think we ever lost innovation': New Apple CEO John Ternus defends Apple's track record</a></li></ul><h2 id="6-google-live-translate-went-offline">6. Google Live Translate went offline</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:6000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fbvJYMZbWwKuXVjFddYZ7V" name="shutterstock_1092914966.jpg" alt="Google Translate" src="https://cdn.mos.cms.futurecdn.net/fbvJYMZbWwKuXVjFddYZ7V-1920-80.jpg" mos="" align="middle" fullscreen="" width="6000" height="3375" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock)</span></figcaption></figure><p>Arguably the best Google Translate tool is its Live feature — which lets you converse with someone in your respective native tongue, and each sees a real-time translation of what the other has said.</p><p>It can break down the language barrier, if you have an internet connection, that is, though that is changing.</p><p>Google has started rolling out an offline mode for Live Translate. There are some limitations — it only supports translation from English to French, German, Portuguese, Italian, Spanish, Hindi, Indonesian, Japanese, Russian, and Swedish — and it’s only coming to the <a href="https://www.techradar.com/phones/google-pixel-phones/google-pixel-11-pro-review">Google Pixel 11 series</a>, <a href="https://www.techradar.com/phones/google-pixel-phones/google-pixel-10-review">Pixel 10</a> line, and <a href="https://www.techradar.com/phones/google-pixel-phones/google-pixel-9-review">Pixel 9</a> series.</p><ul><li><strong>Read the full story:</strong> <a href="https://www.techradar.com/phones/google-pixel-phones/googles-new-offline-live-translate-tool-looks-like-my-new-vacation-essential-but-it-only-works-on-these-pixels-models">Google's new offline Live Translate tool looks like my new vacation essential</a></li></ul><h2 id="5-canon-launched-the-eos-r8-mark-ii">5. Canon launched the EOS R8 Mark II</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CzhjL9sN9xDdx3D5EwcJuc" name="Canon EOS R8 Mark II" alt="Top of the Canon EOS R8 Mark II, in user's hands, 24-105mm lens attached" src="https://cdn.mos.cms.futurecdn.net/CzhjL9sN9xDdx3D5EwcJuc-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tim Coleman)</span></figcaption></figure><p>Canon has debuted the EOS R8 Mark II, with a design that supposedly takes its cues from decades-old analog SLR cameras — there's a slight resemblance, but we'd argue that Canon's design department could have been given a bit more latitude.</p><p>Nonetheless, the second-generation model introduces useful upgrades over the original EOS R8, for a price that could tempt Canon enthusiasts who want powerful features but who don't need the tough build quality, high-spec displays, or long-lasting battery life of the EOS R6 series.</p><ul><li><strong>Read the full hands-on review:</strong> <a href="https://www.techradar.com/cameras/mirrorless-cameras/canon-eos-r8-mark-ii-review">I tried Canon's new-look EOS R8 Mark II</a></li></ul><h2 id="4-we-tried-the-snap-specs">4. We tried the Snap Specs</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mGyHQ8diSYc46PMnp5vcYa" name="snap-specs-looking-out-1" alt="Snap Specs 6th Gen" src="https://cdn.mos.cms.futurecdn.net/mGyHQ8diSYc46PMnp5vcYa-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cesar Cadenas)</span></figcaption></figure><p>A decade on from Snap’s first Spectacles launch (back when it was still Snapchat), we’ve tried the next evolution in its wearable tech: full-on AR glasses, and they’re incredible.</p><p>They’re still quite chunky, and the demo wasn’t without its quirks, but they were fun to use and comfortable to wear.</p><p>You can currently pre-order the Snap Specs for an eye-watering $2,195 (around £1,640 / AU$3,090) with a $200 deposit.</p><ul><li><strong>Read the full story: </strong><a href="https://www.techradar.com/computing/virtual-reality-augmented-reality/i-tried-out-snap-specs-the-social-platforms-chunky-ar-smartglasses-and-they-delivered-in-more-ways-than-i-expected">I tried out Snap Specs, the social platform's chunky AR smart glasses</a></li></ul><h2 id="3-we-reviewed-apple-39-s-tech">3. We reviewed Apple's tech</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:920px;"><p class="vanilla-image-block" style="padding-top:55.00%;"><img id="rvqds2iEFXhqiSddrvbTwm" name="Apple Watch Ultra 4 Review" alt="Apple Watch Ultra 4 Review" src="https://cdn.mos.cms.futurecdn.net/rvqds2iEFXhqiSddrvbTwm-1920-80.gif" mos="" align="middle" fullscreen="" width="920" height="506" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Jacob Krol)</span></figcaption></figure><p>We reviewed all of Apple’s new tech, and yet again we were impressed.</p><p>The iPhone 18 Pro and Pro Max take last year’s Pro reinvention and refine it in all the right places — but the cameras are where Apple has made the biggest leap, with a variable aperture and finally useful Pro controls.</p><p>Meanwhile, the Apple Watch Ultra 4 might look and be priced similarly to what came before, but the big difference is the battery — with a promised up to 50 hours in normal use, up to 84 hours in Low Power Mode, and up to 45 hours in Max Extended Workout Mode. </p><p>The Apple Watch 12 feels fresh with a new health-sensing system, a new SoC under the hood to power some new features, and a good bit of AI on top of what we knew was coming with <a href="https://www.techradar.com/health-fitness/smartwatches/will-your-apple-watch-run-watchos-27-apple-just-quietly-made-six-current-gen-watches-obsolete-including-ultra-and-se-models-here-is-the-full-list">watchOS 27</a>. </p><ul><li><strong>Read our </strong><a href="https://www.techradar.com/phones/iphone/iphone-18-pro-and-iphone-18-pro-max-review">iPhone 18 Pro review</a></li><li><strong>Read our </strong><a href="https://www.techradar.com/health-fitness/smartwatches/ive-worn-the-apple-watch-series-12-for-a-week-the-biggest-changes-are-underneath">Apple Watch 12 review</a></li><li><strong>Read our </strong><a href="https://www.techradar.com/health-fitness/smartwatches/ive-spent-a-week-with-apple-watch-ultra-4-and-its-shaping-up-to-be-a-serious-endurance-watch">Apple Watch Ultra 4 review</a></li></ul><h2 id="2-ios-27-gave-our-iphones-a-huge-upgrade">2. iOS 27 gave our iPhones a huge upgrade</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JBoXsY3wdW6E8qGUriZc7P" name="iOS27-lead" alt="Three iPhones being held showing iOS 27 features" src="https://cdn.mos.cms.futurecdn.net/JBoXsY3wdW6E8qGUriZc7P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>This week Apple gave millions of iPhones their biggest software upgrade this year. iOS 27 rolled out (if you haven’t got it yet, check General > Software Update), and it includes Siri AI — a new version of the voice assistant that is, finally, good.</p><p>Like all major iOS updates, there are lots of smaller quality-of-life upgrades that we’re enjoying too. These include the ability to make Shortcuts with natural language, a neat ‘Reframe’ feature for Photos, and the long-awaited option to set alarm volumes separately from your main ringtone. We’d highly recommend downloading iOS 27 now if you haven’t already.</p><ul><li><strong>Read the full story:</strong><a href="https://www.techradar.com/phones/ios/ive-been-using-ios-27-for-3-months-already-these-are-the-5-best-features-arriving-on-your-iphone-today"><strong> </strong>I've been using iOS 27 for 3 months already — these are the 5 best features arriving on your iPhone today</a></li></ul><h2 id="1-we-debated-ai-slowdown">1. We debated AI slowdown</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JHz8hmmEUZWNrDWgpVj6vY" name="Sam-Altman.jpg" alt="Sam Altman testifies before Congress" src="https://cdn.mos.cms.futurecdn.net/JHz8hmmEUZWNrDWgpVj6vY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: C-Span)</span></figcaption></figure><p>In a move that’s managed to draw in commentary from Donald Trump, JD Vance, and pretty much every major news organization on the planet, some of the biggest names in AI — including Anthropic’s Dario Amodei, OpenAI’s Sam Altman, and Elon Musk — are calling for the development of frontier models to<a href="https://www.techradar.com/ai-platforms-assistants/the-big-ai-slowdown-battle-explained-5-things-you-need-to-know-about-trumps-ai-regulation-battle-with-openais-sam-altman-anthropics-dario-amodei-and-even-elon-musk"> slow down</a> while stronger safeguards are introduced.</p><p>They argue that increasingly capable, autonomous AI could escape human control, attack critical infrastructure or help bad actors create catastrophic weapons. Proposed protections include independent evaluators inside AI companies, international safety standards, government oversight, “kill switches” and restrictions on releasing especially powerful models.</p><p>Donald Trump rejects these concerns as a “hoax”, arguing that slowing development would damage the US economy and hand China an advantage in the global AI race. That means global consensus on how AI regulation should work is unlikely to arrive anytime soon. Until then, we better hope our new AI overlords are as bad at reaching a global consensus as us. </p><ul><li><strong>Read the full story: </strong><a href="https://www.techradar.com/ai-platforms-assistants/the-big-ai-slowdown-battle-explained-5-things-you-need-to-know-about-trumps-ai-regulation-battle-with-openais-sam-altman-anthropics-dario-amodei-and-even-elon-musk">5 things you need to know about Trump's AI regulation battle</a></li></ul>
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                                                            <title><![CDATA[ Players will need to 'think on their feet' in Alien: Isolation 2's new exterior environments, while the 'perfect hunter' xenomorph will also learn and 'adapt' how to track you down in the outdoors ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2's</strong></em><strong> exterior setting will force players to adapt to their surroundings</strong></li><li><strong>The game's Xenomorph will also adapt at the same time to both player and environment</strong></li><li><strong>Things like the weather system will impact the cat-and-mouse experience, forcing players to "improvise"</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a><em>'s</em> exterior setting will increase both tension and danger, according to Creative Assembly, because as the player adapts to the new environment, so will the Xenomorph.</p><p>Unlike the first game, where players were isolated in a space station and actively hunted by the Xenomorph, the sequel will have an expanded setting, spanning an outdoor colony world and the confines of the Weyland-Yutani outpost. </p><p>Players will once again be caught up in a cat-and-mouse experience as they navigate their new environment, but the alien's intelligence will raise the stakes.</p><p>"I think the contrast between claustrophobia and pressure versus vulnerability and exposedness, it will make the player have to think on their feet," said principal UI artist Laura Mauterer .</p><p>The game's weather system will also affect how players approach the outdoors, since storms will impact the sound of the approaching alien, and players will need to "improvise."</p><p>"The alien is the perfect hunter," Mauterer added. "It will adapt to those situations, to those environments. And you will have to adapt to our environment."</p><p>She added that it will feel like a "new experience," but the game will give players the time to understand the mechanics of the game and the world, even if they didn't play the first game. </p><p>"It's not unfair," Mauterer said. "This alien is also not cheating. If it can't see you, it can't see you, right? If it can't hear you, it can't hear you. We will give players enough time to get to grips with it. But it is an intense experience and a tough game, and that is what the community loved about [the first game]. And we will stick through to that."</p><p><em>Alien: Isolation 2</em> is now in development and will launch on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/players-will-need-to-think-on-their-feet-in-alien-isolation-2s-new-exterior-environments-while-the-perfect-hunter-xenomorph-will-also-learn-and-adapt-how-to-track-you-down-in-the-outdoors</link>
                                                                            <description>
                            <![CDATA[ Alien: Isolation 2's exterior setting will increase both tension and danger, and players will need to adapt to the new environment, as the Xenomorph does. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 15:13:55 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:39:17 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A close up of a Xenomorph in Alien: Isolation 2 ready to attack.]]></media:description>                                                            <media:text><![CDATA[A close up of a Xenomorph in Alien: Isolation 2 ready to attack.]]></media:text>
