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                            <title><![CDATA[ Latest from TechRadar UK in Reviews ]]></title>
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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>
                                                                            <description>
                            <![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:credit><![CDATA[Future/Rob Dwiar]]></media:credit>
                                                                                                                                                                                                                                    <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>
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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[ Call of Duty: Modern Warfare 4 review: blockbuster gaming at its best ]]></title>
                                                                                                <dc:content><![CDATA[ <p>You could be forgiven for having reservations going into <em>Call of Duty: Modern Warfare 4</em>. After all, both last year’s instalment, the much-derided <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-7-review"><em>Black Ops 7</em></a>, and this game’s direct predecessor, <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-3-review"><em>Modern Warfare III</em></a><em>, </em>were<em> </em>clearly rushed and displayed a level of sloppiness that suggested the first-person shooter franchise had reached its breaking point.</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, Xbox Series S, PC, Nintendo Switch 2<br /><strong>Release date: </strong>October 23, 2026</p></div></div><p>Thankfully, it’s now apparent that these were merely temporary hiccups, and <em>Modern Warfare 4 </em>sees developer Infinity Ward successfully bring <a href="https://www.techradar.com/uk/tag/call-of-duty"><em>Call of Duty</em></a><em> </em>back from the brink with a fresh and exciting instalment that represents the absolute pinnacle of what the series has to offer. </p><p>The brilliant single-player story campaign delivers blockbuster thrills, there’s a stellar extraction shooter component filled with tense encounters in DMZ, and the core multiplayer experience is wonderfully crafted. It’s a package that you shouldn’t miss, and if it represents the trajectory of future installments, I’m confident that we’re in good hands.</p><h2 id="boots-on-the-ground">Boots on the ground</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/VTBbQANxFgJmq9bLad8w74-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VS6dMD775cFs678YMGyoH4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XhxnwCVEUZVW9NygJCmwN4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5sAoUS7Z8Ux7sGWL3Ju4S4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>The <em>Modern Warfare 4 </em>campaign is simply superb and sets a new benchmark for the series’ cinematic storytelling. It truly feels like the culmination of the last decade of the <em>Call of Duty </em>series – and not just the <em>Modern Warfare </em>games. </p><p>It all kicks off in the fictional city of Hajin, South Korea, where you play as the lowly Private Park. An unwilling conscript in the country’s mandatory service program, he and his squadmates are suddenly thrust onto the front lines when a routine patrol is interrupted by the start of a full-scale invasion by North Korea. There are some genuinely shocking scenes in the opening as your team pushes through a rapidly crumbling city, dodging artillery strikes and witnessing widespread civilian casualties.</p><p>The early death of a squadmate hammers home the high stakes, and the decision to focus on newcomers rather than the established <em>Modern Warfare </em>cast makes it clear that there’s no plot armor here. You genuinely start to care about these new arrivals, with each member bringing a distinct and memorable personality to the squad’s dynamic. Dunn, a US Marine embedded in the local unit, is a particular highlight. His cultural cluelessness and overconfident swagger are frequently played for laughs, stopping the otherwise bleak tone from becoming too unrelentingly miserable.</p><p>It’s a big departure from the almost Marvel-movie-like silliness of the recent <em>Call of Duty </em>games (I’m looking at you, giant Harper mission from <em>Black Ops 7</em>), and the focus on a ground invasion makes for a grittier story that’s more in line with the events of the original <em>Modern Warfare </em>trilogy. Despite this more constrained focus, there are still plenty of memorable set-piece moments, such as an invigorating sequence that has you rapidly switching between different team members spread out across an air base, working together to fend off waves of North Korean troops.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZPVNtuR9qNrP3ezAMikR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/KhwqSPc3L5L4geb4rxyvu4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/L7AH3fPHGZRrg86tnXsR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/72UdBuimpcnBAirWsxBtp4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>There’s even one massive, open-world mission that unfolds similarly to a <em>Far Cry </em>game. It’s far more in-depth than the disappointing open-zone levels of 2023’s <em>Modern Warfare III</em>, with resources to scavenge, outposts to clear, and even a few puzzles to crack. It took me a few hours to clear, and since I didn’t see everything, I really appreciate being able to return to it later from the mission select screen and pick up where I left off.</p><p>Park’s story plays out mostly linearly, but it's interspersed with missions that detail the exploits of the fan-favorite Captain Price in the lead-up to the invasion. Set a few years after the events of the previous game, which, spoiler alert, ends with Price executing his long-term adversary, General Shepherd, in the middle of the Pentagon, the former SAS soldier is now on the run and travels between global locations hunting the members of a sinister cabal.</p><p>Price’s segments offer all the bombastic <em>Mission: Impossible </em>action that made the recent <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-6-review"><em>Black Ops 6</em></a><em> </em>campaign so great. One minute you're infiltrating a New York nightclub, and the next you’re speeding through Paris, hanging out the side of a car chased by legions of heavily armed gangsters. Vladimir Makarov, a terrorist Price pursued throughout the previous game, is unceremoniously killed off in just the second mission, paving the way for the introduction of Archer, a new foe portrayed by Mads Mikkelsen. Unlike Makarov, he’s a compelling villain with coherent motivations and, importantly, enough screen time to appear like more than an afterthought, as his predecessor unfortunately did.</p><p>While Park’s journey sees the recruit come face to face with the horrors of war but emerge victorious thanks to camaraderie and teamwork, Price’s is all about the dangers of abandoning your morals and sacrificing those close to you in pursuit of revenge. They contrast excellently and, while the messaging certainly isn’t subtle, the way both gradually converge for a unified conclusion is nevertheless highly satisfying.</p><h2 id="off-the-books">Off the books</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="NSztkqJyikXwstqWzAkR75" name="20261021121814_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/NSztkqJyikXwstqWzAkR75-1920-80.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: Activision)</span></figcaption></figure><p>The events of the campaign lead directly into the new DMZ extraction shooter mode, which sees mercenaries returning to the crumbling ruins of Hajin to find and extract abandoned military tech left over from the war. It plays like a simplified version of titles such as <em>Arena Breakout: Infinite </em>or <em>Escape from Tarkov</em>, with your chosen operator dropping in to the map from an upgradable field base.</p><p>This serves as a little hub world that you return to in between runs, offering limited storage for your scavenged gear, a 3D printer to forge new equipment with collected resources, a vendor for spending extracted cash, and intelligence detailing the non-player character (NPC) foes and most dangerous players active in the zone. While most extraction shooter games include base-building elements, it’s rare to see your home as a physical 3D space you can actually explore, and it makes the experience feel much more immersive.</p><p>You have three options when deploying into Hajin: Story Missions, Dynamic Ops, and Free Roam. Free Roam is the most basic: it drops you into the massive map with a few other players to pursue your own goals, whether that means finding good weapons to extract or trying to complete DMZ Orders, little challenges that guide your experience. Dynamic Ops is more guided, feeding you a stream of multi-stage objectives with increasing rewards for each that you manage to complete.</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="Sxy5uEsat59yN8da77mTf4" name="20261020205902_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/Sxy5uEsat59yN8da77mTf4-1920-80.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: Activision)</span></figcaption></figure><p>They’re assigned at random, with a good variety of options in the mission pool that range from taking out key NPC targets to taking over military camps and collecting stashed bombs to destroy marked vehicles. Story Missions, meanwhile, offer a more linear experience that feels much closer to the campaign. </p><p>One early highlight had my team of three taking on guards at an abandoned hospital, pushing our way up to the intensive care unit and wheeling a sedated enemy general to a rooftop extraction point under heavy fire. It was genuinely exhilarating, and became even more exciting when a squad of enemy players turned up to disrupt our mission. </p><p>Other players can appear regardless of your chosen mode, leading to tense PvP situations where one wrong move can mean the difference between a successful escape and losing your current operator and all of their equipment. Not every encounter has to end in a fight, though, as you can work together with enemy teams (and even opt to join them) if they’re willing to cooperate, leading to some fun emergent play.</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="KUW9g8BdTW2mWvxUCATr65" name="20261020211757_1" caption="" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/KUW9g8BdTW2mWvxUCATr65-1920-80.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: Activision)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Diving into DMZ with friends is a delight. The mode works fantastically as a duo, chatting with each other as you explore the huge map, complete objectives, and evade (or attack) rival squads.</strong></p></div></div><p>I entered one story mission and quickly discovered that my team of randoms was absolutely terrible, with no apparent interest in actually completing our tasks, so I beelined to a nearby enemy squad shouting “friendly” until they sent me the invite to join them. I quickly led my new friends right back to my useless former teammates, and took great pleasure in helping mow them down to steal all their gear.</p><p>No two games feel the same, and if that wasn’t reason enough to keep coming back, Hajin itself is a treat to explore. It’s big, beautiful, and filled with a variety of aesthetically distinct zones ranging from freezing cold, abandoned North Korean villages to the rusty ruins of the South Korean city and even some of the barren outskirts of Russia. Even when you’ve seen it all, the dynamic weather effects can still take you by surprise, introducing challenging conditions like dense fog or heavy rainstorms that make it more difficult to navigate and spot foes.</p><p>DMZ would be a strong offering as a standalone extraction shooter game, so it represents incredible value when bundled in alongside the rest of the <em>Modern Warfare 4 </em>package. This is a mode that I’m going to be coming back to time and time again in the weeks and months ahead.</p><h2 id="a-fresh-start">A fresh start</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="RGjVhLvsyRW4VJhizAXt65" name="20261023093831_2" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/RGjVhLvsyRW4VJhizAXt65-1920-80.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: Activision)</span></figcaption></figure><p>Of course, no <em>Call of Duty </em>game is complete without a robust suite of core multiplayer modes, and <em>Modern Warfare 4 </em>delivers a truly superb experience across the board in this regard. The pacing of matches is perfect: noticeably snappier than the comparatively pedestrian battles of <em>Modern Warfare II </em>but not as overwhelmingly rapid as the wall-jumping, hip-firing action of <em>Black Ops 7</em>. </p><p>Fast movement helps you navigate the smaller maps of classic modes like Team Deathmatch or Kill Confirmed quickly so you’re always encountering new enemies to fight, keeping the excitement high. Focusing on tactical positioning is still rewarded, thanks to a finely tuned TTK (time to kill) that gives the player who lands the first hit an advantage, but not a guaranteed victory against particularly skilled opponents. New traversal mechanics like a ledge grab that lets you hang off the side of buildings and objects are seamlessly implemented too, opening up new exciting opportunities on every battlefield.</p><p>As I <a href="https://www.techradar.com/gaming/a-generational-call-of-duty-game-after-almost-ten-hours-hands-on-i-think-modern-warfare-4-could-revolutionize-the-long-running-series#viafoura-comments">noted in my impressions of the <em>Modern Warfare 4</em> beta</a>, the overhauled ballistic system is far more than a marketing bullet point and genuinely impacts how you engage with weapons by accurately simulating the trajectory of bullets based on the position of your muzzle. In practical terms, it means being able to reliably hit shots when quickly shooting from the hip, which gives you a chance against players that slide around corners with SMGs at breakneck speeds to try and catch you off guard.</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="g9uCtkt99LZERHA2Scxeu4" name="20261023092316_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/g9uCtkt99LZERHA2Scxeu4-1920-80.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: Activision)</span></figcaption></figure><p>The guns themselves are all fantastic to use, with best-in-class model fidelity, impactful sound effects, and slick animations. There’s a great variety in the arsenal to boot, which spans from modern assault rifles to the antique WWII gear used by the real-world North Korean military. GUNNY, a new automated helper smartly built into the gunsmith system, makes it easier than ever to tweak your attachments for that perfect build. While I will always prefer poring over the detailed stats, giving newcomers the ability to automatically create good attachment setups based on their specific playstyles helps keep the playing field even. </p><p>As for the maps, they’re some of the best that we’ve had in recent years. They’re definitely on the smaller side unless you dive into the massive Ground War: Combat Outpost mode (which plays almost like a<em> Battlefield </em>match), though none of them stand out as suffering from poorly balanced spawn points or unfair sightlines. They’re visually stunning. Those taking place in South Korea, such as Silkworm, stand out particularly with their lavishly detailed streets, while little animated intros grant each arena a distinct visual identity.</p><p>Wrap all of this up in a slick UI that finally doesn’t look like the Netflix home screen, and it’s hard not to come to the conclusion that <em>Modern Warfare 4 </em>is going to reshape the direction of the long-running series going forward. If I had to truly nitpick, I would fault the lack of faction divisions in the operator lineup – being able to tell at a glance which team a player is on without having to rely on the red enemy indicator would help readability.</p><p>For something this insignificant to be my only complaint is a testament to how strong the<em> Call of Duty: Modern Warfare 4 </em>package is</p><h2 id="should-i-play-call-of-duty-modern-warfare-4">Should I play Call of Duty: Modern Warfare 4?</h2><h2 id="play-it-if">Play it if…</h2><div class="product"><p><strong>You’ve been waiting for a triumphant return</strong><br />If you’ve skipped the last few <em>Call of Duty </em>titles in order to wait for the franchise’s next big hit, then <em>Modern Warfare 4 </em>is it. There’s never been a better time to dive back in.</p></div><div class="product"><p><strong>You want an unbeatable package</strong><br />Thanks to a strong single-player mode and excellent core multiplayer experience, <em>Call of Duty: Modern Warfare 4 </em>represents excellence across the board. You even get an entire, engaging extraction shooter thrown in with the included DMZ mode.</p></div><div class="product"><p><strong>You love the Modern Warfare story</strong><br /><em>Modern Warfare 4 </em>brings the latest <em>Modern Warfare </em>narrative to a satisfying and definitive conclusion that’s well worth experiencing if you’ve played the previous entries.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You prefer the faster pace of Black Ops 7</strong><br /><em>Modern Warfare 4 </em>is a fast-paced game as far as <em>Call of Duty</em> goes, but engagements are still not as rapid as in <em>Black Ops 7</em>. Stick with last year's instalment if you prefer that style of play.</p></div><h2 id="accessibility-features">Accessibility features</h2><p>As with most modern <em>Call of Duty </em>games, there is an expansive selection of accessibility settings. This includes a wide selection of visual presets designed to enhance readability, as well as an assortment of subtitle options for the campaign. </p><p>The controls are also highly customizable, with full remapping supported whether you’re using a keyboard and mouse or a controller. You can also tweak aim assist settings and enable presets designed to reduce motor strain.</p><h2 id="how-i-reviewed-call-of-duty-modern-warfare-4">How I reviewed Call of Duty: Modern Warfare 4</h2><p>I played more than 25 hours of <em>Call of Duty: Modern Warfare 4 </em>for the purpose of this review. This included a full playthrough of the campaign, multiple DMZ sessions both solo and with a friend, and plenty of multiplayer. I also drew on my experience playing more than ten hours of the game’s beta, and some extra hands-on time in a studio visit earlier this year.</p><p>I tested everything on PC using a 5070 Ti-powered model by retailer Sca with a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus. This setup lets me play smoothly on custom graphics settings at 1080p with most options set to High.</p><p>For peripherals, I used the new <a href="https://www.techradar.com/computing/logitech-g-pro-x2-rapid-review">Logitech G Pro X2 Rapid keyboard</a> and <a href="https://www.techradar.com/computing/logitech-g-pro-x3-superstrike-review">Logitech G Pro X3 SuperStrike mouse</a> throughout my time with the game.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review</link>
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                            <![CDATA[ Call of Duty: Modern Warfare 4 delivers across the board with its excellent campaign, strong multiplayer, and exhilarating DMZ modes. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 15:10:02 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 09:59:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Consoles & PC]]></category>
                                                    <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 promotional Modern Warfare 4 screenshot showing soldiers in combat in a dark server room.]]></media:description>                                                            <media:text><![CDATA[A promotional Modern Warfare 4 screenshot showing soldiers in combat in a dark server room.]]></media:text>
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                                <p>You could be forgiven for having reservations going into <em>Call of Duty: Modern Warfare 4</em>. After all, both last year’s instalment, the much-derided <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-7-review"><em>Black Ops 7</em></a>, and this game’s direct predecessor, <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-3-review"><em>Modern Warfare III</em></a><em>, </em>were<em> </em>clearly rushed and displayed a level of sloppiness that suggested the first-person shooter franchise had reached its breaking point.</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, Xbox Series S, PC, Nintendo Switch 2<br /><strong>Release date: </strong>October 23, 2026</p></div></div><p>Thankfully, it’s now apparent that these were merely temporary hiccups, and <em>Modern Warfare 4 </em>sees developer Infinity Ward successfully bring <a href="https://www.techradar.com/uk/tag/call-of-duty"><em>Call of Duty</em></a><em> </em>back from the brink with a fresh and exciting instalment that represents the absolute pinnacle of what the series has to offer. </p><p>The brilliant single-player story campaign delivers blockbuster thrills, there’s a stellar extraction shooter component filled with tense encounters in DMZ, and the core multiplayer experience is wonderfully crafted. It’s a package that you shouldn’t miss, and if it represents the trajectory of future installments, I’m confident that we’re in good hands.</p><h2 id="boots-on-the-ground">Boots on the ground</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/VTBbQANxFgJmq9bLad8w74-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VS6dMD775cFs678YMGyoH4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XhxnwCVEUZVW9NygJCmwN4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5sAoUS7Z8Ux7sGWL3Ju4S4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>The <em>Modern Warfare 4 </em>campaign is simply superb and sets a new benchmark for the series’ cinematic storytelling. It truly feels like the culmination of the last decade of the <em>Call of Duty </em>series – and not just the <em>Modern Warfare </em>games. </p><p>It all kicks off in the fictional city of Hajin, South Korea, where you play as the lowly Private Park. An unwilling conscript in the country’s mandatory service program, he and his squadmates are suddenly thrust onto the front lines when a routine patrol is interrupted by the start of a full-scale invasion by North Korea. There are some genuinely shocking scenes in the opening as your team pushes through a rapidly crumbling city, dodging artillery strikes and witnessing widespread civilian casualties.</p><p>The early death of a squadmate hammers home the high stakes, and the decision to focus on newcomers rather than the established <em>Modern Warfare </em>cast makes it clear that there’s no plot armor here. You genuinely start to care about these new arrivals, with each member bringing a distinct and memorable personality to the squad’s dynamic. Dunn, a US Marine embedded in the local unit, is a particular highlight. His cultural cluelessness and overconfident swagger are frequently played for laughs, stopping the otherwise bleak tone from becoming too unrelentingly miserable.</p><p>It’s a big departure from the almost Marvel-movie-like silliness of the recent <em>Call of Duty </em>games (I’m looking at you, giant Harper mission from <em>Black Ops 7</em>), and the focus on a ground invasion makes for a grittier story that’s more in line with the events of the original <em>Modern Warfare </em>trilogy. Despite this more constrained focus, there are still plenty of memorable set-piece moments, such as an invigorating sequence that has you rapidly switching between different team members spread out across an air base, working together to fend off waves of North Korean troops.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZPVNtuR9qNrP3ezAMikR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/KhwqSPc3L5L4geb4rxyvu4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/L7AH3fPHGZRrg86tnXsR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/72UdBuimpcnBAirWsxBtp4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>There’s even one massive, open-world mission that unfolds similarly to a <em>Far Cry </em>game. It’s far more in-depth than the disappointing open-zone levels of 2023’s <em>Modern Warfare III</em>, with resources to scavenge, outposts to clear, and even a few puzzles to crack. It took me a few hours to clear, and since I didn’t see everything, I really appreciate being able to return to it later from the mission select screen and pick up where I left off.</p><p>Park’s story plays out mostly linearly, but it's interspersed with missions that detail the exploits of the fan-favorite Captain Price in the lead-up to the invasion. Set a few years after the events of the previous game, which, spoiler alert, ends with Price executing his long-term adversary, General Shepherd, in the middle of the Pentagon, the former SAS soldier is now on the run and travels between global locations hunting the members of a sinister cabal.</p><p>Price’s segments offer all the bombastic <em>Mission: Impossible </em>action that made the recent <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-6-review"><em>Black Ops 6</em></a><em> </em>campaign so great. One minute you're infiltrating a New York nightclub, and the next you’re speeding through Paris, hanging out the side of a car chased by legions of heavily armed gangsters. Vladimir Makarov, a terrorist Price pursued throughout the previous game, is unceremoniously killed off in just the second mission, paving the way for the introduction of Archer, a new foe portrayed by Mads Mikkelsen. Unlike Makarov, he’s a compelling villain with coherent motivations and, importantly, enough screen time to appear like more than an afterthought, as his predecessor unfortunately did.</p><p>While Park’s journey sees the recruit come face to face with the horrors of war but emerge victorious thanks to camaraderie and teamwork, Price’s is all about the dangers of abandoning your morals and sacrificing those close to you in pursuit of revenge. They contrast excellently and, while the messaging certainly isn’t subtle, the way both gradually converge for a unified conclusion is nevertheless highly satisfying.</p><h2 id="off-the-books">Off the books</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="NSztkqJyikXwstqWzAkR75" name="20261021121814_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/NSztkqJyikXwstqWzAkR75-1920-80.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: Activision)</span></figcaption></figure><p>The events of the campaign lead directly into the new DMZ extraction shooter mode, which sees mercenaries returning to the crumbling ruins of Hajin to find and extract abandoned military tech left over from the war. It plays like a simplified version of titles such as <em>Arena Breakout: Infinite </em>or <em>Escape from Tarkov</em>, with your chosen operator dropping in to the map from an upgradable field base.</p><p>This serves as a little hub world that you return to in between runs, offering limited storage for your scavenged gear, a 3D printer to forge new equipment with collected resources, a vendor for spending extracted cash, and intelligence detailing the non-player character (NPC) foes and most dangerous players active in the zone. While most extraction shooter games include base-building elements, it’s rare to see your home as a physical 3D space you can actually explore, and it makes the experience feel much more immersive.</p><p>You have three options when deploying into Hajin: Story Missions, Dynamic Ops, and Free Roam. Free Roam is the most basic: it drops you into the massive map with a few other players to pursue your own goals, whether that means finding good weapons to extract or trying to complete DMZ Orders, little challenges that guide your experience. Dynamic Ops is more guided, feeding you a stream of multi-stage objectives with increasing rewards for each that you manage to complete.</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="Sxy5uEsat59yN8da77mTf4" name="20261020205902_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/Sxy5uEsat59yN8da77mTf4-1920-80.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: Activision)</span></figcaption></figure><p>They’re assigned at random, with a good variety of options in the mission pool that range from taking out key NPC targets to taking over military camps and collecting stashed bombs to destroy marked vehicles. Story Missions, meanwhile, offer a more linear experience that feels much closer to the campaign. </p><p>One early highlight had my team of three taking on guards at an abandoned hospital, pushing our way up to the intensive care unit and wheeling a sedated enemy general to a rooftop extraction point under heavy fire. It was genuinely exhilarating, and became even more exciting when a squad of enemy players turned up to disrupt our mission. </p><p>Other players can appear regardless of your chosen mode, leading to tense PvP situations where one wrong move can mean the difference between a successful escape and losing your current operator and all of their equipment. Not every encounter has to end in a fight, though, as you can work together with enemy teams (and even opt to join them) if they’re willing to cooperate, leading to some fun emergent play.</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="KUW9g8BdTW2mWvxUCATr65" name="20261020211757_1" caption="" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/KUW9g8BdTW2mWvxUCATr65-1920-80.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: Activision)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Diving into DMZ with friends is a delight. The mode works fantastically as a duo, chatting with each other as you explore the huge map, complete objectives, and evade (or attack) rival squads.</strong></p></div></div><p>I entered one story mission and quickly discovered that my team of randoms was absolutely terrible, with no apparent interest in actually completing our tasks, so I beelined to a nearby enemy squad shouting “friendly” until they sent me the invite to join them. I quickly led my new friends right back to my useless former teammates, and took great pleasure in helping mow them down to steal all their gear.</p><p>No two games feel the same, and if that wasn’t reason enough to keep coming back, Hajin itself is a treat to explore. It’s big, beautiful, and filled with a variety of aesthetically distinct zones ranging from freezing cold, abandoned North Korean villages to the rusty ruins of the South Korean city and even some of the barren outskirts of Russia. Even when you’ve seen it all, the dynamic weather effects can still take you by surprise, introducing challenging conditions like dense fog or heavy rainstorms that make it more difficult to navigate and spot foes.</p><p>DMZ would be a strong offering as a standalone extraction shooter game, so it represents incredible value when bundled in alongside the rest of the <em>Modern Warfare 4 </em>package. This is a mode that I’m going to be coming back to time and time again in the weeks and months ahead.</p><h2 id="a-fresh-start">A fresh start</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="RGjVhLvsyRW4VJhizAXt65" name="20261023093831_2" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/RGjVhLvsyRW4VJhizAXt65-1920-80.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: Activision)</span></figcaption></figure><p>Of course, no <em>Call of Duty </em>game is complete without a robust suite of core multiplayer modes, and <em>Modern Warfare 4 </em>delivers a truly superb experience across the board in this regard. The pacing of matches is perfect: noticeably snappier than the comparatively pedestrian battles of <em>Modern Warfare II </em>but not as overwhelmingly rapid as the wall-jumping, hip-firing action of <em>Black Ops 7</em>. </p><p>Fast movement helps you navigate the smaller maps of classic modes like Team Deathmatch or Kill Confirmed quickly so you’re always encountering new enemies to fight, keeping the excitement high. Focusing on tactical positioning is still rewarded, thanks to a finely tuned TTK (time to kill) that gives the player who lands the first hit an advantage, but not a guaranteed victory against particularly skilled opponents. New traversal mechanics like a ledge grab that lets you hang off the side of buildings and objects are seamlessly implemented too, opening up new exciting opportunities on every battlefield.</p><p>As I <a href="https://www.techradar.com/gaming/a-generational-call-of-duty-game-after-almost-ten-hours-hands-on-i-think-modern-warfare-4-could-revolutionize-the-long-running-series#viafoura-comments">noted in my impressions of the <em>Modern Warfare 4</em> beta</a>, the overhauled ballistic system is far more than a marketing bullet point and genuinely impacts how you engage with weapons by accurately simulating the trajectory of bullets based on the position of your muzzle. In practical terms, it means being able to reliably hit shots when quickly shooting from the hip, which gives you a chance against players that slide around corners with SMGs at breakneck speeds to try and catch you off guard.</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="g9uCtkt99LZERHA2Scxeu4" name="20261023092316_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/g9uCtkt99LZERHA2Scxeu4-1920-80.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: Activision)</span></figcaption></figure><p>The guns themselves are all fantastic to use, with best-in-class model fidelity, impactful sound effects, and slick animations. There’s a great variety in the arsenal to boot, which spans from modern assault rifles to the antique WWII gear used by the real-world North Korean military. GUNNY, a new automated helper smartly built into the gunsmith system, makes it easier than ever to tweak your attachments for that perfect build. While I will always prefer poring over the detailed stats, giving newcomers the ability to automatically create good attachment setups based on their specific playstyles helps keep the playing field even. </p><p>As for the maps, they’re some of the best that we’ve had in recent years. They’re definitely on the smaller side unless you dive into the massive Ground War: Combat Outpost mode (which plays almost like a<em> Battlefield </em>match), though none of them stand out as suffering from poorly balanced spawn points or unfair sightlines. They’re visually stunning. Those taking place in South Korea, such as Silkworm, stand out particularly with their lavishly detailed streets, while little animated intros grant each arena a distinct visual identity.</p><p>Wrap all of this up in a slick UI that finally doesn’t look like the Netflix home screen, and it’s hard not to come to the conclusion that <em>Modern Warfare 4 </em>is going to reshape the direction of the long-running series going forward. If I had to truly nitpick, I would fault the lack of faction divisions in the operator lineup – being able to tell at a glance which team a player is on without having to rely on the red enemy indicator would help readability.</p><p>For something this insignificant to be my only complaint is a testament to how strong the<em> Call of Duty: Modern Warfare 4 </em>package is</p><h2 id="should-i-play-call-of-duty-modern-warfare-4">Should I play Call of Duty: Modern Warfare 4?</h2><h2 id="play-it-if">Play it if…</h2><div class="product"><p><strong>You’ve been waiting for a triumphant return</strong><br />If you’ve skipped the last few <em>Call of Duty </em>titles in order to wait for the franchise’s next big hit, then <em>Modern Warfare 4 </em>is it. There’s never been a better time to dive back in.</p></div><div class="product"><p><strong>You want an unbeatable package</strong><br />Thanks to a strong single-player mode and excellent core multiplayer experience, <em>Call of Duty: Modern Warfare 4 </em>represents excellence across the board. You even get an entire, engaging extraction shooter thrown in with the included DMZ mode.</p></div><div class="product"><p><strong>You love the Modern Warfare story</strong><br /><em>Modern Warfare 4 </em>brings the latest <em>Modern Warfare </em>narrative to a satisfying and definitive conclusion that’s well worth experiencing if you’ve played the previous entries.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You prefer the faster pace of Black Ops 7</strong><br /><em>Modern Warfare 4 </em>is a fast-paced game as far as <em>Call of Duty</em> goes, but engagements are still not as rapid as in <em>Black Ops 7</em>. Stick with last year's instalment if you prefer that style of play.</p></div><h2 id="accessibility-features">Accessibility features</h2><p>As with most modern <em>Call of Duty </em>games, there is an expansive selection of accessibility settings. This includes a wide selection of visual presets designed to enhance readability, as well as an assortment of subtitle options for the campaign. </p><p>The controls are also highly customizable, with full remapping supported whether you’re using a keyboard and mouse or a controller. You can also tweak aim assist settings and enable presets designed to reduce motor strain.</p><h2 id="how-i-reviewed-call-of-duty-modern-warfare-4">How I reviewed Call of Duty: Modern Warfare 4</h2><p>I played more than 25 hours of <em>Call of Duty: Modern Warfare 4 </em>for the purpose of this review. This included a full playthrough of the campaign, multiple DMZ sessions both solo and with a friend, and plenty of multiplayer. I also drew on my experience playing more than ten hours of the game’s beta, and some extra hands-on time in a studio visit earlier this year.</p><p>I tested everything on PC using a 5070 Ti-powered model by retailer Sca with a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus. This setup lets me play smoothly on custom graphics settings at 1080p with most options set to High.</p><p>For peripherals, I used the new <a href="https://www.techradar.com/computing/logitech-g-pro-x2-rapid-review">Logitech G Pro X2 Rapid keyboard</a> and <a href="https://www.techradar.com/computing/logitech-g-pro-x3-superstrike-review">Logitech G Pro X3 SuperStrike mouse</a> throughout my time with the game.</p><p><em>First reviewed October 2026</em></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-2">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">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-2">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. ]]>
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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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                                <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-2">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">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-2">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[ The Witcher 3: Wild Hunt — Remastered review: better graphics and boosted performance are just the beginning ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Before brandishing Geralt of Rivia's twin blades and braving a "new game" in <a href="https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-is-a-free-upgrade-with-revamped-gameplay-systems-heres-everything-confirmed-at-the-onl-reveal"><em>The Witcher 3: Wild Hunt — Remastered</em></a><em>, </em>the main menu invites you to check out the re-release's patch highlights. </p><p>Clicking the option opens a top-level list of the title's abundant updates, improvements, and enhancements, from "Upgraded Visuals and Performance" to a "Reimagined Skill System." But while these entries showcase the game's most significant and ambitious inclusions, some of the remaster's best new features are hidden under the catch-all category of "And Much, Much More."</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>PlayStation 5 Pro<br /><strong>Available on: </strong>PlayStation 5 , Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date:</strong> September 29, 2026</p></div></div><p>For example, the fact that the grey-maned monster hunter no longer navigates ladders and waist-high ledges like a toddler sorting out their motor skills might impress seasoned fans more than any fancy new lighting tech. Looting resources while riding Roach – another awesome update that doesn't earn its own bullet point – will similarly delight anyone who previously endured getting on and off Geralt's trusty steed every time they wanted to pick a flower.</p><p>While these subtle tweaks aren't as sexy as, say, the stunning visual update, they are welcome, meaningful fixes that not only make the game better, but also reflect CD Projekt Red's larger commitment to deliver more than the bare minimum to make a quick buck.</p><h2 id="much-more-than-a-pretty-makeover">Much more than a pretty makeover</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="fq9zp7G8MdxY27djRrDSCi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_A_nice_day_for_a_walk_RBG" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/fq9zp7G8MdxY27djRrDSCi-1920-80.png" 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: CD PROJEKT RED)</span></figcaption></figure><p>Of course, while you're effortlessly gathering alchemy ingredients from the saddle, you'll indeed also appreciate the significant graphical leap the game has achieved. <a href="https://www.techradar.com/tag/the-witcher"><em>The Witcher </em></a><em>3</em>'s 2022 next-gen update was already a looker, but the remaster's response to it is a confident, "Hold my beer (or Redanian Lager).</p><p>The lighting effects – and resulting shadows – are far more realistic, textures pack noticeably sharper details, and flora-filled environments look as though they've leapt off a postcard. Overall, there's an across-the-board fresh layer of detail and depth that makes the Continent come to life like never before. </p><p>If you're tackling the <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>Wild Hun</em></a><em>t </em>on a PlayStation 5 Pro, you also have some say in just how striking you want the game to look. A Performance mode uncaps the framerate, guaranteeing the game runs at 60 FPS minimum – but is capable of hitting as high as 90 FPS. </p><p>Meanwhile, a dedicated Ray Tracing mode consistently hovers around 60 FPS, while funneling more horsepower into rendering the absolute best lighting effects. Both options more than get the job done, though I preferred the slight visual bump and solid framerate offered by the latter selection.</p><h2 id="combat-worthy-of-a-witcher">Combat worthy of a Witcher</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="NwSFCDZFwHfg8Kx9ontWDi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_Blood_or_wine_RGB" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/NwSFCDZFwHfg8Kx9ontWDi-1920-80.png" 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: CD PROJEKT RED)</span></figcaption></figure><p>It also doesn't hurt that you can now soak in the picturesque sights – such as sunlight realistically filtering through dense foliage – without having to pause every few seconds to reposition Roach. That's right, another "And Much, Much More" addition addresses your mount's previously frustrating collision detection, ensuring the 1,000-plus-pound animal no longer gets caught up on jutting branches and small rocks. </p><p>Roach's smoother movements have also apparently rubbed off on Geralt, as the sword-swinging, spell-casting hero not only navigates environmental obstacles with ease, but wields his steel like a proper badass on the battlefield. Previous iterations of <em>The Witcher 3</em> have been endlessly praised for their graphics, storytelling, quest design, and content-packed open world, but their combat mechanics were typically left out of those acclaim-filled conversations.</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="RwLVqHZz83PZ6Ve6WXJxDi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_Sleep-tight_RGB" caption="" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/RwLVqHZz83PZ6Ve6WXJxDi-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: CD PROJEKT RED)</span></figcaption></figure><p class="fancy-box__body-text"><em><strong>The Witcher 3: Wild Hunt</strong></em><strong>'s combat was always its weakest area, with frequently clunky encounters that didn't quite match the quality of the rest of the game. With battles now feeling much faster, fluid, and dynamic, hacking, slashing, and spell-casting through the ugly hordes is far more immersive, as well as reflective of the rest of the experience's excellence.</strong></p></div></div><p>That's been remedied in the remaster, as CD Projekt Red has seemingly reworked the clunky combat from the ground up. Where the protagonist's attacks previously felt loose and lacking weight, they now pack a more precise, impactful punch. But not at the cost of speed, as enemy encounters also feel faster, more fluid, and kinetic. </p><p>Some factors – from smoother animations and smarter, more reactive enemies to new finishing moves and, crucially, a dynamic camera that no longer struggles to keep up with the lightning-quick action – combine to deliver an experience that now has me eager to breach any bandit camp or monster lair I might stumble upon. </p><h2 id="an-unbeatable-beast-slaying-bundle">An unbeatable, beast-slaying bundle</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="WJogR2VYT9JKdTXZ4yjDEi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_pits_you_against_dangerous_new_enemies_RGB" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/WJogR2VYT9JKdTXZ4yjDEi-1920-80.png" 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: CD PROJEKT RED)</span></figcaption></figure><p>CD Projekt Red could have polished the visuals, improved the combat, added a few quality-of-life fixes, and then collected a fat paycheck for their efforts. But they dug deep, considered fan feedback, and made the typical remaster look like a stain on the titular beast-slayer's boots.</p><p>Speaking of Geralt's well-trodden footwear, a new style-forward transmog system allows you to wear the armor and wield the weapons you want without sacrificing any attached stats. You'll find further flexibility in the reimagined skill system, which offers newfound freedom for molding your playstyle, experimenting with skills, and generally forging a meaningful character progression path on par with contemporary RPGs.</p><p>But these inclusions, too, barely scratch the surface of a lengthy list of improvements that could over-encumber Roach's Beauclair saddlebags. Quest tracking has also been streamlined, looting is less tedious, and meditation is now more immersive and interactive. All that, and a much deeper photo mode ensures you'll spend more time snapping pics than swinging your swords.</p><p>Needless to say,<em> The Witcher 3: Wild Hunt Remastered </em>is the absolute best, most definitive version of a game that was already a genre-defining banger when it launched 12 years ago. Toss in the fact that this impressive update also includes the base game's two massive, equally excellent expansions – <em>Hearts of Stone</em> and <em>Blood and Wine</em> – and securing this bundle is a no-brainer for anyone who's yet to conquer the Continent. </p><p>Best of all, those who already own any previous version of the award-winning RPG won't pay a single Novigrad Crown for the update, as it's completely free for returning fans. </p><h2 id="should-i-play-the-witcher-3-wild-hunt-remastered">Should I play The Witcher 3: Wild Hunt — Remastered?</h2><h2 id="play-it-if-3">Play it if…</h2><div class="product"><p><strong>You've been waiting for the absolute best version of the game</strong><br /><em>The Witcher 3: Wild Hunt</em> only gets better with each re-release. But I can't imagine another version – at least not one arriving anytime in the near future – besting this bundle. If you've been holding out for the superior, most definitive version of one of the decade's best RPGs, your wait is over.</p></div><div class="product"><p><strong>You're seeking a fresh reason to get behind Geralt's blades</strong><br />Remastered games have become big business, but most simply offer a more polished graphical presentation<em>. The Witcher 3</em> is indeed much prettier, but its fresh coat of polygons is just the beginning. Any frustrations you might have encountered the first time around have likely been squashed here, making this a refreshed experience worth revisiting for more than just its shinier visuals. And if you already own the game, you have nothing to lose, as the remaster is a free update. </p></div><h2 id="don-39-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You're expecting new content</strong><br />As impressive as this remaster is, it does not add any fresh story elements, characters, or other original content. While a new story expansion, dubbed <a href="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" data-dimension112="f43582c4-c30a-11f1-8e50-5790e388d79d" data-action="Deal Block" data-label="Songs of the Past" data-dimension48="Songs of the Past" data-dimension25=""><em>Songs of the Past</em></a>, is on the way, the remaster solely offers a significantly improved version of the existing campaign and its supplemental content. </p></div><h2 id="accessibility-features-3">Accessibility features</h2><p>On top of standard settings for adjusting subtitles, interfaces, and HUD elements, <em>The Witcher 3 </em>includes an expansive suite of accessibility options under a new, dedicated section dubbed "Bard's Ballad." </p><p>This mode includes several default presets – from unlimited item durability to faster boats – meant to make the game less taxing for those who might experience mental fatigue. </p><p>But the mode's nearly 20 toggles can also be tailored to individual needs, so different options, like color-blind-friendly Witcher Senses or fisheye Witcher Senses, can be selected individually based on a particular player's needs and preferences.</p><h2 id="how-i-reviewed-the-witcher-3-wild-hunt-remastered">How I reviewed The Witcher 3: Wild Hunt — Remastered</h2><p>I played <em>The Witcher 3: Wild Hunt — Remastered</em> for 30 or so hours. Having already invested dozens upon dozens of hours in more traditional playthroughs of both the original 2015 game and its 2022 next-gen update, I approached the remaster differently, focusing on the many fresh features, updates, and enhancements that separate it from its previous iterations. </p><p>I played the game on a PS5 Pro using my budget <a href="https://www.techradar.com/tag/tcl">TCL</a> 4K 65" TV, with HDR enabled. I tested the platform's Performance and Ray Tracing modes, finding the latter offered the preferred experience. For audio, I tested with both my TV's onboard stereo speakers and Sony's <a href="https://www.techradar.com/gaming/playstation-pulse-elite-review">PlayStation Pulse Elite</a> headset. </p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-witcher-3-remastered-review</link>