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                                <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2's</strong></em><strong> exterior setting will force players to adapt to their surroundings</strong></li><li><strong>The game's Xenomorph will also adapt at the same time to both player and environment</strong></li><li><strong>Things like the weather system will impact the cat-and-mouse experience, forcing players to "improvise"</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a><em>'s</em> exterior setting will increase both tension and danger, according to Creative Assembly, because as the player adapts to the new environment, so will the Xenomorph.</p><p>Unlike the first game, where players were isolated in a space station and actively hunted by the Xenomorph, the sequel will have an expanded setting, spanning an outdoor colony world and the confines of the Weyland-Yutani outpost. </p><p>Players will once again be caught up in a cat-and-mouse experience as they navigate their new environment, but the alien's intelligence will raise the stakes.</p><p>"I think the contrast between claustrophobia and pressure versus vulnerability and exposedness, it will make the player have to think on their feet," said principal UI artist Laura Mauterer .</p><p>The game's weather system will also affect how players approach the outdoors, since storms will impact the sound of the approaching alien, and players will need to "improvise."</p><p>"The alien is the perfect hunter," Mauterer added. "It will adapt to those situations, to those environments. And you will have to adapt to our environment."</p><p>She added that it will feel like a "new experience," but the game will give players the time to understand the mechanics of the game and the world, even if they didn't play the first game. </p><p>"It's not unfair," Mauterer said. "This alien is also not cheating. If it can't see you, it can't see you, right? If it can't hear you, it can't hear you. We will give players enough time to get to grips with it. But it is an intense experience and a tough game, and that is what the community loved about [the first game]. And we will stick through to that."</p><p><em>Alien: Isolation 2</em> is now in development and will launch on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ Fire Emblem: Fortune’s Weave review: the best game on Nintendo Switch 2 so far ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Every now and then, a game comes along that doesn’t just entertain and engage me — it totally enraptures me. It stands as a pure work of art that reminds me of exactly why I love this medium and captures the essence of a book you just can’t put down. For me, that’s exactly what <em>Fire Emblem: Fortune’s Weave </em>is — an engrossing experience that I simply can’t get enough of.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>Nintendo Switch 2<br /><strong>Release date: </strong>September 17, 2026</p></div></div><p>This Nintendo Switch 2-exclusive tactical JRPG offers a combination of excellent turn-based combat and rewarding exploration, alongside captivating storytelling and a great cast of characters. And its sheer scale cannot be understated — I’ve spent north of 200 hours in <em>Fortune’s Weave</em>, and there’s still so much more I have to see. </p><p>I’ve played through each of the four Flame Lords’ paths and taken the battle to the demonic god Balor, and I’ve got a number of thoughts about gameplay, visuals, and narrative to share. So, without further ado, let’s take a look at why <em>Fire Emblem: Fortune’s Weave </em>is one of the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> you can play right now.</p><h2 id="four-paths-converge">Four paths converge</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UvuBKovwu3tsdLpT2ruSbd" name="20260914165655-01M2G9ND92NKMVGE168NHP09HA" alt="Dietrich, Theodora, and Cai have dinner in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/UvuBKovwu3tsdLpT2ruSbd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>I won’t get into the weeds of the premise in <em>Fortune’s Weave</em>, but to sum up, you’re able to play as four heroes, known as the Flame Lords, as they compete in a grand arena event known as the Heroic Games. The champion of the Games will be granted a wish of their choosing by Divine Sovereign, Solel, who rules over the land of Dagda and its capital, Dagsion. </p><p>After completing the brief prologue — which acts as a solid tutorial for newcomers — you can select any of the Flame Lords’ paths and play through them in any order you like from a central hub area. This approach works nicely, as you don’t have to replay the prologue each time you start a new journey, and you’re able to dip in and out of each story as you please.</p><p>This makes up Part I of the game, which was probably my favorite overall. Although some cutscenes and quests are the same across the four stories, they still feel distinct and gripping in their own right. Each pathway has a distinct tone and feeling to it, with each Flame Lord having a deeply personal ambition and a unique set of close allies. For instance, the vengeful and skilful Leda is joined by the womanizing bard Sirocco and protective warrior Buccar, whereas Dietrich is partnered with the excitable Esmeralda and bizarre and eccentric missionary, Fabio.</p><p>The core cast of characters is truly excellent, but you’ll also be able to recruit more allies as you progress the story, including foes you face in the Heroic Games and parties of interest across Dagsion. Many of these units can be recruited across all four stories, though their recruitment requirements often vary, which encouraged me to experiment with different characters across different stories.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PXVxsrN44UrGcFnfgBaKWd" name="20260914165655-01M2G9N74AQTY00FC7Y3N0H1XJ" caption="" alt="Dietrich and Fabio converse in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/PXVxsrN44UrGcFnfgBaKWd-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Anything with Dietrich and Fabio. They're an unlikely yet incredible duo, with Dietrich's bloodlust and Fabio's eccentricity somehow combining to create some of the most hilarious — and sometimes emotive — dialogue in the series.</strong></p></div></div><p>What makes the multi-path system click is that you’ll uncover revelations in one story that answer questions — or even pose new ones — about events in one of the other paths. There are plenty of twists and turns — some perhaps more obvious than others — which change the way you perceive certain characters and add substantial depth to units that may seem less significant on some paths than others. </p><p>This cross-path storytelling is done really well, and the narrative is strong, more generally. I won’t spoil anything, but it’s got its fair share of shock instances, touching moments, and character development that help it to hit — and if not, exceed — the standards that the series has set thus far.</p><p>Gameplay-wise, things are kept pretty fresh too. Each Flame Lord has specific abilities that they can make use of on the world map and beyond, with Dietrich able to battle warriors and learn their combat arts, Leda capable of holding performances to unlock unique materials, Theodora able to recruit warriors to assign battalions, and Cai skilled enough to wrangle mounts for himself and his allies.</p><p>And luckily, all of this comes together nicely in the latter parts of the game. While Part I is more individually tailored to each Flame Lord and their journey through the Heroic Games, paths begin to converge in Part II, known as the War Arc. Again, I won’t spoil anything here, but Part II offers far less variation across each pathway, but there are still some interesting differences in dialogue, and the way you approach battles will likely change considerably. </p><p>I loved how the enormity of <em>Fortune’s Weave </em>came together in Part III, though. Here, you’ll be able to unite all of the Flame Lords beside the game’s true protagonist, you. It’s awesome that you’re able to make use of all of the heroes’ unique abilities and even re-recruit old units for the final battle against the demonic lord, Balor. </p><p>Being able to bring all of your units, inventory, and abilities into a singular, epic finale is incredibly rewarding and makes building the ultimate army even more enjoyable.</p><h2 id="i-see-grids-in-my-sleep">I see grids in my sleep</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hB7cpeXcutLYHveqQM5Rod" name="20260914165655-01M2G9NGG4446E19WNKQ18ASCD" alt="Mu battles a soldier in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/hB7cpeXcutLYHveqQM5Rod-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Let’s delve a bit more deeply into gameplay, which, as you’d expect, is outstanding in <em>Fortune’s Weave</em>. </p><p>For the most part, you’ll be battling on classic grid-based battlefields. Honestly, I’ve fought on these so many times I’m starting to see them in my dreams. It's that classic turn-based <em>Fire Emblem</em> that you know and love, with some returning features, like Combat Arts (which provide benefits in exchange for weapon durability) and gambits (in Theodora’s path), for instance. </p><p>But there are new mechanics too, like Blaze Arts, which are unique to specific units. By sacrificing HP, Blaze Arts enable you to deal more damage, move further, buff allies, and more. The health trade-off means they don’t feel like a cheat code, and they also fill a blaze gauge, which will burst at a certain point, forcing you to work with reduced HP for the rest of the map.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pzVMidbXauaE4snwNnkPmd" name="20260914165655-01M2G9NA1WF68F09A66QFQ59Y0" alt="Clash Battle in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/pzVMidbXauaE4snwNnkPmd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Standard battles feel brilliantly balanced, and I never felt that difficulty spikes were too severe or that I had to grind much to push past my opponent. When you do want to grind, though, you can enter into a skirmish against foes on the world map, or try your luck in a dungeon. </p><p>Dungeons work a bit differently, and you’ll move around a 3D area to face foes in Clash Battles. These are a bit different and combine light action segments with more traditional turn-based JRPG combat rather than tactical grid-based battles. I think that they’re a great option if you want a break from the usual maps and want a faster-paced method for gaining experience or class proficiency for your units.</p><p>That’s not to say that the standard maps aren’t engaging though; quite the opposite. There’s some excellent map variety, and some battles will ask more of you than just routing the enemy. In some cases, I had to defeat more giants than my opponents, rescue defenseless citizens from a huge serpent, or even collect missing cargo before thieves made off with it. Battlefields are also delightfully diverse throughout the heroic games, and become even grander as the stakes rise towards the back end of the game.</p><p>If at any point you’re struggling, you can make use of Blessings, enabling you to rewind to a previous turn, increase your strength, or reduce the cost of Combat Arts, for example. I kept usage of these to a minimum, as I was playing on the slightly more gracious Normal/Casual difficulty. But there’s also a Hard mode, and you can play Classic (where units are permanently lost when they fall in battle), where Blessings will likely feel a bit more necessary.</p><p>All in all, combat is incredibly addictive, varied, and offers impressive depth. Building a squad with the right balance in terms of classes and weapons is massively satisfying, and breaking things up with a bit of dungeon crawling keeps the experience feeling fluid and fun for the game’s full runtime. And given that we’re talking about a title that will take you well over 100, if not 200, hours to finish, that’s an impressive feat in itself.</p><h2 id="beyond-the-battlefield">Beyond the battlefield</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B2JBrar5QT3pXoxJUKdsGd" name="20260914165655-01M2G9N0NBNGDHC8HF42WZKHX2" alt="Leda in Dagsion in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/B2JBrar5QT3pXoxJUKdsGd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Before I wrap up, I want to touch on my experience with <em>Fortune’s Weave </em>outside of battle. There’s quite a bit to do, both within the capital, Dagsion, and in the land of Dagda more broadly. </p><p>Dagsion has all of the stuff you’d expect. A training ground to boost your aptitude with specific weapons, a shopping district, an inn for viewing support conversations and restoring motivation (which is used for training and increasing your Blessings level), and an area where you can take an exam for whatever class you want to be.</p><p>A lot of your time in <em>Fortune’s Weave </em>will be spent using these facilities to increase your weapon levels, boost support with your allies, and acquire better equipment. </p><p>If I were to nitpick, I’d argue that the support grind can become a little tiresome for some units. If you want to recruit a new ally who requires a high support level, it can take quite some time to fill the gauge and add them to your team, though some are easier to add to your roster than others.</p><p>There are more things to do, though, like going to the Theater, taking a bath at the Thermae spa, and accepting subquests from distressed townsfolk. Perhaps the most unusual option, however, is Bird Time.</p><p>Here, you can feed the Pale Raven (the main protagonist in bird form) to increase your support level for later in the game. Is it a bit goofy? Yeah. Does it get a bit repetitive? Sure. But I kinda love the feeling of getting that sweet ‘perfect bird time’ message when you have a successful interaction with your ally.</p><p>Outside of Dagsion, you can enter the aforementioned dungeons, search for materials, enter into some smaller hub areas, and speak with wandering merchants. The world map is easy to navigate, but you’ll only have a set amount of time to explore before the day of the Main Quest arrives. This helps the game to maintain good pacing throughout, and while there’s a ton to explore, it’s broken up with main story goodness in healthy intervals, in my view.