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                            <![CDATA[ More than a mere remaster, Geralt's return is packed with welcome updates, improvements, and enhancements. ]]>
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                                                                        <pubDate>Sat, 10 Oct 2026 00:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 12 Oct 2026 08:39:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Matt Cabral ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/szuHWUeAZqi3eLLgBWZhWW-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;A full-time writer and game consultant hailing from Lizzie Borden&#039;s hometown of Fall River, Massachusetts, Matt has been covering video games, tech, film, television, and theme parks for nearly 20 years. When not contributing&amp;nbsp;to the likes of IGN, CNN, Forbes, Fandango, Netflix,&amp;nbsp; Entertainment Weekly, StarWars.com, and many more, Matt can be found in the basement of a haunted asylum hoarding all the med-kits, ammo crates, and canned goods.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[CD PROJEKT RED]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Wild Hunt — Remastered]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Wild Hunt — Remastered]]></media:text>
                                <media:title type="plain"><![CDATA[The Witcher 3: Wild Hunt — Remastered]]></media:title>
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                                <p>Before brandishing Geralt of Rivia's twin blades and braving a "new game" in <a href="https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-is-a-free-upgrade-with-revamped-gameplay-systems-heres-everything-confirmed-at-the-onl-reveal"><em>The Witcher 3: Wild Hunt — Remastered</em></a><em>, </em>the main menu invites you to check out the re-release's patch highlights. </p><p>Clicking the option opens a top-level list of the title's abundant updates, improvements, and enhancements, from "Upgraded Visuals and Performance" to a "Reimagined Skill System." But while these entries showcase the game's most significant and ambitious inclusions, some of the remaster's best new features are hidden under the catch-all category of "And Much, Much More."</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>PlayStation 5 Pro<br /><strong>Available on: </strong>PlayStation 5 , Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date:</strong> September 29, 2026</p></div></div><p>For example, the fact that the grey-maned monster hunter no longer navigates ladders and waist-high ledges like a toddler sorting out their motor skills might impress seasoned fans more than any fancy new lighting tech. Looting resources while riding Roach – another awesome update that doesn't earn its own bullet point – will similarly delight anyone who previously endured getting on and off Geralt's trusty steed every time they wanted to pick a flower.</p><p>While these subtle tweaks aren't as sexy as, say, the stunning visual update, they are welcome, meaningful fixes that not only make the game better, but also reflect CD Projekt Red's larger commitment to deliver more than the bare minimum to make a quick buck.</p><h2 id="much-more-than-a-pretty-makeover">Much more than a pretty makeover</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="fq9zp7G8MdxY27djRrDSCi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_A_nice_day_for_a_walk_RBG" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/fq9zp7G8MdxY27djRrDSCi-1920-80.png" 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: CD PROJEKT RED)</span></figcaption></figure><p>Of course, while you're effortlessly gathering alchemy ingredients from the saddle, you'll indeed also appreciate the significant graphical leap the game has achieved. <a href="https://www.techradar.com/tag/the-witcher"><em>The Witcher </em></a><em>3</em>'s 2022 next-gen update was already a looker, but the remaster's response to it is a confident, "Hold my beer (or Redanian Lager).</p><p>The lighting effects – and resulting shadows – are far more realistic, textures pack noticeably sharper details, and flora-filled environments look as though they've leapt off a postcard. Overall, there's an across-the-board fresh layer of detail and depth that makes the Continent come to life like never before. </p><p>If you're tackling the <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>Wild Hun</em></a><em>t </em>on a PlayStation 5 Pro, you also have some say in just how striking you want the game to look. A Performance mode uncaps the framerate, guaranteeing the game runs at 60 FPS minimum – but is capable of hitting as high as 90 FPS. </p><p>Meanwhile, a dedicated Ray Tracing mode consistently hovers around 60 FPS, while funneling more horsepower into rendering the absolute best lighting effects. Both options more than get the job done, though I preferred the slight visual bump and solid framerate offered by the latter selection.</p><h2 id="combat-worthy-of-a-witcher">Combat worthy of a Witcher</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="NwSFCDZFwHfg8Kx9ontWDi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_Blood_or_wine_RGB" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/NwSFCDZFwHfg8Kx9ontWDi-1920-80.png" 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: CD PROJEKT RED)</span></figcaption></figure><p>It also doesn't hurt that you can now soak in the picturesque sights – such as sunlight realistically filtering through dense foliage – without having to pause every few seconds to reposition Roach. That's right, another "And Much, Much More" addition addresses your mount's previously frustrating collision detection, ensuring the 1,000-plus-pound animal no longer gets caught up on jutting branches and small rocks. </p><p>Roach's smoother movements have also apparently rubbed off on Geralt, as the sword-swinging, spell-casting hero not only navigates environmental obstacles with ease, but wields his steel like a proper badass on the battlefield. Previous iterations of <em>The Witcher 3</em> have been endlessly praised for their graphics, storytelling, quest design, and content-packed open world, but their combat mechanics were typically left out of those acclaim-filled conversations.</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="RwLVqHZz83PZ6Ve6WXJxDi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_Sleep-tight_RGB" caption="" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/RwLVqHZz83PZ6Ve6WXJxDi-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: CD PROJEKT RED)</span></figcaption></figure><p class="fancy-box__body-text"><em><strong>The Witcher 3: Wild Hunt</strong></em><strong>'s combat was always its weakest area, with frequently clunky encounters that didn't quite match the quality of the rest of the game. With battles now feeling much faster, fluid, and dynamic, hacking, slashing, and spell-casting through the ugly hordes is far more immersive, as well as reflective of the rest of the experience's excellence.</strong></p></div></div><p>That's been remedied in the remaster, as CD Projekt Red has seemingly reworked the clunky combat from the ground up. Where the protagonist's attacks previously felt loose and lacking weight, they now pack a more precise, impactful punch. But not at the cost of speed, as enemy encounters also feel faster, more fluid, and kinetic. </p><p>Some factors – from smoother animations and smarter, more reactive enemies to new finishing moves and, crucially, a dynamic camera that no longer struggles to keep up with the lightning-quick action – combine to deliver an experience that now has me eager to breach any bandit camp or monster lair I might stumble upon. </p><h2 id="an-unbeatable-beast-slaying-bundle">An unbeatable, beast-slaying bundle</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="WJogR2VYT9JKdTXZ4yjDEi" name="The_Witcher_3_Wild_Hunt_Blood_and_Wine_pits_you_against_dangerous_new_enemies_RGB" alt="The Witcher 3: Wild Hunt — Remastered" src="https://cdn.mos.cms.futurecdn.net/WJogR2VYT9JKdTXZ4yjDEi-1920-80.png" 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: CD PROJEKT RED)</span></figcaption></figure><p>CD Projekt Red could have polished the visuals, improved the combat, added a few quality-of-life fixes, and then collected a fat paycheck for their efforts. But they dug deep, considered fan feedback, and made the typical remaster look like a stain on the titular beast-slayer's boots.</p><p>Speaking of Geralt's well-trodden footwear, a new style-forward transmog system allows you to wear the armor and wield the weapons you want without sacrificing any attached stats. You'll find further flexibility in the reimagined skill system, which offers newfound freedom for molding your playstyle, experimenting with skills, and generally forging a meaningful character progression path on par with contemporary RPGs.</p><p>But these inclusions, too, barely scratch the surface of a lengthy list of improvements that could over-encumber Roach's Beauclair saddlebags. Quest tracking has also been streamlined, looting is less tedious, and meditation is now more immersive and interactive. All that, and a much deeper photo mode ensures you'll spend more time snapping pics than swinging your swords.</p><p>Needless to say,<em> The Witcher 3: Wild Hunt Remastered </em>is the absolute best, most definitive version of a game that was already a genre-defining banger when it launched 12 years ago. Toss in the fact that this impressive update also includes the base game's two massive, equally excellent expansions – <em>Hearts of Stone</em> and <em>Blood and Wine</em> – and securing this bundle is a no-brainer for anyone who's yet to conquer the Continent. </p><p>Best of all, those who already own any previous version of the award-winning RPG won't pay a single Novigrad Crown for the update, as it's completely free for returning fans. </p><h2 id="should-i-play-the-witcher-3-wild-hunt-remastered">Should I play The Witcher 3: Wild Hunt — Remastered?</h2><h2 id="play-it-if-3">Play it if…</h2><div class="product"><p><strong>You've been waiting for the absolute best version of the game</strong><br /><em>The Witcher 3: Wild Hunt</em> only gets better with each re-release. But I can't imagine another version – at least not one arriving anytime in the near future – besting this bundle. If you've been holding out for the superior, most definitive version of one of the decade's best RPGs, your wait is over.</p></div><div class="product"><p><strong>You're seeking a fresh reason to get behind Geralt's blades</strong><br />Remastered games have become big business, but most simply offer a more polished graphical presentation<em>. The Witcher 3</em> is indeed much prettier, but its fresh coat of polygons is just the beginning. Any frustrations you might have encountered the first time around have likely been squashed here, making this a refreshed experience worth revisiting for more than just its shinier visuals. And if you already own the game, you have nothing to lose, as the remaster is a free update. </p></div><h2 id="don-39-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You're expecting new content</strong><br />As impressive as this remaster is, it does not add any fresh story elements, characters, or other original content. While a new story expansion, dubbed <a href="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" data-dimension112="f43582c4-c30a-11f1-8e50-5790e388d79d" data-action="Deal Block" data-label="Songs of the Past" data-dimension48="Songs of the Past" data-dimension25=""><em>Songs of the Past</em></a>, is on the way, the remaster solely offers a significantly improved version of the existing campaign and its supplemental content. </p></div><h2 id="accessibility-features-3">Accessibility features</h2><p>On top of standard settings for adjusting subtitles, interfaces, and HUD elements, <em>The Witcher 3 </em>includes an expansive suite of accessibility options under a new, dedicated section dubbed "Bard's Ballad." </p><p>This mode includes several default presets – from unlimited item durability to faster boats – meant to make the game less taxing for those who might experience mental fatigue. </p><p>But the mode's nearly 20 toggles can also be tailored to individual needs, so different options, like color-blind-friendly Witcher Senses or fisheye Witcher Senses, can be selected individually based on a particular player's needs and preferences.</p><h2 id="how-i-reviewed-the-witcher-3-wild-hunt-remastered">How I reviewed The Witcher 3: Wild Hunt — Remastered</h2><p>I played <em>The Witcher 3: Wild Hunt — Remastered</em> for 30 or so hours. Having already invested dozens upon dozens of hours in more traditional playthroughs of both the original 2015 game and its 2022 next-gen update, I approached the remaster differently, focusing on the many fresh features, updates, and enhancements that separate it from its previous iterations. </p><p>I played the game on a PS5 Pro using my budget <a href="https://www.techradar.com/tag/tcl">TCL</a> 4K 65" TV, with HDR enabled. I tested the platform's Performance and Ray Tracing modes, finding the latter offered the preferred experience. For audio, I tested with both my TV's onboard stereo speakers and Sony's <a href="https://www.techradar.com/gaming/playstation-pulse-elite-review">PlayStation Pulse Elite</a> headset. </p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Minecraft Dungeons 2 review: no Diablo ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In my books, the most satisfying part of any action role-playing game (ARPG) like <a href="https://www.techradar.com/gaming/diablo-4-lord-of-hatred-opinion-feature"><em>Diablo </em></a>or <a href="https://www.techradar.com/gaming/titan-quest-2-preview-gamescom"><em>Titan Quest</em></a> is the constant feeling of progression. Nothing quite compares to watching your little on-screen hero grow from a tiny ant that can barely bash their way through a pack of lowly wolves to a maxed-out bringer of destruction that mows through entire armies without breaking a sweat.</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> PC, Xbox Series X|S, PlayStation 5, Nintendo Switch, Nintendo Switch 2<br /><strong>Release date: </strong>September 29, 2026</p></div></div><p><em>Minecraft Dungeons 2</em>’s aggressive level scaling robs the player of that experience. In the more than 12 hours it took for me to beat the story campaign, I never felt more powerful. Sure, I unlocked more interesting abilities and got to try a variety of weapons, but the amount of time required to take down each newly spawned foe remained near-constant throughout.</p><p>A friend even joined my game towards the end of my playthrough, with their level 1 character effortlessly keeping pace with my level 40 one throughout the final encounters, really underscoring the system’s ridiculousness. I’m sure the intention here is to make it easy for friends to jump into the same lobbies and play together without having to worry about their respective levels, but it left me wondering what the point of all the grinding actually is.</p><h2 id="blocky-buddies">Blocky buddies</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="98J4BRp3NweabFgHaCZQHf" name="20261004173025_1" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/98J4BRp3NweabFgHaCZQHf-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: Mojang)</span></figcaption></figure><p>It’s a shame, because there is still some good in <em>Minecraft Dungeons 2</em>. This standalone spinoff recreates the blocky look of the popular <em>Minecraft </em>survival game expertly, with its own more stylized twists that make the world instantly recognizable, yet refreshingly new thanks to more expressive lighting and Pixar-like character animations that make everything pop even from the distant isometric perspective.</p><p>I may have lamented the fact that I couldn’t wow my friend with my character’s power, but the co-op experience is otherwise well done. Creating a group with up to three companions is impressively straightforward no matter where they play, thanks to seamless cross-platform connectivity. There’s even couch co-op, which is quite rare in 2026 and worth praising. The ability to play with others easily goes a long way in making <em>Minecraft Dungeons 2 </em>genuinely worthwhile for younger players.</p><p>For everyone else, however, everything here is just too straightforward to appeal. The enemy variety is sorely lacking for starters. The expected <em>Minecraft </em>favorites like the Creepers, Zombies, Skeletons, and, of course, the iconic Chicken Jockey are all present and accounted for, along with the evil grey-skinned Illagers from the first <a href="https://www.techradar.com/reviews/minecraft-dungeons"><em>Minecraft Dungeons</em></a><em> </em>game. Unfortunately, most enemies function indistinguishably. Those with projectile weapons spray arrows at you from afar, while the rest just rush towards you in a big group.</p><p>The strategy in every encounter is to simply mash the attack button and occasionally dodge, even as more powerful Illagers with magic attacks are introduced. The boss fights are equally bland, forcing you to whittle down gigantic health bars for minutes at a time while waves of low-level enemies spawn in. To make matters worse, many of them are repeated throughout the campaign with little variation.</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="FCw9ZH66knMHLc3AP8Vm9f" name="20261007210517_1" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/FCw9ZH66knMHLc3AP8Vm9f-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: Mojang)</span></figcaption></figure><p>It’s frustrating because, on paper, the combat does have some depth: you have a melee and ranged attack, plus three equipped abilities granted by items that you’ve managed to find. </p><p>The weapon selection is decently varied, with scooping shovels and fast-attacking double daggers performing very differently from slow-swinging war hammers or claymores, and a steady trickle of new gear encourages you to experiment. They can be upgraded too, with unlockable enchantments that add little mechanics such as a lightning strike that triggers at the end of a chain attack.</p><p>Your abilities are powered by a blue soul-meter, which fills up a little with each defeated foe. I think the intention is to create some form of rhythm, with you alternating between melee, ranged, and your abilities, but the fundamental problem is that there’s just no real strategy to any of it. </p><p>Sure, you could probably spend ages creating a build with complementary gear – though there’s no real reason to bother when the aforementioned enemy scaling wipes out any real power gain.</p><h2 id="lacking-craft">Lacking craft</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="iapbHbt7ZTZ7bkDtgcgDWe" name="20261004182915_1" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/iapbHbt7ZTZ7bkDtgcgDWe-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: Mojang)</span></figcaption></figure><p>Much was made of <em>Minecraft Dungeons 2</em>’s world in its marketing. It’s much more open than the previous game, though I wouldn’t exactly call it a true open-world. </p><p>The map is designed like a linear corridor that funnels you from one story mission to another with no real room for exploration. Yes, there are side quests and optional dungeons scattered around, but none of the ones that I sampled offered anything that felt meaningfully distinct from the main story.</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="gaRXAnABmH8xbBWEnPkyQe" name="20261004180830_1" caption="" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/gaRXAnABmH8xbBWEnPkyQe-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: Mojang)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The world of</strong><em><strong> Minecraft Dungeons 2 </strong></em><strong>looks fantastic. The art direction is a more stylized take on the universe from the regular </strong><em><strong>Minecraft </strong></em><strong>game, with bright, popping colors and expressive animations.</strong></p></div></div><p>Regarding the story, the most polite way to describe it would be ‘functional’. It’s presented entirely in second person through a narrator that is devoid of personality. There are no memorable non-player characters (NPCs), no charming companions, no real atmosphere at all — just a bland summary of events.</p><p>The game also serves as the <em>Minecraft </em>community’s introduction to The Sift — a new dimension that’s being added to the main game sometime next year. It shows up a few times in the campaign in both procedurally generated encounters and a hand-crafted map. It's got a very distinct aesthetic and its own unique enemies, though it's sadly mechanically indistinguishable from the normal world as you navigate through it spamming attacks.</p><p>Like many elements of <em>Minecraft Dungeons 2</em>, it feels like a missed opportunity. Everything here is perfectly functional, but it’s just bland to the point of tedium. If the pitch was a skimmed-down version of <em>Diablo </em>for kids, then developers Mojang and Double Eleven have delivered a serviceable product. </p><p>Creativity is a core part of the <em>Minecraft </em>brand, and here I wish the team had been more adventurous.</p><h2 id="should-i-play-minecraft-dungeons-2">Should I play Minecraft Dungeons 2?</h2><h2 id="play-it-if-4">Play it if…</h2><div class="product"><p><strong>You want an easy co-op experience</strong><br />The seamless co-op play is one of the best parts of <em>Minecraft Dungeons 2,</em> as you can easily team up with friends no matter what platform they’re playing on.</p></div><h2 id="don-39-t-play-it-if-3">Don't play it if...</h2><div class="product"><p><strong>You’re an action RPG die-hard</strong><br /><em>Minecraft Dungeons 2 </em>simply does not have the depth you find in other action RPG games. Avoid it if you’re familiar with the genre already and are looking for your next <em>Diablo</em>-like fix.</p></div><div class="product"><p><strong>You want a game to occupy you for a long time</strong><br />The main story here is short, and while there is some side content and even a post-game on offer, you’re unlikely to want to stick around for long given how repetitive the action is.</p></div><h2 id="accessibility-features-4">Accessibility features</h2><p><em>Minecraft Dungeons 2 </em>has some accessibility options. The game features a guidance trail that is enabled by default. Subtitles are used throughout, with customizable sizing, color, and background opacity. </p><p>There are two font options: the default stylized font and a simplified, easier-to-read version. There are also multiple color blind modes, a high-contrast mode, and the ability to set your own HUD colors.</p><h2 id="how-i-reviewed-minecraft-dungeons-2">How I reviewed Minecraft Dungeons 2</h2><p>I played more than 13 hours of <em>Minecraft Dungeons 2</em> on my RTX 4090-powered PC using the <a href="https://www.techradar.com/gaming/turtle-beach-pacific-skyline-wireless-controller-review">Turtle Beach Pacific Skyline Wireless Controller</a> as my main peripheral, along with a 1080P Lenovo monitor and Logitech computer speakers. </p><p>I completed all missions of the single-player campaign and experienced a decent amount of side content both solo and with a friend.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/minecraft-dungeons-2-review</link>
                                                                            <description>
                            <![CDATA[ Minecraft Dungeons 2 is an acceptable approximation of a Diablo game, but it’s lacking across the board. ]]>
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                                                                        <pubDate>Fri, 09 Oct 2026 16:37:15 +0000</pubDate>                                                                                                                                <updated>Mon, 12 Oct 2026 08:39:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></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:credit><![CDATA[Mojang]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A Minecraft Dungeons 2 promotional image.]]></media:description>                                                            <media:text><![CDATA[A Minecraft Dungeons 2 promotional image.]]></media:text>
                                <media:title type="plain"><![CDATA[A Minecraft Dungeons 2 promotional image.]]></media:title>
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                            <article>
                                <p>In my books, the most satisfying part of any action role-playing game (ARPG) like <a href="https://www.techradar.com/gaming/diablo-4-lord-of-hatred-opinion-feature"><em>Diablo </em></a>or <a href="https://www.techradar.com/gaming/titan-quest-2-preview-gamescom"><em>Titan Quest</em></a> is the constant feeling of progression. Nothing quite compares to watching your little on-screen hero grow from a tiny ant that can barely bash their way through a pack of lowly wolves to a maxed-out bringer of destruction that mows through entire armies without breaking a sweat.</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> PC, Xbox Series X|S, PlayStation 5, Nintendo Switch, Nintendo Switch 2<br /><strong>Release date: </strong>September 29, 2026</p></div></div><p><em>Minecraft Dungeons 2</em>’s aggressive level scaling robs the player of that experience. In the more than 12 hours it took for me to beat the story campaign, I never felt more powerful. Sure, I unlocked more interesting abilities and got to try a variety of weapons, but the amount of time required to take down each newly spawned foe remained near-constant throughout.</p><p>A friend even joined my game towards the end of my playthrough, with their level 1 character effortlessly keeping pace with my level 40 one throughout the final encounters, really underscoring the system’s ridiculousness. I’m sure the intention here is to make it easy for friends to jump into the same lobbies and play together without having to worry about their respective levels, but it left me wondering what the point of all the grinding actually is.</p><h2 id="blocky-buddies">Blocky buddies</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="98J4BRp3NweabFgHaCZQHf" name="20261004173025_1" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/98J4BRp3NweabFgHaCZQHf-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: Mojang)</span></figcaption></figure><p>It’s a shame, because there is still some good in <em>Minecraft Dungeons 2</em>. This standalone spinoff recreates the blocky look of the popular <em>Minecraft </em>survival game expertly, with its own more stylized twists that make the world instantly recognizable, yet refreshingly new thanks to more expressive lighting and Pixar-like character animations that make everything pop even from the distant isometric perspective.</p><p>I may have lamented the fact that I couldn’t wow my friend with my character’s power, but the co-op experience is otherwise well done. Creating a group with up to three companions is impressively straightforward no matter where they play, thanks to seamless cross-platform connectivity. There’s even couch co-op, which is quite rare in 2026 and worth praising. The ability to play with others easily goes a long way in making <em>Minecraft Dungeons 2 </em>genuinely worthwhile for younger players.</p><p>For everyone else, however, everything here is just too straightforward to appeal. The enemy variety is sorely lacking for starters. The expected <em>Minecraft </em>favorites like the Creepers, Zombies, Skeletons, and, of course, the iconic Chicken Jockey are all present and accounted for, along with the evil grey-skinned Illagers from the first <a href="https://www.techradar.com/reviews/minecraft-dungeons"><em>Minecraft Dungeons</em></a><em> </em>game. Unfortunately, most enemies function indistinguishably. Those with projectile weapons spray arrows at you from afar, while the rest just rush towards you in a big group.</p><p>The strategy in every encounter is to simply mash the attack button and occasionally dodge, even as more powerful Illagers with magic attacks are introduced. The boss fights are equally bland, forcing you to whittle down gigantic health bars for minutes at a time while waves of low-level enemies spawn in. To make matters worse, many of them are repeated throughout the campaign with little variation.</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="FCw9ZH66knMHLc3AP8Vm9f" name="20261007210517_1" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/FCw9ZH66knMHLc3AP8Vm9f-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: Mojang)</span></figcaption></figure><p>It’s frustrating because, on paper, the combat does have some depth: you have a melee and ranged attack, plus three equipped abilities granted by items that you’ve managed to find. </p><p>The weapon selection is decently varied, with scooping shovels and fast-attacking double daggers performing very differently from slow-swinging war hammers or claymores, and a steady trickle of new gear encourages you to experiment. They can be upgraded too, with unlockable enchantments that add little mechanics such as a lightning strike that triggers at the end of a chain attack.</p><p>Your abilities are powered by a blue soul-meter, which fills up a little with each defeated foe. I think the intention is to create some form of rhythm, with you alternating between melee, ranged, and your abilities, but the fundamental problem is that there’s just no real strategy to any of it. </p><p>Sure, you could probably spend ages creating a build with complementary gear – though there’s no real reason to bother when the aforementioned enemy scaling wipes out any real power gain.</p><h2 id="lacking-craft">Lacking craft</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="iapbHbt7ZTZ7bkDtgcgDWe" name="20261004182915_1" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/iapbHbt7ZTZ7bkDtgcgDWe-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: Mojang)</span></figcaption></figure><p>Much was made of <em>Minecraft Dungeons 2</em>’s world in its marketing. It’s much more open than the previous game, though I wouldn’t exactly call it a true open-world. </p><p>The map is designed like a linear corridor that funnels you from one story mission to another with no real room for exploration. Yes, there are side quests and optional dungeons scattered around, but none of the ones that I sampled offered anything that felt meaningfully distinct from the main story.</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="gaRXAnABmH8xbBWEnPkyQe" name="20261004180830_1" caption="" alt="A Minecraft Dungeons 2 screenshot taken on PC>" src="https://cdn.mos.cms.futurecdn.net/gaRXAnABmH8xbBWEnPkyQe-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: Mojang)</span></figcaption></figure><p class="fancy-box__body-text"><strong>The world of</strong><em><strong> Minecraft Dungeons 2 </strong></em><strong>looks fantastic. The art direction is a more stylized take on the universe from the regular </strong><em><strong>Minecraft </strong></em><strong>game, with bright, popping colors and expressive animations.</strong></p></div></div><p>Regarding the story, the most polite way to describe it would be ‘functional’. It’s presented entirely in second person through a narrator that is devoid of personality. There are no memorable non-player characters (NPCs), no charming companions, no real atmosphere at all — just a bland summary of events.</p><p>The game also serves as the <em>Minecraft </em>community’s introduction to The Sift — a new dimension that’s being added to the main game sometime next year. It shows up a few times in the campaign in both procedurally generated encounters and a hand-crafted map. It's got a very distinct aesthetic and its own unique enemies, though it's sadly mechanically indistinguishable from the normal world as you navigate through it spamming attacks.</p><p>Like many elements of <em>Minecraft Dungeons 2</em>, it feels like a missed opportunity. Everything here is perfectly functional, but it’s just bland to the point of tedium. If the pitch was a skimmed-down version of <em>Diablo </em>for kids, then developers Mojang and Double Eleven have delivered a serviceable product. </p><p>Creativity is a core part of the <em>Minecraft </em>brand, and here I wish the team had been more adventurous.</p><h2 id="should-i-play-minecraft-dungeons-2">Should I play Minecraft Dungeons 2?</h2><h2 id="play-it-if-4">Play it if…</h2><div class="product"><p><strong>You want an easy co-op experience</strong><br />The seamless co-op play is one of the best parts of <em>Minecraft Dungeons 2,</em> as you can easily team up with friends no matter what platform they’re playing on.</p></div><h2 id="don-39-t-play-it-if-3">Don't play it if...</h2><div class="product"><p><strong>You’re an action RPG die-hard</strong><br /><em>Minecraft Dungeons 2 </em>simply does not have the depth you find in other action RPG games. Avoid it if you’re familiar with the genre already and are looking for your next <em>Diablo</em>-like fix.</p></div><div class="product"><p><strong>You want a game to occupy you for a long time</strong><br />The main story here is short, and while there is some side content and even a post-game on offer, you’re unlikely to want to stick around for long given how repetitive the action is.</p></div><h2 id="accessibility-features-4">Accessibility features</h2><p><em>Minecraft Dungeons 2 </em>has some accessibility options. The game features a guidance trail that is enabled by default. Subtitles are used throughout, with customizable sizing, color, and background opacity. </p><p>There are two font options: the default stylized font and a simplified, easier-to-read version. There are also multiple color blind modes, a high-contrast mode, and the ability to set your own HUD colors.</p><h2 id="how-i-reviewed-minecraft-dungeons-2">How I reviewed Minecraft Dungeons 2</h2><p>I played more than 13 hours of <em>Minecraft Dungeons 2</em> on my RTX 4090-powered PC using the <a href="https://www.techradar.com/gaming/turtle-beach-pacific-skyline-wireless-controller-review">Turtle Beach Pacific Skyline Wireless Controller</a> as my main peripheral, along with a 1080P Lenovo monitor and Logitech computer speakers. </p><p>I completed all missions of the single-player campaign and experienced a decent amount of side content both solo and with a friend.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Ace Combat 8: Wings of Theve review: soaring combat, snoreworthy story ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Ace Combat 8</em>, the latest installment in Project Aces' long-running arcade flight sim series, is here. Packed inside this game's cargo hold is a medley of melodrama, mission types, and a beautiful new look, but it's somewhat over capacity when it comes to cutscenes. </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, PC<br /><strong>Release date: </strong>October 2, 2026</p></div></div><p>You'll discover this right from the off: <em>Ace Combat 8 </em>is the first game in the series where its cutscenes are entirely from a first-person perspective. </p><p>You step into the shoes of Rex, a pilot in service with the navy of the Federation of Central Usea (FCU). Sotoa, a nation of former nomads, has decided to emulate the Mongols of our reality and has conquest in mind, with the FCU already almost completely subjugated at the start of the game. Said shoes are likely very damp, with events kicking off on a life raft after the helicopter you were in went down. </p><p>Soon, you're back in the sky as a navigator for Jan "Rex" Cope, the original Rex, who is the mythical Wings of Theve of the game's subtitle. This strongly evokes the <a href="https://www.bbc.co.uk/news/world-europe-61285833" target="_blank">Ghost of Kyiv</a>, a mythical pilot heavily propagandized early in the ongoing Russo-Ukrainian War, but Cope soon comes a cropper and gets killed, forcing you to take over his role. </p><p>A huge part of the game's narrative is about propaganda and the role that social media plays in modern warfare. Wings, as a pilot, can't be allowed to die, so you need to fill in and lead his Joker Flight unit. The former Rex, however, doesn't disappear; his spirit serves as a near-omniscient narrator for the rest of the game's escapades.</p><h2 id="flying-without-wings">Flying without wings</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="SXjHd2vUP3TWd97cb85NVi" name="20260917202844_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/SXjHd2vUP3TWd97cb85NVi-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: Bandai Namco Entertainment)</span></figcaption></figure><p>What escapades they are, too. Over the course of the game, which is significantly longer than <em>Ace Combat 7</em> (with my playthrough clocking in at around 18 hours to complete all 30 missions), you'll do almost everything you could reasonably expect a pilot to do. Dogfights, close air support, attacks on enemy ships, and more. </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="vyKN4H38BY9u78HM4yfe7i" name="20260916190507_1" caption="" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/vyKN4H38BY9u78HM4yfe7i-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: Bandai Namco Entertainment)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Engaging the afterburners, breaking through the clouds, and shaking off an enemy missile never loses its charm.</strong></p></div></div><p>Joker Flight will accompany you through most of it, and happily, every member has a well-fleshed-out personality. There's Ellington "Professor" Baxter, an easy-going and ever-professional former university lecturer; Tasha Severskaya, an ex-stunt pilot; and William "Noise" Coster, a taciturn musician who provides soundtracks to some of your battles. </p><p>While this lineup gets chopped and changed as you progress through the story, it's these three at your side for the vast majority of the game. They're great, and they make the entire squadron feel cohesive, and the stakes feel real when one of them gets in trouble. </p><p>The same can't be said for the wider crew of the Carrier Endurance, your home away from home. Your commander and D.D., a propaganda officer of the shadowy Enso Order corporation, are broadly cliched, and spending time with them feels tedious. </p><p>Unfortunately, you'll be watching a series of lengthy cutscenes before you're actually flying a plane, and the prologue mission is effectively another cutscene as you escape the vexatious aim of The Shadows, Sotoa's elite pilots.</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="8U6mG9ePpo3dwGr8DvNsCi" name="20260924005858_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/8U6mG9ePpo3dwGr8DvNsCi-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: Bandai Namco Entertainment)</span></figcaption></figure><p>There's occasionally mild participation encouraged of you, such as standing up at attention or shaking someone's hand by pressing a button. I'm genuinely somewhat surprised that the series is bold enough to give us QTEs again, after the infamous tragicomedy of the "<a href="https://www.youtube.com/watch?v=WY9NO4GQJRk" target="_blank">press triangle to fist pump</a>" moment in <em>Ace Combat: Assault Horizon</em>. </p><p>You're not out of the woods when you're done with the first mission, though. Scattered throughout the game like little narrative landmines are cutscenes that go on for far too long and rarely give you a payoff worth your time. It feels like an <em>Ace Combat</em> game that was co-developed by Hideo Kojima at several points. But for all of this opera, the ending feels remarkably flat. </p><p>Without spoiling anything, the game spends hours building up a foe who then crumbles within a few minutes of dogfighting. Then it does it again! It makes the stakes feel wasted.</p><h2 id="cloudy-with-a-chance-of-missiles">Cloudy with a chance of missiles</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="vyKN4H38BY9u78HM4yfe7i" name="20260916190507_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/vyKN4H38BY9u78HM4yfe7i-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: Bandai Namco Entertainment)</span></figcaption></figure><p>None of that matters, though, when you throttle up, break the sound barrier, and punch through the clouds in pursuit of an enemy, or dive, shrieking, towards a tank that you're about to remind about the superiority of being able to move in three dimensions. What clouds, too. </p><p>If I may digress for a moment, <em>Ace Combat 8 </em>has by far the best-looking clouds in any game I've played. They rely on proprietary software called Cloudly, and it leads to them feeling far more lifelike than ever before. Beautiful and light on the outside, dense in the middle, like an inverse cookie, they look and feel absolutely stupendous. </p><p><em>Ace Combat</em> has always had a knack for making you feel like an ace, and this new entry is no exception. Wheeling around the sky like Maverick, pulling off impossible maneuvers in a plane like an A-10 Thunderbolt, and pulling up from a collision course at the last possible moment all fulfil the fantasy that the title promises. </p><p>Here, you are the greatest pilot to ever live. Difficulty is very well-balanced, too, with the Shadows feeling noticeably tougher, harking back to the days of facing off against enemy aces in <em>F-22 Interceptor</em> on the Mega Drive, if you're as old as I am. </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="NxrU6muvgRipDuUcCWnz5i" name="20260916041824_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/NxrU6muvgRipDuUcCWnz5i-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: Bandai Namco Entertainment)</span></figcaption></figure><p>The problem is, spectacular clouds aside, there doesn't seem to be all that much that separates this game from <em>Ace Combat 7</em>. It harkens back to <em>Ace Combat 5</em> in a lot of ways: for instance, you can give wingmen commands again and pick their aircraft, but it doesn't seem to make a ton of difference in-game. </p><p>Missions are broadly successful or unsuccessful regardless of how you command your wingmen, while loadouts only really matter to the extent of picking roughly the right aircraft for the mission. This leads to the issue of wondering why you'd choose to play this game rather than <em>Ace Combat 7</em>, other than the clouds looking nicer, especially as you can buy it with all DLC for a fraction of the price.</p><p>I'm realising how negative a lot of this sounds, and that really does just come down to how cumbersomely crowbarred in a lot of the story is. Once you've been through it and are willing to skip cutscenes, you're left with a brisk, exciting, fun game. It is perhaps emblematic of both the best and worst aspects of the <em>Ace Combat</em> series, with a narrative that feels it has earned plaudits that it doesn't deserve, while the meat of the game is absolutely fantastic. </p><p>One key measure of this is that I've been going back to it since I beat it, unlocking new aircraft from the large Aircraft Tree and replaying missions with different loadouts. I'll likely lose a lot of hours to the multiplayer, too, because, once again, it lacks a lot of what there is to dislike. </p><p>It's a game that is infuriating in its bloviation, but when you soar above the clouds and take down enemy jets, hearing their cries of confusion over the radio, you won't care anymore. A great, gorgeous game, but one that likes the sound of its own voice just a little too much.</p><h2 id="should-you-play-ace-combat-8-wings-of-theve">Should you play Ace Combat 8: Wings of Theve?</h2><h2 id="play-it-if-5">Play it if…</h2><div class="product"><p><strong>You're jonesing for a new arcade flight sim</strong><br />There’s really nothing else quite like a new Ace Combat game, and it’s well worth getting if you want an exciting, more arcade-like flying experience.</p></div><div class="product"><p><strong>You want to live out all your Top Gun fantasies</strong><br />There’s no official Top Gun crossover like the <em>Ace Combat 7</em> DLC, but that doesn’t mean the game doesn’t deliver the same high-octane excitement as the film series. </p></div><div class="product"><p><strong>You want to see the prettiest clouds in gaming</strong><br />The Cloudly tech behind <em>Ace Combat 8</em>’s fluffy clouds is the real deal. They’re beautiful, realistic, and honestly the best I’ve ever seen in a game.</p></div><h2 id="don-39-t-play-it-if-4">Don't play it if…</h2><div class="product"><p><strong>You're not a fan of melodrama worthy of a Telenovela</strong><br />The storytelling here is easily the weakest part of the package. It sets up a lot that doesn’t land and is told through overly long, melodramatic cutscenes.</p></div><h2 id="accessibility-features-5">Accessibility features</h2><p>Accessibility settings are limited, but are present. The game features a colorblind mode that changes the green HUD to violet. There are also text-to-speech settings present. </p><p>In addition to these, you can also choose between two flight models: one that gives you more granular control over your aircraft and one that makes the game handle much more simply, making it more like <em>After Burner</em>.</p><h2 id="how-i-reviewed-ace-combat-8-wings-of-theve">How I reviewed Ace Combat 8: Wings of Theve</h2><p>To review <em>Ace Combat 8</em>, I finished the entire main storyline and then went back to play several missions in Free Mission mode.</p><p>I ran the game at high graphics settings on my Nvidia RTX 4070-powered gaming PC and had a generally solid 60 fps that only dipped during particularly hectic moments. I’m yet to go online, but I'm looking forward to trying it out once the servers are populated. </p><p>I played the game using a standard <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a>, which worked perfectly throughout.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ace-combat-8-wings-of-theve-review</link>
                                                                            <description>
                            <![CDATA[ The latest installment of the Ace Combat series is brilliant fun, but can swiftly bring you back down to Earth with every grindingly long cutscene. ]]>
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                                                                        <pubDate>Fri, 25 Sep 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 28 Sep 2026 09:03:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Joe Chivers ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Y6R9TeSjeHsHfE8xn72mnC-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Freelance writer Joe Chivers has been playing games since the mid-90s, starting out on his brother’s old Amiga. Since then, he has played too many video games and thought too much about them, and has been published in The Guardian, PC Gamer, and Metro. Corner him in a pub and he’ll talk your ear off about why games are a legitimate form of artistic expression.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Bandai Namco Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ace Combat 8: Wings of Theve]]></media:description>                                                            <media:text><![CDATA[Ace Combat 8: Wings of Theve]]></media:text>
                                <media:title type="plain"><![CDATA[Ace Combat 8: Wings of Theve]]></media:title>
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                            <article>
                                <p><em>Ace Combat 8</em>, the latest installment in Project Aces' long-running arcade flight sim series, is here. Packed inside this game's cargo hold is a medley of melodrama, mission types, and a beautiful new look, but it's somewhat over capacity when it comes to cutscenes. </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, PC<br /><strong>Release date: </strong>October 2, 2026</p></div></div><p>You'll discover this right from the off: <em>Ace Combat 8 </em>is the first game in the series where its cutscenes are entirely from a first-person perspective. </p><p>You step into the shoes of Rex, a pilot in service with the navy of the Federation of Central Usea (FCU). Sotoa, a nation of former nomads, has decided to emulate the Mongols of our reality and has conquest in mind, with the FCU already almost completely subjugated at the start of the game. Said shoes are likely very damp, with events kicking off on a life raft after the helicopter you were in went down. </p><p>Soon, you're back in the sky as a navigator for Jan "Rex" Cope, the original Rex, who is the mythical Wings of Theve of the game's subtitle. This strongly evokes the <a href="https://www.bbc.co.uk/news/world-europe-61285833" target="_blank">Ghost of Kyiv</a>, a mythical pilot heavily propagandized early in the ongoing Russo-Ukrainian War, but Cope soon comes a cropper and gets killed, forcing you to take over his role. </p><p>A huge part of the game's narrative is about propaganda and the role that social media plays in modern warfare. Wings, as a pilot, can't be allowed to die, so you need to fill in and lead his Joker Flight unit. The former Rex, however, doesn't disappear; his spirit serves as a near-omniscient narrator for the rest of the game's escapades.</p><h2 id="flying-without-wings">Flying without wings</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="SXjHd2vUP3TWd97cb85NVi" name="20260917202844_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/SXjHd2vUP3TWd97cb85NVi-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: Bandai Namco Entertainment)</span></figcaption></figure><p>What escapades they are, too. Over the course of the game, which is significantly longer than <em>Ace Combat 7</em> (with my playthrough clocking in at around 18 hours to complete all 30 missions), you'll do almost everything you could reasonably expect a pilot to do. Dogfights, close air support, attacks on enemy ships, and more. </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="vyKN4H38BY9u78HM4yfe7i" name="20260916190507_1" caption="" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/vyKN4H38BY9u78HM4yfe7i-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: Bandai Namco Entertainment)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Engaging the afterburners, breaking through the clouds, and shaking off an enemy missile never loses its charm.</strong></p></div></div><p>Joker Flight will accompany you through most of it, and happily, every member has a well-fleshed-out personality. There's Ellington "Professor" Baxter, an easy-going and ever-professional former university lecturer; Tasha Severskaya, an ex-stunt pilot; and William "Noise" Coster, a taciturn musician who provides soundtracks to some of your battles. </p><p>While this lineup gets chopped and changed as you progress through the story, it's these three at your side for the vast majority of the game. They're great, and they make the entire squadron feel cohesive, and the stakes feel real when one of them gets in trouble. </p><p>The same can't be said for the wider crew of the Carrier Endurance, your home away from home. Your commander and D.D., a propaganda officer of the shadowy Enso Order corporation, are broadly cliched, and spending time with them feels tedious. </p><p>Unfortunately, you'll be watching a series of lengthy cutscenes before you're actually flying a plane, and the prologue mission is effectively another cutscene as you escape the vexatious aim of The Shadows, Sotoa's elite pilots.</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="8U6mG9ePpo3dwGr8DvNsCi" name="20260924005858_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/8U6mG9ePpo3dwGr8DvNsCi-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: Bandai Namco Entertainment)</span></figcaption></figure><p>There's occasionally mild participation encouraged of you, such as standing up at attention or shaking someone's hand by pressing a button. I'm genuinely somewhat surprised that the series is bold enough to give us QTEs again, after the infamous tragicomedy of the "<a href="https://www.youtube.com/watch?v=WY9NO4GQJRk" target="_blank">press triangle to fist pump</a>" moment in <em>Ace Combat: Assault Horizon</em>. </p><p>You're not out of the woods when you're done with the first mission, though. Scattered throughout the game like little narrative landmines are cutscenes that go on for far too long and rarely give you a payoff worth your time. It feels like an <em>Ace Combat</em> game that was co-developed by Hideo Kojima at several points. But for all of this opera, the ending feels remarkably flat. </p><p>Without spoiling anything, the game spends hours building up a foe who then crumbles within a few minutes of dogfighting. Then it does it again! It makes the stakes feel wasted.</p><h2 id="cloudy-with-a-chance-of-missiles">Cloudy with a chance of missiles</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="vyKN4H38BY9u78HM4yfe7i" name="20260916190507_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/vyKN4H38BY9u78HM4yfe7i-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: Bandai Namco Entertainment)</span></figcaption></figure><p>None of that matters, though, when you throttle up, break the sound barrier, and punch through the clouds in pursuit of an enemy, or dive, shrieking, towards a tank that you're about to remind about the superiority of being able to move in three dimensions. What clouds, too. </p><p>If I may digress for a moment, <em>Ace Combat 8 </em>has by far the best-looking clouds in any game I've played. They rely on proprietary software called Cloudly, and it leads to them feeling far more lifelike than ever before. Beautiful and light on the outside, dense in the middle, like an inverse cookie, they look and feel absolutely stupendous. </p><p><em>Ace Combat</em> has always had a knack for making you feel like an ace, and this new entry is no exception. Wheeling around the sky like Maverick, pulling off impossible maneuvers in a plane like an A-10 Thunderbolt, and pulling up from a collision course at the last possible moment all fulfil the fantasy that the title promises. </p><p>Here, you are the greatest pilot to ever live. Difficulty is very well-balanced, too, with the Shadows feeling noticeably tougher, harking back to the days of facing off against enemy aces in <em>F-22 Interceptor</em> on the Mega Drive, if you're as old as I am. </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="NxrU6muvgRipDuUcCWnz5i" name="20260916041824_1" alt="Ace Combat 8: Wings of Theve" src="https://cdn.mos.cms.futurecdn.net/NxrU6muvgRipDuUcCWnz5i-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: Bandai Namco Entertainment)</span></figcaption></figure><p>The problem is, spectacular clouds aside, there doesn't seem to be all that much that separates this game from <em>Ace Combat 7</em>. It harkens back to <em>Ace Combat 5</em> in a lot of ways: for instance, you can give wingmen commands again and pick their aircraft, but it doesn't seem to make a ton of difference in-game. </p><p>Missions are broadly successful or unsuccessful regardless of how you command your wingmen, while loadouts only really matter to the extent of picking roughly the right aircraft for the mission. This leads to the issue of wondering why you'd choose to play this game rather than <em>Ace Combat 7</em>, other than the clouds looking nicer, especially as you can buy it with all DLC for a fraction of the price.</p><p>I'm realising how negative a lot of this sounds, and that really does just come down to how cumbersomely crowbarred in a lot of the story is. Once you've been through it and are willing to skip cutscenes, you're left with a brisk, exciting, fun game. It is perhaps emblematic of both the best and worst aspects of the <em>Ace Combat</em> series, with a narrative that feels it has earned plaudits that it doesn't deserve, while the meat of the game is absolutely fantastic. </p><p>One key measure of this is that I've been going back to it since I beat it, unlocking new aircraft from the large Aircraft Tree and replaying missions with different loadouts. I'll likely lose a lot of hours to the multiplayer, too, because, once again, it lacks a lot of what there is to dislike. </p><p>It's a game that is infuriating in its bloviation, but when you soar above the clouds and take down enemy jets, hearing their cries of confusion over the radio, you won't care anymore. A great, gorgeous game, but one that likes the sound of its own voice just a little too much.</p><h2 id="should-you-play-ace-combat-8-wings-of-theve">Should you play Ace Combat 8: Wings of Theve?</h2><h2 id="play-it-if-5">Play it if…</h2><div class="product"><p><strong>You're jonesing for a new arcade flight sim</strong><br />There’s really nothing else quite like a new Ace Combat game, and it’s well worth getting if you want an exciting, more arcade-like flying experience.</p></div><div class="product"><p><strong>You want to live out all your Top Gun fantasies</strong><br />There’s no official Top Gun crossover like the <em>Ace Combat 7</em> DLC, but that doesn’t mean the game doesn’t deliver the same high-octane excitement as the film series. </p></div><div class="product"><p><strong>You want to see the prettiest clouds in gaming</strong><br />The Cloudly tech behind <em>Ace Combat 8</em>’s fluffy clouds is the real deal. They’re beautiful, realistic, and honestly the best I’ve ever seen in a game.</p></div><h2 id="don-39-t-play-it-if-4">Don't play it if…</h2><div class="product"><p><strong>You're not a fan of melodrama worthy of a Telenovela</strong><br />The storytelling here is easily the weakest part of the package. It sets up a lot that doesn’t land and is told through overly long, melodramatic cutscenes.</p></div><h2 id="accessibility-features-5">Accessibility features</h2><p>Accessibility settings are limited, but are present. The game features a colorblind mode that changes the green HUD to violet. There are also text-to-speech settings present. </p><p>In addition to these, you can also choose between two flight models: one that gives you more granular control over your aircraft and one that makes the game handle much more simply, making it more like <em>After Burner</em>.</p><h2 id="how-i-reviewed-ace-combat-8-wings-of-theve">How I reviewed Ace Combat 8: Wings of Theve</h2><p>To review <em>Ace Combat 8</em>, I finished the entire main storyline and then went back to play several missions in Free Mission mode.</p><p>I ran the game at high graphics settings on my Nvidia RTX 4070-powered gaming PC and had a generally solid 60 fps that only dipped during particularly hectic moments. I’m yet to go online, but I'm looking forward to trying it out once the servers are populated. </p><p>I played the game using a standard <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a>, which worked perfectly throughout.</p>
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                                                            <title><![CDATA[ Silent Hill: Townfall review: come for the scenery, stay for the gameplay ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Traditionally set in North America, the <em>Silent Hill </em>series has been known to stray beyond the continent on occasion, most notably with the recent <a href="https://www.techradar.com/gaming/silent-hill-f-review"><em>Silent Hill f</em></a>, which takes place in sixties Japan.</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, PC<br /><strong>Release date:</strong> September 24, 2026</p></div></div><p>With <em>Townfall</em>, we’re headed to nineties Scotland, but that’s not the only change: we also get a new perspective — in more ways than one. </p><p>Not only is the game in first-person, rather than third-person, but it's developed by a series newcomer, Screen Burn Interactive, formerly known as No Code. This small Scottish outfit doesn’t exactly have a long resume, but it's already proved itself with its two previous outings. 2017’s <em>Stories Untold</em> was an interesting, modern take on the text adventure, while 2019’s <em>Observation</em>, another first-person horror, won the Bafta for Best British Game in 2020.</p><p>Now the team brings its Caledonian spirit to bear on Konami’s flagship horror franchise, but does the new locale and camera angle represent another step in the right direction for a series keen on extending its recent purple patch?</p><h2 id="everybody-s-aff-to-the-rapture">Everybody’s aff to the rapture</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.32%;"><img id="ueJTLSvSJALEez6iAJQ7PL" name="Imported image 1 - 1789910579930" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/ueJTLSvSJALEez6iAJQ7PL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1007" 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>We open in typical horror story fashion: a man crawls out of the water onto a dock, not knowing where he is or where he came from. </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="uQhtf2dLFZbUMNkpwoBggK" name="TF_3rd_screenshot_01" caption="" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/uQhtf2dLFZbUMNkpwoBggK-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: Konami)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Sneaking around the streets of St. Amelia. Its layout is ripe for creating your own paths to avoid enemies, and escaping their clutches by running down back alleys and hiding in cupboards is always a thrill. Plus, you get to explore a town that’s been lovingly and realistically rendered, with homes, shops, and features that offer a glimpse back to a simpler time. </strong></p></div></div><p>This man is Simon Ordell, wearing an outfit almost identical to Travis Grady’s from 2007’s <em>Silent Hill: Origins</em>, and denoting his everyman-ness. As you make your way up from the harbour, a cutscene plays, and a tarp blows away from a sign, revealing the town’s name: St. Amelia </p><p>And so the game proper begins, as you make your way through the seemingly abandoned town to find out what’s going on. Along the way, you’ll take control of two additional characters besides Simon — Zoe and Richard — and the plot unfolds gradually to reveal the trio’s connection to one another.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="dLswTQdxtT8UMpp4hzPXVL" name="Imported image 2 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/dLswTQdxtT8UMpp4hzPXVL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>The first thing that struck me as I paced through the streets was the fantastic art direction. As expected from a Scottish team, Screen Burn has nailed the feel of a small Scottish town. </p><p>St. Amelia is lovingly crafted and perfectly captures its mid-nineties period, containing plenty of features recognizable to those this side of the pond, from period-correct storefronts and pebble-dashed houses to public telephone booths and post boxes. </p><p>Virtually every frame looks cinematic (there’s even a letterbox mode enabled by default). The perennial fog is, of course, present and correct here, and looks better and moodier than ever. Hues of white, red, and blue are prominent throughout as well, and look eerily beautiful as they shine through the mist and are backlit by streetlamps. This is a game made for screenshotting, although unfortunately it doesn’t have a native photo mode. </p><p>I played through the game in Performance mode, as is often my preference, and I couldn’t discern any visual downgrade from Quality mode. Naturally, though, Performance mode offered a much better frame rate, and I only encountered one section where things got a little choppy, but this was brief and far from ruinous.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="5JSkaSF9iZKHrV5BaAZ2KL" name="Imported image 3 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/5JSkaSF9iZKHrV5BaAZ2KL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>Complementing the visuals is the score, another feature that’s always stood out in <em>Silent Hill </em>titles. Here, though, regular series composer and sound designer Akira Yamaoka is, for once, not involved. Instead, the honors go to Pilotpriest, who’s done a fantastic job of replicating the off-kilter sounds and melancholic melodies fans have come to know and love, while adding a modern twist.</p><p>Pieces are more sparse and muted than before, often with heavy doses of reverb. They match the tone of the gameplay brilliantly, and compositions open up during cutscenes when some emotional weight needs carrying. </p><p>Unfortunately, the characters’ facial animations are less capable at this. They’re often stilted, which can work when they seem detached and dejected, but they fail to sell terror or emotional breakdowns when required. </p><p>This is doubly a shame since it lets down the largely great performances of the voice actors, of which Kezia Burrows’ Zoe is worthy of highlighting. She has a greater range of traits and emotions to convey than the other two, and she does so with aplomb.</p><p>Another disappointing aspect of the game’s design is the monsters — this for a series renowned for its strikingly original creations. Virtually every one is some kind of faceless alabaster humanoid with no details of note, and some are mere rehashes of past favorites, such as the fleshy straight-jacketed figure, although this time it has a plank driven through its head.</p><p> Less attention has been paid to their symbolism, too: there are suggestions that they reflect aspects of the inner turmoil of the main characters, à la most <em>Silent Hill</em> monsters, but there's little about their design that shows this in an interesting way.</p><h2 id="monster-hunting">Monster hunting</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="2LBKZdfiWP2c5nBPFfGHRL" name="Imported image 4 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/2LBKZdfiWP2c5nBPFfGHRL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>Looks aside, though, the monsters are more dangerous than ever. There are a handful of basic pawns, such as those that wander around slowly, and the aforementioned straight-jacketed plank heads that move much faster and more erratically and are equally troublesome. </p><p>If either catches you, you’ll have a basic button-mashing QTE to avoid them if you have enough health, but if not, it’ll be instant death. In certain sections, a larger monster appears with blobs on its back, which is unkillable as far as I could tell. There's no chance to QTE your way out of its grip if it catches you, either.</p><p>Sneaking around enemies, therefore, can be a tense and terrifying experience, accompanied by a huge sense of relief when you succeed. Often, the environmental design expertly facilitates this stealth gameplay. The outside sections in particular are laden with cut-throughs and hiding places, and more impressive is the fact that this design is so firmly planted in the real world. </p><p>You’ll be sneaking around abandoned cars and peeking out over low walls, scooting down narrow back alleys and distracting enemies with bottles or radios. There’s a surprising degree of player freedom that makes these sections more satisfying to play through than your typical survival horror fare. </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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="tM26kTCSyfuU83Ab7gxoXL" name="Imported image 5 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/tM26kTCSyfuU83Ab7gxoXL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>What also helps is the excellent player movement. All three move in the same way, which is to say they’re responsive and agile, as well as being reasonably fast when sprinting, although this is no arena shooter — but then again, I wouldn’t want it any other way in a horror game. There’s also an option to use motion controls for aiming, with fast and precise movements, and it is my preferred method. </p><p>There’s a peek mechanic, too, which again is very useful. It may be lifted straight from classic first-person horror games, most notably <em>Alien: Isolation</em>, but it gives you a great deal of freedom to not just strafe laterally, but also to peer up over barriers or down over ledges, whether standing or crouched. </p><p>To detect threats more easily, Simon picks up a handheld TV (or CRTV) early on that can tune into enemy locations. They’re rendered in silhouette against a red background, serving as the game’s ‘detective mode’. This gives you a real advantage, but its screen is just obscure enough to avoid you using it the whole time. </p><p>You also lose focus on your surroundings while equipped, again preventing you from relying on it wholesale. Keeping track of multiple enemies can be hard as well, since you have to toggle between them one at a time, and those long passed or on a different level remain in the CRTV’s memory. </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:1788px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="2MxSekAEHjg4XKMvRuordL" name="Imported image 6 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/2MxSekAEHjg4XKMvRuordL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1005" 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>Zoe, on the other hand, is saddled with a pager, a far less effective item since it doesn’t directly reveal enemy movements. Instead, bars around the sides fill up to show their approximate direction and proximity. Both gadgets, though, are effective at grounding <em>Townfall </em>in the real world. At certain points, the CRTV can be tuned to show recorded messages that help develop the story or provide hints. The pager, meanwhile, receives mission- and story-related communication.</p><p>This grounding is something the game as a whole does well. From the environments and puzzles, right down to the save system, which has always been a quirky thing in <em>Silent Hill</em> games. Usually, it’s something obscure and surreal, such as interacting with a well or a red square on a wall, but here you use landlines (no mobile phones in St. Amelia 1996) and dial 100 — the in-game number for the coastguard. </p><p>The map screen is as helpful and skeuomorphic as ever. Scrawls in red marker pen appear to show rooms you’ve entered, locked doors, and story clues. You can also zoom and pan around it with ease. </p><p>When the sneaking goes wrong, you aren’t completely defenceless. You don’t exactly have a military arsenal at your disposal, but some humble series staples are here, including wooden planks and metal pipes. They degrade this time, though, so they won’t last long. Firepower comes later, but ammo is scarce, making the game’s intentions for a stealthy play style clear.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="bLJ6EPDKdZ3qRZ4FsYYWnL" name="Imported image 9 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/bLJ6EPDKdZ3qRZ4FsYYWnL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>All this isn’t to say the weapons are useless. On the contrary, they’re very effective, and just the right amount of difficult to use. Melee combat is a basic affair, with one button for attack and one for block, but a lot of enemies can be disposed of quite quickly. The revolver and shotgun are even more effective, as you would imagine, but reload times are slow. All weapons feel impactful and satisfying to use, too, and the controls aren’t awkward.</p><p>Healing items are more generously distributed. There’s gauze for minor wounds and first aid kits for major ones. You can also combine alcohol with the former for a larger heal, while empty IV bags can be combined with IV fluids to automatically revive you if you die. </p><p>Aside from combat and sneaking, you’ll of course be solving puzzles. These are more ingenious than past efforts, and expertly combine that aforementioned verisimilitude with the series’ penchant for the weird. </p><p>One of my favorites had me reading out patient charts as Zoe to an aggressively condescending doctor, chastising her and me if I gave the wrong information. I then needed to find medicines dotted around the medical center, beginning yet another monster-avoidance section, which was as tense and as exciting as those in the streets of St. Amelia.</p><p>There are plenty of documents and computer emails to read and collect, providing clues to puzzles. There’s also a handy mechanic where you can hold a button to bring up the relevant clue while interacting with a puzzle, although, bizarrely, this is limited to only a few occasions.</p><h2 id="nothing-personal">Nothing personal</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="7Dyxbmmdv3kMkA96Yc7dgL" name="Imported image 8 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/7Dyxbmmdv3kMkA96Yc7dgL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>While I certainly had a good time with <em>Townfall</em>, certain sections drag on a little too long. But on the whole, the game does well to vary the environments and puzzles (the enemies less so) throughout to keep you hooked. </p><p>I didn’t find normal difficulty too troubling: the puzzles are pitched just right, and those I spent a long time figuring out weren’t frustrating or unfair; in fact, they’re proved more satisfying to solve than the series’ typical offerings. </p><p>Sneaking and combat, on the other hand, are more challenging. Enemies can come upon you quickly, and since there can be long stretches before you reach a save point, you can find yourself trudging back through the same section if you perish. But mostly, their presence adds real stakes and rewards you with a sense of achievement once you make it past them.</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="TJvkvrKY6aN3o2yiPkng6E" name="1a0ba7eecea43-screenshotUrl" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/TJvkvrKY6aN3o2yiPkng6E-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>It took me just over 20 hours to complete a single playthrough, and that was at a gentle pace. There’s little beyond the main objectives at hand to seek out, aside from some mysterious coded postcards that’ll have fans scrabbling to decipher, as well as hidden phone numbers to find. There are also unlockable outfits and weapons, and five different endings to get.</p><p><em>Townfall </em>isn’t particularly scary. There’s the occasional jump scare, but it doesn’t rely on them for cheap thrills. The game is a slow burn, with plenty of quiet, contemplative moments as you explore your surroundings. As with many <em>Silent Hill</em> games, the horror is more psychological.</p><p>But herein lies a problem. While the story is commendable for sustaining the mystery for as long as possible, there’s a lack of character exploration, contrary to many other stories in the franchise. </p><p>The characters’ dialogue is mostly cryptic, so you never get much of a grasp on their thoughts and feelings until the end — and even then, there are still plenty of questions left unanswered, as they should be. But the three of them are by turns confused and forlorn throughout. </p><p>This mixture works to conjure that strange, uncanny tone the series is known for, but it also means the trio fails to elicit the same level of emotional investment garnered by past protagonists, such as Harry and Heather Mason, James Sunderland, and Mary.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="NzpzbJiwWhHNEzpV43GsrL" name="Imported image 10 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/NzpzbJiwWhHNEzpV43GsrL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>Social commentary seems to be <em>Townfall’s</em> primary concern: the main theme is one of corporate negligence and its devastating impact on a community, which is certainly relevant in today’s world. And it’s true that once the three collide and everything comes to a head, it starts to resonate emotionally. But this is a long time coming, and Zoe ultimately feels underserved by the story’s conclusion, a shame given the aforementioned excellence of her actor’s performance. </p><p>It’s entirely possible, though, that other endings will give her a larger role than the one I reached, although I have no idea how these are achieved yet.</p><p>Ultimately, I found <em>Townfall </em>less impactful than <a href="https://www.techradar.com/gaming/silent-hill-2-remake-review"><em>Silent Hill 2</em></a> or <em>Shattered Memories</em>. It won't haunt me for as long as those entries, but it’s an intriguing journey nonetheless, with mysteries that remain after completion to keep fans busy with their theories. </p><p>No doubt some will also see <em>Townfall </em>as departing too far from the <em>Silent Hill</em> formula, a debate that’s already begun. But to my mind, the new setting and perspective fit the mold perfectly, so despite a few reservations, it still marks another triumphant reimagining of the series. </p><h2 id="should-you-play-silent-hill-townfall">Should you play Silent Hill: Townfall?</h2><h2 id="play-it-if-6">Play it if…</h2><div class="product"><p><strong>You love sneaking and puzzling</strong><br />Sneaking around enemies is often thrilling, and the memorable puzzles mix realism with the series’ unhinged tropes masterfully.</p></div><div class="product"><p><strong>You want great art direction</strong><br />Screen Burn has managed to haul a small Scottish fishing village into the world of <em>Silent Hill </em>beautifully. It looks and sounds fantastic.</p></div><h2 id="don-39-t-play-it-if-5">Don't play it if…</h2><div class="product"><p><strong>You want the best monsters</strong><br />The monsters are certainly less memorable this time round, a shame given the series’ pedigree in this area.</p></div><div class="product"><p><strong>You want more emotion from your characters</strong><br />Mostly, the three protagonists are quite stilted in their tone. The botoxed facial animations don’t help, either.</p></div><h2 id="accessibility-features-6">Accessibility features</h2><p>Compared to other modern releases, <em>Townfall’s </em>accessibility features are a little lacking. There are no content filters for blood and gore, and visual assists for color and contrast, and the like, are also missing. You can toggle subtitles and closed captions separately, though, and you can adjust the opacity of their backgrounds.</p><p>There are three difficulty modes to choose from: Story, which reduces the threat posed by enemies; Normal, which is how the developers intend the game to be played; and Nightmare, which increases enemy power and makes your flashlight detectable by them. </p><p>Puzzle difficulty is handled separately, although there are only two modes for this, with the only difference being red highlights of salient text clues. </p><h2 id="how-i-reviewed-silent-hill-townfall">How I reviewed Silent Hill: Townfall</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="AFSFbFmdVrkyhWzAVh36wL" name="Imported image 11 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/AFSFbFmdVrkyhWzAVh36wL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>I played <em>Townfall </em>for just over 20 hours, completing the game once through on normal difficulty. I also toggled the puzzle difficulty between Normal and Hinted modes at various points. </p><p>I played the game on a standard PS5, largely in Performance mode, although I also tested Quality mode for a time, too. I used a Lenovo Legion R27qe monitor and the <a href="https://www.techradar.com/gaming/gaming-accessories/skullcandy-crusher-plyr-720-review">Skullcandy Crusher PLYR 720</a> headset for audio.</p><p>I’m a long-time fan of the <em>Silent Hill</em> series and have played many games in the series, including the recent <em>Silent Hill f </em>and the 2024 remake of <em>Silent Hill 2</em>. The original S<em>ilent Hill 2</em> and <em>Silent Hill: Shattered Memories </em>rank among the <a href="https://www.techradar.com/news/best-horror-games">best horror games</a> of all time, in my mind.</p><p><em>First reviewed September 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/silent-hill-townfall-review</link>
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                            <![CDATA[ Silent Hill crosses the Atlantic with a fresh first-person perspective — but are the changes enough to rejuvenate this aging horror stalwart? ]]>
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                                                                        <pubDate>Mon, 21 Sep 2026 07:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 28 Sep 2026 09:03:11 +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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                                <p>Traditionally set in North America, the <em>Silent Hill </em>series has been known to stray beyond the continent on occasion, most notably with the recent <a href="https://www.techradar.com/gaming/silent-hill-f-review"><em>Silent Hill f</em></a>, which takes place in sixties Japan.</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, PC<br /><strong>Release date:</strong> September 24, 2026</p></div></div><p>With <em>Townfall</em>, we’re headed to nineties Scotland, but that’s not the only change: we also get a new perspective — in more ways than one. </p><p>Not only is the game in first-person, rather than third-person, but it's developed by a series newcomer, Screen Burn Interactive, formerly known as No Code. This small Scottish outfit doesn’t exactly have a long resume, but it's already proved itself with its two previous outings. 2017’s <em>Stories Untold</em> was an interesting, modern take on the text adventure, while 2019’s <em>Observation</em>, another first-person horror, won the Bafta for Best British Game in 2020.</p><p>Now the team brings its Caledonian spirit to bear on Konami’s flagship horror franchise, but does the new locale and camera angle represent another step in the right direction for a series keen on extending its recent purple patch?</p><h2 id="everybody-s-aff-to-the-rapture">Everybody’s aff to the rapture</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.32%;"><img id="ueJTLSvSJALEez6iAJQ7PL" name="Imported image 1 - 1789910579930" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/ueJTLSvSJALEez6iAJQ7PL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1007" 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>We open in typical horror story fashion: a man crawls out of the water onto a dock, not knowing where he is or where he came from. </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="uQhtf2dLFZbUMNkpwoBggK" name="TF_3rd_screenshot_01" caption="" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/uQhtf2dLFZbUMNkpwoBggK-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: Konami)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Sneaking around the streets of St. Amelia. Its layout is ripe for creating your own paths to avoid enemies, and escaping their clutches by running down back alleys and hiding in cupboards is always a thrill. Plus, you get to explore a town that’s been lovingly and realistically rendered, with homes, shops, and features that offer a glimpse back to a simpler time. </strong></p></div></div><p>This man is Simon Ordell, wearing an outfit almost identical to Travis Grady’s from 2007’s <em>Silent Hill: Origins</em>, and denoting his everyman-ness. As you make your way up from the harbour, a cutscene plays, and a tarp blows away from a sign, revealing the town’s name: St. Amelia </p><p>And so the game proper begins, as you make your way through the seemingly abandoned town to find out what’s going on. Along the way, you’ll take control of two additional characters besides Simon — Zoe and Richard — and the plot unfolds gradually to reveal the trio’s connection to one another.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="dLswTQdxtT8UMpp4hzPXVL" name="Imported image 2 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/dLswTQdxtT8UMpp4hzPXVL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>The first thing that struck me as I paced through the streets was the fantastic art direction. As expected from a Scottish team, Screen Burn has nailed the feel of a small Scottish town. </p><p>St. Amelia is lovingly crafted and perfectly captures its mid-nineties period, containing plenty of features recognizable to those this side of the pond, from period-correct storefronts and pebble-dashed houses to public telephone booths and post boxes. </p><p>Virtually every frame looks cinematic (there’s even a letterbox mode enabled by default). The perennial fog is, of course, present and correct here, and looks better and moodier than ever. Hues of white, red, and blue are prominent throughout as well, and look eerily beautiful as they shine through the mist and are backlit by streetlamps. This is a game made for screenshotting, although unfortunately it doesn’t have a native photo mode. </p><p>I played through the game in Performance mode, as is often my preference, and I couldn’t discern any visual downgrade from Quality mode. Naturally, though, Performance mode offered a much better frame rate, and I only encountered one section where things got a little choppy, but this was brief and far from ruinous.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="5JSkaSF9iZKHrV5BaAZ2KL" name="Imported image 3 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/5JSkaSF9iZKHrV5BaAZ2KL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>Complementing the visuals is the score, another feature that’s always stood out in <em>Silent Hill </em>titles. Here, though, regular series composer and sound designer Akira Yamaoka is, for once, not involved. Instead, the honors go to Pilotpriest, who’s done a fantastic job of replicating the off-kilter sounds and melancholic melodies fans have come to know and love, while adding a modern twist.</p><p>Pieces are more sparse and muted than before, often with heavy doses of reverb. They match the tone of the gameplay brilliantly, and compositions open up during cutscenes when some emotional weight needs carrying. </p><p>Unfortunately, the characters’ facial animations are less capable at this. They’re often stilted, which can work when they seem detached and dejected, but they fail to sell terror or emotional breakdowns when required. </p><p>This is doubly a shame since it lets down the largely great performances of the voice actors, of which Kezia Burrows’ Zoe is worthy of highlighting. She has a greater range of traits and emotions to convey than the other two, and she does so with aplomb.</p><p>Another disappointing aspect of the game’s design is the monsters — this for a series renowned for its strikingly original creations. Virtually every one is some kind of faceless alabaster humanoid with no details of note, and some are mere rehashes of past favorites, such as the fleshy straight-jacketed figure, although this time it has a plank driven through its head.</p><p> Less attention has been paid to their symbolism, too: there are suggestions that they reflect aspects of the inner turmoil of the main characters, à la most <em>Silent Hill</em> monsters, but there's little about their design that shows this in an interesting way.</p><h2 id="monster-hunting">Monster hunting</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="2LBKZdfiWP2c5nBPFfGHRL" name="Imported image 4 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/2LBKZdfiWP2c5nBPFfGHRL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>Looks aside, though, the monsters are more dangerous than ever. There are a handful of basic pawns, such as those that wander around slowly, and the aforementioned straight-jacketed plank heads that move much faster and more erratically and are equally troublesome. </p><p>If either catches you, you’ll have a basic button-mashing QTE to avoid them if you have enough health, but if not, it’ll be instant death. In certain sections, a larger monster appears with blobs on its back, which is unkillable as far as I could tell. There's no chance to QTE your way out of its grip if it catches you, either.