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zuwMmz5BTah8zEzx8fcMwd" name="20260914165726-01M2G9MS65P74FNPFZ1YSXQFTT" alt="Theodora in a rage in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/zuwMmz5BTah8zEzx8fcMwd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>On a technical level, <em>Fire Emblem: Fortune’s Weave </em>is pretty solid too. It keeps a lot of the enticing visual style seen in <em>Fire Emblem: Three Houses</em>, but being a <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> exclusive, there’s a clear step-up in terms of resolution, and character models look excellent too. Be it Fortuna, whose vibrant hair pops with eye-catching yellow, or the striking, rich reds of Bertrand, the White-Maned Demon’s clothing, I found myself impressed by the visuals pretty consistently. </p><p>Some background textures do look a bit basic, however, and while the game runs smoothly, it’s not targeting a silky 60fps (but this never bothered me, personally).</p><p>I also want to shout out the game’s excellent soundtrack, which is more eclectic than you may think. There’s the classic orchestral-style stuff, which creates a real sense of grandeur and high stakes, but there are also spacey, synth-led tunes in the temples, which create ambience and intrigue, as well as electronic music with pumping bass in some mysterious hidden areas. </p><p>On the topic of sound, the voice acting is exceptional in <em>Fortune’s Weave</em>. You feel each character’s unmistakable personality through just about every performance, and this only makes you feel more attached to your units. The perfect example is Fabio, whose voice acting is just as outlandish and unusual as you’d hope for the character, though he also has some authentic, impassioned emotional scenes that stole the show. Great stuff all round.</p><p>To conclude, then, <em>Fire Emblem: Fortune’s Weave </em>is a masterful tactical JRPG that has it all. Addictive, depth-filled combat, fresh mechanics, a well-paced, multi-layered story, and a likeable cast of characters. It hypnotized me from minute one, all the way to the end, and its careful balance of tight turn-based gameplay and exploration really worked for me. As things stand, I consider <em>Fortune’s Weave </em>to not only be among the best Fire Emblem<em> </em>games in recent memory, but also the best game on the Nintendo Switch 2 thus far. </p><p>Whatever you do, don’t skip this one.</p><h2 id="should-you-play-fire-emblem-fortune-s-weave">Should you play Fire Emblem Fortune’s Weave?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rqwDMxGbv66qktCQLBiudd" name="20260914165655-01M2G9N3TXYZMB6DCGA8X4XHFJ" alt="Leda and her crew in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/rqwDMxGbv66qktCQLBiudd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><h2 id="play-it-if-10">Play it if…</h2><div class="product"><p><strong>You want to sink your teeth into an epic RPG</strong><br /><em>Fire Emblem: Fortune’s Weave </em>is a huge game that will easily take you north of 100 hours to finish if you want to complete each Flame Lord’s path and clear every subquest. If you’re looking for a true epic to get your money’s worth out of, this is the game for you.</p></div><div class="product"><p><strong>You’re a fan of character-driven narratives</strong><br />Yes, <em>Fortune’s Weave </em>features a very high-stakes story, but the narrative is largely centered around the four Flame Lords, and their personal ambitions in the Heroic Games. Watching each story unfurl, and seeing how each hero develops is a joy, so if you’re into more character-driven stories, then you’ll likely enjoy this.</p></div><h2 id="don-t-play-it-if-5">Don’t play it if…</h2><div class="product"><p><strong>You’re not a big fan of tactical combat</strong><br />There are some light action segments and swifter turn-based dungeon battles in <em>Fortune’s Weave</em>, but a lot of the time will be spent commanding your units on a grid. If you’re not into the more strategic style of other Fire Emblem games, then you may not have the best time with this one either.</p></div><div class="product"><p><strong>You need top-tier performance from your games</strong><br />While <em>Fortune’s Weave </em>looks pretty solid, it’s by no means pushing boundaries as far as visuals go. It’s very stable, in terms of performance, but it’s also not going to give you the buttery smoothness of other Switch 2 games, like <a href="https://www.techradar.com/gaming/metroid-prime-4-beyond-review" data-dimension112="80d54b6c-b058-11f1-97c2-3da02e25330d" data-action="Deal Block" data-label="Metroid Prime 4: Beyond" data-dimension48="Metroid Prime 4: Beyond" data-dimension25=""><em>Metroid Prime 4: Beyond</em></a>, say, which can even run at 120fps in handheld mode.</p></div><h2 id="accessibility-features-11">Accessibility features</h2><p>There are a handful of ways to customize your experience in <em>Fire Emblem: Fortune’s Weave</em>. You can make UI adjustments, like altering the size of the battle minimap, toggling the grid display on and off, you can personalize camera controls and sensitivity, and choose from a number of different subtitle languages. </p><p>There’s even an Enemy Masking mode that changes the appearances of insectile enemies if you have arachnophobia or entomophobia. There is no colorblind mode, or similar.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4dvKnkMSJhcGQRqCijRP7d" name="20260914165655-01M2G9MXEKV97AXFEDTN5PSK66" alt="Leda dancing in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/4dvKnkMSJhcGQRqCijRP7d-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><h2 id="how-i-reviewed-fire-emblem-fortune-39-s-weave">How I reviewed Fire Emblem: Fortune's Weave</h2><p>I spent just over 200 hours with <em>Fire Emblem: Fortune’s Weave</em>, during which time I played through the main story (including each of the Flame Lords’ individual paths), completed just about every subquest, and recruited countless allies.</p><p>For the most part, I played in docked mode, with my Nintendo Switch 2 connected to my <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did dip into handheld mode now and then, and usually had my <a href="https://www.techradar.com/audio/earbuds-airpods/sennheiser-cx-80u-review">Sennheiser CX 80U</a> wired earbuds connected when playing on the go.</p><p>More generally, I’ve spent years reviewing gaming software, hardware, and accessories here at TechRadar, where I serve as a Senior Reviews Writer. I’ve covered all sorts of titles, from Switch 2 exclusives like <a href="https://www.techradar.com/gaming/kirby-air-riders-review"><em>Kirby Air Riders</em></a> and <a href="https://www.techradar.com/gaming/yoshi-and-the-mysterious-book-review"><em>Yoshi and the Mysterious Book</em></a> to RPGs such as <a href="https://www.techradar.com/gaming/dragon-quest-i-ii-hd-2d-remake-review"><em>Dragon Quest I &amp; II HD-2D Remake</em></a> and <a href="https://www.techradar.com/gaming/final-fantasy-tactics-the-ivalice-chronicles-review"><em>Final Fantasy Tactics: The Ivalice Chronicles</em></a>. </p><p>I've also played a number of Fire Emblem titles, including <em>Awakening</em>, <em>The Blazing Blade</em>, and <em>Three Houses</em>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review</link>
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                            <![CDATA[ Fire Emblem: Fortune’s Weave is an exceptional tactical RPG that masterfully blends tremendous turn-based combat, enjoyable exploration, and stellar storytelling. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 12:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 14:17:09 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The protagonist looks on in Fire Emblem: Fortune&#039;s Weave]]></media:description>                                                            <media:text><![CDATA[The protagonist looks on in Fire Emblem: Fortune&#039;s Weave]]></media:text>
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                                <p>Every now and then, a game comes along that doesn’t just entertain and engage me — it totally enraptures me. It stands as a pure work of art that reminds me of exactly why I love this medium and captures the essence of a book you just can’t put down. For me, that’s exactly what <em>Fire Emblem: Fortune’s Weave </em>is — an engrossing experience that I simply can’t get enough of.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>Nintendo Switch 2<br /><strong>Release date: </strong>September 17, 2026</p></div></div><p>This Nintendo Switch 2-exclusive tactical JRPG offers a combination of excellent turn-based combat and rewarding exploration, alongside captivating storytelling and a great cast of characters. And its sheer scale cannot be understated — I’ve spent north of 200 hours in <em>Fortune’s Weave</em>, and there’s still so much more I have to see. </p><p>I’ve played through each of the four Flame Lords’ paths and taken the battle to the demonic god Balor, and I’ve got a number of thoughts about gameplay, visuals, and narrative to share. So, without further ado, let’s take a look at why <em>Fire Emblem: Fortune’s Weave </em>is one of the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> you can play right now.</p><h2 id="four-paths-converge">Four paths converge</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UvuBKovwu3tsdLpT2ruSbd" name="20260914165655-01M2G9ND92NKMVGE168NHP09HA" alt="Dietrich, Theodora, and Cai have dinner in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/UvuBKovwu3tsdLpT2ruSbd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>I won’t get into the weeds of the premise in <em>Fortune’s Weave</em>, but to sum up, you’re able to play as four heroes, known as the Flame Lords, as they compete in a grand arena event known as the Heroic Games. The champion of the Games will be granted a wish of their choosing by Divine Sovereign, Solel, who rules over the land of Dagda and its capital, Dagsion. </p><p>After completing the brief prologue — which acts as a solid tutorial for newcomers — you can select any of the Flame Lords’ paths and play through them in any order you like from a central hub area. This approach works nicely, as you don’t have to replay the prologue each time you start a new journey, and you’re able to dip in and out of each story as you please.</p><p>This makes up Part I of the game, which was probably my favorite overall. Although some cutscenes and quests are the same across the four stories, they still feel distinct and gripping in their own right. Each pathway has a distinct tone and feeling to it, with each Flame Lord having a deeply personal ambition and a unique set of close allies. For instance, the vengeful and skilful Leda is joined by the womanizing bard Sirocco and protective warrior Buccar, whereas Dietrich is partnered with the excitable Esmeralda and bizarre and eccentric missionary, Fabio.</p><p>The core cast of characters is truly excellent, but you’ll also be able to recruit more allies as you progress the story, including foes you face in the Heroic Games and parties of interest across Dagsion. Many of these units can be recruited across all four stories, though their recruitment requirements often vary, which encouraged me to experiment with different characters across different stories.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PXVxsrN44UrGcFnfgBaKWd" name="20260914165655-01M2G9N74AQTY00FC7Y3N0H1XJ" caption="" alt="Dietrich and Fabio converse in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/PXVxsrN44UrGcFnfgBaKWd-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Anything with Dietrich and Fabio. They're an unlikely yet incredible duo, with Dietrich's bloodlust and Fabio's eccentricity somehow combining to create some of the most hilarious — and sometimes emotive — dialogue in the series.</strong></p></div></div><p>What makes the multi-path system click is that you’ll uncover revelations in one story that answer questions — or even pose new ones — about events in one of the other paths. There are plenty of twists and turns — some perhaps more obvious than others — which change the way you perceive certain characters and add substantial depth to units that may seem less significant on some paths than others. </p><p>This cross-path storytelling is done really well, and the narrative is strong, more generally. I won’t spoil anything, but it’s got its fair share of shock instances, touching moments, and character development that help it to hit — and if not, exceed — the standards that the series has set thus far.</p><p>Gameplay-wise, things are kept pretty fresh too. Each Flame Lord has specific abilities that they can make use of on the world map and beyond, with Dietrich able to battle warriors and learn their combat arts, Leda capable of holding performances to unlock unique materials, Theodora able to recruit warriors to assign battalions, and Cai skilled enough to wrangle mounts for himself and his allies.</p><p>And luckily, all of this comes together nicely in the latter parts of the game. While Part I is more individually tailored to each Flame Lord and their journey through the Heroic Games, paths begin to converge in Part II, known as the War Arc. Again, I won’t spoil anything here, but Part II offers far less variation across each pathway, but there are still some interesting differences in dialogue, and the way you approach battles will likely change considerably. </p><p>I loved how the enormity of <em>Fortune’s Weave </em>came together in Part III, though. Here, you’ll be able to unite all of the Flame Lords beside the game’s true protagonist, you. It’s awesome that you’re able to make use of all of the heroes’ unique abilities and even re-recruit old units for the final battle against the demonic lord, Balor. </p><p>Being able to bring all of your units, inventory, and abilities into a singular, epic finale is incredibly rewarding and makes building the ultimate army even more enjoyable.