</p><p>Sneaking around enemies, therefore, can be a tense and terrifying experience, accompanied by a huge sense of relief when you succeed. Often, the environmental design expertly facilitates this stealth gameplay. The outside sections in particular are laden with cut-throughs and hiding places, and more impressive is the fact that this design is so firmly planted in the real world. </p><p>You’ll be sneaking around abandoned cars and peeking out over low walls, scooting down narrow back alleys and distracting enemies with bottles or radios. There’s a surprising degree of player freedom that makes these sections more satisfying to play through than your typical survival horror fare. </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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="tM26kTCSyfuU83Ab7gxoXL" name="Imported image 5 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/tM26kTCSyfuU83Ab7gxoXL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>What also helps is the excellent player movement. All three move in the same way, which is to say they’re responsive and agile, as well as being reasonably fast when sprinting, although this is no arena shooter — but then again, I wouldn’t want it any other way in a horror game. There’s also an option to use motion controls for aiming, with fast and precise movements, and it is my preferred method. </p><p>There’s a peek mechanic, too, which again is very useful. It may be lifted straight from classic first-person horror games, most notably <em>Alien: Isolation</em>, but it gives you a great deal of freedom to not just strafe laterally, but also to peer up over barriers or down over ledges, whether standing or crouched. </p><p>To detect threats more easily, Simon picks up a handheld TV (or CRTV) early on that can tune into enemy locations. They’re rendered in silhouette against a red background, serving as the game’s ‘detective mode’. This gives you a real advantage, but its screen is just obscure enough to avoid you using it the whole time. </p><p>You also lose focus on your surroundings while equipped, again preventing you from relying on it wholesale. Keeping track of multiple enemies can be hard as well, since you have to toggle between them one at a time, and those long passed or on a different level remain in the CRTV’s memory. </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:1788px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="2MxSekAEHjg4XKMvRuordL" name="Imported image 6 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/2MxSekAEHjg4XKMvRuordL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1005" 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>Zoe, on the other hand, is saddled with a pager, a far less effective item since it doesn’t directly reveal enemy movements. Instead, bars around the sides fill up to show their approximate direction and proximity. Both gadgets, though, are effective at grounding <em>Townfall </em>in the real world. At certain points, the CRTV can be tuned to show recorded messages that help develop the story or provide hints. The pager, meanwhile, receives mission- and story-related communication.</p><p>This grounding is something the game as a whole does well. From the environments and puzzles, right down to the save system, which has always been a quirky thing in <em>Silent Hill</em> games. Usually, it’s something obscure and surreal, such as interacting with a well or a red square on a wall, but here you use landlines (no mobile phones in St. Amelia 1996) and dial 100 — the in-game number for the coastguard. </p><p>The map screen is as helpful and skeuomorphic as ever. Scrawls in red marker pen appear to show rooms you’ve entered, locked doors, and story clues. You can also zoom and pan around it with ease. </p><p>When the sneaking goes wrong, you aren’t completely defenceless. You don’t exactly have a military arsenal at your disposal, but some humble series staples are here, including wooden planks and metal pipes. They degrade this time, though, so they won’t last long. Firepower comes later, but ammo is scarce, making the game’s intentions for a stealthy play style clear.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="bLJ6EPDKdZ3qRZ4FsYYWnL" name="Imported image 9 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/bLJ6EPDKdZ3qRZ4FsYYWnL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>All this isn’t to say the weapons are useless. On the contrary, they’re very effective, and just the right amount of difficult to use. Melee combat is a basic affair, with one button for attack and one for block, but a lot of enemies can be disposed of quite quickly. The revolver and shotgun are even more effective, as you would imagine, but reload times are slow. All weapons feel impactful and satisfying to use, too, and the controls aren’t awkward.</p><p>Healing items are more generously distributed. There’s gauze for minor wounds and first aid kits for major ones. You can also combine alcohol with the former for a larger heal, while empty IV bags can be combined with IV fluids to automatically revive you if you die. </p><p>Aside from combat and sneaking, you’ll of course be solving puzzles. These are more ingenious than past efforts, and expertly combine that aforementioned verisimilitude with the series’ penchant for the weird. </p><p>One of my favorites had me reading out patient charts as Zoe to an aggressively condescending doctor, chastising her and me if I gave the wrong information. I then needed to find medicines dotted around the medical center, beginning yet another monster-avoidance section, which was as tense and as exciting as those in the streets of St. Amelia.</p><p>There are plenty of documents and computer emails to read and collect, providing clues to puzzles. There’s also a handy mechanic where you can hold a button to bring up the relevant clue while interacting with a puzzle, although, bizarrely, this is limited to only a few occasions.</p><h2 id="nothing-personal">Nothing personal</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="7Dyxbmmdv3kMkA96Yc7dgL" name="Imported image 8 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/7Dyxbmmdv3kMkA96Yc7dgL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>While I certainly had a good time with <em>Townfall</em>, certain sections drag on a little too long. But on the whole, the game does well to vary the environments and puzzles (the enemies less so) throughout to keep you hooked. </p><p>I didn’t find normal difficulty too troubling: the puzzles are pitched just right, and those I spent a long time figuring out weren’t frustrating or unfair; in fact, they’re proved more satisfying to solve than the series’ typical offerings. </p><p>Sneaking and combat, on the other hand, are more challenging. Enemies can come upon you quickly, and since there can be long stretches before you reach a save point, you can find yourself trudging back through the same section if you perish. But mostly, their presence adds real stakes and rewards you with a sense of achievement once you make it past them.</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="TJvkvrKY6aN3o2yiPkng6E" name="1a0ba7eecea43-screenshotUrl" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/TJvkvrKY6aN3o2yiPkng6E-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>It took me just over 20 hours to complete a single playthrough, and that was at a gentle pace. There’s little beyond the main objectives at hand to seek out, aside from some mysterious coded postcards that’ll have fans scrabbling to decipher, as well as hidden phone numbers to find. There are also unlockable outfits and weapons, and five different endings to get.</p><p><em>Townfall </em>isn’t particularly scary. There’s the occasional jump scare, but it doesn’t rely on them for cheap thrills. The game is a slow burn, with plenty of quiet, contemplative moments as you explore your surroundings. As with many <em>Silent Hill</em> games, the horror is more psychological.</p><p>But herein lies a problem. While the story is commendable for sustaining the mystery for as long as possible, there’s a lack of character exploration, contrary to many other stories in the franchise. </p><p>The characters’ dialogue is mostly cryptic, so you never get much of a grasp on their thoughts and feelings until the end — and even then, there are still plenty of questions left unanswered, as they should be. But the three of them are by turns confused and forlorn throughout. </p><p>This mixture works to conjure that strange, uncanny tone the series is known for, but it also means the trio fails to elicit the same level of emotional investment garnered by past protagonists, such as Harry and Heather Mason, James Sunderland, and Mary.</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="NzpzbJiwWhHNEzpV43GsrL" name="Imported image 10 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/NzpzbJiwWhHNEzpV43GsrL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>Social commentary seems to be <em>Townfall’s</em> primary concern: the main theme is one of corporate negligence and its devastating impact on a community, which is certainly relevant in today’s world. And it’s true that once the three collide and everything comes to a head, it starts to resonate emotionally. But this is a long time coming, and Zoe ultimately feels underserved by the story’s conclusion, a shame given the aforementioned excellence of her actor’s performance. </p><p>It’s entirely possible, though, that other endings will give her a larger role than the one I reached, although I have no idea how these are achieved yet.</p><p>Ultimately, I found <em>Townfall </em>less impactful than <a href="https://www.techradar.com/gaming/silent-hill-2-remake-review"><em>Silent Hill 2</em></a> or <em>Shattered Memories</em>. It won't haunt me for as long as those entries, but it’s an intriguing journey nonetheless, with mysteries that remain after completion to keep fans busy with their theories. </p><p>No doubt some will also see <em>Townfall </em>as departing too far from the <em>Silent Hill</em> formula, a debate that’s already begun. But to my mind, the new setting and perspective fit the mold perfectly, so despite a few reservations, it still marks another triumphant reimagining of the series. </p><h2 id="should-you-play-silent-hill-townfall">Should you play Silent Hill: Townfall?</h2><h2 id="play-it-if-6">Play it if…</h2><div class="product"><p><strong>You love sneaking and puzzling</strong><br />Sneaking around enemies is often thrilling, and the memorable puzzles mix realism with the series’ unhinged tropes masterfully.</p></div><div class="product"><p><strong>You want great art direction</strong><br />Screen Burn has managed to haul a small Scottish fishing village into the world of <em>Silent Hill </em>beautifully. It looks and sounds fantastic.</p></div><h2 id="don-39-t-play-it-if-5">Don't play it if…</h2><div class="product"><p><strong>You want the best monsters</strong><br />The monsters are certainly less memorable this time round, a shame given the series’ pedigree in this area.</p></div><div class="product"><p><strong>You want more emotion from your characters</strong><br />Mostly, the three protagonists are quite stilted in their tone. The botoxed facial animations don’t help, either.</p></div><h2 id="accessibility-features-6">Accessibility features</h2><p>Compared to other modern releases, <em>Townfall’s </em>accessibility features are a little lacking. There are no content filters for blood and gore, and visual assists for color and contrast, and the like, are also missing. You can toggle subtitles and closed captions separately, though, and you can adjust the opacity of their backgrounds.</p><p>There are three difficulty modes to choose from: Story, which reduces the threat posed by enemies; Normal, which is how the developers intend the game to be played; and Nightmare, which increases enemy power and makes your flashlight detectable by them. </p><p>Puzzle difficulty is handled separately, although there are only two modes for this, with the only difference being red highlights of salient text clues. </p><h2 id="how-i-reviewed-silent-hill-townfall">How I reviewed Silent Hill: Townfall</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:1788px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="AFSFbFmdVrkyhWzAVh36wL" name="Imported image 11 - 1789910579931" alt="Screenshot of Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/AFSFbFmdVrkyhWzAVh36wL-1920-80.jpg" mos="" align="middle" fullscreen="" width="1788" height="1006" 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>I played <em>Townfall </em>for just over 20 hours, completing the game once through on normal difficulty. I also toggled the puzzle difficulty between Normal and Hinted modes at various points. </p><p>I played the game on a standard PS5, largely in Performance mode, although I also tested Quality mode for a time, too. I used a Lenovo Legion R27qe monitor and the <a href="https://www.techradar.com/gaming/gaming-accessories/skullcandy-crusher-plyr-720-review">Skullcandy Crusher PLYR 720</a> headset for audio.</p><p>I’m a long-time fan of the <em>Silent Hill</em> series and have played many games in the series, including the recent <em>Silent Hill f </em>and the 2024 remake of <em>Silent Hill 2</em>. The original S<em>ilent Hill 2</em> and <em>Silent Hill: Shattered Memories </em>rank among the <a href="https://www.techradar.com/news/best-horror-games">best horror games</a> of all time, in my mind.</p><p><em>First reviewed September 2026</em></p>
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                                                            <title><![CDATA[ Control Resonant review: bigger and better ]]></title>
                                                                                                <dc:content><![CDATA[ <p>How do you approach a sequel? Do you refine the predecessor’s mechanics and stick with the main character? Well, <a href="https://www.techradar.com/gaming/remedy-confirms-that-control-resonant-is-the-sequel-to-its-critically-acclaimed-paranormal-action-game-and-its-coming-in-2026"><em>Control Resonant</em></a> chucks those out the window.</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>Xbox Series X<br /><strong>Available on:</strong> PS5, Xbox Series X|S, PC<br /><strong>Release date: </strong>September 24, 2026</p></div></div><p>Instead of an open-zone map like the first game, <em>Resonant</em> goes full open-world. You play as Dylan Faden, old protagonist Jesse’s brother, who was (mostly) freed from the Hiss’s evil influence towards the end of the last adventure. </p><p>Now, Jesse has disappeared somewhere in an otherworldly Manhattan, and it’s his job to find her.</p><h2 id="like-brother-like-sister">Like brother, like sister</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="6TfVxVapqC4Mdu5MhcrSkZ" name="Jesse and Dylan speak in a Fault" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/6TfVxVapqC4Mdu5MhcrSkZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p><em>Control Resonant</em>’s story is markedly improved over its predecessor. The sibling bond between Dylan and Jesse provides an emotional anchor to latch onto. Learning about their childhoods through the main missions was engaging enough and made it much easier to follow this time around. It kept my attention in ways that <em>Control</em> didn’t.</p><p>The small cast of support characters also smartly keeps the character development focused mainly on Dylan. Zoe De Vera is assigned as Dylan’s handler, and I like how their relationship starts off rocky with her viewing him as just a tool to fight the Hiss. But as the story progresses, Zoe starts considering Dylan as more than that, asking him personal questions about his favorite music. </p><p>Emily Pope returns from the first game and acts as an important linchpin for Dylan to discuss Jesse. As Emily helped Jesse throughout the entirety of <em>Control</em>, Dylan can confide in Emily, giving him hope he’ll eventually find his sister. These powerful relationships make <em>Resonant</em> a less lonely trip.</p><p>As someone who’s fascinated with sci-fi and the occult, <em>Resonant</em> plays around with common tropes to great effect. In one particularly memorable main quest, Dylan is tasked with figuring out what happened to a missing crew, and its implementation of time dilation and alternate timelines really had a grip on my attention. It’s moments like these that make <em>Resonant</em>’s story emotionally satisfying, but narratively absorbing too.</p><h2 id="go-big-or-go-home">Go big or go home</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:1279px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="4Dw2VnFPDok6LdAsDuVL4Z" name="Running through" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/4Dw2VnFPDok6LdAsDuVL4Z-1920-80.png" mos="" align="middle" fullscreen="" width="1279" height="719" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>Going from <em>Control</em> to <em>Control</em> <em>Resonant </em>feels similar to how <em>Final Fantasy 7 Remake</em> transitioned to <em>Final Fantasy 7 Rebirth</em>. It’s a high-risk endeavor, as creating an open world can add a lot of unnecessary bloat compared to a more streamlined experience.</p><p>Thankfully, <em>Resonant</em>’s exemplary art direction and traversal mechanics make its distorted version of Manhattan a treat to run around in. Rather than the brutalist architecture of the first game that took place entirely indoors within the Oldest House, <em>Resonant</em> doubles down on the more kaleidoscopic and parallactic aspects in the open world. </p><p>As part of the main quests, you’ll also be given objectives to find “Faults,” which are areas where remnants of Jesse could be residing. While they’re not very combat-heavy, they offer a lot of story exposition exploring Dylan and Jesse’s background. At the very end, you’ll be awarded a new way for Dylan to move around. </p><p>These include being able to shift his gravitational orientation around so the wall next to him becomes the floor, or the intriguing take on the traditional grappling hook, which looks more like an invisible magnet pulling Dylan by the waist.</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="YE9VMhC8QRED6FNJQDz3Sa" name="Combat" caption="" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/YE9VMhC8QRED6FNJQDz3Sa-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: Remedy)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Like the first game's massive brutalist skyscraper, the weird, twisted version of Manhattan in </strong><em><strong>Control Resonant</strong></em><strong> is an absolute joy to explore full of striking views.</strong></p></div></div><p><em></em></p><p><em>Control Resonant</em> is also reminiscent of <em>Elden Ring</em>, in that you’re able to tackle tough side bosses called Resonants all across the Big Apple. By defeating them, Dylan is able to unlock more of his offensive move kit. You’re incentivized to go for it, as it’ll give you more options to fight against the Hiss and other enemies. </p><p>You only need to take out a few to advance the story, but afterwards you can actually complete it without taking the rest of them on if you want. This open-endedness comes in handy if you get stuck on a certain story boss. You can explore more, get stronger, and return later.</p><p>There are also plenty of other interesting activities to tackle, and these often bring a more down-to-earth tone to <em>Resonant</em>’s paranormal twists. In a multi-part side quest, Dylan is trying to help a girl find her way home from an alternate dimension. And he has to play “spot the difference” with different taxi cabs to take the right one back. There’s another side quest where Dylan helps a colleague find their invisible cat, which ends up in the cat actually helping out against a mini-boss fight in a humorous conclusion. </p><p>These side quests reflect Dylan’s altruism and the guilt he harbors for his actions from the first game, allowing him to redeem himself in small, yet meaningful ways. They also reward massive amounts of EXP and useful ingredients to unlock new skills and abilities.</p><h2 id="close-quarters-combat">Close quarters combat</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:751px;"><p class="vanilla-image-block" style="padding-top:56.19%;"><img id="nY4oJMQQQd47qQiXLWpTkY" name="Facing off against a Resonant" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/nY4oJMQQQd47qQiXLWpTkY-1920-80.png" mos="" align="middle" fullscreen="" width="751" height="422" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>As opposed to the first game’s third-person shooter gameplay, <em>Control Resonant</em> is a melee-focused action game. It’s an interesting switch-up that certainly helps this sequel differentiate itself. </p><p>The basic gameplay loop you’re going for is to stagger enemies and then perform an execution. Doing that causes Dylan to temporarily enter Dominance, which astronomically ups his attack power and allows him to kill enemies quicker. It’s a gratifying process that’s just as exciting as it looks cool.</p><p>The big issue here is that it’s incredibly difficult to falter enemies when you first start out. Dylan’s weapon, the Aberrant, can morph into different forms for both his light and heavy attacks. At the beginning, you can pick one form, and the rest you can create later on with the proper drops and materials.</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="enk6nmW27Q8FiHwxrymbKZ" name="Helping out Alfred the cat" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/enk6nmW27Q8FiHwxrymbKZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p>If you’re like me and picked a heavy weapon choice that didn’t fit your particular playstyle, then you’re going to have a tough time. You can use limited reset points to rechoose your points and abilities, but the fact that it’s not free feels like it’s discouraging experimentation, especially at the start before eventually unlocking everything. </p><p>After initially selecting the spear as my heavy weapon and being disappointed, I reset my build and opted for the slow but powerful hammer instead. I found that it fit my approach much better, and suddenly I was enjoying it more. Beforehand, combat felt like a slog as enemies seemed to just be damage sponges, as it took forever to falter them.</p><p>A little later on, after defeating the giant fire Resonant, I unlocked the ability to cloak my weapons in flame, increasing both the damage and falter output. Now even my light weapon attacks with the multi-target scythe-like glaive inflicted a decent amount of stagger. I was able to enter Dominance faster, and the combat became more frenetic, explosive, and most importantly, fun. </p><p>It just takes a while to get to.</p><h2 id="should-i-play-control-resonant">Should I play Control Resonant?</h2><h2 id="play-it-if-7">Play it if...</h2><div class="product"><p><strong>You like action-adventure games</strong><br />If you’re a fan of games like <em>Devil May Cry</em>, this might be up your alley. Just don’t expect to be graded on your work, though.</p></div><div class="product"><p><strong>You enjoyed the first Control</strong><br /><em>Control Resonant </em>is a direct sequel, so if you enjoyed the first game, then you should play this one too. It’s surprisingly loose with the events of the predecessor, so you don’t actually need to play it before jumping in here, but it helps.</p></div><div class="product"><p><strong>You like open-world games</strong><br /><em>Control Resonant</em> has one of the more interesting open-world games in recent memory, and the traversal mechanics are a joy to toy around with.</p></div><h2 id="don-39-t-play-it-if-6">Don't play it if...</h2><div class="product"><p><strong>You like shooters</strong><br />While the first <em>Control</em> was a third-person shooter, <em>Control Resonant</em> is not. This could be a sticking point for those coming from the first game.</p></div><div class="product"><p><strong>You want a more streamlined experience</strong><br />The first <em>Control</em> was much more confined, with open-zone environments rather than the open world that <em>Control Resonant</em> has.</p></div><h2 id="accessibility-features-7">Accessibility features</h2><p><em>Control Resonant </em>has an impressive suite of accessibility features. These options include text, subtitles, colorblindness adjustments, and toggles.</p><p>It also has an Assist mode, which lets you change gameplay parameters to your liking. For example, you can change how fast Dylan’s Power meter replenishes, which lets him fire off special abilities. You can also make him invincible. </p><p>There’s even an option to OHKO enemies with just one attack, and it works on bosses too. None of the options disable Achievements either.</p><h2 id="how-i-reviewed-control-resonant">How I reviewed Control Resonant</h2><p>I played 25 hours of <em>Control Resonant</em> on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> with the standard <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a> on my 1080p LG Sharp TV, finishing up the main campaign while completing some side quests. </p><p>After witnessing the ending, you can go back into the open world once again to mop up any remaining collectibles and quests.</p><p><em>First reviewed September 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/control-resonant-review</link>
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                            <![CDATA[ Control Resonant goes big with a reality-defying New York. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 13 Oct 2026 11:45:36 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ George Yang ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;George Yang is a freelance writer contributing to TechRadar&#039;s gaming coverage. He&#039;s also written for publications such as IGN, Rolling Stone, The Verge, and NPR.&lt;/p&gt;&lt;p&gt;George enjoys a variety of video games, mainly Japanese RPGs, but isn&#039;t afraid to branch out to other genres. Outside of video game coverage, George likes to write about tech and music (especially Kpop). He also goes to the gym in his spare time.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Remedy]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A Control Resonant screenshot.]]></media:description>                                                            <media:text><![CDATA[A Control Resonant screenshot.]]></media:text>
                                <media:title type="plain"><![CDATA[A Control Resonant screenshot.]]></media:title>
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                            <article>
                                <p>How do you approach a sequel? Do you refine the predecessor’s mechanics and stick with the main character? Well, <a href="https://www.techradar.com/gaming/remedy-confirms-that-control-resonant-is-the-sequel-to-its-critically-acclaimed-paranormal-action-game-and-its-coming-in-2026"><em>Control Resonant</em></a> chucks those out the window.</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>Xbox Series X<br /><strong>Available on:</strong> PS5, Xbox Series X|S, PC<br /><strong>Release date: </strong>September 24, 2026</p></div></div><p>Instead of an open-zone map like the first game, <em>Resonant</em> goes full open-world. You play as Dylan Faden, old protagonist Jesse’s brother, who was (mostly) freed from the Hiss’s evil influence towards the end of the last adventure. </p><p>Now, Jesse has disappeared somewhere in an otherworldly Manhattan, and it’s his job to find her.</p><h2 id="like-brother-like-sister">Like brother, like sister</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="6TfVxVapqC4Mdu5MhcrSkZ" name="Jesse and Dylan speak in a Fault" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/6TfVxVapqC4Mdu5MhcrSkZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p><em>Control Resonant</em>’s story is markedly improved over its predecessor. The sibling bond between Dylan and Jesse provides an emotional anchor to latch onto. Learning about their childhoods through the main missions was engaging enough and made it much easier to follow this time around. It kept my attention in ways that <em>Control</em> didn’t.</p><p>The small cast of support characters also smartly keeps the character development focused mainly on Dylan. Zoe De Vera is assigned as Dylan’s handler, and I like how their relationship starts off rocky with her viewing him as just a tool to fight the Hiss. But as the story progresses, Zoe starts considering Dylan as more than that, asking him personal questions about his favorite music. </p><p>Emily Pope returns from the first game and acts as an important linchpin for Dylan to discuss Jesse. As Emily helped Jesse throughout the entirety of <em>Control</em>, Dylan can confide in Emily, giving him hope he’ll eventually find his sister. These powerful relationships make <em>Resonant</em> a less lonely trip.</p><p>As someone who’s fascinated with sci-fi and the occult, <em>Resonant</em> plays around with common tropes to great effect. In one particularly memorable main quest, Dylan is tasked with figuring out what happened to a missing crew, and its implementation of time dilation and alternate timelines really had a grip on my attention. It’s moments like these that make <em>Resonant</em>’s story emotionally satisfying, but narratively absorbing too.</p><h2 id="go-big-or-go-home">Go big or go home</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:1279px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="4Dw2VnFPDok6LdAsDuVL4Z" name="Running through" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/4Dw2VnFPDok6LdAsDuVL4Z-1920-80.png" mos="" align="middle" fullscreen="" width="1279" height="719" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>Going from <em>Control</em> to <em>Control</em> <em>Resonant </em>feels similar to how <em>Final Fantasy 7 Remake</em> transitioned to <em>Final Fantasy 7 Rebirth</em>. It’s a high-risk endeavor, as creating an open world can add a lot of unnecessary bloat compared to a more streamlined experience.</p><p>Thankfully, <em>Resonant</em>’s exemplary art direction and traversal mechanics make its distorted version of Manhattan a treat to run around in. Rather than the brutalist architecture of the first game that took place entirely indoors within the Oldest House, <em>Resonant</em> doubles down on the more kaleidoscopic and parallactic aspects in the open world. </p><p>As part of the main quests, you’ll also be given objectives to find “Faults,” which are areas where remnants of Jesse could be residing. While they’re not very combat-heavy, they offer a lot of story exposition exploring Dylan and Jesse’s background. At the very end, you’ll be awarded a new way for Dylan to move around. </p><p>These include being able to shift his gravitational orientation around so the wall next to him becomes the floor, or the intriguing take on the traditional grappling hook, which looks more like an invisible magnet pulling Dylan by the waist.</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="YE9VMhC8QRED6FNJQDz3Sa" name="Combat" caption="" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/YE9VMhC8QRED6FNJQDz3Sa-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: Remedy)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Like the first game's massive brutalist skyscraper, the weird, twisted version of Manhattan in </strong><em><strong>Control Resonant</strong></em><strong> is an absolute joy to explore full of striking views.</strong></p></div></div><p><em></em></p><p><em>Control Resonant</em> is also reminiscent of <em>Elden Ring</em>, in that you’re able to tackle tough side bosses called Resonants all across the Big Apple. By defeating them, Dylan is able to unlock more of his offensive move kit. You’re incentivized to go for it, as it’ll give you more options to fight against the Hiss and other enemies. </p><p>You only need to take out a few to advance the story, but afterwards you can actually complete it without taking the rest of them on if you want. This open-endedness comes in handy if you get stuck on a certain story boss. You can explore more, get stronger, and return later.</p><p>There are also plenty of other interesting activities to tackle, and these often bring a more down-to-earth tone to <em>Resonant</em>’s paranormal twists. In a multi-part side quest, Dylan is trying to help a girl find her way home from an alternate dimension. And he has to play “spot the difference” with different taxi cabs to take the right one back. There’s another side quest where Dylan helps a colleague find their invisible cat, which ends up in the cat actually helping out against a mini-boss fight in a humorous conclusion. </p><p>These side quests reflect Dylan’s altruism and the guilt he harbors for his actions from the first game, allowing him to redeem himself in small, yet meaningful ways. They also reward massive amounts of EXP and useful ingredients to unlock new skills and abilities.</p><h2 id="close-quarters-combat">Close quarters combat</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:751px;"><p class="vanilla-image-block" style="padding-top:56.19%;"><img id="nY4oJMQQQd47qQiXLWpTkY" name="Facing off against a Resonant" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/nY4oJMQQQd47qQiXLWpTkY-1920-80.png" mos="" align="middle" fullscreen="" width="751" height="422" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>As opposed to the first game’s third-person shooter gameplay, <em>Control Resonant</em> is a melee-focused action game. It’s an interesting switch-up that certainly helps this sequel differentiate itself. </p><p>The basic gameplay loop you’re going for is to stagger enemies and then perform an execution. Doing that causes Dylan to temporarily enter Dominance, which astronomically ups his attack power and allows him to kill enemies quicker. It’s a gratifying process that’s just as exciting as it looks cool.</p><p>The big issue here is that it’s incredibly difficult to falter enemies when you first start out. Dylan’s weapon, the Aberrant, can morph into different forms for both his light and heavy attacks. At the beginning, you can pick one form, and the rest you can create later on with the proper drops and materials.</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="enk6nmW27Q8FiHwxrymbKZ" name="Helping out Alfred the cat" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/enk6nmW27Q8FiHwxrymbKZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p>If you’re like me and picked a heavy weapon choice that didn’t fit your particular playstyle, then you’re going to have a tough time. You can use limited reset points to rechoose your points and abilities, but the fact that it’s not free feels like it’s discouraging experimentation, especially at the start before eventually unlocking everything. </p><p>After initially selecting the spear as my heavy weapon and being disappointed, I reset my build and opted for the slow but powerful hammer instead. I found that it fit my approach much better, and suddenly I was enjoying it more. Beforehand, combat felt like a slog as enemies seemed to just be damage sponges, as it took forever to falter them.</p><p>A little later on, after defeating the giant fire Resonant, I unlocked the ability to cloak my weapons in flame, increasing both the damage and falter output. Now even my light weapon attacks with the multi-target scythe-like glaive inflicted a decent amount of stagger. I was able to enter Dominance faster, and the combat became more frenetic, explosive, and most importantly, fun. </p><p>It just takes a while to get to.</p><h2 id="should-i-play-control-resonant">Should I play Control Resonant?</h2><h2 id="play-it-if-7">Play it if...</h2><div class="product"><p><strong>You like action-adventure games</strong><br />If you’re a fan of games like <em>Devil May Cry</em>, this might be up your alley. Just don’t expect to be graded on your work, though.</p></div><div class="product"><p><strong>You enjoyed the first Control</strong><br /><em>Control Resonant </em>is a direct sequel, so if you enjoyed the first game, then you should play this one too. It’s surprisingly loose with the events of the predecessor, so you don’t actually need to play it before jumping in here, but it helps.</p></div><div class="product"><p><strong>You like open-world games</strong><br /><em>Control Resonant</em> has one of the more interesting open-world games in recent memory, and the traversal mechanics are a joy to toy around with.</p></div><h2 id="don-39-t-play-it-if-6">Don't play it if...</h2><div class="product"><p><strong>You like shooters</strong><br />While the first <em>Control</em> was a third-person shooter, <em>Control Resonant</em> is not. This could be a sticking point for those coming from the first game.</p></div><div class="product"><p><strong>You want a more streamlined experience</strong><br />The first <em>Control</em> was much more confined, with open-zone environments rather than the open world that <em>Control Resonant</em> has.</p></div><h2 id="accessibility-features-7">Accessibility features</h2><p><em>Control Resonant </em>has an impressive suite of accessibility features. These options include text, subtitles, colorblindness adjustments, and toggles.</p><p>It also has an Assist mode, which lets you change gameplay parameters to your liking. For example, you can change how fast Dylan’s Power meter replenishes, which lets him fire off special abilities. You can also make him invincible. </p><p>There’s even an option to OHKO enemies with just one attack, and it works on bosses too. None of the options disable Achievements either.</p><h2 id="how-i-reviewed-control-resonant">How I reviewed Control Resonant</h2><p>I played 25 hours of <em>Control Resonant</em> on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> with the standard <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a> on my 1080p LG Sharp TV, finishing up the main campaign while completing some side quests. </p><p>After witnessing the ending, you can go back into the open world once again to mop up any remaining collectibles and quests.</p><p><em>First reviewed September 2026</em></p>
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                                                            <title><![CDATA[ Marvel's Wolverine review: not quite Spider-Man ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Not long into <em>Marvel's Wolverine</em>, protagonist James "Logan" Howlett is joined by fellow mutant and Team X member Mystique. The blue-skinned shapeshifter is eager to share a shocking discovery with him: a sinister secret hidden behind a closed door. But I ignore her request, instead continuing down the hall to soak in the game's stunning visuals.</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 Pro<br /><strong>Available on: </strong>PS5<br /><strong>Release date:</strong> September 15, 2026</p></div></div><p>It's the natural-looking rain streaming down a window that initially catches my attention. But beyond the pelting precipitation, I also spy equally impressive smoke, flames, and burning embers spewing from a fiery explosion – the apparent fallout of Wolverine's enemy-eviscerating entrance. </p><p>The destruction below is contrasted by beautiful moonlight above, which is occasionally punctuated by eye-pleasing flashes of lightning.</p><h2 id="production-values-as-sharp-as-wolverine-39-s-claws">Production values as sharp as Wolverine's claws</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="neWEN2o6e2PqMLXsuF7fxm" name="MW_PREVIEWS_TELEMBANGCOMBAT_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/neWEN2o6e2PqMLXsuF7fxm-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: Sony)</span></figcaption></figure><p>Of course, if you've played any recent first-party PlayStation game, these realism-rivaling effects probably won't come as a huge surprise. As expected, Insomniac Games' latest superhero romp is obscenely pretty, polished, and packing the sort of production values that've come to define Sony's single-player, story-driven output.</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="8swcwLdi6VFXTgqfmkKeLk" name="MW_SDCC_SentinelAction_2026" caption="" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/8swcwLdi6VFXTgqfmkKeLk-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: Sony)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Nearly invincible with indestructible claws to match, Wolverine begins the campaign as a feral, vengeance-fueled force of nature. But he somehow becomes even more powerful, leading to combo-fueled combat encounters that encourage you to creatively chain together a growing arsenal of epic, blood-spewing specials. From turning Logan's claws into a spinning tornado to spiraling him through enemies like a human drill, there's no shortage of ways to deal death with style – and entrails – to spare.</strong></p></div></div><p>This level of quality extends to <em>Wolverine</em>'s characters and storytelling as well. Supported by incredibly layered, emotional performances (Liam McIntyre and Troy Baker especially stand out as Logan and Nathaniel Essex, respectively), the former features unmatched facial details and visual fidelity. </p><p>And while the game's narrative doesn't quite achieve the extreme highs of its technical and artistic excellence, it works surprisingly well, spinning an engaging tale that'll please Marvel enthusiasts while also welcoming complete newcomers into this potentially complex universe.</p><p>There are a ton of familiar characters, both friends and foes, that fans will love spending time with. But the game's pre-X-Men tale also does a great job introducing these favorites without boring the established audience or relying on exposition dumps.</p><p>In <em>Wolverine</em>'s universe, for example, Logan and Jean Grey meet for the first time, challenging its writers to not only introduce these well-known characters to each other, but also to a potential new audience. The task is handled elegantly, however, in an early mission at Team X's HQ that sees the pair naturally sharing personal details while searching for drawings a mischievous mutant child has hidden for them.</p><h2 id="slice-and-dice-with-cinematic-style-to-spare">Slice and dice with cinematic style to spare</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="s3BHWG3yqdaZm7W7HYe8kC" name="Marvel’s Wolverine" alt="Marvel’s Wolverine" src="https://cdn.mos.cms.futurecdn.net/s3BHWG3yqdaZm7W7HYe8kC-1920-80.jpg" 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: Insomniac Games)</span></figcaption></figure><p>This is a single instance, but the lengthy story often leverages these quieter, absorbing – and interactive – scenes to flesh out its nuanced characters and connect the larger story to the obscenely over-the-top bloodbaths that fill the rest of the campaign. While storytelling and characterizations certainly have their place in <em>Wolverine</em>, the game is, first and foremost, a visceral, action-packed power fantasy focused on showing fans what it feels like to get behind the titular mutant's adamantium death-dealers.</p><p>Of course, considering Logan is virtually indestructible and his signature retractable claws are capable of turning even a tank to ribbons, the developers also faced the daunting task of balancing the combat difficulty. How exactly do you ensure encounters are challenging and consequential when you're playing as someone who can return from the brink of death and cut through steel like it's warm butter?</p><p>Using a variety of creative systems and mechanics, Insomniac has mostly found a nice balance between allowing the beast-like protagonist to be the absolute badass you'd expect, without being ridiculously overpowered. At its core, the combat is an absolute button-mashing blast. Complemented by intuitive, snappy inputs, immersion-ratcheting DualSense effects, and environments filled with destructible items, simply shredding through hordes of enemies feels fantastic.</p><p>Reducing goons to piles of lopped limbs and red plasma is also as easy on the eyes as it is on the thumbs. Slick animations, cinematic finishing moves, and more blood and gore than you'll find on the floor of a slaughterhouse ensure every kill is as fun to watch as it is to execute. </p><p>The visual abuse Logan suffers is also a surprising highlight, as he too becomes soaked in viscera. But it goes deeper than that, literally, as his clothes become increasingly tattered, exposing ugly wounds and the highest fidelity sweat and body hair I've ever seen – enter photo mode at your own risk.</p><p>Whether you're taking on Bolivar Trask's cybernetic soldiers, chipping away at a towering Sentinel, or sinking your claws into any number of baddies and bosses we won't spoil here, slicing and dicing from behind Wolverine's shiny skewers is endlessly entertaining. But the game's attempts to deepen the combat beyond the animalistic amnesiac's rage-fueled hacking-and-slashing are a bit hit or miss.</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/OiBo_NgYI5Q" allowfullscreen=""></iframe></div></div><p> As Logan levels up, you can invest points to unlock new moves and special abilities, dubbed "Techniques." The former are primarily flashy skills and combos that build on the character's base attacks, parries, kicks, staggers, jumps, dodges, and other core skills. Adding these to your already considerable arsenal definitely has benefits, from delivering more damage and disarming enemies to recovering some health and even flinging foes into each other.</p><p>Most of all, these moves – which require specific button inputs to pull off – inject a ton of cinematic style into your kill sprees. But more often than not, that's exactly why I used them, as their offensive and defensive benefits alone didn't feel impactful enough, especially when I could achieve similar results by spamming basic "barrage" attacks, dodging from danger, and unleashing specials as they cued up. </p><p>Those latter attacks, however, do make a huge difference. Working off cooldown timers, these devastating moves put you a button-press away from barreling through targets like a human drill, spinning through hordes with the force of a tornado, and performing other table-turning abilities.</p><p>These special attacks can be upgraded and also include a nice healing option when you're at death's door. Speaking of Logan's regenerative superpower, he also has access to "Rage," a resource he builds during combat that supports a second wind-like mechanic and – as advertised – allows him to go full-on feral, ventilating targets even more viciously than usual. </p><p>When combined with the specials – and some other late-game enhancements I won't spoil here – both the basic and rage-fueled skills make for unquestionably thrilling encounters, albeit battles that aren't as deep as their designers intended.</p><h2 id="snikt-fueled-style-over-substance">Snikt!-fueled style over substance</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="Fv2RDuYM5JXHPX5ZqcDQmm" name="MW_PREVIEWS_LOGAN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/Fv2RDuYM5JXHPX5ZqcDQmm-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: Sony)</span></figcaption></figure><p>Similar sentiments can be applied to<em> Wolverine</em>'s non-combat content as well. You'll spend most of your time in this globetrotting adventure painting cities and towns – across Canada, Japan, Madripoor, and more – plasma-red, but when not shish kebab-ing baddies, you'll retract your claws for some less violent activities. </p><p>In addition to the excellent story interludes, Logan does some investigating, chases fleeing enemies – on foot and while straddling a motorcycle – and a surprising amount of platforming.</p><p>None of these tasks are optional, and while they don't offer anything particularly special, they do deliver the occasional fun distraction. The bike chases, for example, are practically on rails, but it still never gets old slashing a pursuing vehicle's tires with your claws. </p><p>The platforming sections, meanwhile, generally get the job done, but sometimes kill the immersion when the mutant – who can often scurry up trees like a cat – suddenly can't scale a fence, crate, or wall. </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="WeDkrWhZoxxEXSgr5L3Nkm" name="MW_PREVIEWS_OMEGARED_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/WeDkrWhZoxxEXSgr5L3Nkm-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: Sony)</span></figcaption></figure><p><em>Wolverine</em> makes no apologies for being a linear, scripted action-adventure, a quality that often works to its benefit. But it can also be a detriment, like during those fickle platforming moments. This heavily directed approach does afford players some freedom, encouraging them to sniff out collectible bottles of whiskey and timed challenges accessed in Logan's creepy "Nightmare Cabin." These mini-games, unfolding in his haunted memories, also shed a bit of light on his dark, foggy past. </p><p>Whether hunting for booze or conquering these timed tasks, you'll collect DNA strand-altering "Adaptation" points, a currency that feeds another character progression path. But these passive perks don't feel all that meaningful among Logan's already considerable arsenal. Toss in the fact that these cabin-diving diversions have you partaking in the same gameplay you're already doing on the critical path – only against a clock – and they feel like an undercooked attempt at optional content. </p><p>Suit crafting feels similarly half-baked. The game contains 30-plus costumes and accompanying claws, a fantastic, fan-pleasing inclusion. But the suits are purely cosmetic, and accessed by investing the same "materials" hidden around the world. </p><p>Donning Logan with a cowboy hat or dropping him in this hyper-realistic world as his anime-inspired <em>Marvel Tokon: Fighting Souls</em> persona is awesome, as is the permanent health bump you receive as you buy more suits. But with just the same single resource used and no gameplay effects added, calling it "crafting" is a stretch. </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="cwZQQAKac7ZWuv4mFDBJpm" name="MW_PREVIEWS_RAVEN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/cwZQQAKac7ZWuv4mFDBJpm-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: Sony)</span></figcaption></figure><p>As a linear, single-player action-adventure, <em>Wolverine </em>works brilliantly, delivering a visually striking, cinematic blockbuster supported by engaging characters and emotional storytelling. It's also brimming with stylish, blood-soaked combat that kept a smile stretched across my face until the credits rolled. </p><p>When it strays from its heavily scripted path, however, attempting to layer strategic depth into its arcade-y encounters – as well as engaging, optional activities into its carefully crafted world – it does reveal some undeniable cracks in its adamantium armor.</p><h2 id="should-you-play-marvel-39-s-wolverine">Should you play Marvel's Wolverine?</h2><h2 id="play-it-if-8">Play it if...</h2><div class="product"><p><strong>You've always wondered what it would be like to unleash Wolverine's claws</strong><br />An action game at its core, <em>Wolverine</em>'s focus – first and foremost – is ensuring every slice, dice, hack, and slash feels rewarding as hell. Varied, violent, and soaked in enough viscera to rival a slasher movie, combat encounters are a thumb-blistering blast that puts you behind the mutant's unique skills like no game before it.</p></div><div class="product"><p><strong>You're a fan of linear, single-player, story-driven games</strong><br />If you're tired of open-worlds or overwhelmed by all the freedom RPGs offer you, <em>Wolverine</em> is just what the mad scientist ordered. Linear, scripted, filled with set pieces and incredibly cinematic, it paves an engrossing, action-packed story path – and guarantees you never stray from it.</p></div><div class="product"><p><strong>You're a Marvel enthusiast craving a fresh take on the fan-favorite X-Men member</strong><br /><em>Wolverine</em> is largely an original, standalone story set before Logan was a member of the X-Men. It's an accessible tale for newcomers, but it's also packed with plenty of familiar characters – friends and foes – as well as settings and story beats that existing fans will enjoy. It also includes a ton of cool call-outs, deep-cut references, and Easter eggs Marvel enthusiasts will eat up.</p></div><h2 id="don-39-t-play-it-if-7">Don't play it if...</h2><div class="product"><p><strong>You're expecting an experience similar to Sony's Spider-Man games</strong><br />While <em>Wolverine</em> is the latest superhero collaboration between Sony Interactive Entertainment and Insomniac Games, it is not another <em>Spider-Man</em> game reskinned with adamantium. Where the Spidey games were open-world romps packed with a ton of combat and traversal options – as well as massive maps brimming with optional activities – <em>Wolverine</em> is a linear, heavily scripted story experience with more straightforward hack-and-slash action and far less to do. </p></div><h2 id="accessibility-features-8">Accessibility features</h2><p><em>Marvel's Wolverine</em> includes an impressive suite of accessibility assists, beginning with plenty of options to tailor the blood, gore, violence, and profanity to any player's comfort level. </p><p>Beyond that, there are various difficulty settings, as well as ample gameplay assists to further tweak and tailor the challenge within those defaults. In addition to the expected inclusions for customizing subtitles, UI, and HUD elements, a huge selection of audio and visual assists are also available. </p><p>While a variety of high-contrast modes and color customizations are included, dedicated protanopia, deuteranopia, and tritanopia selections seem to be absent.</p><h2 id="how-i-reviewed-marvel-39-s-wolverine">How I reviewed Marvel's Wolverine</h2><p>I spent just over 25 hours with <em>Wolverine</em>, completing its<em> </em>campaign before replaying many missions to seek out collectibles and attempt optional time trial challenges. </p><p>I played the game on my PS5 Pro using my budget <a href="https://www.techradar.com/tag/tcl">TCL</a> 4K 65" TV, with HDR enabled. For audio, I tested with both the display's onboard stereo speakers and Sony's <a href="https://www.techradar.com/gaming/playstation-pulse-elite-review">PlayStation Pulse Elite</a> headset. </p><p><em>First reviewed September 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/marvels-wolverine-review</link>
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                            <![CDATA[ Insomniac Games trades open-world web-swinging for scripted blood-spilling in a solid superhero romp. ]]>
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                                                                        <pubDate>Thu, 10 Sep 2026 22:32:19 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 09:09:01 +0000</updated>
                                                                                                                                            <category><![CDATA[Playstation]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                                    <dc:creator><![CDATA[ Matt Cabral ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/szuHWUeAZqi3eLLgBWZhWW-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;A full-time writer and game consultant hailing from Lizzie Borden&#039;s hometown of Fall River, Massachusetts, Matt has been covering video games, tech, film, television, and theme parks for nearly 20 years. When not contributing&amp;nbsp;to the likes of IGN, CNN, Forbes, Fandango, Netflix,&amp;nbsp; Entertainment Weekly, StarWars.com, and many more, Matt can be found in the basement of a haunted asylum hoarding all the med-kits, ammo crates, and canned goods.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Sony]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A Marvel&#039;s Wolverine promotional screenshot.]]></media:description>                                                            <media:text><![CDATA[A Marvel&#039;s Wolverine promotional screenshot.]]></media:text>
                                <media:title type="plain"><![CDATA[A Marvel&#039;s Wolverine promotional screenshot.]]></media:title>
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                                <p>Not long into <em>Marvel's Wolverine</em>, protagonist James "Logan" Howlett is joined by fellow mutant and Team X member Mystique. The blue-skinned shapeshifter is eager to share a shocking discovery with him: a sinister secret hidden behind a closed door. But I ignore her request, instead continuing down the hall to soak in the game's stunning visuals.</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 Pro<br /><strong>Available on: </strong>PS5<br /><strong>Release date:</strong> September 15, 2026</p></div></div><p>It's the natural-looking rain streaming down a window that initially catches my attention. But beyond the pelting precipitation, I also spy equally impressive smoke, flames, and burning embers spewing from a fiery explosion – the apparent fallout of Wolverine's enemy-eviscerating entrance. </p><p>The destruction below is contrasted by beautiful moonlight above, which is occasionally punctuated by eye-pleasing flashes of lightning.</p><h2 id="production-values-as-sharp-as-wolverine-39-s-claws">Production values as sharp as Wolverine's claws</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="neWEN2o6e2PqMLXsuF7fxm" name="MW_PREVIEWS_TELEMBANGCOMBAT_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/neWEN2o6e2PqMLXsuF7fxm-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: Sony)</span></figcaption></figure><p>Of course, if you've played any recent first-party PlayStation game, these realism-rivaling effects probably won't come as a huge surprise. As expected, Insomniac Games' latest superhero romp is obscenely pretty, polished, and packing the sort of production values that've come to define Sony's single-player, story-driven output.</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="8swcwLdi6VFXTgqfmkKeLk" name="MW_SDCC_SentinelAction_2026" caption="" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/8swcwLdi6VFXTgqfmkKeLk-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: Sony)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Nearly invincible with indestructible claws to match, Wolverine begins the campaign as a feral, vengeance-fueled force of nature. But he somehow becomes even more powerful, leading to combo-fueled combat encounters that encourage you to creatively chain together a growing arsenal of epic, blood-spewing specials. From turning Logan's claws into a spinning tornado to spiraling him through enemies like a human drill, there's no shortage of ways to deal death with style – and entrails – to spare.</strong></p></div></div><p>This level of quality extends to <em>Wolverine</em>'s characters and storytelling as well. Supported by incredibly layered, emotional performances (Liam McIntyre and Troy Baker especially stand out as Logan and Nathaniel Essex, respectively), the former features unmatched facial details and visual fidelity. </p><p>And while the game's narrative doesn't quite achieve the extreme highs of its technical and artistic excellence, it works surprisingly well, spinning an engaging tale that'll please Marvel enthusiasts while also welcoming complete newcomers into this potentially complex universe.</p><p>There are a ton of familiar characters, both friends and foes, that fans will love spending time with. But the game's pre-X-Men tale also does a great job introducing these favorites without boring the established audience or relying on exposition dumps.</p><p>In <em>Wolverine</em>'s universe, for example, Logan and Jean Grey meet for the first time, challenging its writers to not only introduce these well-known characters to each other, but also to a potential new audience. The task is handled elegantly, however, in an early mission at Team X's HQ that sees the pair naturally sharing personal details while searching for drawings a mischievous mutant child has hidden for them.</p><h2 id="slice-and-dice-with-cinematic-style-to-spare">Slice and dice with cinematic style to spare</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="s3BHWG3yqdaZm7W7HYe8kC" name="Marvel’s Wolverine" alt="Marvel’s Wolverine" src="https://cdn.mos.cms.futurecdn.net/s3BHWG3yqdaZm7W7HYe8kC-1920-80.jpg" 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: Insomniac Games)</span></figcaption></figure><p>This is a single instance, but the lengthy story often leverages these quieter, absorbing – and interactive – scenes to flesh out its nuanced characters and connect the larger story to the obscenely over-the-top bloodbaths that fill the rest of the campaign. While storytelling and characterizations certainly have their place in <em>Wolverine</em>, the game is, first and foremost, a visceral, action-packed power fantasy focused on showing fans what it feels like to get behind the titular mutant's adamantium death-dealers.</p><p>Of course, considering Logan is virtually indestructible and his signature retractable claws are capable of turning even a tank to ribbons, the developers also faced the daunting task of balancing the combat difficulty. How exactly do you ensure encounters are challenging and consequential when you're playing as someone who can return from the brink of death and cut through steel like it's warm butter?</p><p>Using a variety of creative systems and mechanics, Insomniac has mostly found a nice balance between allowing the beast-like protagonist to be the absolute badass you'd expect, without being ridiculously overpowered. At its core, the combat is an absolute button-mashing blast. Complemented by intuitive, snappy inputs, immersion-ratcheting DualSense effects, and environments filled with destructible items, simply shredding through hordes of enemies feels fantastic.</p><p>Reducing goons to piles of lopped limbs and red plasma is also as easy on the eyes as it is on the thumbs. Slick animations, cinematic finishing moves, and more blood and gore than you'll find on the floor of a slaughterhouse ensure every kill is as fun to watch as it is to execute. </p><p>The visual abuse Logan suffers is also a surprising highlight, as he too becomes soaked in viscera. But it goes deeper than that, literally, as his clothes become increasingly tattered, exposing ugly wounds and the highest fidelity sweat and body hair I've ever seen – enter photo mode at your own risk.</p><p>Whether you're taking on Bolivar Trask's cybernetic soldiers, chipping away at a towering Sentinel, or sinking your claws into any number of baddies and bosses we won't spoil here, slicing and dicing from behind Wolverine's shiny skewers is endlessly entertaining. But the game's attempts to deepen the combat beyond the animalistic amnesiac's rage-fueled hacking-and-slashing are a bit hit or miss.</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/OiBo_NgYI5Q" allowfullscreen=""></iframe></div></div><p> As Logan levels up, you can invest points to unlock new moves and special abilities, dubbed "Techniques." The former are primarily flashy skills and combos that build on the character's base attacks, parries, kicks, staggers, jumps, dodges, and other core skills. Adding these to your already considerable arsenal definitely has benefits, from delivering more damage and disarming enemies to recovering some health and even flinging foes into each other.</p><p>Most of all, these moves – which require specific button inputs to pull off – inject a ton of cinematic style into your kill sprees. But more often than not, that's exactly why I used them, as their offensive and defensive benefits alone didn't feel impactful enough, especially when I could achieve similar results by spamming basic "barrage" attacks, dodging from danger, and unleashing specials as they cued up. </p><p>Those latter attacks, however, do make a huge difference. Working off cooldown timers, these devastating moves put you a button-press away from barreling through targets like a human drill, spinning through hordes with the force of a tornado, and performing other table-turning abilities.</p><p>These special attacks can be upgraded and also include a nice healing option when you're at death's door. Speaking of Logan's regenerative superpower, he also has access to "Rage," a resource he builds during combat that supports a second wind-like mechanic and – as advertised – allows him to go full-on feral, ventilating targets even more viciously than usual. </p><p>When combined with the specials – and some other late-game enhancements I won't spoil here – both the basic and rage-fueled skills make for unquestionably thrilling encounters, albeit battles that aren't as deep as their designers intended.</p><h2 id="snikt-fueled-style-over-substance">Snikt!-fueled style over substance</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="Fv2RDuYM5JXHPX5ZqcDQmm" name="MW_PREVIEWS_LOGAN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/Fv2RDuYM5JXHPX5ZqcDQmm-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: Sony)</span></figcaption></figure><p>Similar sentiments can be applied to<em> Wolverine</em>'s non-combat content as well. You'll spend most of your time in this globetrotting adventure painting cities and towns – across Canada, Japan, Madripoor, and more – plasma-red, but when not shish kebab-ing baddies, you'll retract your claws for some less violent activities. </p><p>In addition to the excellent story interludes, Logan does some investigating, chases fleeing enemies – on foot and while straddling a motorcycle – and a surprising amount of platforming.</p><p>None of these tasks are optional, and while they don't offer anything particularly special, they do deliver the occasional fun distraction. The bike chases, for example, are practically on rails, but it still never gets old slashing a pursuing vehicle's tires with your claws. </p><p>The platforming sections, meanwhile, generally get the job done, but sometimes kill the immersion when the mutant – who can often scurry up trees like a cat – suddenly can't scale a fence, crate, or wall. </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="WeDkrWhZoxxEXSgr5L3Nkm" name="MW_PREVIEWS_OMEGARED_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/WeDkrWhZoxxEXSgr5L3Nkm-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: Sony)</span></figcaption></figure><p><em>Wolverine</em> makes no apologies for being a linear, scripted action-adventure, a quality that often works to its benefit. But it can also be a detriment, like during those fickle platforming moments. This heavily directed approach does afford players some freedom, encouraging them to sniff out collectible bottles of whiskey and timed challenges accessed in Logan's creepy "Nightmare Cabin." These mini-games, unfolding in his haunted memories, also shed a bit of light on his dark, foggy past. </p><p>Whether hunting for booze or conquering these timed tasks, you'll collect DNA strand-altering "Adaptation" points, a currency that feeds another character progression path. But these passive perks don't feel all that meaningful among Logan's already considerable arsenal. Toss in the fact that these cabin-diving diversions have you partaking in the same gameplay you're already doing on the critical path – only against a clock – and they feel like an undercooked attempt at optional content. </p><p>Suit crafting feels similarly half-baked. The game contains 30-plus costumes and accompanying claws, a fantastic, fan-pleasing inclusion. But the suits are purely cosmetic, and accessed by investing the same "materials" hidden around the world. </p><p>Donning Logan with a cowboy hat or dropping him in this hyper-realistic world as his anime-inspired <em>Marvel Tokon: Fighting Souls</em> persona is awesome, as is the permanent health bump you receive as you buy more suits. But with just the same single resource used and no gameplay effects added, calling it "crafting" is a stretch. </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="cwZQQAKac7ZWuv4mFDBJpm" name="MW_PREVIEWS_RAVEN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/cwZQQAKac7ZWuv4mFDBJpm-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: Sony)</span></figcaption></figure><p>As a linear, single-player action-adventure, <em>Wolverine </em>works brilliantly, delivering a visually striking, cinematic blockbuster supported by engaging characters and emotional storytelling. It's also brimming with stylish, blood-soaked combat that kept a smile stretched across my face until the credits rolled. </p><p>When it strays from its heavily scripted path, however, attempting to layer strategic depth into its arcade-y encounters – as well as engaging, optional activities into its carefully crafted world – it does reveal some undeniable cracks in its adamantium armor.</p><h2 id="should-you-play-marvel-39-s-wolverine">Should you play Marvel's Wolverine?</h2><h2 id="play-it-if-8">Play it if...</h2><div class="product"><p><strong>You've always wondered what it would be like to unleash Wolverine's claws</strong><br />An action game at its core, <em>Wolverine</em>'s focus – first and foremost – is ensuring every slice, dice, hack, and slash feels rewarding as hell. Varied, violent, and soaked in enough viscera to rival a slasher movie, combat encounters are a thumb-blistering blast that puts you behind the mutant's unique skills like no game before it.</p></div><div class="product"><p><strong>You're a fan of linear, single-player, story-driven games</strong><br />If you're tired of open-worlds or overwhelmed by all the freedom RPGs offer you, <em>Wolverine</em> is just what the mad scientist ordered. Linear, scripted, filled with set pieces and incredibly cinematic, it paves an engrossing, action-packed story path – and guarantees you never stray from it.</p></div><div class="product"><p><strong>You're a Marvel enthusiast craving a fresh take on the fan-favorite X-Men member</strong><br /><em>Wolverine</em> is largely an original, standalone story set before Logan was a member of the X-Men. It's an accessible tale for newcomers, but it's also packed with plenty of familiar characters – friends and foes – as well as settings and story beats that existing fans will enjoy. It also includes a ton of cool call-outs, deep-cut references, and Easter eggs Marvel enthusiasts will eat up.</p></div><h2 id="don-39-t-play-it-if-7">Don't play it if...</h2><div class="product"><p><strong>You're expecting an experience similar to Sony's Spider-Man games</strong><br />While <em>Wolverine</em> is the latest superhero collaboration between Sony Interactive Entertainment and Insomniac Games, it is not another <em>Spider-Man</em> game reskinned with adamantium. Where the Spidey games were open-world romps packed with a ton of combat and traversal options – as well as massive maps brimming with optional activities – <em>Wolverine</em> is a linear, heavily scripted story experience with more straightforward hack-and-slash action and far less to do. </p></div><h2 id="accessibility-features-8">Accessibility features</h2><p><em>Marvel's Wolverine</em> includes an impressive suite of accessibility assists, beginning with plenty of options to tailor the blood, gore, violence, and profanity to any player's comfort level. </p><p>Beyond that, there are various difficulty settings, as well as ample gameplay assists to further tweak and tailor the challenge within those defaults. In addition to the expected inclusions for customizing subtitles, UI, and HUD elements, a huge selection of audio and visual assists are also available. </p><p>While a variety of high-contrast modes and color customizations are included, dedicated protanopia, deuteranopia, and tritanopia selections seem to be absent.</p><h2 id="how-i-reviewed-marvel-39-s-wolverine">How I reviewed Marvel's Wolverine</h2><p>I spent just over 25 hours with <em>Wolverine</em>, completing its<em> </em>campaign before replaying many missions to seek out collectibles and attempt optional time trial challenges. </p><p>I played the game on my PS5 Pro using my budget <a href="https://www.techradar.com/tag/tcl">TCL</a> 4K 65" TV, with HDR enabled. For audio, I tested with both the display's onboard stereo speakers and Sony's <a href="https://www.techradar.com/gaming/playstation-pulse-elite-review">PlayStation Pulse Elite</a> headset. </p><p><em>First reviewed September 2026</em></p>
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                                                            <title><![CDATA[ FiiO FG3 review: a cheap gaming headset aimed at audiophiles ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-fiio-fg3-one-minute-review"><span>FiiO FG3: one-minute review</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:3046px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="WgBxescxyrysf7F8PwzLbE" name="FiiO FG3 folded" alt="The FiiO FG3 folded on a desk, next to the audio controller and a keyboard." src="https://cdn.mos.cms.futurecdn.net/WgBxescxyrysf7F8PwzLbE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3046" height="1714" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As an audio journalist, I’ve covered FiiO plenty of times; the brand is known for beloved digital audio players like the <a href="https://www.techradar.com/audio/portable-media-players/fiio-jm21-portable-music-player-review">JM21 </a>and digital-audio converters like the <a href="https://www.techradar.com/audio/hi-fi/fiio-ka15-review">FA15</a>. But I was surprised to see the brand enter a totally different market, trying its hand at a gaming headset.</p><p>The FiiO FG3 is the resulting device, and it clearly bears some of the audiophile DNA that FiiO is known for. It offers a coaxial dual-driver set-up, which is uncommon in games-focused headphones, and also totes a lightweight DAC control module to jump between audio presets. </p><p>So it should be a gaming gem, right? <em>Right? </em>Well, I think something was lost in translation.</p><p>FiiO’s hardware is fantastic for music, and the FG3 is the same, with the dual-driver set-up and handy EQ modes working well. However, it’s not quite as good for gaming, which isn’t ideal for a 'gaming' headset.</p><p>Audio is often too muddy and rumbly to do justice to the layered sound design of an immersive environment or frantic battlefield. It’s largely the low-end which lets the side down, with higher-pitched sounds cutting through pretty effectively. This won’t affect all games, and dialogue-heavy or rhythm ones will benefit massively from the tuning.</p><p>The fit of the headphones isn’t perfect either. While the cups are incredibly soft, the headphones squeeze and the headband is too firm. I had to take breaks from long gaming sessions to avoid my head hurting.</p><p>That all may sound like a series of criticisms, but there’s a lot to like here too. The cans are easily portable, and the control app being online-only is a breath of fresh air in this bloatware-riddled world (even if it rules out EQ control when you’ve got no internet). </p><p>The FG3 is also, crucially, pretty affordable, and I can see a discount or two making it an absolute bargain. If you’re reading this when they’re even $10 / £10 off, they’ll be an absolute bargain.</p><p>So it’s easy to look past some of the more annoying elements, or rougher edges, of FiiO’s sound tuning and design. But I can’t help but hope that the brand’s second foray into gaming headsets makes some improvements on what we’ve currently got.</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:2917px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="JCwi5pb8DJonpduRYRxyxD" name="FiiO FG3 single cup" alt="The FiiO FG3's cup on a table." src="https://cdn.mos.cms.futurecdn.net/JCwi5pb8DJonpduRYRxyxD-1920-80.jpg" mos="" align="middle" fullscreen="" width="2917" height="1641" attribution="" endorsement="" class="" /></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-fiio-fg3-price-and-availability"><span>FiiO FG3: Price and availability</span></h2><ul><li><strong>List price: $69.99 / £69.99 (around AU$140)</strong></li><li><strong>Available in the US, UK and Europe</strong></li><li><strong>Matches RIG R5 Spear Pro HS, undercuts other rivals</strong></li></ul><p>The FiiO FG3 sells for $69.99 / £69.99 (about AU$140, though at the time of writing, it’s not on sale in Australia), and was unveiled in June, 2026.</p><p>At that price, it undercuts many of the <a href="https://www.techradar.com/news/best-wired-gaming-headsets-2021-plug-and-play">best wired gaming headsets</a>, though it matches our top-rated pick: the catchily-titled <a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review">RIG R5 Spear Pro HS</a>. That makes it fairly good value for a gaming headset, with many alternatives going for three-figure sums.</p><p>For your money, you get the headset as well as a removable microphone, control cable and USB adaptor (which lets you plug the USB-C control cable into a USB-A port, if that’s what you have available).</p><h2 class="article-body__section" id="section-fiio-fg3-specs"><span>FiiO FG3: specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (3.5mm or USB-C)</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:3179px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="PqCAWsELqqzubKjd2D6ypD" name="FiiO FG3 logo" alt="The FiiO FG3's logo." src="https://cdn.mos.cms.futurecdn.net/PqCAWsELqqzubKjd2D6ypD-1920-80.jpg" mos="" align="middle" fullscreen="" width="3179" height="1788" attribution="" endorsement="" class="" /></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-fiio-fg3-design-and-features"><span>FiiO FG3: design and features</span></h2><p>The FiiO FG3 comes with a non-removable cable, which connects into a 3.5mm jack. It’s not long, but it’ll reach a hand-held controller. However, it’s best to connect it to a control module which comes in the box; this offers you the ability to mute, change EQ or modify volume, and has a much longer cable which connects to a device via USB-C (or USB-A, thanks to an included adaptor).</p><p>These cans aren’t particularly unique-looking, although the cups are slightly canted, which helps them fit a head shape better. They rotate a little horizontally and vertically, which also helps with the fit, though some other elements like the thin metal headband or certain cheap-feeling plastic elements discourage any notion of these being premium headphones. There are no on-cup controls either.</p><p>While the ear pads are soft and comfortable, I did find that the padded headband wasn’t padded enough. Longer gaming stints ended in growing aches; the FG3 fit isn’t as comfortable as other gaming headsets I’ve used. A slight squeeze offered by the cans didn’t help either.</p><p>You can fold the cups in on each other, and remove the microphone, transforming the headset into a compact unit which is easy to transport (though it doesn’t come with any kind of carry case). Combined with a feature we’ll get to later, it’s a great headset for people who game in different venues.</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:3253px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="2RzkpjcaqyqfxjafQfYeDE" name="FiiO FG3 top grille" alt="Grille decor on the FiiO FG3's cups." src="https://cdn.mos.cms.futurecdn.net/2RzkpjcaqyqfxjafQfYeDE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3253" height="1830" 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>Now onto the feature set. A potentially-divisive feature of the FiiO FG3 is that you don’t need to download a control app to clutter up your PC. Instead, <a href="https://fiiocontrol.fiio.com/next/game-config/game"><u>FiiO’s website</u></a> offers the ability to change EQ and flick between presets. </p><p>I loved the fact I didn’t need to download more bloating software onto my rig, and that I could tote the FG3 between different systems and locations and still customize them, but it does mean that you get no control while offline.</p><p>The control site lets you choose three presets, which the control module lets you change between: a gaming mode, a cinema one, and a music one. The latter list, which includes the custom mode, is the one I found myself using most.</p><p>This module also means you can still jump between your EQ presets when you're on a console or handheld, so your decision to play on a Switch, PlayStation or Xbox doesn't mean you're banned from customizable sound.</p><p>Don’t expect any Active Noise Cancellation (ANC) here. I found that the Passive Noise Cancellation (PNC) or natural ear cup blocking, managed to cut out annoying background sounds from my street, as did the closed-back design. But it won’t save you from louder interruptions.</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:3660px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="WVJjqSMXfpLd4c62EVc2bE" name="FiiO FG3 inner cups" alt="The insides of the FiiO FG3 cups." src="https://cdn.mos.cms.futurecdn.net/WVJjqSMXfpLd4c62EVc2bE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3660" height="2059" 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-fiio-fg3-performance"><span>FiiO FG3: performance</span></h2><p>True to its audiophile heritage, FiiO has packed the FG3 with two drivers per cup: one 50mm dynamic driver designed to handle mid- and low-end, and a smaller 16mm dynamic driver for higher-end sounds. The benefit of dual drivers, rather than the sole unit found in most gaming headsets, is twofold: firstly, each being dedicated to different frequencies means that they can be better catered to them. Secondly, simultaneous sounds can be delivered with better clarity.</p><p>This latter is certainly true of the FiiO FG3, which has a distinct V-shaped sound profile; that means that bass and treble are well-defined and clear, though mids are a little lost. This isn’t a huge issue for gaming, as most sound effects are low or high ones, but it’s audible in music (including game scores). </p><p>It’s also clear that the high-end dynamic driver does its job well. Dialogue is easy to make out, even in frantic battles, including in-game audio and friends’ voice chats during gameplay. It’s also easy to make out nearby footsteps or the twinkle of a distant collectible.</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:2565px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="6RaokYPBuyhHJxdmiFjj7E" name="FiiO FG3 mic backup" alt="The FiiO FG3's microphone, attached to the headset." src="https://cdn.mos.cms.futurecdn.net/6RaokYPBuyhHJxdmiFjj7E-1920-80.jpg" mos="" align="middle" fullscreen="" width="2565" height="1443" 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>However, I’m not as sold on the bass capabilities of the larger driver. In music it’s scooping and well-defined, but while gaming it lacks the power or ‘oomph’ of some other headsets I’ve tested. This means the chatter of your gunfire sounds a little dulled, nearby explosions lose a visceral edge, and roaring monsters sound like they have a sore throat.</p><p>Perhaps most importantly, the background rumble of a city or busy landscape which so often defines an alive-feeling open world felt a little too ‘rumbly’ for me. Some of FiiO’s equalization modes go some way to fix its issues, but not the whole way; I never found a way to stop the sound feeling a little muddy, and sometimes even made it worse.</p><p>A much-touted selling point of the FG3 is the use of Virtual 7.1, an algorithm which spreads sound to give a feeling of surround sound, without using 8 speakers (which would simply be 7.1 sound). It helps a little in spreading environmental and atmospheric sounds about you, though you’ll never forget that you’re simply getting spread-out headphone sound.</p><p>The removable microphone is… fine for purpose, but won’t deliver especially crystalline audio. Even recording onto my PC’s own voice recorder app, speech is a little crackly. However, I appreciate how dexterous the strut holding the microphone is: you can move it to different angles or heights, and there’s far more versatility than in many other headsets I’ve used.</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:3735px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZR6fNjHHE9vxjmCgQ2T6bE" name="FiiO FG3 connector" alt="The FiiO FG3's audio connector." src="https://cdn.mos.cms.futurecdn.net/ZR6fNjHHE9vxjmCgQ2T6bE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3735" height="2101" attribution="" endorsement="" class="" /></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-fiio-fg3"><span>Should I buy the FiiO FG3?</span></h2><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p><strong>You need something easily portable</strong><br />Between the removable microphone, the foldable build, and the fact that you can use the control app anywhere, this is perfect for going to a friend's LAN party.</p></div><div class="product"><p><strong>You like customizing your sound</strong><br />The online EQ platform offers you loads of presets and plenty of control over your sound. Plus, the DAC control panel lets you jump between them easily.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p><strong>You need something suited for long gaming stints</strong><br />After a few hours with the FG3, my head and ears were asking for a break. It's not the ideal headset for day-long binges, or even a full workday.</p></div><div class="product"><p><strong>You want the best video game sound</strong><br />If all you care about is the sound of your games, then the FiiO will disappoint you. It's not bad, but its muddy sound profile means you're never getting the best audio possible.</p></div><h2 class="article-body__section" id="section-fiio-fg3-also-consider"><span>FiiO FG3: Also consider</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:3063px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U65vDfXY2bkfEmkrGqn8PE" name="FiiO FG3 with microphone" alt="The FiiO FG3 perched on a candle, with Total War: Pharoah app in the background." src="https://cdn.mos.cms.futurecdn.net/U65vDfXY2bkfEmkrGqn8PE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3063" height="1723" 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>Here are two more gaming headsets that we've given positive reviews to, if you're not sold on the FiiO FG3.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>FiiO FG3</strong></p></td><td  ><p><strong>RIG R5 Spear Pro HS</strong></p></td><td  ><p><strong>Turtle Beach Atlas 200</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$59.99 / £49.99 (around AU$100)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td><td  ><p>0.74lbs / 0.34kg</p></td><td  ><p>0.62lbs / 0.28kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td><td  ><p>40mm graphene</p></td><td  ><p>50mm Nanoclear</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C)</p></td><td  ><p>Wired (3.5mm)</p></td><td  ><p>Wired (3.5mm)</p></td></tr></tbody></table></div><div class="product"><p><strong>RIG R5 Spear Pro HS</strong><br />This same-price rival offers great sound and a more comfortable fit. However, there's no way of customizing your sound, and you can't remove the microphone.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review" data-dimension112="ac77c532-9a2e-11f1-8815-bb6e1ddfcf9c" data-action="Deal Block" data-label="Read our full RIG R5 Spear Pro HS review" data-dimension48="Read our full RIG R5 Spear Pro HS review" data-dimension25=""><strong>RIG R5 Spear Pro HS review</strong></a></p></div><div class="product"><p><strong>Turtle Beach Atlas 200</strong><br />For even less than the FiiO, this Turtle Beach alternative offers a well-designed mesh headband and great mic quality. But its feature set is weighted towards PC gamers.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-atlas-200-review" data-dimension112="ac77c58c-9a2e-11f1-b49d-554935b3468c" data-action="Deal Block" data-label="Read our full Turtle Beach Atlas 200 review" data-dimension48="Read our full Turtle Beach Atlas 200 review" data-dimension25=""><strong>Turtle Beach Atlas 200 review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-fiio-fg3"><span>How I tested the FiiO FG3</span></h2><ul><li><strong>Used for three weeks</strong></li><li><strong>Tested for gaming and other tasks </strong></li><li><strong>Mainly connected to gaming PC</strong></li></ul><p>I tested the FiiO FG3 for roughly three weeks in order to write the review. Through this time, I used the headset while connected to my gaming PC; I tried to plug it into my Android phone, but the connection was stuttery.</p><p>The majority of the testing was done gaming; predominantly <em>Nioh 3</em> and <em>Total War: Pharaoh</em>, but with time also spent on Old School <em>Runescape</em>, <em>Isonzo</em>, <em>Slay The Spire</em>, <em>Crying Suns</em> and the <em>Mortal Shell 2</em> beta. I also used the headset to stream music while at work, and watch YouTube videos and TV shows.</p><p>Since I review audio products for a living, I have plenty of experience testing gaming headsets (and using other headphones for gaming purposes). I've also tested other FiiO products.</p><p><em>First reviewed August 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/fiio-fg3-review</link>
                                                                            <description>
                            <![CDATA[ The FiiO FG3 looks promising on paper, and works well for certain titles, but some weak areas let it down. ]]>
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                                                                        <pubDate>Mon, 31 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 08:38:40 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ tom.bedford@hotmail.co.uk (Tom Bedford) ]]></author>                    <dc:creator><![CDATA[ Tom Bedford ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/xgco9qz6uEc9KxXNtDVQkk-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Tom Bedford joined TechRadar in early 2019 as a staff writer, and left the team as deputy phones editor in late 2022 to work for entertainment site What To Watch. He continues to contribute on a freelance basis for several sections including phones, audio and fitness, as well as many other websites.&lt;/p&gt;&lt;p&gt;He graduated in American Literature and Creative Writing from the University of East Anglia. Prior to working on TechRadar, he freelanced in tech, gaming and entertainment, and also spent many years working as a mixologist.&lt;/p&gt;&lt;p&gt;He grew up in Bristol, UK, and has also lived in Norwich, UK, Salt Lake City, UT, and currently resides in London, UK. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The FiiO FG3 perched on a candle, with the Control app in the background.]]></media:description>                                                            <media:text><![CDATA[The FiiO FG3 perched on a candle, with the Control app in the background.]]></media:text>
                                <media:title type="plain"><![CDATA[The FiiO FG3 perched on a candle, with the Control app in the background.]]></media:title>