</p><h2 id="i-see-grids-in-my-sleep">I see grids in my sleep</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hB7cpeXcutLYHveqQM5Rod" name="20260914165655-01M2G9NGG4446E19WNKQ18ASCD" alt="Mu battles a soldier in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/hB7cpeXcutLYHveqQM5Rod-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Let’s delve a bit more deeply into gameplay, which, as you’d expect, is outstanding in <em>Fortune’s Weave</em>. </p><p>For the most part, you’ll be battling on classic grid-based battlefields. Honestly, I’ve fought on these so many times I’m starting to see them in my dreams. It's that classic turn-based <em>Fire Emblem</em> that you know and love, with some returning features, like Combat Arts (which provide benefits in exchange for weapon durability) and gambits (in Theodora’s path), for instance. </p><p>But there are new mechanics too, like Blaze Arts, which are unique to specific units. By sacrificing HP, Blaze Arts enable you to deal more damage, move further, buff allies, and more. The health trade-off means they don’t feel like a cheat code, and they also fill a blaze gauge, which will burst at a certain point, forcing you to work with reduced HP for the rest of the map.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pzVMidbXauaE4snwNnkPmd" name="20260914165655-01M2G9NA1WF68F09A66QFQ59Y0" alt="Clash Battle in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/pzVMidbXauaE4snwNnkPmd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Standard battles feel brilliantly balanced, and I never felt that difficulty spikes were too severe or that I had to grind much to push past my opponent. When you do want to grind, though, you can enter into a skirmish against foes on the world map, or try your luck in a dungeon. </p><p>Dungeons work a bit differently, and you’ll move around a 3D area to face foes in Clash Battles. These are a bit different and combine light action segments with more traditional turn-based JRPG combat rather than tactical grid-based battles. I think that they’re a great option if you want a break from the usual maps and want a faster-paced method for gaining experience or class proficiency for your units.</p><p>That’s not to say that the standard maps aren’t engaging though; quite the opposite. There’s some excellent map variety, and some battles will ask more of you than just routing the enemy. In some cases, I had to defeat more giants than my opponents, rescue defenseless citizens from a huge serpent, or even collect missing cargo before thieves made off with it. Battlefields are also delightfully diverse throughout the heroic games, and become even grander as the stakes rise towards the back end of the game.</p><p>If at any point you’re struggling, you can make use of Blessings, enabling you to rewind to a previous turn, increase your strength, or reduce the cost of Combat Arts, for example. I kept usage of these to a minimum, as I was playing on the slightly more gracious Normal/Casual difficulty. But there’s also a Hard mode, and you can play Classic (where units are permanently lost when they fall in battle), where Blessings will likely feel a bit more necessary.</p><p>All in all, combat is incredibly addictive, varied, and offers impressive depth. Building a squad with the right balance in terms of classes and weapons is massively satisfying, and breaking things up with a bit of dungeon crawling keeps the experience feeling fluid and fun for the game’s full runtime. And given that we’re talking about a title that will take you well over 100, if not 200, hours to finish, that’s an impressive feat in itself.</p><h2 id="beyond-the-battlefield">Beyond the battlefield</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B2JBrar5QT3pXoxJUKdsGd" name="20260914165655-01M2G9N0NBNGDHC8HF42WZKHX2" alt="Leda in Dagsion in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/B2JBrar5QT3pXoxJUKdsGd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>Before I wrap up, I want to touch on my experience with <em>Fortune’s Weave </em>outside of battle. There’s quite a bit to do, both within the capital, Dagsion, and in the land of Dagda more broadly. </p><p>Dagsion has all of the stuff you’d expect. A training ground to boost your aptitude with specific weapons, a shopping district, an inn for viewing support conversations and restoring motivation (which is used for training and increasing your Blessings level), and an area where you can take an exam for whatever class you want to be.</p><p>A lot of your time in <em>Fortune’s Weave </em>will be spent using these facilities to increase your weapon levels, boost support with your allies, and acquire better equipment. </p><p>If I were to nitpick, I’d argue that the support grind can become a little tiresome for some units. If you want to recruit a new ally who requires a high support level, it can take quite some time to fill the gauge and add them to your team, though some are easier to add to your roster than others.</p><p>There are more things to do, though, like going to the Theater, taking a bath at the Thermae spa, and accepting subquests from distressed townsfolk. Perhaps the most unusual option, however, is Bird Time.</p><p>Here, you can feed the Pale Raven (the main protagonist in bird form) to increase your support level for later in the game. Is it a bit goofy? Yeah. Does it get a bit repetitive? Sure. But I kinda love the feeling of getting that sweet ‘perfect bird time’ message when you have a successful interaction with your ally.</p><p>Outside of Dagsion, you can enter the aforementioned dungeons, search for materials, enter into some smaller hub areas, and speak with wandering merchants. The world map is easy to navigate, but you’ll only have a set amount of time to explore before the day of the Main Quest arrives. This helps the game to maintain good pacing throughout, and while there’s a ton to explore, it’s broken up with main story goodness in healthy intervals, in my view.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zuwMmz5BTah8zEzx8fcMwd" name="20260914165726-01M2G9MS65P74FNPFZ1YSXQFTT" alt="Theodora in a rage in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/zuwMmz5BTah8zEzx8fcMwd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><p>On a technical level, <em>Fire Emblem: Fortune’s Weave </em>is pretty solid too. It keeps a lot of the enticing visual style seen in <em>Fire Emblem: Three Houses</em>, but being a <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> exclusive, there’s a clear step-up in terms of resolution, and character models look excellent too. Be it Fortuna, whose vibrant hair pops with eye-catching yellow, or the striking, rich reds of Bertrand, the White-Maned Demon’s clothing, I found myself impressed by the visuals pretty consistently. </p><p>Some background textures do look a bit basic, however, and while the game runs smoothly, it’s not targeting a silky 60fps (but this never bothered me, personally).</p><p>I also want to shout out the game’s excellent soundtrack, which is more eclectic than you may think. There’s the classic orchestral-style stuff, which creates a real sense of grandeur and high stakes, but there are also spacey, synth-led tunes in the temples, which create ambience and intrigue, as well as electronic music with pumping bass in some mysterious hidden areas. </p><p>On the topic of sound, the voice acting is exceptional in <em>Fortune’s Weave</em>. You feel each character’s unmistakable personality through just about every performance, and this only makes you feel more attached to your units. The perfect example is Fabio, whose voice acting is just as outlandish and unusual as you’d hope for the character, though he also has some authentic, impassioned emotional scenes that stole the show. Great stuff all round.</p><p>To conclude, then, <em>Fire Emblem: Fortune’s Weave </em>is a masterful tactical JRPG that has it all. Addictive, depth-filled combat, fresh mechanics, a well-paced, multi-layered story, and a likeable cast of characters. It hypnotized me from minute one, all the way to the end, and its careful balance of tight turn-based gameplay and exploration really worked for me. As things stand, I consider <em>Fortune’s Weave </em>to not only be among the best Fire Emblem<em> </em>games in recent memory, but also the best game on the Nintendo Switch 2 thus far. </p><p>Whatever you do, don’t skip this one.</p><h2 id="should-you-play-fire-emblem-fortune-s-weave">Should you play Fire Emblem Fortune’s Weave?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rqwDMxGbv66qktCQLBiudd" name="20260914165655-01M2G9N3TXYZMB6DCGA8X4XHFJ" alt="Leda and her crew in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/rqwDMxGbv66qktCQLBiudd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><h2 id="play-it-if-10">Play it if…</h2><div class="product"><p><strong>You want to sink your teeth into an epic RPG</strong><br /><em>Fire Emblem: Fortune’s Weave </em>is a huge game that will easily take you north of 100 hours to finish if you want to complete each Flame Lord’s path and clear every subquest. If you’re looking for a true epic to get your money’s worth out of, this is the game for you.</p></div><div class="product"><p><strong>You’re a fan of character-driven narratives</strong><br />Yes, <em>Fortune’s Weave </em>features a very high-stakes story, but the narrative is largely centered around the four Flame Lords, and their personal ambitions in the Heroic Games. Watching each story unfurl, and seeing how each hero develops is a joy, so if you’re into more character-driven stories, then you’ll likely enjoy this.</p></div><h2 id="don-t-play-it-if-5">Don’t play it if…</h2><div class="product"><p><strong>You’re not a big fan of tactical combat</strong><br />There are some light action segments and swifter turn-based dungeon battles in <em>Fortune’s Weave</em>, but a lot of the time will be spent commanding your units on a grid. If you’re not into the more strategic style of other Fire Emblem games, then you may not have the best time with this one either.</p></div><div class="product"><p><strong>You need top-tier performance from your games</strong><br />While <em>Fortune’s Weave </em>looks pretty solid, it’s by no means pushing boundaries as far as visuals go. It’s very stable, in terms of performance, but it’s also not going to give you the buttery smoothness of other Switch 2 games, like <a href="https://www.techradar.com/gaming/metroid-prime-4-beyond-review" data-dimension112="80d54b6c-b058-11f1-97c2-3da02e25330d" data-action="Deal Block" data-label="Metroid Prime 4: Beyond" data-dimension48="Metroid Prime 4: Beyond" data-dimension25=""><em>Metroid Prime 4: Beyond</em></a>, say, which can even run at 120fps in handheld mode.</p></div><h2 id="accessibility-features-11">Accessibility features</h2><p>There are a handful of ways to customize your experience in <em>Fire Emblem: Fortune’s Weave</em>. You can make UI adjustments, like altering the size of the battle minimap, toggling the grid display on and off, you can personalize camera controls and sensitivity, and choose from a number of different subtitle languages. </p><p>There’s even an Enemy Masking mode that changes the appearances of insectile enemies if you have arachnophobia or entomophobia. There is no colorblind mode, or similar.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4dvKnkMSJhcGQRqCijRP7d" name="20260914165655-01M2G9MXEKV97AXFEDTN5PSK66" alt="Leda dancing in Fire Emblem: Fortune's Weave" src="https://cdn.mos.cms.futurecdn.net/4dvKnkMSJhcGQRqCijRP7d-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo)</span></figcaption></figure><h2 id="how-i-reviewed-fire-emblem-fortune-39-s-weave">How I reviewed Fire Emblem: Fortune's Weave</h2><p>I spent just over 200 hours with <em>Fire Emblem: Fortune’s Weave</em>, during which time I played through the main story (including each of the Flame Lords’ individual paths), completed just about every subquest, and recruited countless allies.</p><p>For the most part, I played in docked mode, with my Nintendo Switch 2 connected to my <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did dip into handheld mode now and then, and usually had my <a href="https://www.techradar.com/audio/earbuds-airpods/sennheiser-cx-80u-review">Sennheiser CX 80U</a> wired earbuds connected when playing on the go.</p><p>More generally, I’ve spent years reviewing gaming software, hardware, and accessories here at TechRadar, where I serve as a Senior Reviews Writer. I’ve covered all sorts of titles, from Switch 2 exclusives like <a href="https://www.techradar.com/gaming/kirby-air-riders-review"><em>Kirby Air Riders</em></a> and <a href="https://www.techradar.com/gaming/yoshi-and-the-mysterious-book-review"><em>Yoshi and the Mysterious Book</em></a> to RPGs such as <a href="https://www.techradar.com/gaming/dragon-quest-i-ii-hd-2d-remake-review"><em>Dragon Quest I &amp; II HD-2D Remake</em></a> and <a href="https://www.techradar.com/gaming/final-fantasy-tactics-the-ivalice-chronicles-review"><em>Final Fantasy Tactics: The Ivalice Chronicles</em></a>. </p><p>I've also played a number of Fire Emblem titles, including <em>Awakening</em>, <em>The Blazing Blade</em>, and <em>Three Houses</em>.</p>