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                                <h2 class="article-body__section" id="section-fiio-fg3-one-minute-review"><span>FiiO FG3: one-minute review</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:3046px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="WgBxescxyrysf7F8PwzLbE" name="FiiO FG3 folded" alt="The FiiO FG3 folded on a desk, next to the audio controller and a keyboard." src="https://cdn.mos.cms.futurecdn.net/WgBxescxyrysf7F8PwzLbE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3046" height="1714" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As an audio journalist, I’ve covered FiiO plenty of times; the brand is known for beloved digital audio players like the <a href="https://www.techradar.com/audio/portable-media-players/fiio-jm21-portable-music-player-review">JM21 </a>and digital-audio converters like the <a href="https://www.techradar.com/audio/hi-fi/fiio-ka15-review">FA15</a>. But I was surprised to see the brand enter a totally different market, trying its hand at a gaming headset.</p><p>The FiiO FG3 is the resulting device, and it clearly bears some of the audiophile DNA that FiiO is known for. It offers a coaxial dual-driver set-up, which is uncommon in games-focused headphones, and also totes a lightweight DAC control module to jump between audio presets. </p><p>So it should be a gaming gem, right? <em>Right? </em>Well, I think something was lost in translation.</p><p>FiiO’s hardware is fantastic for music, and the FG3 is the same, with the dual-driver set-up and handy EQ modes working well. However, it’s not quite as good for gaming, which isn’t ideal for a 'gaming' headset.</p><p>Audio is often too muddy and rumbly to do justice to the layered sound design of an immersive environment or frantic battlefield. It’s largely the low-end which lets the side down, with higher-pitched sounds cutting through pretty effectively. This won’t affect all games, and dialogue-heavy or rhythm ones will benefit massively from the tuning.</p><p>The fit of the headphones isn’t perfect either. While the cups are incredibly soft, the headphones squeeze and the headband is too firm. I had to take breaks from long gaming sessions to avoid my head hurting.</p><p>That all may sound like a series of criticisms, but there’s a lot to like here too. The cans are easily portable, and the control app being online-only is a breath of fresh air in this bloatware-riddled world (even if it rules out EQ control when you’ve got no internet). </p><p>The FG3 is also, crucially, pretty affordable, and I can see a discount or two making it an absolute bargain. If you’re reading this when they’re even $10 / £10 off, they’ll be an absolute bargain.</p><p>So it’s easy to look past some of the more annoying elements, or rougher edges, of FiiO’s sound tuning and design. But I can’t help but hope that the brand’s second foray into gaming headsets makes some improvements on what we’ve currently got.</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:2917px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="JCwi5pb8DJonpduRYRxyxD" name="FiiO FG3 single cup" alt="The FiiO FG3's cup on a table." src="https://cdn.mos.cms.futurecdn.net/JCwi5pb8DJonpduRYRxyxD-1920-80.jpg" mos="" align="middle" fullscreen="" width="2917" height="1641" attribution="" endorsement="" class="" /></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-fiio-fg3-price-and-availability"><span>FiiO FG3: Price and availability</span></h2><ul><li><strong>List price: $69.99 / £69.99 (around AU$140)</strong></li><li><strong>Available in the US, UK and Europe</strong></li><li><strong>Matches RIG R5 Spear Pro HS, undercuts other rivals</strong></li></ul><p>The FiiO FG3 sells for $69.99 / £69.99 (about AU$140, though at the time of writing, it’s not on sale in Australia), and was unveiled in June, 2026.</p><p>At that price, it undercuts many of the <a href="https://www.techradar.com/news/best-wired-gaming-headsets-2021-plug-and-play">best wired gaming headsets</a>, though it matches our top-rated pick: the catchily-titled <a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review">RIG R5 Spear Pro HS</a>. That makes it fairly good value for a gaming headset, with many alternatives going for three-figure sums.</p><p>For your money, you get the headset as well as a removable microphone, control cable and USB adaptor (which lets you plug the USB-C control cable into a USB-A port, if that’s what you have available).</p><h2 class="article-body__section" id="section-fiio-fg3-specs"><span>FiiO FG3: specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (3.5mm or USB-C)</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:3179px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="PqCAWsELqqzubKjd2D6ypD" name="FiiO FG3 logo" alt="The FiiO FG3's logo." src="https://cdn.mos.cms.futurecdn.net/PqCAWsELqqzubKjd2D6ypD-1920-80.jpg" mos="" align="middle" fullscreen="" width="3179" height="1788" attribution="" endorsement="" class="" /></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-fiio-fg3-design-and-features"><span>FiiO FG3: design and features</span></h2><p>The FiiO FG3 comes with a non-removable cable, which connects into a 3.5mm jack. It’s not long, but it’ll reach a hand-held controller. However, it’s best to connect it to a control module which comes in the box; this offers you the ability to mute, change EQ or modify volume, and has a much longer cable which connects to a device via USB-C (or USB-A, thanks to an included adaptor).</p><p>These cans aren’t particularly unique-looking, although the cups are slightly canted, which helps them fit a head shape better. They rotate a little horizontally and vertically, which also helps with the fit, though some other elements like the thin metal headband or certain cheap-feeling plastic elements discourage any notion of these being premium headphones. There are no on-cup controls either.</p><p>While the ear pads are soft and comfortable, I did find that the padded headband wasn’t padded enough. Longer gaming stints ended in growing aches; the FG3 fit isn’t as comfortable as other gaming headsets I’ve used. A slight squeeze offered by the cans didn’t help either.</p><p>You can fold the cups in on each other, and remove the microphone, transforming the headset into a compact unit which is easy to transport (though it doesn’t come with any kind of carry case). Combined with a feature we’ll get to later, it’s a great headset for people who game in different venues.</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:3253px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="2RzkpjcaqyqfxjafQfYeDE" name="FiiO FG3 top grille" alt="Grille decor on the FiiO FG3's cups." src="https://cdn.mos.cms.futurecdn.net/2RzkpjcaqyqfxjafQfYeDE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3253" height="1830" 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>Now onto the feature set. A potentially-divisive feature of the FiiO FG3 is that you don’t need to download a control app to clutter up your PC. Instead, <a href="https://fiiocontrol.fiio.com/next/game-config/game"><u>FiiO’s website</u></a> offers the ability to change EQ and flick between presets. </p><p>I loved the fact I didn’t need to download more bloating software onto my rig, and that I could tote the FG3 between different systems and locations and still customize them, but it does mean that you get no control while offline.</p><p>The control site lets you choose three presets, which the control module lets you change between: a gaming mode, a cinema one, and a music one. The latter list, which includes the custom mode, is the one I found myself using most.</p><p>This module also means you can still jump between your EQ presets when you're on a console or handheld, so your decision to play on a Switch, PlayStation or Xbox doesn't mean you're banned from customizable sound.</p><p>Don’t expect any Active Noise Cancellation (ANC) here. I found that the Passive Noise Cancellation (PNC) or natural ear cup blocking, managed to cut out annoying background sounds from my street, as did the closed-back design. But it won’t save you from louder interruptions.</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:3660px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="WVJjqSMXfpLd4c62EVc2bE" name="FiiO FG3 inner cups" alt="The insides of the FiiO FG3 cups." src="https://cdn.mos.cms.futurecdn.net/WVJjqSMXfpLd4c62EVc2bE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3660" height="2059" 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-fiio-fg3-performance"><span>FiiO FG3: performance</span></h2><p>True to its audiophile heritage, FiiO has packed the FG3 with two drivers per cup: one 50mm dynamic driver designed to handle mid- and low-end, and a smaller 16mm dynamic driver for higher-end sounds. The benefit of dual drivers, rather than the sole unit found in most gaming headsets, is twofold: firstly, each being dedicated to different frequencies means that they can be better catered to them. Secondly, simultaneous sounds can be delivered with better clarity.</p><p>This latter is certainly true of the FiiO FG3, which has a distinct V-shaped sound profile; that means that bass and treble are well-defined and clear, though mids are a little lost. This isn’t a huge issue for gaming, as most sound effects are low or high ones, but it’s audible in music (including game scores). </p><p>It’s also clear that the high-end dynamic driver does its job well. Dialogue is easy to make out, even in frantic battles, including in-game audio and friends’ voice chats during gameplay. It’s also easy to make out nearby footsteps or the twinkle of a distant collectible.</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:2565px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="6RaokYPBuyhHJxdmiFjj7E" name="FiiO FG3 mic backup" alt="The FiiO FG3's microphone, attached to the headset." src="https://cdn.mos.cms.futurecdn.net/6RaokYPBuyhHJxdmiFjj7E-1920-80.jpg" mos="" align="middle" fullscreen="" width="2565" height="1443" 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>However, I’m not as sold on the bass capabilities of the larger driver. In music it’s scooping and well-defined, but while gaming it lacks the power or ‘oomph’ of some other headsets I’ve tested. This means the chatter of your gunfire sounds a little dulled, nearby explosions lose a visceral edge, and roaring monsters sound like they have a sore throat.</p><p>Perhaps most importantly, the background rumble of a city or busy landscape which so often defines an alive-feeling open world felt a little too ‘rumbly’ for me. Some of FiiO’s equalization modes go some way to fix its issues, but not the whole way; I never found a way to stop the sound feeling a little muddy, and sometimes even made it worse.</p><p>A much-touted selling point of the FG3 is the use of Virtual 7.1, an algorithm which spreads sound to give a feeling of surround sound, without using 8 speakers (which would simply be 7.1 sound). It helps a little in spreading environmental and atmospheric sounds about you, though you’ll never forget that you’re simply getting spread-out headphone sound.</p><p>The removable microphone is… fine for purpose, but won’t deliver especially crystalline audio. Even recording onto my PC’s own voice recorder app, speech is a little crackly. However, I appreciate how dexterous the strut holding the microphone is: you can move it to different angles or heights, and there’s far more versatility than in many other headsets I’ve used.</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:3735px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZR6fNjHHE9vxjmCgQ2T6bE" name="FiiO FG3 connector" alt="The FiiO FG3's audio connector." src="https://cdn.mos.cms.futurecdn.net/ZR6fNjHHE9vxjmCgQ2T6bE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3735" height="2101" attribution="" endorsement="" class="" /></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-fiio-fg3"><span>Should I buy the FiiO FG3?</span></h2><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p><strong>You need something easily portable</strong><br />Between the removable microphone, the foldable build, and the fact that you can use the control app anywhere, this is perfect for going to a friend's LAN party.</p></div><div class="product"><p><strong>You like customizing your sound</strong><br />The online EQ platform offers you loads of presets and plenty of control over your sound. Plus, the DAC control panel lets you jump between them easily.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p><strong>You need something suited for long gaming stints</strong><br />After a few hours with the FG3, my head and ears were asking for a break. It's not the ideal headset for day-long binges, or even a full workday.</p></div><div class="product"><p><strong>You want the best video game sound</strong><br />If all you care about is the sound of your games, then the FiiO will disappoint you. It's not bad, but its muddy sound profile means you're never getting the best audio possible.</p></div><h2 class="article-body__section" id="section-fiio-fg3-also-consider"><span>FiiO FG3: Also consider</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:3063px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U65vDfXY2bkfEmkrGqn8PE" name="FiiO FG3 with microphone" alt="The FiiO FG3 perched on a candle, with Total War: Pharoah app in the background." src="https://cdn.mos.cms.futurecdn.net/U65vDfXY2bkfEmkrGqn8PE-1920-80.jpg" mos="" align="middle" fullscreen="" width="3063" height="1723" 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>Here are two more gaming headsets that we've given positive reviews to, if you're not sold on the FiiO FG3.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>FiiO FG3</strong></p></td><td  ><p><strong>RIG R5 Spear Pro HS</strong></p></td><td  ><p><strong>Turtle Beach Atlas 200</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$59.99 / £49.99 (around AU$100)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td><td  ><p>0.74lbs / 0.34kg</p></td><td  ><p>0.62lbs / 0.28kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td><td  ><p>40mm graphene</p></td><td  ><p>50mm Nanoclear</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C)</p></td><td  ><p>Wired (3.5mm)</p></td><td  ><p>Wired (3.5mm)</p></td></tr></tbody></table></div><div class="product"><p><strong>RIG R5 Spear Pro HS</strong><br />This same-price rival offers great sound and a more comfortable fit. However, there's no way of customizing your sound, and you can't remove the microphone.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review" data-dimension112="ac77c532-9a2e-11f1-8815-bb6e1ddfcf9c" data-action="Deal Block" data-label="Read our full RIG R5 Spear Pro HS review" data-dimension48="Read our full RIG R5 Spear Pro HS review" data-dimension25=""><strong>RIG R5 Spear Pro HS review</strong></a></p></div><div class="product"><p><strong>Turtle Beach Atlas 200</strong><br />For even less than the FiiO, this Turtle Beach alternative offers a well-designed mesh headband and great mic quality. But its feature set is weighted towards PC gamers.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-atlas-200-review" data-dimension112="ac77c58c-9a2e-11f1-b49d-554935b3468c" data-action="Deal Block" data-label="Read our full Turtle Beach Atlas 200 review" data-dimension48="Read our full Turtle Beach Atlas 200 review" data-dimension25=""><strong>Turtle Beach Atlas 200 review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-fiio-fg3"><span>How I tested the FiiO FG3</span></h2><ul><li><strong>Used for three weeks</strong></li><li><strong>Tested for gaming and other tasks </strong></li><li><strong>Mainly connected to gaming PC</strong></li></ul><p>I tested the FiiO FG3 for roughly three weeks in order to write the review. Through this time, I used the headset while connected to my gaming PC; I tried to plug it into my Android phone, but the connection was stuttery.</p><p>The majority of the testing was done gaming; predominantly <em>Nioh 3</em> and <em>Total War: Pharaoh</em>, but with time also spent on Old School <em>Runescape</em>, <em>Isonzo</em>, <em>Slay The Spire</em>, <em>Crying Suns</em> and the <em>Mortal Shell 2</em> beta. I also used the headset to stream music while at work, and watch YouTube videos and TV shows.</p><p>Since I review audio products for a living, I have plenty of experience testing gaming headsets (and using other headphones for gaming purposes). I've also tested other FiiO products.</p><p><em>First reviewed August 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[ I wasn't convinced by Elden Ring Tarnished Edition until I played it on Nintendo Switch 2 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>What a difference a year makes. Back when the Nintendo Switch 2 was first being shown off in 2025, <em>Elden Ring Tarnished Edition </em>looked like a disaster.</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> August 28, 2026</p></div></div><p>Preview events allowed journalists to play a horribly compromised game with a flipbook framerate, then tellingly wouldn’t let them share any footage of it. This seemed destined to be an embarrassment of a port that would have Mario hanging his head in shame, if not outright giving up. </p><p>I don’t know what deal with the Devil the developers made to get this port in its current state, but it’s made a Satanist out of me. <em>Elden Ring</em> on Switch 2 is a revelation, the new gold standard that third-party ports should be judged by. It’s perfectly playable and smooth in handheld mode, with only the most minimal and unobstructive pop-in. </p><p>Even the included <em>Shadow of the Eldtree</em> expansion, with its increased level of visual detail and colossal wicker men enemies stomping about, runs like a dream. It’s the kind of port that restores your faith in the Switch 2. Perhaps <em>anything </em>really is possible on this little machine.</p><h2 id="arise-now-ye-tarnished">Arise now, ye tarnished</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="AAQgTrbrm6xjQRE2C7BKaJ" name="Elden Ring for Nintendo Switch 2" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/AAQgTrbrm6xjQRE2C7BKaJ-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: Bandai Namco)</span></figcaption></figure><p>For the uninitiated, <em>Elden Ring</em> is essentially open-world <em>Dark Souls</em>, the brutal action-RPG that every other action-RPG has annoyingly been ripping off ever since.</p><p>So combat rewards perseverance while also punishing even the slightest mistake. Every time you die, you lose all your levelling-up currency and have just one chance to get it back. And it’s all set in a dark medieval fantasy world that’s so grim it makes House of the Dragon look like an episode of Peppa Pig. </p><p><em>Elden Ring</em> takes that winning formula and blows up the scale dramatically. It’s the most confident and successful leap a series has taken to going open-world since Nintendo’s own <em>The Legend of Zelda: Breath of the Wild</em>. This is a game all about charging through gorgeous fields on horseback, because a) you’ve spotted an epic castle on the horizon you want to explore, and b) a giant is shooting arrows at you, and you desperately need to find some cover. </p><p>The Lands Between, <em>Elden Ring</em>’s absurdly large setting, is beautiful and deadly in equal measure. And it’s <em>really </em>deadly. Birds with swords strapped to their legs swoop in for the kill. Knights on horseback roar to the Heavens and are rewarded with lightning storms cascading down upon you. </p><p>Even a lowly zombie tossing a rock at you can be lethal if you’re not paying attention. Few games demand you lock in to succeed like this and fewer still reward you so immensely if you do.</p><h2 id="slice-spell-scream-or-smack">Slice, spell, scream or smack?</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="eHMfWHZaXZvoyNNaQB7FsJ" name="Elden Ring for Nintendo Switch 2" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/eHMfWHZaXZvoyNNaQB7FsJ-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: Bandai Namco)</span></figcaption></figure><p>You’re spoilt for choice on how you take it on, too. There are swords, axes, hammers, magic, curses, hand-to-hand combat (surprisingly effective, that), roaring (ditto), horseback jousting, and far more to be covered here. Stick with one weapon, and you’ll still have fun, but keep swapping out your loadout for new toys and you might just find your favourite gaming weapon ever.</p><p>The variety here is ridiculous, every dud weapon offset by another dozen inspired ones. Impressed with the last attack the latest boss fight used on you? Chances are, you can find the weapon they used on you <em>and </em>learn how to execute its special attack yourself.</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="sCdQNgzPCHiqEtyCFjFyqJ" name="Elden Ring for Nintendo Switch 2" caption="" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/sCdQNgzPCHiqEtyCFjFyqJ-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: Bandai Namco)</span></figcaption></figure><p class="fancy-box__body-text">Engaging in an epic jousting battle with a dragon in one of the more visually intense areas, and not experiencing a single dropped frame in handheld mode. Good thing I wasn’t playing on the bus, given how many times I yelled “HOW!?” at the screen.</p></div></div><p>Its world starts with traditional green fields and foreboding castles designed by architects who clearly never visited a cosy cafe once in their horrible lives. Gradually it gets more delightfully surreal, like a golden city drenched in ashes where the music is actually being performed by the enemies you’re fighting. Or a village full of dancing, giggly oddballs who’ve watched Midsommar a few too many times. </p><p>The city hidden <em>beneath </em>the map is easily one of the most incredible-looking environments I’ve ever visited in a videogame. Oh, and died in. Repeatedly. </p><p>Every inch of The Lands Between is occupied by monsters, warriors, dragons, and enemies who <em>really </em>look like giant sentient sperm, and all of them want to say a very violent hello. It should get repetitive. </p><p>Outside of the occasional puzzle, this game is basically all-combat all the time. But the sheer variety and depth to its combat system practically dares you to get bored. Each enemy is almost a puzzle in itself, as you slowly learn their attack patterns, weaknesses, and how effective they are at outrunning a horse. Not at all? Perfect, bye then!</p><p>That open-world structure helps stave off repetition too. There’s plenty of brick wall boss fights that you’ll spend hours bashing your head against. But whenever you’re stuck, you can just hop aboard your magical double-jumping horse and gallop somewhere else. It means you can be swordfighting with poison-spitting bug men one moment, and then in an epic joust with a dragon barely ten minutes later.</p><h2 id="barbie-s-horse-adventure-2">Barbie’s Horse Adventure 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="zZiQ2E4AU9Ja3Ygh92u7uJ" name="Elden Ring for Nintendo Switch 2" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/zZiQ2E4AU9Ja3Ygh92u7uJ-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: Bandai Namco)</span></figcaption></figure><p>You can also find alternate outfits for your horse now, presumably to finally get the My Little Pony crowd aboard the Soulslike train. </p><p>Gameplay benefits? None whatsoever, but it’s a cute novelty. I liked being able to dress Torrent up as the golden steed of one of the more irritating enemies, even if it does make them a little noisier. So if you’ve been on the fence about Elden Ring because you worried the horse wasn’t noisy enough, this is definitely the time to jump in.</p><p>The story? At first it’s about as impenetrable as Xbox’s gaming strategy. Your only hope of figuring out its mysteries is to examine every item you find, most of which contain a line of lore. There’s now a ‘recent items’ tab that shows everything you’ve recently picked up, which makes this far easier. This is my third time playing <em>Elden Ring</em>, and I believe I understood a whole 23% of the plot this time - a new personal best.</p><p>Two new starter classes have also been added. Heavy Knight, who’s a thickly-armored chunky boy who can tank a fair few hits. Obviously incredibly useful, but I opted for the other new starter, Idus Knight, who wields a sword that delivers a superbly satisfying double-strike. </p><p>There’s some new armor sets and weapons out there, too. These are nice touches for returning players, but hardly a reason to buy the game again if you already own it on another format.</p><p>No, the justification for that double dip has to go to handheld mode. I played this port for a solid week in handheld before remembering that I should probably see how it looks on my TV for this review. <em>That’s </em>how impressive it is, even if not every area is an unequivocal success. Liurnia of the Lakes probably takes the biggest hit, with a lot of foliage and scenery constantly fading in. </p><p>But vitally, none of the monsters suffer from any of that pop-in nonsense. It’s a smart trade-off to ensure that, even when the game is mildly struggling, it never puts you at a gameplay disadvantage. The fade-in is lessened docked, but naturally a little more noticeable on the bigger screen. Very occasionally when a lot of enemies are on-screen - a dragon and its dozen skeleton minions, for instance - some of the monster animation gets a little jerky. But it’s minor, rare, and even then has a certain Ray Harryhausen stop-motion charm. </p><p>I got two and a half hours of battery life out of my Switch 2 consistently while playing it, making it ideal for short flights or long train journeys (don’t start fighting a boss if your stop is coming up).</p><p> I can’t wait to stop typing these words so I can sink more hours into it. This is a major technical achievement on basically every level, resulting in an outstanding port of one of the best games ever. Essential.</p><h2 id="should-you-play-elden-ring-tarnished-edition">Should you play Elden Ring Tarnished Edition?</h2><h2 id="play-it-if-9">Play it if...</h2><div class="product"><p><strong>You’ve never played it before</strong><br />What the heck have you been doing for the last four years? <em>Elden Ring</em> is the biggest and possibly best game FromSoftware has ever made. An action-RPG of mind-boggling scope and ambition that’s easily one of the most rewarding open-world games ever.</p></div><div class="product"><p><strong>You want to play Elden Ring on the go</strong><br />Tragically, a Steam Deck is now much more expensive than it was just a few years ago so this is probably now the best way to play <em>Elden Ring</em> on a handheld.</p></div><div class="product"><p><strong>You want to give your horsey a golden makeover</strong><br />Admittedly, there’s not a huge amount of new content here. Two new starter classes, horse dress-up, and a few new weapons and armor sets. Mildly disappointing, but the game and its expansion <em>are </em>already massive.</p></div><h2 id="don-39-t-play-it-if-8">Don't play it if...</h2><div class="product"><p><strong>You don’t enjoy hard games</strong><br />There’s no option to lower the difficulty, and this is a harsh, uncompromising experience. I still blame some of the late game bosses for why I’ve lost a lot of my hair. </p></div><div class="product"><p><strong>You want to play the most technically impressive version possible</strong></p><p>It’s smoother on PS5 and Xbox Series X, and on PC if your rig is good enough. Still, I was constantly impressed by how rarely the Switch 2 version feels like a downgrade</p></div><div class="product"><p><strong>You don’t care about playing in handheld mode</strong><br />This is the only real advantage the Switch 2 version has over the PS5/Series X versions. But if you don’t care about this feature, then why did you buy a Switch 2?</p></div><h2 id="accessibility-features-9">Accessibility features</h2><p>Controls can be remapped, and gestures are tied to motion controls (this can be switched off). </p><p>Subtitles are on by default, and the image quality can be adjusted when HDR is enabled, which is only available when docked, naturally. </p><p>The tutorial is still laughably bad, but help screens can at least be reviewed at any time.</p><h2 id="how-i-reviewed-elden-ring-tarnished-edition">How I reviewed Elden Ring Tarnished Edition </h2><p>I played about sixty hours, mainly in handheld mode. Not enough time to defeat every optional boss - yikes - but I made sure to explore all the major areas, Shadow of the Erdtree expansion, and anywhere I suspected might suffer from a performance dip. I was constantly pleasantly surprised.</p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/elden-ring-tarnished-edition-switch-2-review</link>
                                                                            <description>
                            <![CDATA[ I was skeptical at first, but Elden Ring Tarnished Edition is simply a delight on Nintendo Switch 2. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 14:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ Abbie Stone ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;Abbie Stone used to work for one of the world’s most successful game studios, but decided she’d rather write about bad &lt;em&gt;Star Fox&lt;/em&gt; games instead.  She loves detective titles, Metroidvanias, and bothering her two cats when she should be working.&lt;/p&gt;&lt;p&gt;She&#039;s written scalding-hot takes for Edge, PC Gamer, GamesRadar, and now TechRadar Gaming and is excited to release her own indie game and get a taste of her own medicine when it gets a 1 on Metacritic.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Bandai Namco]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Elden Ring for Nintendo Switch 2]]></media:description>                                                            <media:text><![CDATA[Elden Ring for Nintendo Switch 2]]></media:text>
                                <media:title type="plain"><![CDATA[Elden Ring for Nintendo Switch 2]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>What a difference a year makes. Back when the Nintendo Switch 2 was first being shown off in 2025, <em>Elden Ring Tarnished Edition </em>looked like a disaster.</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> August 28, 2026</p></div></div><p>Preview events allowed journalists to play a horribly compromised game with a flipbook framerate, then tellingly wouldn’t let them share any footage of it. This seemed destined to be an embarrassment of a port that would have Mario hanging his head in shame, if not outright giving up. </p><p>I don’t know what deal with the Devil the developers made to get this port in its current state, but it’s made a Satanist out of me. <em>Elden Ring</em> on Switch 2 is a revelation, the new gold standard that third-party ports should be judged by. It’s perfectly playable and smooth in handheld mode, with only the most minimal and unobstructive pop-in. </p><p>Even the included <em>Shadow of the Eldtree</em> expansion, with its increased level of visual detail and colossal wicker men enemies stomping about, runs like a dream. It’s the kind of port that restores your faith in the Switch 2. Perhaps <em>anything </em>really is possible on this little machine.</p><h2 id="arise-now-ye-tarnished">Arise now, ye tarnished</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="AAQgTrbrm6xjQRE2C7BKaJ" name="Elden Ring for Nintendo Switch 2" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/AAQgTrbrm6xjQRE2C7BKaJ-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: Bandai Namco)</span></figcaption></figure><p>For the uninitiated, <em>Elden Ring</em> is essentially open-world <em>Dark Souls</em>, the brutal action-RPG that every other action-RPG has annoyingly been ripping off ever since.</p><p>So combat rewards perseverance while also punishing even the slightest mistake. Every time you die, you lose all your levelling-up currency and have just one chance to get it back. And it’s all set in a dark medieval fantasy world that’s so grim it makes House of the Dragon look like an episode of Peppa Pig. </p><p><em>Elden Ring</em> takes that winning formula and blows up the scale dramatically. It’s the most confident and successful leap a series has taken to going open-world since Nintendo’s own <em>The Legend of Zelda: Breath of the Wild</em>. This is a game all about charging through gorgeous fields on horseback, because a) you’ve spotted an epic castle on the horizon you want to explore, and b) a giant is shooting arrows at you, and you desperately need to find some cover. </p><p>The Lands Between, <em>Elden Ring</em>’s absurdly large setting, is beautiful and deadly in equal measure. And it’s <em>really </em>deadly. Birds with swords strapped to their legs swoop in for the kill. Knights on horseback roar to the Heavens and are rewarded with lightning storms cascading down upon you. </p><p>Even a lowly zombie tossing a rock at you can be lethal if you’re not paying attention. Few games demand you lock in to succeed like this and fewer still reward you so immensely if you do.</p><h2 id="slice-spell-scream-or-smack">Slice, spell, scream or smack?</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="eHMfWHZaXZvoyNNaQB7FsJ" name="Elden Ring for Nintendo Switch 2" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/eHMfWHZaXZvoyNNaQB7FsJ-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: Bandai Namco)</span></figcaption></figure><p>You’re spoilt for choice on how you take it on, too. There are swords, axes, hammers, magic, curses, hand-to-hand combat (surprisingly effective, that), roaring (ditto), horseback jousting, and far more to be covered here. Stick with one weapon, and you’ll still have fun, but keep swapping out your loadout for new toys and you might just find your favourite gaming weapon ever.</p><p>The variety here is ridiculous, every dud weapon offset by another dozen inspired ones. Impressed with the last attack the latest boss fight used on you? Chances are, you can find the weapon they used on you <em>and </em>learn how to execute its special attack yourself.</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="sCdQNgzPCHiqEtyCFjFyqJ" name="Elden Ring for Nintendo Switch 2" caption="" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/sCdQNgzPCHiqEtyCFjFyqJ-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: Bandai Namco)</span></figcaption></figure><p class="fancy-box__body-text">Engaging in an epic jousting battle with a dragon in one of the more visually intense areas, and not experiencing a single dropped frame in handheld mode. Good thing I wasn’t playing on the bus, given how many times I yelled “HOW!?” at the screen.</p></div></div><p>Its world starts with traditional green fields and foreboding castles designed by architects who clearly never visited a cosy cafe once in their horrible lives. Gradually it gets more delightfully surreal, like a golden city drenched in ashes where the music is actually being performed by the enemies you’re fighting. Or a village full of dancing, giggly oddballs who’ve watched Midsommar a few too many times. </p><p>The city hidden <em>beneath </em>the map is easily one of the most incredible-looking environments I’ve ever visited in a videogame. Oh, and died in. Repeatedly. </p><p>Every inch of The Lands Between is occupied by monsters, warriors, dragons, and enemies who <em>really </em>look like giant sentient sperm, and all of them want to say a very violent hello. It should get repetitive. </p><p>Outside of the occasional puzzle, this game is basically all-combat all the time. But the sheer variety and depth to its combat system practically dares you to get bored. Each enemy is almost a puzzle in itself, as you slowly learn their attack patterns, weaknesses, and how effective they are at outrunning a horse. Not at all? Perfect, bye then!</p><p>That open-world structure helps stave off repetition too. There’s plenty of brick wall boss fights that you’ll spend hours bashing your head against. But whenever you’re stuck, you can just hop aboard your magical double-jumping horse and gallop somewhere else. It means you can be swordfighting with poison-spitting bug men one moment, and then in an epic joust with a dragon barely ten minutes later.</p><h2 id="barbie-s-horse-adventure-2">Barbie’s Horse Adventure 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="zZiQ2E4AU9Ja3Ygh92u7uJ" name="Elden Ring for Nintendo Switch 2" alt="Elden Ring for Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/zZiQ2E4AU9Ja3Ygh92u7uJ-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: Bandai Namco)</span></figcaption></figure><p>You can also find alternate outfits for your horse now, presumably to finally get the My Little Pony crowd aboard the Soulslike train. </p><p>Gameplay benefits? None whatsoever, but it’s a cute novelty. I liked being able to dress Torrent up as the golden steed of one of the more irritating enemies, even if it does make them a little noisier. So if you’ve been on the fence about Elden Ring because you worried the horse wasn’t noisy enough, this is definitely the time to jump in.</p><p>The story? At first it’s about as impenetrable as Xbox’s gaming strategy. Your only hope of figuring out its mysteries is to examine every item you find, most of which contain a line of lore. There’s now a ‘recent items’ tab that shows everything you’ve recently picked up, which makes this far easier. This is my third time playing <em>Elden Ring</em>, and I believe I understood a whole 23% of the plot this time - a new personal best.</p><p>Two new starter classes have also been added. Heavy Knight, who’s a thickly-armored chunky boy who can tank a fair few hits. Obviously incredibly useful, but I opted for the other new starter, Idus Knight, who wields a sword that delivers a superbly satisfying double-strike. </p><p>There’s some new armor sets and weapons out there, too. These are nice touches for returning players, but hardly a reason to buy the game again if you already own it on another format.</p><p>No, the justification for that double dip has to go to handheld mode. I played this port for a solid week in handheld before remembering that I should probably see how it looks on my TV for this review. <em>That’s </em>how impressive it is, even if not every area is an unequivocal success. Liurnia of the Lakes probably takes the biggest hit, with a lot of foliage and scenery constantly fading in. </p><p>But vitally, none of the monsters suffer from any of that pop-in nonsense. It’s a smart trade-off to ensure that, even when the game is mildly struggling, it never puts you at a gameplay disadvantage. The fade-in is lessened docked, but naturally a little more noticeable on the bigger screen. Very occasionally when a lot of enemies are on-screen - a dragon and its dozen skeleton minions, for instance - some of the monster animation gets a little jerky. But it’s minor, rare, and even then has a certain Ray Harryhausen stop-motion charm. </p><p>I got two and a half hours of battery life out of my Switch 2 consistently while playing it, making it ideal for short flights or long train journeys (don’t start fighting a boss if your stop is coming up).</p><p> I can’t wait to stop typing these words so I can sink more hours into it. This is a major technical achievement on basically every level, resulting in an outstanding port of one of the best games ever. Essential.</p><h2 id="should-you-play-elden-ring-tarnished-edition">Should you play Elden Ring Tarnished Edition?</h2><h2 id="play-it-if-9">Play it if...</h2><div class="product"><p><strong>You’ve never played it before</strong><br />What the heck have you been doing for the last four years? <em>Elden Ring</em> is the biggest and possibly best game FromSoftware has ever made. An action-RPG of mind-boggling scope and ambition that’s easily one of the most rewarding open-world games ever.</p></div><div class="product"><p><strong>You want to play Elden Ring on the go</strong><br />Tragically, a Steam Deck is now much more expensive than it was just a few years ago so this is probably now the best way to play <em>Elden Ring</em> on a handheld.</p></div><div class="product"><p><strong>You want to give your horsey a golden makeover</strong><br />Admittedly, there’s not a huge amount of new content here. Two new starter classes, horse dress-up, and a few new weapons and armor sets. Mildly disappointing, but the game and its expansion <em>are </em>already massive.</p></div><h2 id="don-39-t-play-it-if-8">Don't play it if...</h2><div class="product"><p><strong>You don’t enjoy hard games</strong><br />There’s no option to lower the difficulty, and this is a harsh, uncompromising experience. I still blame some of the late game bosses for why I’ve lost a lot of my hair. </p></div><div class="product"><p><strong>You want to play the most technically impressive version possible</strong></p><p>It’s smoother on PS5 and Xbox Series X, and on PC if your rig is good enough. Still, I was constantly impressed by how rarely the Switch 2 version feels like a downgrade</p></div><div class="product"><p><strong>You don’t care about playing in handheld mode</strong><br />This is the only real advantage the Switch 2 version has over the PS5/Series X versions. But if you don’t care about this feature, then why did you buy a Switch 2?</p></div><h2 id="accessibility-features-9">Accessibility features</h2><p>Controls can be remapped, and gestures are tied to motion controls (this can be switched off). </p><p>Subtitles are on by default, and the image quality can be adjusted when HDR is enabled, which is only available when docked, naturally. </p><p>The tutorial is still laughably bad, but help screens can at least be reviewed at any time.</p><h2 id="how-i-reviewed-elden-ring-tarnished-edition">How I reviewed Elden Ring Tarnished Edition </h2><p>I played about sixty hours, mainly in handheld mode. Not enough time to defeat every optional boss - yikes - but I made sure to explore all the major areas, Shadow of the Erdtree expansion, and anywhere I suspected might suffer from a performance dip. I was constantly pleasantly surprised.</p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ Marvel Tokon: Fighting Souls review: unlimited potential ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Is <em>Marvel Tokon: Fighting Souls </em>one of the <a href="https://www.techradar.com/best/best-fighting-games">best fighting games</a> of recent times? Yes, I would say so. Given its developer is Arc System Works — creators of <em>Guilty Gear, Blazblue, </em>and the excellent <a href="https://www.techradar.com/gaming/granblue-fantasy-versus-rising-review"><em>Granblue Fantasy Versus: Rising</em></a><em> </em>— it was a pretty safe bet that we'd be served a high quality fighting game with mountainous respect and reverence for Marvel and its roster of supers, mutants, and weirdos.</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, PC<br /><strong>Release date: </strong>August 6, 2026</p></div></div><p>I love fighting games, but I'm not usually one for tag fighters — often because I find learning more than one character intimidating and time-consuming. So, when <em>Marvel Tokon: Fighting Souls </em>was first revealed last year as a 4v4 tag fighter, I'd already resigned myself to thinking: 'well, that's probably not for me.' </p><p>Not two, not three, but <em>four? </em>You're having a laugh.</p><p>I needn't have worried so much. Arc System Works has designed <em>Fighting Souls </em>such that learning a quartet of fighters inside and out is absolutely not necessary. It's possible to play that way at a higher level, of course. But as your team only has a single health bar, you can rock one character as your main, while relying on the remaining three as assist moves to help you out in a pinch.</p><p>It helps, too, that <em>Marvel Tokon: Fighting Souls </em>has a fantastic onboarding process for new players. The game's story mode is broken into five episodes — each focused on a group of heroes (the Avengers, X-Men, etc.) or the villainous Knights of Doom. Episode chapters are structured to introduce you to fighters and their strengths, or otherwise various important system mechanics. Training tools are similarly great, with a fully-featured training mode, combo trials, and an ingenious 'level-up missions' category that tasks you with creating your own combos to reach a damage threshold.</p><p>All good so far, but I unfortunately have to stress that <em>Tokon's </em>immediate future looks perilous. The PC version of the game is currently facing myriad issues, many of which seem to be a direct result of corporate interference. </p><p>At the time of writing, Arc System Works is hard at work deploying patches to improve PC matchmaking and performance, but I'm not sure there's a fix for intrusive anti-cheat bloatware and forcing PlayStation Network account creation to access its online features.</p><h2 id="absolutely-champion">Absolutely champion</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="rwYZNgxLoYgPYuMGMVnL4G" name="Tokon_4 (1)" alt="Marvel Tokon: Fighting Souls screenshot showing Magneto (left) attacking Wolverine (right) with metallic debris" src="https://cdn.mos.cms.futurecdn.net/rwYZNgxLoYgPYuMGMVnL4G-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: Sony / Marvel)</span></figcaption></figure><p>Enough doom and gloom for now. I'd rather chat about all the elements that I feel make <em>Marvel Tokon: Fighting Souls </em>such a wonderful game for a bit. For me, it started with its single-player story mode.</p><p>Titled 'Episodes', <em>Tokon's </em>story is broken into five distinct, well, episodes. Each is centered around one of the game's five main teams. The Fighting Avengers, for example, are your stalwart heroes like Captain America and Black Panther. </p><p>The Samurai Outriders are made up of anti-heroes and tricksters like Deadpool and Loki. Meanwhile, the Knights of Doom bring a more villainous flavor, stacked with evildoers like Doctor Doom, Green Goblin, and Carnage.</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="fTpfaVFLALSRqBkfZdL5UQ" name="Tokon_2" caption="" alt="Marvel Tokon: Fighting Souls screenshot showing the Knights of Doom team (from left to right: Doctor Doom, Magneto, Green Goblin, Carnage) preparing to perform an 'Assemble!' super move" src="https://cdn.mos.cms.futurecdn.net/fTpfaVFLALSRqBkfZdL5UQ-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: Sony / Marvel)</span></figcaption></figure><p class="fancy-box__body-text"><strong>I'm in love with </strong><em><strong>Marvel Tokon: Fighting Souls' </strong></em><strong>eclectic moment-to-moment tag bouts, but a special shoutout has to go to the game's wicked cel-shaded presentation. Marvel icons have been given a distinctly Arc System Works flavor </strong>— <strong>their appearance, animation, and super move cut-ins are all top-tier stuff.</strong></p></div></div><p>The premise is simple. An intergalactic fighter called the Champion is holding Earth hostage, and the aforementioned five teams have been selected to participate in a tournament to decide the planet's future. Each episode culminates in a fight with the Champion, and individual chapters are bookended with stunning comic book cutscenes, with each episode even featuring a unique artist and colorist. </p><p>This lends all of them a unique sense of identity, and helps to keep things feeling fresh as you progress. Each episode is about an hour long, and all are worth playing through as you'll not only get a feel for each individual character, you will also unlock colors for a bit of added flair for your faves. Oh, and as a bonus, you'll also unlock the Champion as a playable character upon clearing your first episode.</p><p>There are a lot of fun character moments, too. Ms. Marvel is often adorably starstruck by the heroes she encounters. The X-Men are flabberghasted that Magneto would team up with an egotistical maniac like Doctor Doom. There's a cute running gag between episodes where everyone gives Loki the side eye, despite a seeming earnestness from the God of Lies to genuinely turn over a new leaf in the search for his brother Thor (who is currently mysteriously absent from the game's playable roster).</p><p>Overall, Episodes are a great way to kick off your <em>Tokon </em>journey. It'll help you find characters you enjoy playing, and present a charming story that's well worth playing through just to experience its wonderful artwork and voiced performances.