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                                                            <title><![CDATA[ Diablo 5 senior game director says 'the continued passion' is the reason Diablo 2: Resurrected exists and has allowed Blizzard to look at it for modern inspiration — 'Because it exists today alongside Diablo 4, we can look at it through today's lens' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 5</strong></em><strong> will have features inspired by </strong><em><strong>Diablo 2</strong></em><strong> and </strong><em><strong>Diablo 2: Resurrected</strong></em></li><li><strong>Senior game director Joe Shely says the team was able to look at </strong><em><strong>Resurrected</strong></em><strong> for modern inspiration because it's so recent</strong></li><li><strong>He says the team can "look at it through today's lens"</strong></li></ul><p><em>Diablo 5</em> senior game director Joe Shely has said that the success of <em>Diablo 2: Resurrected</em> has enabled Blizzard to use the game as modern inspiration for the upcoming sequel.</p><p>In an interview with TechRadar Gaming at BlizzCon following <em>Diablo 5</em>'s announcement, Shely shared how previous games helped the team find modern inspiration for <em>Diablo 5</em>.</p><p>Instead of going back 20 years and just looking at <em>Diablo 2</em>, the team used its 2021 remaster, <em>Diablo 2: Resurrected</em>, for ideas. The developer said the game was brought to life thanks to the passionate fanbase, and the continued work on it has benefited <em>Diablo 5</em>'s development.</p><p>"Certainly we've been very happy with the response to <em>Diablo 2: Resurrected</em>," Shely said. "The reason that <em>Diablo 2: Resurrected</em> exists is because of the continued passion of players in the first place, because of the continued passion of players for <em>Diablo 2</em>, and so both the honor of having a game that players love and the ability to add new content to it has given us the opportunity to look at it in terms of inspiration."</p><p><em>Resurrected</em>'s itemization system, from weapons, loot, and armor, is one of the core features that Blizzard used as inspiration; Shely also said the game's modern features were just as important because it was created and released so recently.</p><p>"Because <em>Diablo 2: Resurrected</em> exists today alongside <em>Diablo 4</em>, we can look at it through today's lens, and not just have to go back to, you know, 20 years ago, and think about how to bring lessons forward from 20 years ago. We can bring lessons from <em>D2</em>, but lessons from today."</p><p><em>Diablo 5</em> is in development and launches in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-continued-passion-is-the-reason-diablo-2-resurrected-exists-and-has-allowed-blizzard-to-look-at-it-for-modern-inspiration-because-it-exists-today-alongside-diablo-4-we-can-look-at-it-through-todays-lens</link>
                                                                            <description>
                            <![CDATA[ Blizzard has said that the success of Diablo 2: Resurrected has enabled it to use the game as modern inspiration for Diablo 5. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 22:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:33:28 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Blizzard Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Diablo 5]]></media:description>                                                            <media:text><![CDATA[Diablo 5]]></media:text>
                                <media:title type="plain"><![CDATA[Diablo 5]]></media:title>
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                                <ul><li><em><strong>Diablo 5</strong></em><strong> will have features inspired by </strong><em><strong>Diablo 2</strong></em><strong> and </strong><em><strong>Diablo 2: Resurrected</strong></em></li><li><strong>Senior game director Joe Shely says the team was able to look at </strong><em><strong>Resurrected</strong></em><strong> for modern inspiration because it's so recent</strong></li><li><strong>He says the team can "look at it through today's lens"</strong></li></ul><p><em>Diablo 5</em> senior game director Joe Shely has said that the success of <em>Diablo 2: Resurrected</em> has enabled Blizzard to use the game as modern inspiration for the upcoming sequel.</p><p>In an interview with TechRadar Gaming at BlizzCon following <em>Diablo 5</em>'s announcement, Shely shared how previous games helped the team find modern inspiration for <em>Diablo 5</em>.</p><p>Instead of going back 20 years and just looking at <em>Diablo 2</em>, the team used its 2021 remaster, <em>Diablo 2: Resurrected</em>, for ideas. The developer said the game was brought to life thanks to the passionate fanbase, and the continued work on it has benefited <em>Diablo 5</em>'s development.</p><p>"Certainly we've been very happy with the response to <em>Diablo 2: Resurrected</em>," Shely said. "The reason that <em>Diablo 2: Resurrected</em> exists is because of the continued passion of players in the first place, because of the continued passion of players for <em>Diablo 2</em>, and so both the honor of having a game that players love and the ability to add new content to it has given us the opportunity to look at it in terms of inspiration."</p><p><em>Resurrected</em>'s itemization system, from weapons, loot, and armor, is one of the core features that Blizzard used as inspiration; Shely also said the game's modern features were just as important because it was created and released so recently.</p><p>"Because <em>Diablo 2: Resurrected</em> exists today alongside <em>Diablo 4</em>, we can look at it through today's lens, and not just have to go back to, you know, 20 years ago, and think about how to bring lessons forward from 20 years ago. We can bring lessons from <em>D2</em>, but lessons from today."</p><p><em>Diablo 5</em> is in development and launches in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
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                                                            <title><![CDATA[ Blizzard says designing a StarCraft open-world shooter presents specific challenges in scale and perspective — 'If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft </strong></em><strong>general manager says that approaching the concept of scale was one of the biggest challenges in switching to the shooter genre</strong></li><li><strong>The shift from real-time strategy to an open world also introduced a huge change in perspective</strong></li><li><strong>But one of the biggest individual challenges was simple</strong></li></ul><p>The next <em>StarCraft</em> game will shift to an entirely new genre, jumping from real-time strategy (RTS) to an open-world shooter. The change led to some broad development challenges — as well as some very specific ones.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026, when asked about the development challenges in taking the RTS to another genre, <em>StarCraft </em>general manager Dan Hay gave one very particular example: "Was there a specific challenge? Doors."</p><p>Yes, doors. Literal doors. </p><p>"If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge, and we had to figure out how to make our doors [work in] that perspective," described Hay. "It's like, how does it all work?"</p><p>Hay went on to say that devs need to make "sure that the world feels logical" and that it "doesn't feel weird" to players.</p><p>Hay added: "You've got to be able to play with that perspective, and so from the standpoint of building the world and making sure that the world was logical, and that when I walked up to a door it [opened] and also worked for somebody who's in armor or not".</p><p>Beyond the simple challenge of doors, however, Hay did add that size and spectacle were a sticking point: "I think you got to think about scale, right? Because the moment you adjust a perspective, [everything] looks completely different to us".</p><p>Annalee Hartling, associate manager of development operations for <em>StarCraft</em>, went on to talk about the sense of scale being very impactful. </p><p>"When I saw the trailer, the most impactful portion of it for me was the barracks. The barracks flying in and seeing it from the perspective of every nook and cranny, not looking at it from above.</p><p>"I'm not seeing just the top of it. I'm looking at it from the point of view of it landing landing [in front of me], and those jets are going to come out, and the feet are going to come out, and they're going to they're going to touch the ground."</p><p>That sense of perspective and scale in an open-world shooter game was "incredibly powerful for a player," said Hartling. "It's emotional, it's fascinating, and it's beautiful," they continued.</p><p><em>StarCraft </em>is set to launch in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/blizzard-says-designing-a-starcraft-open-world-shooter-presents-specific-challenges-in-scale-and-perspective-if-youre-10-feet-tall-and-youre-wearing-something-that-weighs-1-000-pounds-doors-are-a-challenge</link>
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                            <![CDATA[ Changing StarCraft from a real-time strategy to an open-world shooter came with perspective challenges, but also a simple challenge to do with doors. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 15:01:55 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:31:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A still from the StarCraft teaser trailer showing a recruit looking into the giant power armor]]></media:description>                                                            <media:text><![CDATA[A still from the StarCraft teaser trailer showing a recruit looking into the giant power armor]]></media:text>
                                <media:title type="plain"><![CDATA[A still from the StarCraft teaser trailer showing a recruit looking into the giant power armor]]></media:title>
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                                <ul><li><em><strong>StarCraft </strong></em><strong>general manager says that approaching the concept of scale was one of the biggest challenges in switching to the shooter genre</strong></li><li><strong>The shift from real-time strategy to an open world also introduced a huge change in perspective</strong></li><li><strong>But one of the biggest individual challenges was simple</strong></li></ul><p>The next <em>StarCraft</em> game will shift to an entirely new genre, jumping from real-time strategy (RTS) to an open-world shooter. The change led to some broad development challenges — as well as some very specific ones.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026, when asked about the development challenges in taking the RTS to another genre, <em>StarCraft </em>general manager Dan Hay gave one very particular example: "Was there a specific challenge? Doors."</p><p>Yes, doors. Literal doors. </p><p>"If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge, and we had to figure out how to make our doors [work in] that perspective," described Hay. "It's like, how does it all work?"</p><p>Hay went on to say that devs need to make "sure that the world feels logical" and that it "doesn't feel weird" to players.</p><p>Hay added: "You've got to be able to play with that perspective, and so from the standpoint of building the world and making sure that the world was logical, and that when I walked up to a door it [opened] and also worked for somebody who's in armor or not".</p><p>Beyond the simple challenge of doors, however, Hay did add that size and spectacle were a sticking point: "I think you got to think about scale, right? Because the moment you adjust a perspective, [everything] looks completely different to us".</p><p>Annalee Hartling, associate manager of development operations for <em>StarCraft</em>, went on to talk about the sense of scale being very impactful. </p><p>"When I saw the trailer, the most impactful portion of it for me was the barracks. The barracks flying in and seeing it from the perspective of every nook and cranny, not looking at it from above.</p><p>"I'm not seeing just the top of it. I'm looking at it from the point of view of it landing landing [in front of me], and those jets are going to come out, and the feet are going to come out, and they're going to they're going to touch the ground."</p><p>That sense of perspective and scale in an open-world shooter game was "incredibly powerful for a player," said Hartling. "It's emotional, it's fascinating, and it's beautiful," they continued.</p><p><em>StarCraft </em>is set to launch in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
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                                                            <title><![CDATA[ 'No old code exists': Tomb Raider: Legacy of Atlantis experience director confirms the 'reimagining' had to be built totally from the ground up on Unreal Engine 5 — but this meant Crystal Dynamics could add more tech upgrades ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Tomb Raider: Legacy of Atlantis </strong></em><strong>experience director Jeff Adams confirms "no old code exists" for the original 1996 game</strong></li><li><strong>This meant Crystal Dynamics had to build the game from the ground up on Unreal Engine 5</strong></li><li><strong>Adams says the engine also allowed the studio to create its own custom tech for the "reimagining" of the classic title</strong></li></ul><p>Crystal Dynamics has explained why it chose to build <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> from the ground up, instead of doing anything close to a remake of the 1996 game, revealing that no source code exists.</p><p>In a Q&amp;A at Gamescom following an exclusive presentation that TechRadar Gaming attended, experience director Jeff Adams discussed what he's previously called <a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-experience-director-says-reimagining-the-1996-game-allows-crystal-dynamics-to-retain-iconic-moments-while-still-offering-creative-leeway">a "reimagining" of the original Tomb Raider game</a> and what it meant for the development team, who built the game from the ground up using Unreal Engine 5.</p><p>"We are in Unreal Engine 5," Adams said, "no old code exists. We are basically taking it and remaking it, or not remaking, reimagining it. We are bringing it from the ground up."</p><p>When asked to talk about how effective Unreal Engine 5 has been for the team, Adams explained that it enabled them to "have our own custom implementation for physics in the engine," which means engineering their own features, custom physics, and general upgrades; this made <em>Legacy of Atlantis</em> a true, modern reimagining.</p><p>"Unreal creates a really great sandbox platform for building a game, but when we're making a specific type of experience, we're going to have things that we really want to target and get to a right fidelity level where we're happy with it," the developer continued.</p><p>"So while things like Nanite and Lumen [UE5's technologies that offer realistic graphics capability] allow us to make a beautiful game environment, there might be some things that we're saying, 'Hey, we wish it could do this a little bit better.' That's when we'll break out and say, our engineers will create something custom that helps solve that issue, so that we can make sure that we're delivering an authentic <em>Tomb Raider</em> experience on Unreal."</p><p>He added that Lara Croft's long braid, which reacts to her movement, is "a perfect example of that."</p><p><em>Tomb Raider: Legacy of Atlantis</em> launches on February 27, 2027, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/no-old-code-exists-tomb-raider-legacy-of-atlantis-experience-director-confirms-the-reimagining-had-to-be-built-totally-from-the-ground-up-on-unreal-engine-5-but-this-meant-crystal-dynamics-could-add-more-tech-upgrades</link>
                                                                            <description>
                            <![CDATA[ Crystal Dynamics has explained why it chose to build Tomb Raider: Legacy of Atlantis from the ground up on Unreal Engine 5. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 03:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Crystal Dynamics / Flying Wild Hog]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Tomb Raider: Legacy of Atlantis]]></media:description>                                                            <media:text><![CDATA[Tomb Raider: Legacy of Atlantis]]></media:text>
                                <media:title type="plain"><![CDATA[Tomb Raider: Legacy of Atlantis]]></media:title>
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                                <ul><li><em><strong>Tomb Raider: Legacy of Atlantis </strong></em><strong>experience director Jeff Adams confirms "no old code exists" for the original 1996 game</strong></li><li><strong>This meant Crystal Dynamics had to build the game from the ground up on Unreal Engine 5</strong></li><li><strong>Adams says the engine also allowed the studio to create its own custom tech for the "reimagining" of the classic title</strong></li></ul><p>Crystal Dynamics has explained why it chose to build <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> from the ground up, instead of doing anything close to a remake of the 1996 game, revealing that no source code exists.</p><p>In a Q&amp;A at Gamescom following an exclusive presentation that TechRadar Gaming attended, experience director Jeff Adams discussed what he's previously called <a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-experience-director-says-reimagining-the-1996-game-allows-crystal-dynamics-to-retain-iconic-moments-while-still-offering-creative-leeway">a "reimagining" of the original Tomb Raider game</a> and what it meant for the development team, who built the game from the ground up using Unreal Engine 5.</p><p>"We are in Unreal Engine 5," Adams said, "no old code exists. We are basically taking it and remaking it, or not remaking, reimagining it. We are bringing it from the ground up."</p><p>When asked to talk about how effective Unreal Engine 5 has been for the team, Adams explained that it enabled them to "have our own custom implementation for physics in the engine," which means engineering their own features, custom physics, and general upgrades; this made <em>Legacy of Atlantis</em> a true, modern reimagining.</p><p>"Unreal creates a really great sandbox platform for building a game, but when we're making a specific type of experience, we're going to have things that we really want to target and get to a right fidelity level where we're happy with it," the developer continued.</p><p>"So while things like Nanite and Lumen [UE5's technologies that offer realistic graphics capability] allow us to make a beautiful game environment, there might be some things that we're saying, 'Hey, we wish it could do this a little bit better.' That's when we'll break out and say, our engineers will create something custom that helps solve that issue, so that we can make sure that we're delivering an authentic <em>Tomb Raider</em> experience on Unreal."</p><p>He added that Lara Croft's long braid, which reacts to her movement, is "a perfect example of that."</p><p><em>Tomb Raider: Legacy of Atlantis</em> launches on February 27, 2027, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ StarCraft general manager says the shift to open-world shooter came about because 'Every time we drew a picture or every time we talked about' the game 'it was boots on the ground every time' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft </strong></em><strong>is making a shift from the real-time strategy genre to the open-world shooter genre</strong></li><li><strong>The development team realised during early discussions that "we weren't talking about a game from above"</strong></li><li><strong>According to </strong><em><strong>StarCraft </strong></em><strong>general manager Dan Hay, "it was boots on the ground every time" when the team was talking about the game</strong></li></ul><p>The process of <em>StarCraft </em>shifting from real-time strategy to open-world shooter emerged naturally from repeated team discussions about "the story we wanted to tell," as well as in-game moments, armor, exploration, discovery, and the desire to experience the world from ground level, according to the game's general manager, Dan Hay.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026 in Anaheim, Hay went on to describe the process that will see the series' perspective change entirely in the next <em>StarCraft </em>game: "Every time we drew a picture or every time we talked about it, it was boots on the ground every time."</p><p>These conversations then snowballed, gathering up other game features and elements, it seems, which kept the direction of travel going towards taking <em>StarCraft </em>into being a shooter. "We started to talk about perspective and how that's going to work; we started to talk about the armor, and we started to talk about what could attack that armor and how it could rip it apart if it needed to.</p><p>"We would talk about things with the characters [too], and we started to very quickly realize we weren't talking about a game from above; we were talking about a game down on the ground where you felt every inch of the game," described Hay.</p><p>He added, giving a nod to the narrative in store for players when <em>StarCraft </em>releases, that it was obvious that the game would be "down on the ground, and that just made sense for the story."</p><p>But as well as changing the player's perspective from looking down to looking out and around, the team looked at this change for the series to embrace the open-world exploration and discovery aspects of the upcoming game.</p><p>"[We wanted to] make sure that there is an opportunity to explore. Make sure that there's an opportunity to discover. See a thing off in the distance and go — 'is that something that I saw from the first game? Is it?' And then head off to it."</p><p><em>StarCraft </em>was teased with a cinematic trailer at BlizzCon 2026 and is slated to release in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/starcraft-general-manager-says-the-shift-to-open-world-shooter-came-about-because-every-time-we-drew-a-picture-or-every-time-we-talked-about-the-game-it-was-boots-on-the-ground-every-time</link>
                                                                            <description>
                            <![CDATA[ Dan Hay tells us how the developers discovered that a change from RTS to open-world shooter came about. ]]>
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                                                                        <pubDate>Mon, 14 Sep 2026 00:04:50 +0000</pubDate>                                                                                                                                <updated>Fri, 16 Oct 2026 15:31:24 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:description>                                                            <media:text><![CDATA[A still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:text>
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                                <ul><li><em><strong>StarCraft </strong></em><strong>is making a shift from the real-time strategy genre to the open-world shooter genre</strong></li><li><strong>The development team realised during early discussions that "we weren't talking about a game from above"</strong></li><li><strong>According to </strong><em><strong>StarCraft </strong></em><strong>general manager Dan Hay, "it was boots on the ground every time" when the team was talking about the game</strong></li></ul><p>The process of <em>StarCraft </em>shifting from real-time strategy to open-world shooter emerged naturally from repeated team discussions about "the story we wanted to tell," as well as in-game moments, armor, exploration, discovery, and the desire to experience the world from ground level, according to the game's general manager, Dan Hay.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026 in Anaheim, Hay went on to describe the process that will see the series' perspective change entirely in the next <em>StarCraft </em>game: "Every time we drew a picture or every time we talked about it, it was boots on the ground every time."</p><p>These conversations then snowballed, gathering up other game features and elements, it seems, which kept the direction of travel going towards taking <em>StarCraft </em>into being a shooter. "We started to talk about perspective and how that's going to work; we started to talk about the armor, and we started to talk about what could attack that armor and how it could rip it apart if it needed to.</p><p>"We would talk about things with the characters [too], and we started to very quickly realize we weren't talking about a game from above; we were talking about a game down on the ground where you felt every inch of the game," described Hay.</p><p>He added, giving a nod to the narrative in store for players when <em>StarCraft </em>releases, that it was obvious that the game would be "down on the ground, and that just made sense for the story."</p><p>But as well as changing the player's perspective from looking down to looking out and around, the team looked at this change for the series to embrace the open-world exploration and discovery aspects of the upcoming game.</p><p>"[We wanted to] make sure that there is an opportunity to explore. Make sure that there's an opportunity to discover. See a thing off in the distance and go — 'is that something that I saw from the first game? Is it?' And then head off to it."</p><p><em>StarCraft </em>was teased with a cinematic trailer at BlizzCon 2026 and is slated to release in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
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                                                            <title><![CDATA[ A Diablo 5 new class has already been revealed with the Plague Knight being 'a walking death' across the battlefield — while two returning classes have also been confirmed ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5 devs confirmed a new class for the game at BlizzCon 2026</strong></li><li><strong>The Plague Knight will spread and then consume disease across the battlefield to their advantage</strong></li><li><strong>Two returning classes are already confirmed as well</strong></li></ul><p>Three <em>Diablo 5</em> classes have already been confirmed, and the developers behind the game have even shed light on a brand-new one coming to the game during the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim.</p><p>"The Plague Knight is the first new class that will be joining <em>Diablo 5</em>," said Joe Shely, game director. "This is a heavily armored class; it's a walking death."</p><p>Adding more detail, Shely said, "You're going to be roaming the battlefield, spreading disease and consuming it for power." This sounds incredibly deadly, poison-y, and downright unclean.</p><p>As well as confirming that the Demon Hunter and Monk classes will be returning for <em>Diablo 5</em>, Shely also added that "Diablo 5 is going to launch with more classes than ever before, and I don't just mean more classes than another Diablo game at ship. I mean more classes total."</p><p>The returning classes are likely to be very well received by the community</p><p>Finishing the description of the classes, Shely reinforced the key characteristics of Diablo classes, saying that "they're approachable. You can jump in; you can immediately have an exciting time playing them. But there's also deep ARPG mastery there, and a multitude of builds to explore."</p><p>I expect more classes and more class info to drop in the coming months as we hear more about the game in the long run-up to its release in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/a-diablo-5-new-class-has-already-been-revealed-with-the-plague-knight-being-a-walking-death-across-the-battlefield-while-two-returning-classes-have-also-been-confirmed</link>