</p><h2 id="assist-me">Assist me</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:1835px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="RJ8KrpMUiFuxDoHejHJnmZ" name="MTFS_02134 (1)" alt="Marvel Tokon: Fighting Souls screenshot showing Magik calling Danger to assist (left) in attacking Doctor Doom and Storm (right)" src="https://cdn.mos.cms.futurecdn.net/RJ8KrpMUiFuxDoHejHJnmZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1835" height="1032" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony / Marvel)</span></figcaption></figure><p><em>Marvel Tokon: Fighting Souls </em>is remarkably easy to just pick up and play, and I reckon you'll have a blast in local play with friends for casual couch bouts. Movement, special moves, assists, and supers are all straightforward to execute. For specials in particular, you have options for simple or motion inputs with the d-pad. Motion-inputted special moves (such as quarter-circle-forward) do around 10% more damage on average, so you'll have a bit of an edge if you can master weaving them into your gameplan.</p><p>The 4v4 setup can be wonderfully chaotic; there's no limit to the number of characters that can appear on-screen, so it's very possible to spam the assist button to throw the kitchen sink at your opponent in a pinch.</p><p>Characters you place in your assist slots are highly versatile, and can be individually called upon by pressing the assist button and the corresponding direction on the d-pad. One assist slot is for projectile, for example, while another is a vertical for anti-airs. This is universal across the cast, so you don't have to be precious about which characters you choose if you're only planning on maining one or two. </p><p>Elsewhere, you can perform an assist counter while guarding to get your opponent off of you, or even swap to one of your assists to directly control them. There's a ton you can do with assists, and learning to incorporate them in your playstyle is a huge part of the learning process. It sounds like a lot, and it is, and there's much more assists can do, like extending your combos and taking part in a massively damaging last round super. It might take a bit to wrap your head around, but thankfully, the tools are there to help you get to grips with assists and more besides.</p><h2 id="trained-to-perfection">Trained to perfection</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="6dohTFf43eCwkENDsAvEqj" name="Tokon_5 (1)" alt="Marvel Tokon: Fighting Souls screenshot in which Carnage (left) attacks Spider-Man (right)" src="https://cdn.mos.cms.futurecdn.net/6dohTFf43eCwkENDsAvEqj-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: Sony / Marvel)</span></figcaption></figure><p><em>Marvel Tokon: Fighting Souls </em>has some of the best tutorialization I've ever seen in a fighting game. You of course have a fully fleshed out training mode, where you can freely practice combos and setups against a dummy. There is also a comprehensive tutorial section known as the Battle Guide, that'll walk you through basics like movement all the way to advanced techniques like wakeup options and blocking cross-ups.</p><p>Of particular note is Character Lessons, which includes primers on every character playable in the game. These start off with basic move introductions, as well as the properties of each characters' unique button. For example, Storm's Tempest unique lets her control the wind to push herself and her opponent around. Magik's unique has her placing a portal that she can instantly warp to and perform attack out of to surprise the opponent.</p><p>Lessons then offer a selection of combos for you to try out for each character, many weaving in assists, special moves, and supers. Finally, the highlight of Character Lessons for me are the Level-Up Missions, which task you with performing a combo to meet a certain amount of damage. These don't hold your hand much, with little guidance outside of telling you which button to start your combo with, or to include a special move at some point. They're great fun to experiment with, and even unlock colors for your characters, too.</p><p>Once you feel sufficiently warmed up, I highly recommend jumping into Arena mode for some offline quickplay. This is essentially the game's Arcade mode, in which you play through a series of five matches. You'll get to choose your route as you go through, unlocking some lovely concept art for your efforts.</p><p>There's also Survival mode; a 100-match gauntlet with some light roguelite elements. Between matches in Survival mode, you'll get to choose and upgrade Support Souls — cards that offer various benefits like increased movement speed or attack power. Getting through all 100 is no easy task, though, with several significant difficulty spikes on your way to the top. But again, your efforts will be rewarded with unique character colors if you make it to the end.</p><h2 id="true-believers">True believers</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:1847px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yXWBMa22eThy7nCN7Pe8E9" name="MTFS_03221" alt="Marvel Tokon: Fighting Souls pre-match versus screenshot. Left: Magik, Star-Lord, Spider-Man, and Wolverine. Right: Peni Parker, Danger, Iron Man, and Doctor Doom" src="https://cdn.mos.cms.futurecdn.net/yXWBMa22eThy7nCN7Pe8E9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1847" height="1039" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony / Marvel)</span></figcaption></figure><p>If you're familiar with Arc System Works' back catalog, it should come as no surprise that <em>Marvel Tokon: Fighting Souls </em>is a mind-bendingly gorgeous fighting game. </p><p>The developer is the master of modern cel-shading, and the roster of Marvel icons look even sharper here than characters do in <em>Guilty Gear Strive </em>and <em>Dragonball FighterZ. </em>Not that those games are slouches at all in the visual department, but <em>Tokon </em>by comparison looks impressively pristine at all times.</p><p>There aren't a ton of characters or stages at launch (I personally think 21 characters is a bit slim given the 4v4 setup), but when they look and animate as well as they do, I can forgive the base roster being as svelte as it is by tag fighter standards.</p><p>Every character is brimming with personality and charming little touches. Doom's cartoonish aptitude for evil is perfectly captured in his intimidating slow walk and thousand-yard stare. Ms. Marvel's attacks feel peppy, snappy, and excitable. And Deadpool? Well, almost every move in his arsenal is a loving reference to other iconic fighting games, and there are some impressively deep cuts therein.</p><p>The game's background stages are a real draw, too. The New York City stage is teeming with detail and references to the wider world of Marvel. The X-Mansion tends to populate the further a match progresses, with iconic X-Men like Psylocke, Colossus, and Gambit appearing in the background. If you're a Marvel head, you'll likely love the amount of respect and admiration Arc System Works has for the brand.</p><h2 id="pride-before-a-fall">Pride before a fall</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="rs7K9bLKZdX8HcZJ5WWdRF" name="Tokon_1" alt="Marvel Tokon: Fighting Souls screenshot depicting the Green Goblin throwing a pumpkin bomb during his super animation" src="https://cdn.mos.cms.futurecdn.net/rs7K9bLKZdX8HcZJ5WWdRF-1920-80.jpg" 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: Sony / Marvel)</span></figcaption></figure><p><em>Marvel Tokon: Fighting Souls </em>is another slam-dunk for Arc System Works, then. With it and the recent <a href="https://www.techradar.com/gaming/marvel-vs-capcom-fighting-collection-arcade-classics-review"><em>Marvel vs. Capcom Fighting Collection: Arcade Classics</em></a><em> </em>compilation, I'm ecstatic to see Marvel active again in the realm of fighting games. But every story has its villain, and for <em>Tokon, </em>it's not the Champion. It's Sony.</p><p>I hate to admit that I'm concerned for <em>Marvel Tokon: Fighting Souls' </em>future. On PC, the game's anti-cheat DRM worsens performance. Furthermore, Linux and mod support are non-starters, and because online play requires a PlayStation Network account, countries where the service isn't supported (there are well over 100 of them) can't access network features at all. Throw in lopsided netcode that discourages crossplay between PS5 and PC, and you have a recipe for an exceptionally messy launch month largely thanks to publisher meddling.</p><p>For these reasons, I can't give <em>Marvel Tokon: Fighting Souls </em>a glowing recommendation, as much as I would like to. At least if you were planning to pick up the game on PC. I want <em>Tokon</em> to have a long, bright future, but I worry that too much damage has already been done. Now, the state of the game has improved since launch in regards to performance and matchmaking quality, thanks to a small handful of fixes deployed by Arc System Works.</p><p>I just can't help but feel anxious about this rocky PC launch. Especially with the recent news that <a href="https://www.riotgames.com/en/news/2xko-active-development-ends-december-2026" target="_blank">Riot Games is shuttering development</a> on its <em>League of Legends </em>fighting game, <em>2XKO. </em>It shows that huge companies absolutely aren't afraid to completely tear down a good thing if it isn't generating satisfactory revenue or player count. If folks walk away from <em>Marvel Tokon: Fighting Souls </em>because of the issues it's facing on PC, then what's stopping Sony from doing the same?</p><p>I hope I'm just overthinking it. <em>Marvel Tokon: Fighting Souls </em>is one of the most fun and unique fighting games I've played in some time, and I hope its candle won't be snuffed out before it truly gets the chance to shine its brightest.</p><h2 id="should-i-play-marvel-tokon-fighting-souls">Should I play Marvel Tokon: Fighting Souls?</h2><h2 id="play-it-if-10">Play it if...</h2><div class="product"><p><strong>You love the Marvel tag fighters of old</strong><br />Living up to <em>Marvel vs. Capcom's </em>legacy is no easy task. And while <em>Marvel Tokon: Fighting Souls </em>is doing its own thing with its own roster, it's nonetheless continued proof that Marvel and tag fighters are a winning combination.</p></div><div class="product"><p><strong>You're completely new to fighting games</strong><br />Learning fighting games can be daunting, and <em>Tokon </em>certainly has a high skill ceiling with its tagging and various system mechanics. But elements like auto combos, easy special move inputs, and a recognizable roster of Marvel icons make this game incredibly newcomer-friendly.</p></div><h2 id="don-39-t-play-it-if-9">Don't play it if...</h2><div class="product"><p><strong>You want the PC version</strong><br />This hopefully won't be a dealbreaker for long especially with the impressive pace Arc System Works is deploying fixes. But PC performance and matchmaking issues are still ongoing, and it may be worth waiting a few months for the Steam version to catch up with its PS5 counterpart in overall quality.</p></div><h2 id="accessibility-features-10">Accessibility features</h2><p>At launch, <em>Marvel Tokon: Fighting Souls </em>has a small handful of accessibility features, largely utilizing text-to-speech options. </p><p>You can enable text-to-speech and adjust its volume and speed. You can also choose to enable or disable subtitles that display during battle entrances and conclusions.</p><h2 id="how-i-reviewed-marvel-tokon-fighting-souls">How I reviewed Marvel Tokon: Fighting Souls</h2><p>I played <em>Marvel Tokon: Fighting Souls </em>on PC for approximately 15 hours for this review. I completed the episodic story mode in its entirety, cleared most Arcade mode routes, and put a good chunk of hours into training mode, character lesson guides, and casual online play.</p><p>I tested the game with the <a href="https://www.techradar.com/gaming/gamesir-g7-pro-review">GameSir G7 Pro</a> controller, as well as the leverless <a href="https://www.techradar.com/gaming/razer-kitsune-review">Razer Kitsune</a>. I also hooked up my <a href="https://www.techradar.com/gaming/nacon-rig-900-max-hs-review">RIG 900 Max HS</a> gaming headset to experience the game's excellent audio and wonderfully upbeat soundtrack.</p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/marvel-tokon-fighting-souls-review</link>
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                            <![CDATA[ Marvel Tokon: Fighting Souls is a tremendously fun and rewarding tag fighter, but Sony threatens to be the ghost at the feast. ]]>
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                                                                        <pubDate>Tue, 25 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <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[Sony / Marvel]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Marvel Tokon: Fighting Souls screenshot depicting member of the X-Men: Storm]]></media:description>                                                            <media:text><![CDATA[Marvel Tokon: Fighting Souls screenshot depicting member of the X-Men: Storm]]></media:text>
                                <media:title type="plain"><![CDATA[Marvel Tokon: Fighting Souls screenshot depicting member of the X-Men: Storm]]></media:title>
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                                <p>Is <em>Marvel Tokon: Fighting Souls </em>one of the <a href="https://www.techradar.com/best/best-fighting-games">best fighting games</a> of recent times? Yes, I would say so. Given its developer is Arc System Works — creators of <em>Guilty Gear, Blazblue, </em>and the excellent <a href="https://www.techradar.com/gaming/granblue-fantasy-versus-rising-review"><em>Granblue Fantasy Versus: Rising</em></a><em> </em>— it was a pretty safe bet that we'd be served a high quality fighting game with mountainous respect and reverence for Marvel and its roster of supers, mutants, and weirdos.</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, PC<br /><strong>Release date: </strong>August 6, 2026</p></div></div><p>I love fighting games, but I'm not usually one for tag fighters — often because I find learning more than one character intimidating and time-consuming. So, when <em>Marvel Tokon: Fighting Souls </em>was first revealed last year as a 4v4 tag fighter, I'd already resigned myself to thinking: 'well, that's probably not for me.' </p><p>Not two, not three, but <em>four? </em>You're having a laugh.</p><p>I needn't have worried so much. Arc System Works has designed <em>Fighting Souls </em>such that learning a quartet of fighters inside and out is absolutely not necessary. It's possible to play that way at a higher level, of course. But as your team only has a single health bar, you can rock one character as your main, while relying on the remaining three as assist moves to help you out in a pinch.</p><p>It helps, too, that <em>Marvel Tokon: Fighting Souls </em>has a fantastic onboarding process for new players. The game's story mode is broken into five episodes — each focused on a group of heroes (the Avengers, X-Men, etc.) or the villainous Knights of Doom. Episode chapters are structured to introduce you to fighters and their strengths, or otherwise various important system mechanics. Training tools are similarly great, with a fully-featured training mode, combo trials, and an ingenious 'level-up missions' category that tasks you with creating your own combos to reach a damage threshold.</p><p>All good so far, but I unfortunately have to stress that <em>Tokon's </em>immediate future looks perilous. The PC version of the game is currently facing myriad issues, many of which seem to be a direct result of corporate interference. </p><p>At the time of writing, Arc System Works is hard at work deploying patches to improve PC matchmaking and performance, but I'm not sure there's a fix for intrusive anti-cheat bloatware and forcing PlayStation Network account creation to access its online features.</p><h2 id="absolutely-champion">Absolutely champion</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="rwYZNgxLoYgPYuMGMVnL4G" name="Tokon_4 (1)" alt="Marvel Tokon: Fighting Souls screenshot showing Magneto (left) attacking Wolverine (right) with metallic debris" src="https://cdn.mos.cms.futurecdn.net/rwYZNgxLoYgPYuMGMVnL4G-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: Sony / Marvel)</span></figcaption></figure><p>Enough doom and gloom for now. I'd rather chat about all the elements that I feel make <em>Marvel Tokon: Fighting Souls </em>such a wonderful game for a bit. For me, it started with its single-player story mode.</p><p>Titled 'Episodes', <em>Tokon's </em>story is broken into five distinct, well, episodes. Each is centered around one of the game's five main teams. The Fighting Avengers, for example, are your stalwart heroes like Captain America and Black Panther. </p><p>The Samurai Outriders are made up of anti-heroes and tricksters like Deadpool and Loki. Meanwhile, the Knights of Doom bring a more villainous flavor, stacked with evildoers like Doctor Doom, Green Goblin, and Carnage.</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="fTpfaVFLALSRqBkfZdL5UQ" name="Tokon_2" caption="" alt="Marvel Tokon: Fighting Souls screenshot showing the Knights of Doom team (from left to right: Doctor Doom, Magneto, Green Goblin, Carnage) preparing to perform an 'Assemble!' super move" src="https://cdn.mos.cms.futurecdn.net/fTpfaVFLALSRqBkfZdL5UQ-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: Sony / Marvel)</span></figcaption></figure><p class="fancy-box__body-text"><strong>I'm in love with </strong><em><strong>Marvel Tokon: Fighting Souls' </strong></em><strong>eclectic moment-to-moment tag bouts, but a special shoutout has to go to the game's wicked cel-shaded presentation. Marvel icons have been given a distinctly Arc System Works flavor </strong>— <strong>their appearance, animation, and super move cut-ins are all top-tier stuff.</strong></p></div></div><p>The premise is simple. An intergalactic fighter called the Champion is holding Earth hostage, and the aforementioned five teams have been selected to participate in a tournament to decide the planet's future. Each episode culminates in a fight with the Champion, and individual chapters are bookended with stunning comic book cutscenes, with each episode even featuring a unique artist and colorist. </p><p>This lends all of them a unique sense of identity, and helps to keep things feeling fresh as you progress. Each episode is about an hour long, and all are worth playing through as you'll not only get a feel for each individual character, you will also unlock colors for a bit of added flair for your faves. Oh, and as a bonus, you'll also unlock the Champion as a playable character upon clearing your first episode.</p><p>There are a lot of fun character moments, too. Ms. Marvel is often adorably starstruck by the heroes she encounters. The X-Men are flabberghasted that Magneto would team up with an egotistical maniac like Doctor Doom. There's a cute running gag between episodes where everyone gives Loki the side eye, despite a seeming earnestness from the God of Lies to genuinely turn over a new leaf in the search for his brother Thor (who is currently mysteriously absent from the game's playable roster).</p><p>Overall, Episodes are a great way to kick off your <em>Tokon </em>journey. It'll help you find characters you enjoy playing, and present a charming story that's well worth playing through just to experience its wonderful artwork and voiced performances.</p><h2 id="assist-me">Assist me</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:1835px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="RJ8KrpMUiFuxDoHejHJnmZ" name="MTFS_02134 (1)" alt="Marvel Tokon: Fighting Souls screenshot showing Magik calling Danger to assist (left) in attacking Doctor Doom and Storm (right)" src="https://cdn.mos.cms.futurecdn.net/RJ8KrpMUiFuxDoHejHJnmZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="1835" height="1032" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony / Marvel)</span></figcaption></figure><p><em>Marvel Tokon: Fighting Souls </em>is remarkably easy to just pick up and play, and I reckon you'll have a blast in local play with friends for casual couch bouts. Movement, special moves, assists, and supers are all straightforward to execute. For specials in particular, you have options for simple or motion inputs with the d-pad. Motion-inputted special moves (such as quarter-circle-forward) do around 10% more damage on average, so you'll have a bit of an edge if you can master weaving them into your gameplan.</p><p>The 4v4 setup can be wonderfully chaotic; there's no limit to the number of characters that can appear on-screen, so it's very possible to spam the assist button to throw the kitchen sink at your opponent in a pinch.</p><p>Characters you place in your assist slots are highly versatile, and can be individually called upon by pressing the assist button and the corresponding direction on the d-pad. One assist slot is for projectile, for example, while another is a vertical for anti-airs. This is universal across the cast, so you don't have to be precious about which characters you choose if you're only planning on maining one or two. </p><p>Elsewhere, you can perform an assist counter while guarding to get your opponent off of you, or even swap to one of your assists to directly control them. There's a ton you can do with assists, and learning to incorporate them in your playstyle is a huge part of the learning process. It sounds like a lot, and it is, and there's much more assists can do, like extending your combos and taking part in a massively damaging last round super. It might take a bit to wrap your head around, but thankfully, the tools are there to help you get to grips with assists and more besides.</p><h2 id="trained-to-perfection">Trained to perfection</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="6dohTFf43eCwkENDsAvEqj" name="Tokon_5 (1)" alt="Marvel Tokon: Fighting Souls screenshot in which Carnage (left) attacks Spider-Man (right)" src="https://cdn.mos.cms.futurecdn.net/6dohTFf43eCwkENDsAvEqj-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: Sony / Marvel)</span></figcaption></figure><p><em>Marvel Tokon: Fighting Souls </em>has some of the best tutorialization I've ever seen in a fighting game. You of course have a fully fleshed out training mode, where you can freely practice combos and setups against a dummy. There is also a comprehensive tutorial section known as the Battle Guide, that'll walk you through basics like movement all the way to advanced techniques like wakeup options and blocking cross-ups.</p><p>Of particular note is Character Lessons, which includes primers on every character playable in the game. These start off with basic move introductions, as well as the properties of each characters' unique button. For example, Storm's Tempest unique lets her control the wind to push herself and her opponent around. Magik's unique has her placing a portal that she can instantly warp to and perform attack out of to surprise the opponent.</p><p>Lessons then offer a selection of combos for you to try out for each character, many weaving in assists, special moves, and supers. Finally, the highlight of Character Lessons for me are the Level-Up Missions, which task you with performing a combo to meet a certain amount of damage. These don't hold your hand much, with little guidance outside of telling you which button to start your combo with, or to include a special move at some point. They're great fun to experiment with, and even unlock colors for your characters, too.</p><p>Once you feel sufficiently warmed up, I highly recommend jumping into Arena mode for some offline quickplay. This is essentially the game's Arcade mode, in which you play through a series of five matches. You'll get to choose your route as you go through, unlocking some lovely concept art for your efforts.</p><p>There's also Survival mode; a 100-match gauntlet with some light roguelite elements. Between matches in Survival mode, you'll get to choose and upgrade Support Souls — cards that offer various benefits like increased movement speed or attack power. Getting through all 100 is no easy task, though, with several significant difficulty spikes on your way to the top. But again, your efforts will be rewarded with unique character colors if you make it to the end.</p><h2 id="true-believers">True believers</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:1847px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yXWBMa22eThy7nCN7Pe8E9" name="MTFS_03221" alt="Marvel Tokon: Fighting Souls pre-match versus screenshot. Left: Magik, Star-Lord, Spider-Man, and Wolverine. Right: Peni Parker, Danger, Iron Man, and Doctor Doom" src="https://cdn.mos.cms.futurecdn.net/yXWBMa22eThy7nCN7Pe8E9-1920-80.jpg" mos="" align="middle" fullscreen="" width="1847" height="1039" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony / Marvel)</span></figcaption></figure><p>If you're familiar with Arc System Works' back catalog, it should come as no surprise that <em>Marvel Tokon: Fighting Souls </em>is a mind-bendingly gorgeous fighting game. </p><p>The developer is the master of modern cel-shading, and the roster of Marvel icons look even sharper here than characters do in <em>Guilty Gear Strive </em>and <em>Dragonball FighterZ. </em>Not that those games are slouches at all in the visual department, but <em>Tokon </em>by comparison looks impressively pristine at all times.</p><p>There aren't a ton of characters or stages at launch (I personally think 21 characters is a bit slim given the 4v4 setup), but when they look and animate as well as they do, I can forgive the base roster being as svelte as it is by tag fighter standards.</p><p>Every character is brimming with personality and charming little touches. Doom's cartoonish aptitude for evil is perfectly captured in his intimidating slow walk and thousand-yard stare. Ms. Marvel's attacks feel peppy, snappy, and excitable. And Deadpool? Well, almost every move in his arsenal is a loving reference to other iconic fighting games, and there are some impressively deep cuts therein.</p><p>The game's background stages are a real draw, too. The New York City stage is teeming with detail and references to the wider world of Marvel. The X-Mansion tends to populate the further a match progresses, with iconic X-Men like Psylocke, Colossus, and Gambit appearing in the background. If you're a Marvel head, you'll likely love the amount of respect and admiration Arc System Works has for the brand.</p><h2 id="pride-before-a-fall">Pride before a fall</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="rs7K9bLKZdX8HcZJ5WWdRF" name="Tokon_1" alt="Marvel Tokon: Fighting Souls screenshot depicting the Green Goblin throwing a pumpkin bomb during his super animation" src="https://cdn.mos.cms.futurecdn.net/rs7K9bLKZdX8HcZJ5WWdRF-1920-80.jpg" 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: Sony / Marvel)</span></figcaption></figure><p><em>Marvel Tokon: Fighting Souls </em>is another slam-dunk for Arc System Works, then. With it and the recent <a href="https://www.techradar.com/gaming/marvel-vs-capcom-fighting-collection-arcade-classics-review"><em>Marvel vs. Capcom Fighting Collection: Arcade Classics</em></a><em> </em>compilation, I'm ecstatic to see Marvel active again in the realm of fighting games. But every story has its villain, and for <em>Tokon, </em>it's not the Champion. It's Sony.</p><p>I hate to admit that I'm concerned for <em>Marvel Tokon: Fighting Souls' </em>future. On PC, the game's anti-cheat DRM worsens performance. Furthermore, Linux and mod support are non-starters, and because online play requires a PlayStation Network account, countries where the service isn't supported (there are well over 100 of them) can't access network features at all. Throw in lopsided netcode that discourages crossplay between PS5 and PC, and you have a recipe for an exceptionally messy launch month largely thanks to publisher meddling.</p><p>For these reasons, I can't give <em>Marvel Tokon: Fighting Souls </em>a glowing recommendation, as much as I would like to. At least if you were planning to pick up the game on PC. I want <em>Tokon</em> to have a long, bright future, but I worry that too much damage has already been done. Now, the state of the game has improved since launch in regards to performance and matchmaking quality, thanks to a small handful of fixes deployed by Arc System Works.</p><p>I just can't help but feel anxious about this rocky PC launch. Especially with the recent news that <a href="https://www.riotgames.com/en/news/2xko-active-development-ends-december-2026" target="_blank">Riot Games is shuttering development</a> on its <em>League of Legends </em>fighting game, <em>2XKO. </em>It shows that huge companies absolutely aren't afraid to completely tear down a good thing if it isn't generating satisfactory revenue or player count. If folks walk away from <em>Marvel Tokon: Fighting Souls </em>because of the issues it's facing on PC, then what's stopping Sony from doing the same?</p><p>I hope I'm just overthinking it. <em>Marvel Tokon: Fighting Souls </em>is one of the most fun and unique fighting games I've played in some time, and I hope its candle won't be snuffed out before it truly gets the chance to shine its brightest.</p><h2 id="should-i-play-marvel-tokon-fighting-souls">Should I play Marvel Tokon: Fighting Souls?</h2><h2 id="play-it-if-10">Play it if...</h2><div class="product"><p><strong>You love the Marvel tag fighters of old</strong><br />Living up to <em>Marvel vs. Capcom's </em>legacy is no easy task. And while <em>Marvel Tokon: Fighting Souls </em>is doing its own thing with its own roster, it's nonetheless continued proof that Marvel and tag fighters are a winning combination.</p></div><div class="product"><p><strong>You're completely new to fighting games</strong><br />Learning fighting games can be daunting, and <em>Tokon </em>certainly has a high skill ceiling with its tagging and various system mechanics. But elements like auto combos, easy special move inputs, and a recognizable roster of Marvel icons make this game incredibly newcomer-friendly.</p></div><h2 id="don-39-t-play-it-if-9">Don't play it if...</h2><div class="product"><p><strong>You want the PC version</strong><br />This hopefully won't be a dealbreaker for long especially with the impressive pace Arc System Works is deploying fixes. But PC performance and matchmaking issues are still ongoing, and it may be worth waiting a few months for the Steam version to catch up with its PS5 counterpart in overall quality.</p></div><h2 id="accessibility-features-10">Accessibility features</h2><p>At launch, <em>Marvel Tokon: Fighting Souls </em>has a small handful of accessibility features, largely utilizing text-to-speech options. </p><p>You can enable text-to-speech and adjust its volume and speed. You can also choose to enable or disable subtitles that display during battle entrances and conclusions.</p><h2 id="how-i-reviewed-marvel-tokon-fighting-souls">How I reviewed Marvel Tokon: Fighting Souls</h2><p>I played <em>Marvel Tokon: Fighting Souls </em>on PC for approximately 15 hours for this review. I completed the episodic story mode in its entirety, cleared most Arcade mode routes, and put a good chunk of hours into training mode, character lesson guides, and casual online play.</p><p>I tested the game with the <a href="https://www.techradar.com/gaming/gamesir-g7-pro-review">GameSir G7 Pro</a> controller, as well as the leverless <a href="https://www.techradar.com/gaming/razer-kitsune-review">Razer Kitsune</a>. I also hooked up my <a href="https://www.techradar.com/gaming/nacon-rig-900-max-hs-review">RIG 900 Max HS</a> gaming headset to experience the game's excellent audio and wonderfully upbeat soundtrack.</p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ Razer Soma Chroma review: the bring-your-own-battery gaming chair ]]></title>
                                                                                                <dc:content><![CDATA[ <h3 class="article-body__section" id="section-razer-soma-chroma-one-minute-review"><span>Razer Soma Chroma: One-minute review</span></h3><p>I've reviewed a lot of gaming chairs, sat my butt on plenty of seats promising the best of the best comfort, or ergonomic longevity (I'm convinced noblechairs wants my posture to last me until I'm 126 years old), and I've got to say, aside from possibly the <a href="https://www.techradar.com/gaming/andaseat-novis-review">AndaSeat Novis</a>, this might be the most comfortable chair I've ever sat in. </p><p>At least, part of it is. The seat base. The fabric, the material, lovely; the base width, great. The backrest? Right up my street. But the Soma is a bit of an odd one when it comes to everything else it's trying to do. And an even bigger issue is its launch day price tag. </p><p>It's $500/£500 (about $954 AUD), which is a lot, and yes, there's RGB lighting in this, but Razer doesn't include an integrated battery (or even an optional one at checkout), doesn't pack a long enough cable, and doesn't include an adapter. The brand doesn't even include a cushioned headrest (you have to buy that separately). For 500 bones, frankly, that's utter madness.</p><p>The RGB itself (two diffused strips that run alongside the upper part of the backrest) is forward-facing only, and you can't really see it when you're sat down. It's not like a keyboard or a mouse, which is at least in your periphery, and needing your machine on with the cable hooked up separately if you opt to go without a battery bank means you'll probably spend about 5-10 seconds every session watching it just light up. </p><p>It's great for a streamer, sure, but even then it does feel more like an advert rather than something classy.</p><p>I had the lighting on for a day when I first got it for testing, then promptly unhooked the USB cable Razer graciously provided me with and never touched it again. <a href="https://www.techradar.com/gaming/best-gaming-chairs">Best gaming chair</a>? Well, it won't be because of its RGB; that's for sure.</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="g9U5m2LZNAPN4F5Scqyskg" name="razer-soma-chroma-9" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/g9U5m2LZNAPN4F5Scqyskg-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><h3 class="article-body__section" id="section-razer-soma-chroma-price-and-availability"><span>Razer Soma Chroma: Price and Availability</span></h3><ul><li><strong>Costs $500/£500 (about $954 AUD)</strong></li><li><strong>Remarkably expensive given what it lacks</strong></li><li><strong>Single colorway and fabric option</strong></li></ul><p>Right, now you can grab the Razer Soma Chroma for $500 USD and £500 GBP (about $954 AUD). It sits roughly between the <a href="https://www.techradar.com/gaming/razer-iskur-v2-x-review">Razer Iskur V2 X</a> (at about $350) and the standard V2 (that's $600 or so).</p><p>You can pick one of these up today, although there's little in the way of choice. No different color options, no different materials, you get what you get.</p><p>Sold separately, of course, you can also get a male-to-female USB-C extension cable, headrest, and power source (you'll have to source your own on the latter). </p><p>On the warranty front, Razer's got you somewhat covered with a 14-day returns policy via the RazerStore, and as standard it comes with a 3-year warranty, which upgrades to 5 if purchased direct and registered.</p><h3 class="article-body__section" id="section-razer-soma-chroma-specs"><span>Razer Soma Chroma: Specs</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$500/£500 (about AU$954)</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>53.1 x 26.4 x 28.1in / 135 x 67 x 71.5cm</p></td></tr><tr><td class="firstcol " ><p>Max user weight</p></td><td  ><p>331lbs / 150kg</p></td></tr><tr><td class="firstcol " ><p>Max seat height</p></td><td  ><p>20.1in / 51cm</p></td></tr><tr><td class="firstcol " ><p>Seat depth</p></td><td  ><p>18.5in / 47cm</p></td></tr><tr><td class="firstcol " ><p>Recline angle</p></td><td  ><p>Up to 155°</p></td></tr><tr><td class="firstcol " ><p>Warranty</p></td><td  ><p>3 years (free 5-year upgrade via Razer.com)</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Knit fabric, cold-cured foam</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-andaseat-phantom-4-pro-design-and-aesthetics"><span>AndaSeat Phantom 4 Pro: Design and Aesthetics</span></h3><ul><li><strong>Bold gamer style</strong></li><li><strong>Perforated channels for air (read: debris)</strong></li><li><strong>Green logo on an RGB product</strong></li></ul><p>The Soma Chroma is unabashedly gamer. There's just no two ways about it: the sharp lines, jagged polygonal design, the channelling, the RGB, the stitching — it doesn't exactly give off this allure of premium professionalism. That's to say I'm sure 16-year-old Zak would've loved it, but me, sat here in my ‘rustic’ office, dealing with media, clients, and more on the daily, yeah it kinda sticks out like a sore thumb.</p><p>Particularly with the striking green Razer logo etched in the backrest right behind my head, in a not-so-obscure glossy green plastic. Which again I have to question. This is an RGB product, right? That means you can set that lighting (hypothetically, if you use it) to any color you like. </p><p>That's great, but certain colors clash with green quite aggressively. Bright reds, neon blue, pinks, high-saturation yellows. Basically all off limits, all because the logo's bright neon green. It's 2026, guys; we've had RGB products for a seriously long time now. I thought it was common knowledge that you don't stick colored accents on them.</p><p>The lighting is also awkwardly placed. You can't actually see it from the back of the chair, and it's solely positioned behind your head, facing forward, so you literally never see it, outside of the five to ten seconds you go to the toilet and sit back down again. It's diffused, it looks good when you do manage to catch a glimpse of the stuff, and you can easily configure it in Synapse, but honestly it just feels like a bit of a swing and a miss.</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="Gw9mnhqU8QfTRc7XSurELg" name="razer-soma-chroma-5" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/Gw9mnhqU8QfTRc7XSurELg-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>How'd you connect all that? Well, there's a short USB-C cable located in the back of the chair that hooks up to your battery bank, which you can then stow away in a small zip pocket in the seat base. But it's really short; that cable. If you're imagining some retractable 6-foot thing you can pull out when you need it, no, it's not that. </p><p>You're not connecting this thing to a wall plug, or anything of the sort. Razer provided me with a seriously long extension cable (two in fact) for it, but that doesn't come by default, annoyingly. And of course, there's no built-in battery, or included power bank, or the option to add one to your order. I used the extension cable to effectively run the entire chair to the back of my PC, and it does run off USB power. That said, you don't have to go that route; you can just use a USB plug, and then let the included wireless dongle handle the RGB side of things.</p><p>Now I'm done wailing on the lighting; the good news is the finish is genuinely lush, it's like a neoprene-feel soft-touch fabric, and it's a delight to sit on. I'm writing this review in the midst of yet another heat wave in the UK, and skin-on-chair contact has been genuinely lovely. Compare that to the number of <a href="https://www.techradar.com/gaming/andaseat-kaiser-3-pro-review">AndaSeat's</a> chairs I've reviewed recently that leave me begging for AC, and well, it's a nice change that's for sure.</p><p>Ok, we've had bad, we've had good, now it's back to bad. There are channels in the chair base, and I get the concept. The idea is that it helps air circulate your, well, back passage, to stop you heating up so quickly, and it kind of works. But it comes with a major caveat, and that's that it also holds onto all manner of dust and debris. </p><p>If you own a dog, or cat, or have a habit of sitting at your desk eating from time to time, you're cooked. You'll be getting the blow duster out you use for your PC on the chair base at least once a week. </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="wWRME6pHtC9q6LVHresXQg" name="razer-soma-chroma-4" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/wWRME6pHtC9q6LVHresXQg-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><h3 class="article-body__section" id="section-razer-soma-chroma-comfort-and-adjustability"><span>Razer Soma Chroma: Comfort and adjustability</span></h3><ul><li><strong>Super comfortable, wide seat base</strong></li><li><strong>Generous lumbar support</strong></li><li><strong>Armrests and the castors are letdowns</strong></li></ul><p>Fortunately for the Soma, sitting on it is a treat. The cold-foam base is comfortable as all hell, and the seat base is wide enough for the weirdos like me who sit cross-legged to do so in absolute bliss. </p><p>The armrests, however, are more basic, two-dimensional affairs. There's no four- or even three-directional setup here like you'd find on almost all of its modern counterparts from competitors at this price. </p><p>You can raise them up and down and swivel them, and that's it. They're padded and modestly squishy, but if you'd put them on an Ikea chair, I wouldn't be able to tell that they were Razer-designed and made.</p><p>Oh, and it doesn't roll. Well, it does, but it's just so frustratingly stiff it beggars belief. I wrote about this in the <a href="https://www.techradar.com/gaming/andaseat-phantom-4-pro-review">AndaSeat Phantom 4 Pro</a> review earlier this year. It's basically, I think, a result of overcompliance with the EU's EN 1335-2 safety measure, which means that in an emergency any unmanned chair shouldn't move easily. I don't quite understand the logic behind that, but here we are. </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="k2F6TvXgEoNwvWEd7KK5gg" name="razer-soma-chroma-12" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/k2F6TvXgEoNwvWEd7KK5gg-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>And it frustrates me because I can't roll up and down my desk, or if I need to lightly move it to put my shoes on, or I just want to get more comfortable at my setup, it's a minor struggle. And yes, I know that's a first-world problem, but it's $500/£500 for this thing, from a seriously reputable brand. </p><p>One final flag from me before I move on. There's no headrest cushion included either. Razer will sell you a headrest, but it's at additional cost. Eugh. No magnetic freebie for you, no sir. Not even a strapped one.</p><h3 class="article-body__section" id="section-razer-soma-chroma-assembly"><span>Razer Soma Chroma: Assembly</span></h3><ul><li><strong>Seamless, standard build</strong></li><li><strong>Missing shear bolt on recline</strong></li><li><strong>Massive manual</strong></li></ul><p>As far as building the thing goes, the Soma Chroma is genuinely smooth. If you've built one gaming chair before, you'll get along with this one just fine. It's a bit heavy; Razer recommends you'll need two people to build it, but it's more than easy enough to do solo.</p><p>Plus the manual is massive, and printed onto a giant sheet of card, which feels a bit overkill (a book would've been fine; I'm not that old, I can read). </p><p>The only cause for concern is that you do need to be a touch careful installing the backrest, as there's no safety bolt sitting between you and the tilt angle arm. So if you do hit that lever too aggressively, there's a chance the bracket can snap forward. So do bear that in mind.</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="5Svj6NQSvoGQbzChyehUUg" name="razer-soma-chroma-8" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/5Svj6NQSvoGQbzChyehUUg-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><h3 class="article-body__section" id="section-should-you-buy-the-razer-soma-chroma"><span>Should You Buy The Razer Soma Chroma?</span></h3><h2 id="buy-it-if-3">Buy it if...</h2><div class="product"><p><strong>You want a genuinely comfortable chair</strong><br />Soft-touch upholstery, impressively wide base, generous lumbar support, and that cold-density foam do the bulk of the work here. It's best at the boring bits.</p></div><div class="product"><p><strong>You're a streamer</strong><br />The one audience that actually sees the Chroma, you know, work, is yours. The RGB syncs with a good 300 games or so, and you can build out to your color scheme if you'd prefer</p></div><h2 id="don-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You expect 500 bucks to cover everything</strong><br />No head pillow, no cables, no power adapters, no battery. The things that make the Soma Chroma don't light up without an additional investment.</p></div><div class="product"><p><strong>You actually move at your desk</strong><br />Braked castors and static armrests make this a chair for sitting perfectly still rather than shifting around.</p></div><h2 id="also-consider">Also consider...</h2><p>Make sure to consider these alternatives as well.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Razer Soma Chroma</strong></p></td><td  ><p><strong>Secretlab Titan Evo 2022</strong></p></td><td  ><p><strong>Razer Iskur V2</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$500 / £500 (about AU$954)</p></td><td  ><p> $519 / £414 / AU$724</p></td><td  ><p>$650 / £600 (or around AU$1,128)</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>53.1 x 26.4 x 28.1in / 135 x 67 x 71.5cm</p></td><td  ><p>54.3–58.3 x 27.6 x 27.6in / 138–148 x 70 x 70 cm</p></td><td  ><p>51.0–54.7 x 27.2 x 27.2in / 129.5–139 x 69 x 69cm</p></td></tr><tr><td class="firstcol " ><p>Max user weight</p></td><td  ><p>331lbs / 150kg</p></td><td  ><p>285lbs / 130kg</p></td><td  ><p>300lbs / 136kg</p></td></tr><tr><td class="firstcol " ><p>Max seat height</p></td><td  ><p>20.1in / 51cm</p></td><td  ><p>21.9in / 55.5cm</p></td><td  ><p>21.1in / 53.5cm</p></td></tr><tr><td class="firstcol " ><p>Seat depth</p></td><td  ><p>18.5in / 47cm</p></td><td  ><p>20.9in / 53cm</p></td><td  ><p>17.7in / 45cm</p></td></tr><tr><td class="firstcol " ><p>Recline angle</p></td><td  ><p>Up to 155°</p></td><td  ><p>85–165°</p></td><td  ><p>85–153.5°</p></td></tr><tr><td class="firstcol " ><p>Warranty</p></td><td  ><p>3 years (5 direct)</p></td><td  ><p>5-Years (extended warranty)</p></td><td  ><p>3-Years</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Knit fabric, cold-cured foam</p></td><td  ><p>NEO Hybrid Leatherette, SoftWeave Plus Fabric, Napa Leather</p></td><td  ><p>EPU Leatherette, Fabric</p></td></tr></tbody></table></div><div class="product"><p><strong>Secretlab Titan Evo 2022</strong><br />The legendary Titan Evo is a TechRadar Gaming favorite for good reason. With exceptional comfort, removable magnetic lumbar support, and a size range that covers every-shaped human under the sun, it's well worth considering if the Soma just doesn't feel like the right home for your butt.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/reviews/secretlab-titan-evo-2022" data-dimension112="c47123fe-9b3c-11f1-8e9a-bd538aef31a4" data-action="Deal Block" data-label="For more information, check out our full Secretlab Titan Evo 2022 review" data-dimension48="For more information, check out our full Secretlab Titan Evo 2022 review" data-dimension25=""><strong>Secretlab Titan Evo 2022 review</strong></a></p></div><div class="product"><p><strong>Razer Iskur V2</strong><br />Like the Soma Chroma but better. With dedicated built-in lumbar support, it's a solid trooper in the world of gaming chairs. It's even got the build quality and aesthetic chops to match albeit at a slightly inflated price.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/razer-iskur-v2-review" data-dimension112="c4712458-9b3c-11f1-93cc-d90cb8de4b4e" data-action="Deal Block" data-label="For more information, check out our full Razer Iskur V2 review" data-dimension48="For more information, check out our full Razer Iskur V2 review" data-dimension25=""><strong>Razer Iskur V2 review</strong></a></p></div><h3 class="article-body__section" id="section-how-i-tested-the-razer-soma-chroma"><span>How I tested the Razer Soma Chroma</span></h3><ul><li><strong>Used for over a month</strong></li><li><strong>Fully built by hand solo</strong></li><li><strong>Set up in all manner of configurations</strong></li></ul><p>I spent well over a month with the Razer Soma Chroma, testing the ins and outs of how it held up under serious usage. Working from home, it endured the hardships of a constant 9-5 "office" job, along with late evening gaming sessions, through normal operating conditions and heatwaves abound. </p><p>I've spent years testing gaming chairs from all manner of manufacturers, and I compared this one directly to a slew of products from AndaSeat, <a href="https://www.techradar.com/gaming/noblechairs-legend-review">Noblechairs</a>, and Secretlab as well. I also fully tested the Synapse and WiFi dongle, and tracked the real-world usage and feel of it throughout the month, documenting any moment where I thought "ahh this is good" or "ahh not so good".</p><p>I also got my five-foot-five partner to sit in and provide me with her direct feedback as well, along with a few close friends to get their thoughts and feelings on it, which directly feeds the opinions you see here as well. I questioned them intensely on the comfort, the feel, and the build quality of the Soma Chroma to get a broad picture of opinions on it.</p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test.</a></p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/razer-soma-chroma-review</link>