                                                                            <description>
                            <![CDATA[ A new class, The Plague Knight, will head up the largest ever roster of classes in a Diablo game. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 05:34:24 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:00 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:description>                                                            <media:text><![CDATA[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:text>
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                                <ul><li><strong>Diablo 5 devs confirmed a new class for the game at BlizzCon 2026</strong></li><li><strong>The Plague Knight will spread and then consume disease across the battlefield to their advantage</strong></li><li><strong>Two returning classes are already confirmed as well</strong></li></ul><p>Three <em>Diablo 5</em> classes have already been confirmed, and the developers behind the game have even shed light on a brand-new one coming to the game during the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim.</p><p>"The Plague Knight is the first new class that will be joining <em>Diablo 5</em>," said Joe Shely, game director. "This is a heavily armored class; it's a walking death."</p><p>Adding more detail, Shely said, "You're going to be roaming the battlefield, spreading disease and consuming it for power." This sounds incredibly deadly, poison-y, and downright unclean.</p><p>As well as confirming that the Demon Hunter and Monk classes will be returning for <em>Diablo 5</em>, Shely also added that "Diablo 5 is going to launch with more classes than ever before, and I don't just mean more classes than another Diablo game at ship. I mean more classes total."</p><p>The returning classes are likely to be very well received by the community</p><p>Finishing the description of the classes, Shely reinforced the key characteristics of Diablo classes, saying that "they're approachable. You can jump in; you can immediately have an exciting time playing them. But there's also deep ARPG mastery there, and a multitude of builds to explore."</p><p>I expect more classes and more class info to drop in the coming months as we hear more about the game in the long run-up to its release in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
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                                                            <title><![CDATA[ The tone of Diablo 5 is 'really doubling down on darkness' say the devs — 'I think that's really the tone, the atmosphere' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Devs say that they're "really doubling down on darkness" with Diablo 5's setting</strong></li><li><strong>This will build on Diablo 4's bleakness and darkness</strong></li><li><strong>And continue to contrast the relative vibrancy of Diablo 3</strong></li></ul><p>After the somewhat vibrancy of <em>Diablo 3 </em>that some fans raised an eyebrow at, the bleak darkness and misery of <em>Diablo 4</em> was a welcome change of vibes and atmosphere for many players — and it sounds like the developers are going to continue this into <em>Diablo 5</em>.</p><p>During the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim, some of the game's devs spoke openly about the dark and bleak setting that <em>Diablo 5</em> will have.</p><p>"I think that's really the tone, the atmosphere," said John Mueller, senior art director. "We're really doubling down on darkness, and what this means for the art team is we really get to explore all of what we learned from <em>Diablo 4</em> and expand on it further. You know, that desolation that we're going to see in the world is really the setting for the survivors of this story [in <em>Diablo 5</em>]." </p><p>This is something that I'm absolutely here for; Diablo games thrive and are at their bleakest best when they embrace a dark and miserable tone and atmosphere, and help to cement the sense of place Sanctuary has, as well as the overarching richness of the story and narrative.</p><p>This doubling down, to the extent of embracing a setting of defeat and one where Sanctuary has fallen, already makes for a compelling starting point that I can't wait for.</p><p>However, narrative director Jennifer Hepler went on to add that in the process of "making Sanctuary so, so dark, [and] trying to double down on this darkness of Diablo winning in this apocalyptic setting; we still need to make Sanctuary a place that's worth defending."</p><p>So there's a balancing act in play here, then, with the darkness and hopelessness of the setting being somewhat offset by the devs still wanting to make Sanctuary a "place that you want to save." </p><p>This narrative conflict and tension is something I'm really looking forward to properly and fully when the game releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-tone-of-diablo-5-is-really-doubling-down-on-darkness-say-the-devs-i-think-thats-really-the-tone-the-atmosphere</link>
                                                                            <description>
                            <![CDATA[ Diablo 5 devs say that doubling down on the darkness of Diablo 4 is the way to go to set the scene for Diablo 5. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 04:47:50 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:06 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Key artwork from Diablo 5 showing the bleak and barren world of Sanctuary]]></media:description>                                                            <media:text><![CDATA[Key artwork from Diablo 5 showing the bleak and barren world of Sanctuary]]></media:text>
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                                <ul><li><strong>Devs say that they're "really doubling down on darkness" with Diablo 5's setting</strong></li><li><strong>This will build on Diablo 4's bleakness and darkness</strong></li><li><strong>And continue to contrast the relative vibrancy of Diablo 3</strong></li></ul><p>After the somewhat vibrancy of <em>Diablo 3 </em>that some fans raised an eyebrow at, the bleak darkness and misery of <em>Diablo 4</em> was a welcome change of vibes and atmosphere for many players — and it sounds like the developers are going to continue this into <em>Diablo 5</em>.</p><p>During the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim, some of the game's devs spoke openly about the dark and bleak setting that <em>Diablo 5</em> will have.</p><p>"I think that's really the tone, the atmosphere," said John Mueller, senior art director. "We're really doubling down on darkness, and what this means for the art team is we really get to explore all of what we learned from <em>Diablo 4</em> and expand on it further. You know, that desolation that we're going to see in the world is really the setting for the survivors of this story [in <em>Diablo 5</em>]." </p><p>This is something that I'm absolutely here for; Diablo games thrive and are at their bleakest best when they embrace a dark and miserable tone and atmosphere, and help to cement the sense of place Sanctuary has, as well as the overarching richness of the story and narrative.</p><p>This doubling down, to the extent of embracing a setting of defeat and one where Sanctuary has fallen, already makes for a compelling starting point that I can't wait for.</p><p>However, narrative director Jennifer Hepler went on to add that in the process of "making Sanctuary so, so dark, [and] trying to double down on this darkness of Diablo winning in this apocalyptic setting; we still need to make Sanctuary a place that's worth defending."</p><p>So there's a balancing act in play here, then, with the darkness and hopelessness of the setting being somewhat offset by the devs still wanting to make Sanctuary a "place that you want to save." </p><p>This narrative conflict and tension is something I'm really looking forward to properly and fully when the game releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
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                                                            <title><![CDATA[ Diablo 5 devs say that the game's player character will have a 'unique bond' with Diablo himself ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5's player character is the Heir of Westmarch, a fugitive from the forces of hell</strong></li><li><strong>Not much is know about them apart them having a "unique bond with Diablo"</strong></li><li><strong>This bond will apparently give us an "insight" into the big bad Diablo</strong></li></ul><p>During the<em> Diablo 5</em>  — Forging the Next Era panel, which we watched at the conference, <em>Diablo 5</em> devs revealed a couple of key details about the player character.</p><p>Instead of stepping into the shoes of another Wanderer or similar protagonist archetype, we now know you'll play as a character known as the Heir of Westmarch. </p><p>Not much is known about the Heir, aside from them being a fugitive on the run from the forces of hell, but what is particularly interesting and exciting is that the Heir will have a "unique bond with Diablo that you find out over the course of the game, why and how it came to be", according to Jennifer Hepler, narrative director.</p><p>This will allow the Heir of Westmarch to have some form of "insight into him [Diablo], but also a unique vulnerability to what he can do to you," which will apparently give us the chance to "spend the game defining yourself in opposition to the Lord of Terror." Does this imply there's some sort of mental connection between Diablo and our hero? Or some kind of means of direct communication or even control? </p><p>To make it even more intriguing, and provide possible insight into the closeness of this connection, Hepler added, "Can you resist his influence? Can you turn his powers against him? That's what the story and the gameplay are going to let you answer." Color me curious.</p><p>Also, according to Hepler, "the story really begins when you find out that you can enter the terror realm and survive."</p><p>This paints the portrait for a really interesting starting point for the player character, and I can't wait to find out more in the run-up to the game's release window of Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-devs-say-that-the-games-player-character-will-have-a-unique-bond-with-diablo-himself</link>
                                                                            <description>
                            <![CDATA[ Diablo 5 developers shed a little bit of light on the player character, the Heir of Westmarch, during BlizzCon 2026. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 01:16:54 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:24 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:description>                                                            <media:text><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:title>
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                            <article>
                                <ul><li><strong>Diablo 5's player character is the Heir of Westmarch, a fugitive from the forces of hell</strong></li><li><strong>Not much is know about them apart them having a "unique bond with Diablo"</strong></li><li><strong>This bond will apparently give us an "insight" into the big bad Diablo</strong></li></ul><p>During the<em> Diablo 5</em>  — Forging the Next Era panel, which we watched at the conference, <em>Diablo 5</em> devs revealed a couple of key details about the player character.</p><p>Instead of stepping into the shoes of another Wanderer or similar protagonist archetype, we now know you'll play as a character known as the Heir of Westmarch. </p><p>Not much is known about the Heir, aside from them being a fugitive on the run from the forces of hell, but what is particularly interesting and exciting is that the Heir will have a "unique bond with Diablo that you find out over the course of the game, why and how it came to be", according to Jennifer Hepler, narrative director.</p><p>This will allow the Heir of Westmarch to have some form of "insight into him [Diablo], but also a unique vulnerability to what he can do to you," which will apparently give us the chance to "spend the game defining yourself in opposition to the Lord of Terror." Does this imply there's some sort of mental connection between Diablo and our hero? Or some kind of means of direct communication or even control? </p><p>To make it even more intriguing, and provide possible insight into the closeness of this connection, Hepler added, "Can you resist his influence? Can you turn his powers against him? That's what the story and the gameplay are going to let you answer." Color me curious.</p><p>Also, according to Hepler, "the story really begins when you find out that you can enter the terror realm and survive."</p><p>This paints the portrait for a really interesting starting point for the player character, and I can't wait to find out more in the run-up to the game's release window of Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
                                                            </article>
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                                                            <title><![CDATA[ Diablo 5's Sanctuary has become 'an outpost of hell' where 'humanity has fallen into ruin' which paints an incredibly bleak picture that I can't wait for ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5 developers confirm that Sanctuary is overrun by hell in the upcoming game and has become an "outpost of hell"</strong></li><li><strong>Humanity has fallen and "some humans have been corrupted or raised to become dread commanders"</strong></li><li><strong>Diablo 5 was revealed at BlizzCon 2026 with a Spring 2029 release window</strong></li></ul><p>After the reveal of <em>Diablo 5</em> in the BlizzCon 2026 opening presentation, developers of the upcoming action role-playing game took to the stage to discuss several aspects of the game. The picture of Sanctuary that the devs painted in this <em>Diablo 5</em>  — Forging the Next Era panel that we watched live at BlizzCon 2026 was not cheery at all. </p><p>"All of it [Sanctuary] has been overrun. It's become an outpost of hell," said Joe Shely, game director. "There are hardly any humans who haven't bowed or become cultists." But wait, it gets worse, as "some powerful humans have been corrupted and raised to become dread commanders. They have the power of the Dukes of Hell, and anyone who has resisted gets put into a soul cage or pulled into the terror realm."</p><p>Make no mistake, the narrative and setting for <em>Diablo 5</em> isn't one that's built around the risk of the forces of evil entering Sanctuary, or the danger of the spread of evil: Sanctuary has fallen, and everything is on fire.</p><p>The official <a href="https://news.blizzard.com/en-us/article/24297204/diablo-v-forging-the-next-era" target="_blank">Blizzard blog post</a> describes the world further by saying, "This is not Sanctuary waiting for the apocalypse. It is already living through one. In <em>Diablo V</em>, humanity has fallen into ruin," and that it's a "haunting, desolate land shaped by despair, resilience, and the few survivors fighting to endure another day."</p><p>This full embrace of defeat, darkness, loss, and misery as the starting point for <em>Diablo 5</em> is really interesting, and extends the aforementioned doubling down on the darkness of <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em>,</a> and makes for a deeply compelling setting, and one I can't wait to explore when it releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5s-sanctuary-has-become-an-outpost-of-hell-where-humanity-has-fallen-into-ruin-which-paints-an-incredibly-bleak-picture-that-i-cant-wait-for</link>
                                                                            <description>
                            <![CDATA[ Diablo 5's version of Sanctuary has been totally overrun by the forces of hell, say the devs behind the game. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 00:48:09 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:35 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:description>                                                            <media:text><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:text>
                                <media:title type="plain"><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:title>
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                                <ul><li><strong>Diablo 5 developers confirm that Sanctuary is overrun by hell in the upcoming game and has become an "outpost of hell"</strong></li><li><strong>Humanity has fallen and "some humans have been corrupted or raised to become dread commanders"</strong></li><li><strong>Diablo 5 was revealed at BlizzCon 2026 with a Spring 2029 release window</strong></li></ul><p>After the reveal of <em>Diablo 5</em> in the BlizzCon 2026 opening presentation, developers of the upcoming action role-playing game took to the stage to discuss several aspects of the game. The picture of Sanctuary that the devs painted in this <em>Diablo 5</em>  — Forging the Next Era panel that we watched live at BlizzCon 2026 was not cheery at all. </p><p>"All of it [Sanctuary] has been overrun. It's become an outpost of hell," said Joe Shely, game director. "There are hardly any humans who haven't bowed or become cultists." But wait, it gets worse, as "some powerful humans have been corrupted and raised to become dread commanders. They have the power of the Dukes of Hell, and anyone who has resisted gets put into a soul cage or pulled into the terror realm."</p><p>Make no mistake, the narrative and setting for <em>Diablo 5</em> isn't one that's built around the risk of the forces of evil entering Sanctuary, or the danger of the spread of evil: Sanctuary has fallen, and everything is on fire.</p><p>The official <a href="https://news.blizzard.com/en-us/article/24297204/diablo-v-forging-the-next-era" target="_blank">Blizzard blog post</a> describes the world further by saying, "This is not Sanctuary waiting for the apocalypse. It is already living through one. In <em>Diablo V</em>, humanity has fallen into ruin," and that it's a "haunting, desolate land shaped by despair, resilience, and the few survivors fighting to endure another day."</p><p>This full embrace of defeat, darkness, loss, and misery as the starting point for <em>Diablo 5</em> is really interesting, and extends the aforementioned doubling down on the darkness of <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em>,</a> and makes for a deeply compelling setting, and one I can't wait to explore when it releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
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                                                            <title><![CDATA[ Diablo 5 announced and fully embraces bleakness, defeat, darkness, and hopelessness for Sanctuary, as Blizzard also confirms Diablo 4 is coming to Switch 2 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In quite a big surprise at BlizzCon 2026, Blizzard has confirmed <em>Diablo 5</em> is in development and is on for a Spring 2029 release.</p><p>And not content with simply maintaining the previous game's darkness, threat, and edge-of-apocalypse vibes and setting, <em>Diablo 5</em> looks to go fully bleak, fully miserable, and fully void of hope.</p><p>We're on the ground at BlizzCon 2026 in Anaheim and watched the teaser trailer live, which was full of fire, death, and bleakness, as you can see below, and has already set the tone for the next game.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/GxCN_AKYtts" allowfullscreen=""></iframe></div></div><p>Diablo has always had a specific brand and type of darkness, and almost always soaks its world and settings in a tangible sense of misery, darkness, dread, and hopelessness. And that's one reason why I love the games. </p><p>I'm not just being gloomy. That edge-of-apocalypse threat and sense of darkness give the Diablo games an excellent atmosphere and complement the universe's rich lore, as the place of Sanctuary in the battle of good vs. evil.</p><p><em>Diablo 3</em> received a little pushback when it came out due to it being a bit colorful and vibrant (literally), and while <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> brought a strong sense of bleakness, death, and darkness to Sanctuary, this early look at <em>Diablo 5</em> seems like it's doubling down on that original darkness and bleakness to return the series to its roots — as well as welcoming back the series' big bad bossman.</p><p>This seems true in both the setting and story. The trailer shows a world on fire, heroes being murdered and their bodies being gruesomely displayed, and, as Blizzard describes the game, instead of continually being on the edge, this is the first time that "players will enter a Sanctuary where Diablo has triumphed, and its heroes have been defeated."</p><p>The description goes on to say, "At the heart of Diablo V lies a defining question: what must you become when the world has already fallen?"</p><p>It sounds, frankly, awful, full of sorrow, sadness, and relentless bleakness. I can't wait.</p><h2 id="switch-2-players-finally-get-to-go-to-hell">Switch 2 players finally get to go to hell</h2><p>Alongside the <em>Diablo V</em> confirmation and teaser, Blizzard also confirmed the long-running rumor that Diablo 4 is indeed coming to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — and will do so on September 15, just a few days from now.</p><p>In one of gaming's worst-kept secrets in recent times, Blizzard confirmed that the game will come to the handheld in the form of a new edition: <em>Diablo IV: Age of Hatred Collection,</em> that bundle in the base game along with the Vessel of Hatred and Lord of Hatred expansions.</p><p>It's a natural fit, with the <em>Diablo 3: Eternal Collection</em> arriving on the original <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> and proving a great success and a fantastic way to play the game.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-v-announced-and-fully-embraces-bleakness-defeat-darkness-and-hopelessness-for-sanctuary-as-blizzard-also-confirms-diablo-4-is-coming-to-switch-2</link>
                                                                            <description>
                            <![CDATA[ Diablo V was a surprise announcement at BlizzCon 2026 and looks to double down on the darkness of its predecessor ]]>
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                                                                        <pubDate>Sat, 12 Sep 2026 20:21:22 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:11:51 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:description>                                                            <media:text><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:title>
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                                <p>In quite a big surprise at BlizzCon 2026, Blizzard has confirmed <em>Diablo 5</em> is in development and is on for a Spring 2029 release.</p><p>And not content with simply maintaining the previous game's darkness, threat, and edge-of-apocalypse vibes and setting, <em>Diablo 5</em> looks to go fully bleak, fully miserable, and fully void of hope.</p><p>We're on the ground at BlizzCon 2026 in Anaheim and watched the teaser trailer live, which was full of fire, death, and bleakness, as you can see below, and has already set the tone for the next game.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/GxCN_AKYtts" allowfullscreen=""></iframe></div></div><p>Diablo has always had a specific brand and type of darkness, and almost always soaks its world and settings in a tangible sense of misery, darkness, dread, and hopelessness. And that's one reason why I love the games. </p><p>I'm not just being gloomy. That edge-of-apocalypse threat and sense of darkness give the Diablo games an excellent atmosphere and complement the universe's rich lore, as the place of Sanctuary in the battle of good vs. evil.</p><p><em>Diablo 3</em> received a little pushback when it came out due to it being a bit colorful and vibrant (literally), and while <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> brought a strong sense of bleakness, death, and darkness to Sanctuary, this early look at <em>Diablo 5</em> seems like it's doubling down on that original darkness and bleakness to return the series to its roots — as well as welcoming back the series' big bad bossman.</p><p>This seems true in both the setting and story. The trailer shows a world on fire, heroes being murdered and their bodies being gruesomely displayed, and, as Blizzard describes the game, instead of continually being on the edge, this is the first time that "players will enter a Sanctuary where Diablo has triumphed, and its heroes have been defeated."</p><p>The description goes on to say, "At the heart of Diablo V lies a defining question: what must you become when the world has already fallen?"</p><p>It sounds, frankly, awful, full of sorrow, sadness, and relentless bleakness. I can't wait.</p><h2 id="switch-2-players-finally-get-to-go-to-hell">Switch 2 players finally get to go to hell</h2><p>Alongside the <em>Diablo V</em> confirmation and teaser, Blizzard also confirmed the long-running rumor that Diablo 4 is indeed coming to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — and will do so on September 15, just a few days from now.</p><p>In one of gaming's worst-kept secrets in recent times, Blizzard confirmed that the game will come to the handheld in the form of a new edition: <em>Diablo IV: Age of Hatred Collection,</em> that bundle in the base game along with the Vessel of Hatred and Lord of Hatred expansions.</p><p>It's a natural fit, with the <em>Diablo 3: Eternal Collection</em> arriving on the original <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> and proving a great success and a fantastic way to play the game.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async=""></script>
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