                                                                            <description>
                            <![CDATA[ The Soma Chroma is seriously comfortable. It's good at being a chair, but it's just a bit "meh" at everything else. ]]>
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                                                                        <pubDate>Sun, 23 Aug 2026 21:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zak Storey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oHHRKW382qQJG2t3uixXS3-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zak is one of TechRadar&#039;s multi-faceted freelance tech journalists. He&#039;s written for an absolute plethora of tech publications over the years and has worked for Techradar on and off since 2015. Most famously, Zak led Maximum PC as its Editor-in-Chief from 2020 through to the end of 2021, having worked his way up from Staff Writer. Zak currently writes for Maximum PC, TechRadar, PCGamesN, and Trusted Reviews. He also had a stint working as Corsair&#039;s Public Relations Specialist in the UK, which has given him a particularly good insight into the inner workings of larger companies in the industry. He left in 2023, coming back to journalism once more. When he&#039;s not building PCs, reviewing hardware, or gaming, you can often find Zak working at his local coffee shop as First Barista, or out in the Wye Valley shooting American Flat Bows.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Razer Soma Chroma gaming chair set up in front of a desk.]]></media:description>                                                            <media:text><![CDATA[The Razer Soma Chroma gaming chair set up in front of a desk.]]></media:text>
                                <media:title type="plain"><![CDATA[The Razer Soma Chroma gaming chair set up in front of a desk.]]></media:title>
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                                <h3 class="article-body__section" id="section-razer-soma-chroma-one-minute-review"><span>Razer Soma Chroma: One-minute review</span></h3><p>I've reviewed a lot of gaming chairs, sat my butt on plenty of seats promising the best of the best comfort, or ergonomic longevity (I'm convinced noblechairs wants my posture to last me until I'm 126 years old), and I've got to say, aside from possibly the <a href="https://www.techradar.com/gaming/andaseat-novis-review">AndaSeat Novis</a>, this might be the most comfortable chair I've ever sat in. </p><p>At least, part of it is. The seat base. The fabric, the material, lovely; the base width, great. The backrest? Right up my street. But the Soma is a bit of an odd one when it comes to everything else it's trying to do. And an even bigger issue is its launch day price tag. </p><p>It's $500/£500 (about $954 AUD), which is a lot, and yes, there's RGB lighting in this, but Razer doesn't include an integrated battery (or even an optional one at checkout), doesn't pack a long enough cable, and doesn't include an adapter. The brand doesn't even include a cushioned headrest (you have to buy that separately). For 500 bones, frankly, that's utter madness.</p><p>The RGB itself (two diffused strips that run alongside the upper part of the backrest) is forward-facing only, and you can't really see it when you're sat down. It's not like a keyboard or a mouse, which is at least in your periphery, and needing your machine on with the cable hooked up separately if you opt to go without a battery bank means you'll probably spend about 5-10 seconds every session watching it just light up. </p><p>It's great for a streamer, sure, but even then it does feel more like an advert rather than something classy.</p><p>I had the lighting on for a day when I first got it for testing, then promptly unhooked the USB cable Razer graciously provided me with and never touched it again. <a href="https://www.techradar.com/gaming/best-gaming-chairs">Best gaming chair</a>? Well, it won't be because of its RGB; that's for sure.</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="g9U5m2LZNAPN4F5Scqyskg" name="razer-soma-chroma-9" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/g9U5m2LZNAPN4F5Scqyskg-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><h3 class="article-body__section" id="section-razer-soma-chroma-price-and-availability"><span>Razer Soma Chroma: Price and Availability</span></h3><ul><li><strong>Costs $500/£500 (about $954 AUD)</strong></li><li><strong>Remarkably expensive given what it lacks</strong></li><li><strong>Single colorway and fabric option</strong></li></ul><p>Right, now you can grab the Razer Soma Chroma for $500 USD and £500 GBP (about $954 AUD). It sits roughly between the <a href="https://www.techradar.com/gaming/razer-iskur-v2-x-review">Razer Iskur V2 X</a> (at about $350) and the standard V2 (that's $600 or so).</p><p>You can pick one of these up today, although there's little in the way of choice. No different color options, no different materials, you get what you get.</p><p>Sold separately, of course, you can also get a male-to-female USB-C extension cable, headrest, and power source (you'll have to source your own on the latter). </p><p>On the warranty front, Razer's got you somewhat covered with a 14-day returns policy via the RazerStore, and as standard it comes with a 3-year warranty, which upgrades to 5 if purchased direct and registered.</p><h3 class="article-body__section" id="section-razer-soma-chroma-specs"><span>Razer Soma Chroma: Specs</span></h3><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$500/£500 (about AU$954)</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>53.1 x 26.4 x 28.1in / 135 x 67 x 71.5cm</p></td></tr><tr><td class="firstcol " ><p>Max user weight</p></td><td  ><p>331lbs / 150kg</p></td></tr><tr><td class="firstcol " ><p>Max seat height</p></td><td  ><p>20.1in / 51cm</p></td></tr><tr><td class="firstcol " ><p>Seat depth</p></td><td  ><p>18.5in / 47cm</p></td></tr><tr><td class="firstcol " ><p>Recline angle</p></td><td  ><p>Up to 155°</p></td></tr><tr><td class="firstcol " ><p>Warranty</p></td><td  ><p>3 years (free 5-year upgrade via Razer.com)</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Knit fabric, cold-cured foam</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-andaseat-phantom-4-pro-design-and-aesthetics"><span>AndaSeat Phantom 4 Pro: Design and Aesthetics</span></h3><ul><li><strong>Bold gamer style</strong></li><li><strong>Perforated channels for air (read: debris)</strong></li><li><strong>Green logo on an RGB product</strong></li></ul><p>The Soma Chroma is unabashedly gamer. There's just no two ways about it: the sharp lines, jagged polygonal design, the channelling, the RGB, the stitching — it doesn't exactly give off this allure of premium professionalism. That's to say I'm sure 16-year-old Zak would've loved it, but me, sat here in my ‘rustic’ office, dealing with media, clients, and more on the daily, yeah it kinda sticks out like a sore thumb.</p><p>Particularly with the striking green Razer logo etched in the backrest right behind my head, in a not-so-obscure glossy green plastic. Which again I have to question. This is an RGB product, right? That means you can set that lighting (hypothetically, if you use it) to any color you like. </p><p>That's great, but certain colors clash with green quite aggressively. Bright reds, neon blue, pinks, high-saturation yellows. Basically all off limits, all because the logo's bright neon green. It's 2026, guys; we've had RGB products for a seriously long time now. I thought it was common knowledge that you don't stick colored accents on them.</p><p>The lighting is also awkwardly placed. You can't actually see it from the back of the chair, and it's solely positioned behind your head, facing forward, so you literally never see it, outside of the five to ten seconds you go to the toilet and sit back down again. It's diffused, it looks good when you do manage to catch a glimpse of the stuff, and you can easily configure it in Synapse, but honestly it just feels like a bit of a swing and a miss.</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="Gw9mnhqU8QfTRc7XSurELg" name="razer-soma-chroma-5" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/Gw9mnhqU8QfTRc7XSurELg-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>How'd you connect all that? Well, there's a short USB-C cable located in the back of the chair that hooks up to your battery bank, which you can then stow away in a small zip pocket in the seat base. But it's really short; that cable. If you're imagining some retractable 6-foot thing you can pull out when you need it, no, it's not that. </p><p>You're not connecting this thing to a wall plug, or anything of the sort. Razer provided me with a seriously long extension cable (two in fact) for it, but that doesn't come by default, annoyingly. And of course, there's no built-in battery, or included power bank, or the option to add one to your order. I used the extension cable to effectively run the entire chair to the back of my PC, and it does run off USB power. That said, you don't have to go that route; you can just use a USB plug, and then let the included wireless dongle handle the RGB side of things.</p><p>Now I'm done wailing on the lighting; the good news is the finish is genuinely lush, it's like a neoprene-feel soft-touch fabric, and it's a delight to sit on. I'm writing this review in the midst of yet another heat wave in the UK, and skin-on-chair contact has been genuinely lovely. Compare that to the number of <a href="https://www.techradar.com/gaming/andaseat-kaiser-3-pro-review">AndaSeat's</a> chairs I've reviewed recently that leave me begging for AC, and well, it's a nice change that's for sure.</p><p>Ok, we've had bad, we've had good, now it's back to bad. There are channels in the chair base, and I get the concept. The idea is that it helps air circulate your, well, back passage, to stop you heating up so quickly, and it kind of works. But it comes with a major caveat, and that's that it also holds onto all manner of dust and debris. </p><p>If you own a dog, or cat, or have a habit of sitting at your desk eating from time to time, you're cooked. You'll be getting the blow duster out you use for your PC on the chair base at least once a week. </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="wWRME6pHtC9q6LVHresXQg" name="razer-soma-chroma-4" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/wWRME6pHtC9q6LVHresXQg-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><h3 class="article-body__section" id="section-razer-soma-chroma-comfort-and-adjustability"><span>Razer Soma Chroma: Comfort and adjustability</span></h3><ul><li><strong>Super comfortable, wide seat base</strong></li><li><strong>Generous lumbar support</strong></li><li><strong>Armrests and the castors are letdowns</strong></li></ul><p>Fortunately for the Soma, sitting on it is a treat. The cold-foam base is comfortable as all hell, and the seat base is wide enough for the weirdos like me who sit cross-legged to do so in absolute bliss. </p><p>The armrests, however, are more basic, two-dimensional affairs. There's no four- or even three-directional setup here like you'd find on almost all of its modern counterparts from competitors at this price. </p><p>You can raise them up and down and swivel them, and that's it. They're padded and modestly squishy, but if you'd put them on an Ikea chair, I wouldn't be able to tell that they were Razer-designed and made.</p><p>Oh, and it doesn't roll. Well, it does, but it's just so frustratingly stiff it beggars belief. I wrote about this in the <a href="https://www.techradar.com/gaming/andaseat-phantom-4-pro-review">AndaSeat Phantom 4 Pro</a> review earlier this year. It's basically, I think, a result of overcompliance with the EU's EN 1335-2 safety measure, which means that in an emergency any unmanned chair shouldn't move easily. I don't quite understand the logic behind that, but here we are. </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="k2F6TvXgEoNwvWEd7KK5gg" name="razer-soma-chroma-12" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/k2F6TvXgEoNwvWEd7KK5gg-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>And it frustrates me because I can't roll up and down my desk, or if I need to lightly move it to put my shoes on, or I just want to get more comfortable at my setup, it's a minor struggle. And yes, I know that's a first-world problem, but it's $500/£500 for this thing, from a seriously reputable brand. </p><p>One final flag from me before I move on. There's no headrest cushion included either. Razer will sell you a headrest, but it's at additional cost. Eugh. No magnetic freebie for you, no sir. Not even a strapped one.</p><h3 class="article-body__section" id="section-razer-soma-chroma-assembly"><span>Razer Soma Chroma: Assembly</span></h3><ul><li><strong>Seamless, standard build</strong></li><li><strong>Missing shear bolt on recline</strong></li><li><strong>Massive manual</strong></li></ul><p>As far as building the thing goes, the Soma Chroma is genuinely smooth. If you've built one gaming chair before, you'll get along with this one just fine. It's a bit heavy; Razer recommends you'll need two people to build it, but it's more than easy enough to do solo.</p><p>Plus the manual is massive, and printed onto a giant sheet of card, which feels a bit overkill (a book would've been fine; I'm not that old, I can read). </p><p>The only cause for concern is that you do need to be a touch careful installing the backrest, as there's no safety bolt sitting between you and the tilt angle arm. So if you do hit that lever too aggressively, there's a chance the bracket can snap forward. So do bear that in mind.</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="5Svj6NQSvoGQbzChyehUUg" name="razer-soma-chroma-8" alt="The Razer Soma Chroma gaming chair set up in front of a desk." src="https://cdn.mos.cms.futurecdn.net/5Svj6NQSvoGQbzChyehUUg-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><h3 class="article-body__section" id="section-should-you-buy-the-razer-soma-chroma"><span>Should You Buy The Razer Soma Chroma?</span></h3><h2 id="buy-it-if-3">Buy it if...</h2><div class="product"><p><strong>You want a genuinely comfortable chair</strong><br />Soft-touch upholstery, impressively wide base, generous lumbar support, and that cold-density foam do the bulk of the work here. It's best at the boring bits.</p></div><div class="product"><p><strong>You're a streamer</strong><br />The one audience that actually sees the Chroma, you know, work, is yours. The RGB syncs with a good 300 games or so, and you can build out to your color scheme if you'd prefer</p></div><h2 id="don-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You expect 500 bucks to cover everything</strong><br />No head pillow, no cables, no power adapters, no battery. The things that make the Soma Chroma don't light up without an additional investment.</p></div><div class="product"><p><strong>You actually move at your desk</strong><br />Braked castors and static armrests make this a chair for sitting perfectly still rather than shifting around.</p></div><h2 id="also-consider">Also consider...</h2><p>Make sure to consider these alternatives as well.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Razer Soma Chroma</strong></p></td><td  ><p><strong>Secretlab Titan Evo 2022</strong></p></td><td  ><p><strong>Razer Iskur V2</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$500 / £500 (about AU$954)</p></td><td  ><p> $519 / £414 / AU$724</p></td><td  ><p>$650 / £600 (or around AU$1,128)</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>53.1 x 26.4 x 28.1in / 135 x 67 x 71.5cm</p></td><td  ><p>54.3–58.3 x 27.6 x 27.6in / 138–148 x 70 x 70 cm</p></td><td  ><p>51.0–54.7 x 27.2 x 27.2in / 129.5–139 x 69 x 69cm</p></td></tr><tr><td class="firstcol " ><p>Max user weight</p></td><td  ><p>331lbs / 150kg</p></td><td  ><p>285lbs / 130kg</p></td><td  ><p>300lbs / 136kg</p></td></tr><tr><td class="firstcol " ><p>Max seat height</p></td><td  ><p>20.1in / 51cm</p></td><td  ><p>21.9in / 55.5cm</p></td><td  ><p>21.1in / 53.5cm</p></td></tr><tr><td class="firstcol " ><p>Seat depth</p></td><td  ><p>18.5in / 47cm</p></td><td  ><p>20.9in / 53cm</p></td><td  ><p>17.7in / 45cm</p></td></tr><tr><td class="firstcol " ><p>Recline angle</p></td><td  ><p>Up to 155°</p></td><td  ><p>85–165°</p></td><td  ><p>85–153.5°</p></td></tr><tr><td class="firstcol " ><p>Warranty</p></td><td  ><p>3 years (5 direct)</p></td><td  ><p>5-Years (extended warranty)</p></td><td  ><p>3-Years</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Knit fabric, cold-cured foam</p></td><td  ><p>NEO Hybrid Leatherette, SoftWeave Plus Fabric, Napa Leather</p></td><td  ><p>EPU Leatherette, Fabric</p></td></tr></tbody></table></div><div class="product"><p><strong>Secretlab Titan Evo 2022</strong><br />The legendary Titan Evo is a TechRadar Gaming favorite for good reason. With exceptional comfort, removable magnetic lumbar support, and a size range that covers every-shaped human under the sun, it's well worth considering if the Soma just doesn't feel like the right home for your butt.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/reviews/secretlab-titan-evo-2022" data-dimension112="c47123fe-9b3c-11f1-8e9a-bd538aef31a4" data-action="Deal Block" data-label="For more information, check out our full Secretlab Titan Evo 2022 review" data-dimension48="For more information, check out our full Secretlab Titan Evo 2022 review" data-dimension25=""><strong>Secretlab Titan Evo 2022 review</strong></a></p></div><div class="product"><p><strong>Razer Iskur V2</strong><br />Like the Soma Chroma but better. With dedicated built-in lumbar support, it's a solid trooper in the world of gaming chairs. It's even got the build quality and aesthetic chops to match albeit at a slightly inflated price.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/razer-iskur-v2-review" data-dimension112="c4712458-9b3c-11f1-93cc-d90cb8de4b4e" data-action="Deal Block" data-label="For more information, check out our full Razer Iskur V2 review" data-dimension48="For more information, check out our full Razer Iskur V2 review" data-dimension25=""><strong>Razer Iskur V2 review</strong></a></p></div><h3 class="article-body__section" id="section-how-i-tested-the-razer-soma-chroma"><span>How I tested the Razer Soma Chroma</span></h3><ul><li><strong>Used for over a month</strong></li><li><strong>Fully built by hand solo</strong></li><li><strong>Set up in all manner of configurations</strong></li></ul><p>I spent well over a month with the Razer Soma Chroma, testing the ins and outs of how it held up under serious usage. Working from home, it endured the hardships of a constant 9-5 "office" job, along with late evening gaming sessions, through normal operating conditions and heatwaves abound. </p><p>I've spent years testing gaming chairs from all manner of manufacturers, and I compared this one directly to a slew of products from AndaSeat, <a href="https://www.techradar.com/gaming/noblechairs-legend-review">Noblechairs</a>, and Secretlab as well. I also fully tested the Synapse and WiFi dongle, and tracked the real-world usage and feel of it throughout the month, documenting any moment where I thought "ahh this is good" or "ahh not so good".</p><p>I also got my five-foot-five partner to sit in and provide me with her direct feedback as well, along with a few close friends to get their thoughts and feelings on it, which directly feeds the opinions you see here as well. I questioned them intensely on the comfort, the feel, and the build quality of the Soma Chroma to get a broad picture of opinions on it.</p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test.</a></p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ Metal Gear Solid Master Collection Vol.2 review: the best way to experience two stealth classics ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Metal Gear Solid 4: Guns of the Patriots </em>has become something of a legend over the years, being the one big game in the franchise that never left its original platform – the <a href="https://www.techradar.com/reviews/gaming/games-consoles/sony-ps3-1099856/review">PlayStation 3</a>.</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, PC, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2<br /><strong>Release date: </strong>August 27, 2026</p></div></div><p>Finally, the port once thought impossible has returned in the new <a href="https://www.techradar.com/gaming/consoles-pc/another-metal-gear-solid-master-collection-is-coming-but-it-could-take-a-while-to-arrive"><em>Metal Gear Solid Master Collection Vol.2</em></a>. The <a href="https://www.techradar.com/gaming/consoles-pc/metal-gear-solid-master-collection-vol-1-review">first collection</a> packaged the classic stealth trilogy with the MSX and NES games that preceded it, and this time around the package is headlined by the return of <em>Metal Gear Solid 4</em> and the duo of the PlayStation Portable’s excellent <em>Peace Walker</em> and underrated Game Boy Color spinoff <em>Ghost Babel. </em></p><p>Off the bat, it may seem like a bit of a raw deal for the second to only feature one bonus title compared to the first collection, which offers three of the greatest games ever made along with four bonus titles and two graphic novels.</p><p>However, the work done on <em>Metal Gear Solid 4</em> is far more than the bare-bones re-releases of the first game and Bluepoint's 2011 HD Collection versions of <em>Metal Gear Solid 2</em> and 3<em> </em>found in its predecessor, while <em>Peace Walker</em> is a phenomenal mainline entry and <em>Ghost Babel</em> ranks among the series' greatest spinoffs (and is better than the NES games at least). </p><p>It's a fairer trade than the numbers suggest.</p><h2 id="war-has-changed">War has changed</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="Za2ayfvZe9r9tx2SDZaMpF" name="1a019da38b091-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/Za2ayfvZe9r9tx2SDZaMpF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Metal Gear Solid 4</em> is the crown jewel of this collection, and unlike the first – which had some major issues at launch – I'm happy to report that this is a phenomenal port. Running at 4K and a solid 60 frames per second (fps) throughout with massively improved loading times between areas, it's hard to see any flaws in this version of the stealth classic… well, aside from those that were already there. </p><p>Long thought unportable due to being made specifically for the esoteric PS3 system architecture and a hefty number of licensed products appearing in-game, <em>Metal Gear Solid 4</em> remains mostly intact. </p><p>You still have the iPod; you still see the PS3 console in your plane. However, Konami has gone back and remixed some elements to make sense on modern consoles, with the famous "we're on PS3" scene changed to your platform of choice – even if the almost 20-year difference in Christopher Randolph's voice is pretty obvious. </p><p>In fact, the only thing I noticed that was missing was the now-redundant installation menu featuring Snake smoking between chapters.</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="FEcF8GU5auU94T52QrEMpF" name="1a019daae8083-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/FEcF8GU5auU94T52QrEMpF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p>Despite its notoriety, <em>Metal Gear Solid 4</em> is a <em>strange </em>game. I'd even argue it's the worst of the six main games in the series, even if it is still a great time. </p><p>It gets off to a really strong start with chapters set in the Middle East and South America, featuring some incredible stealth gameplay with a unique battlefield stealth mechanic which allows you to manipulate the ongoing war between rebel militia and PMC groups. </p><p>It's a genius bit of game design, and it’s a shame that it's abandoned by the end of the second chapter. </p><p>After an Act 3, which boils down to a not-so-great tailing mission, <em>Metal Gear Solid 4</em> goes off the rails with its plot, lengthy cutscenes, and gameplay segments. </p><p>Some of these are highlights of the game, such as the entirety of Act 4 or the final boss fight that ranks among the best in the series. However, some plot decisions and retcons make for the messiest story in the franchise's history – I won't go into detail, but a particular retcon about <em>Metal Gear Solid 3</em>'s Para-Medic is a terrible choice that I'm still bugged by years later.</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="Uk4LmQJfc6sK5PskDccoaF" name="1a019da491113-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/Uk4LmQJfc6sK5PskDccoaF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p>What's there is still a great game I'd recommend to anyone, though it's a shame some of the most interesting gameplay elements are abandoned almost entirely, even if the rollercoaster ride of set-piece and fan-service moments is a joy to play through. </p><p>The opening to Act 4 in particular is one of my favorite gaming moments ever and still gives me chills to this day. </p><h2 id="we-re-nomads-and-we-always-will-be">We're nomads, and we always will be</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="tJHNvs9vLyipenMPTsSwoF" name="1a019dadb9518-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/tJHNvs9vLyipenMPTsSwoF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Peace Walker</em>, on the other hand, is an unsung part of the saga. Originally released on the PSP, it was somewhat overlooked, but this game <em>is Metal Gear Solid 5</em> in all but name. </p><p>Taking place between <em>Snake Eater and The Phantom Pain, Peace Walke</em>r is <em>Metal Gear</em> crossed with <em>Monster Hunter</em>, with a mission-based design that allows for short bursts of play. It introduced base management, weapon development, and nicking soldiers via balloon aspects that <em>The Phantom Pain</em> would later expand upon.</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="gEnjjZ5cSBF9LrKjJvGLoE" name="1a019da0dfa1-screenshotUrl" caption="" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/gEnjjZ5cSBF9LrKjJvGLoE-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>Returning to Shadow Moses in Act 4 of </strong><em><strong>Metal Gear Solid 4 </strong></em><strong>is one of the greatest bits of fan service ever deployed in a game, and the needle drop of The Best Is Yet To Come still sends chills down my spine almost 20 years later.</strong></p></div></div><p>While not quite on the level of the original trilogy, <em>Peace Walker</em> has a great story, which helps show how Big Boss eventually became the person we saw as a villain in the original MSX games – arguably better than <em>The Phantom Pain</em> did. It also features one of the best supporting casts in the series, with Kazuhira Miller returning from <em>Metal Gear Solid</em> and being fleshed out into one of the series' best, while the likes of Amanda, Paz, and Professor Galvez are memorable additions to the series canon. </p><p>I say <em>Metal Gear</em> crossed with <em>Monster Hunter</em>, but nowhere is that more felt than in the bossfights, which have you take on massive mecha over a prolonged period. While I like this in theory, these bosses are unfortunately the worst the series has to offer – and aside from the titular Peace Walker and true final boss – are not memorable in the slightest.</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="N8v2gHGEaWrC6UUtqoegHF" name="1a019dafa5d27-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/N8v2gHGEaWrC6UUtqoegHF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Peace Walker</em> also features co-op and versus multiplayer modes, which are present in this new collection, though I wasn’t able to test them over the review period. From my experiences with the HD Collection version, <em>Peace Walker</em> multiplayer is a blast. </p><p>This port is a bit rougher than <em>Metal Gear Solid 4</em>, mostly because there isn't too much you can do to make PSP assets shine in 4K. However, the addition of new higher-quality versions of the comic-book-like cutscenes by Ashley Wood is a welcome bonus</p><h2 id="it-s-not-over-yet">It's not over yet</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="j5EKU6Nwgcx65tJXHGxT3F" name="1a019e35ffc52-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/j5EKU6Nwgcx65tJXHGxT3F-1920-80.jpg" 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: Konami)</span></figcaption></figure><p>If you played <em>Master Collection Vol 1</em>, you will have a good idea of what to expect this time around. Both main games come with a Screenplay Book and Master Book, which features rundowns of the story, background info on characters, and strategy-guide-esque details to let you find secrets in-game. </p><p>There are also soundtrack selections and the ability to download other language versions of the games if you please. The <em>Metal Gear Solid 4</em> edition also features the <em>Metal Gear Solid 4 Database</em> app, which was released on PS3 around the launch of the original game, although sadly its version of<em> Metal Gear Online</em> is not present. </p><p>And while the bonus titles included the original MSX2 version of <em>Metal Gear and Metal Gear 2</em> – which <a href="https://www.techradar.com/features/metal-gear-solid-wasnt-the-first-great-game-in-the-series">I wrote about how good they are a few years back</a> – and the less-good NES versions of them, this time around the only additional title is <em>Metal Gear: Ghost Babel</em> for the Game Boy Color.</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="6hYgSCyURx8owTe95RjmoF" name="1a019db630e55-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/6hYgSCyURx8owTe95RjmoF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Ghost Babel</em> takes gameplay akin to <em>Metal Gear 2</em>, but fuses it with some elements of the PS1 classic while adapting it to a stage-based formula for handheld. While it doesn't quite match the main series, <em>Ghost Babel</em> should not be slept on, as it's one of the best spinoff titles the franchise has to offer. </p><p>Sadly, that's it though. It's a shame, as the likes of <em>Metal Gear Acid or Metal Gear Rising</em> would've been much appreciated additions.</p><p><em>Metal Gear Solid Master Collection Vol.2</em> is another package of two fantastic games, with some great bonuses included. While it's mostly a vehicle to get <em>Metal Gear Solid 4</em> out of PS3 jail, <em>Peace Walker and Ghost Babel</em> are two brilliant additions that you might have missed the first time around.</p><h2 id="should-you-play-metal-gear-solid-master-collection-vol-2">Should you play Metal Gear Solid Master Collection Vol.2?</h2><h2 id="play-it-if-11">Play it if...</h2><div class="product"><p><strong>You didn't have a PS3</strong><br /><em>Metal Gear Solid 4</em> is out of PS3 jail after almost 20 years. For those who have been waiting, this is one of the biggest dream ports to finally get, and being able to play it in a version that sticks to a solid 4K resolution and 60fps is worth a return trip even if you did play it on PS3.</p></div><div class="product"><p><strong>You never played Metal Gear Solid: Peace Walker</strong><br />Yes, <em>Metal Gear Solid 4</em> is the main event of this collection, but <em>Peace Walker</em> is one of the best games the series has to offer. Not to mention an essential part of the storyline heading into <em>Metal Gear Solid 5.</em> </p></div><h2 id="don-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You haven't played Metal Gear Solid Master Collection Vol 1.</strong><br /><em>Metal Gear Solid 4</em> was made with the idea that you'll have the knowledge of the original trilogy of Metal Gear Solid games at a bare minimum, leading to a plot that will be extremely hard to follow for anyone not caught up. Not to mention that all of the emotional impact will be nullified without prior knowledge</p></div><h2 id="accessibility-features-11">Accessibility features</h2><p>Both <em>Metal Gear Solid 4 and Peace Walker</em> have subtitles and controller remapping features, but otherwise the accessibility features included in this collection are the same as they were back in the original releases. </p><p>This means no color blind support, audio description, or gameplay tweaks are available – which could cause issues during moments in both games when tons of button mashing is required.</p><h2 id="how-i-reviewed-metal-gear-solid-master-collection-vol-2">How I reviewed Metal Gear Solid Master Collection Vol.2</h2><p>I played 12 hours of <em>Metal Gear Solid Master Collection Vol.2 </em>on <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5 Pro</a> using a <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a>, on an <a href="https://www.techradar.com/televisions/lg-c5-oled-tv-review">LG C5 OLED TV</a> with an LG-US70TY soundbar.</p><p>During this time, I played a full run of Metal Gear Solid 4 while skipping most cutscenes (as I had replayed the game very recently for comparison) through to the end of Act 4. I played through to the end of Chapter 1 of Metal Gear Solid Peace Walker, and roughly half of Metal Gear: Ghost Babel. I have played all of these games multiple times before this review, and was able to compare to other versions where applicable. </p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/metal-gear-solid-master-collection-vol-2-review</link>
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                            <![CDATA[ Metal Gear Solid Master Collection Vol.2 brings back two of the best stealth-action games ever made in a solid new collection. ]]>
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                                                                        <pubDate>Fri, 21 Aug 2026 07:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/mJErMWgpNntzqFfbeasinn-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Scott has been freelancing for over two years across a number of different gaming publications, first appearing on TechRadar in 2022. He has also written for the likes of PC Gamer, Eurogamer, Push Square, The Daily Mirror, and others. He&#039;s typically rambling about Metal Gear Solid, God Hand, or any other PS2-era titles that never get sequels.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Solid Snake in Metal Gear Solid Master Collection Vol.2]]></media:description>                                                            <media:text><![CDATA[Solid Snake in Metal Gear Solid Master Collection Vol.2]]></media:text>
                                <media:title type="plain"><![CDATA[Solid Snake in Metal Gear Solid Master Collection Vol.2]]></media:title>
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                                <p><em>Metal Gear Solid 4: Guns of the Patriots </em>has become something of a legend over the years, being the one big game in the franchise that never left its original platform – the <a href="https://www.techradar.com/reviews/gaming/games-consoles/sony-ps3-1099856/review">PlayStation 3</a>.</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, PC, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2<br /><strong>Release date: </strong>August 27, 2026</p></div></div><p>Finally, the port once thought impossible has returned in the new <a href="https://www.techradar.com/gaming/consoles-pc/another-metal-gear-solid-master-collection-is-coming-but-it-could-take-a-while-to-arrive"><em>Metal Gear Solid Master Collection Vol.2</em></a>. The <a href="https://www.techradar.com/gaming/consoles-pc/metal-gear-solid-master-collection-vol-1-review">first collection</a> packaged the classic stealth trilogy with the MSX and NES games that preceded it, and this time around the package is headlined by the return of <em>Metal Gear Solid 4</em> and the duo of the PlayStation Portable’s excellent <em>Peace Walker</em> and underrated Game Boy Color spinoff <em>Ghost Babel. </em></p><p>Off the bat, it may seem like a bit of a raw deal for the second to only feature one bonus title compared to the first collection, which offers three of the greatest games ever made along with four bonus titles and two graphic novels.</p><p>However, the work done on <em>Metal Gear Solid 4</em> is far more than the bare-bones re-releases of the first game and Bluepoint's 2011 HD Collection versions of <em>Metal Gear Solid 2</em> and 3<em> </em>found in its predecessor, while <em>Peace Walker</em> is a phenomenal mainline entry and <em>Ghost Babel</em> ranks among the series' greatest spinoffs (and is better than the NES games at least). </p><p>It's a fairer trade than the numbers suggest.</p><h2 id="war-has-changed">War has changed</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="Za2ayfvZe9r9tx2SDZaMpF" name="1a019da38b091-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/Za2ayfvZe9r9tx2SDZaMpF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Metal Gear Solid 4</em> is the crown jewel of this collection, and unlike the first – which had some major issues at launch – I'm happy to report that this is a phenomenal port. Running at 4K and a solid 60 frames per second (fps) throughout with massively improved loading times between areas, it's hard to see any flaws in this version of the stealth classic… well, aside from those that were already there. </p><p>Long thought unportable due to being made specifically for the esoteric PS3 system architecture and a hefty number of licensed products appearing in-game, <em>Metal Gear Solid 4</em> remains mostly intact. </p><p>You still have the iPod; you still see the PS3 console in your plane. However, Konami has gone back and remixed some elements to make sense on modern consoles, with the famous "we're on PS3" scene changed to your platform of choice – even if the almost 20-year difference in Christopher Randolph's voice is pretty obvious. </p><p>In fact, the only thing I noticed that was missing was the now-redundant installation menu featuring Snake smoking between chapters.</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="FEcF8GU5auU94T52QrEMpF" name="1a019daae8083-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/FEcF8GU5auU94T52QrEMpF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p>Despite its notoriety, <em>Metal Gear Solid 4</em> is a <em>strange </em>game. I'd even argue it's the worst of the six main games in the series, even if it is still a great time. </p><p>It gets off to a really strong start with chapters set in the Middle East and South America, featuring some incredible stealth gameplay with a unique battlefield stealth mechanic which allows you to manipulate the ongoing war between rebel militia and PMC groups. </p><p>It's a genius bit of game design, and it’s a shame that it's abandoned by the end of the second chapter. </p><p>After an Act 3, which boils down to a not-so-great tailing mission, <em>Metal Gear Solid 4</em> goes off the rails with its plot, lengthy cutscenes, and gameplay segments. </p><p>Some of these are highlights of the game, such as the entirety of Act 4 or the final boss fight that ranks among the best in the series. However, some plot decisions and retcons make for the messiest story in the franchise's history – I won't go into detail, but a particular retcon about <em>Metal Gear Solid 3</em>'s Para-Medic is a terrible choice that I'm still bugged by years later.</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="Uk4LmQJfc6sK5PskDccoaF" name="1a019da491113-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/Uk4LmQJfc6sK5PskDccoaF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p>What's there is still a great game I'd recommend to anyone, though it's a shame some of the most interesting gameplay elements are abandoned almost entirely, even if the rollercoaster ride of set-piece and fan-service moments is a joy to play through. </p><p>The opening to Act 4 in particular is one of my favorite gaming moments ever and still gives me chills to this day. </p><h2 id="we-re-nomads-and-we-always-will-be">We're nomads, and we always will be</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="tJHNvs9vLyipenMPTsSwoF" name="1a019dadb9518-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/tJHNvs9vLyipenMPTsSwoF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Peace Walker</em>, on the other hand, is an unsung part of the saga. Originally released on the PSP, it was somewhat overlooked, but this game <em>is Metal Gear Solid 5</em> in all but name. </p><p>Taking place between <em>Snake Eater and The Phantom Pain, Peace Walke</em>r is <em>Metal Gear</em> crossed with <em>Monster Hunter</em>, with a mission-based design that allows for short bursts of play. It introduced base management, weapon development, and nicking soldiers via balloon aspects that <em>The Phantom Pain</em> would later expand upon.</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="gEnjjZ5cSBF9LrKjJvGLoE" name="1a019da0dfa1-screenshotUrl" caption="" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/gEnjjZ5cSBF9LrKjJvGLoE-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>Returning to Shadow Moses in Act 4 of </strong><em><strong>Metal Gear Solid 4 </strong></em><strong>is one of the greatest bits of fan service ever deployed in a game, and the needle drop of The Best Is Yet To Come still sends chills down my spine almost 20 years later.</strong></p></div></div><p>While not quite on the level of the original trilogy, <em>Peace Walker</em> has a great story, which helps show how Big Boss eventually became the person we saw as a villain in the original MSX games – arguably better than <em>The Phantom Pain</em> did. It also features one of the best supporting casts in the series, with Kazuhira Miller returning from <em>Metal Gear Solid</em> and being fleshed out into one of the series' best, while the likes of Amanda, Paz, and Professor Galvez are memorable additions to the series canon. </p><p>I say <em>Metal Gear</em> crossed with <em>Monster Hunter</em>, but nowhere is that more felt than in the bossfights, which have you take on massive mecha over a prolonged period. While I like this in theory, these bosses are unfortunately the worst the series has to offer – and aside from the titular Peace Walker and true final boss – are not memorable in the slightest.</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="N8v2gHGEaWrC6UUtqoegHF" name="1a019dafa5d27-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/N8v2gHGEaWrC6UUtqoegHF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Peace Walker</em> also features co-op and versus multiplayer modes, which are present in this new collection, though I wasn’t able to test them over the review period. From my experiences with the HD Collection version, <em>Peace Walker</em> multiplayer is a blast. </p><p>This port is a bit rougher than <em>Metal Gear Solid 4</em>, mostly because there isn't too much you can do to make PSP assets shine in 4K. However, the addition of new higher-quality versions of the comic-book-like cutscenes by Ashley Wood is a welcome bonus</p><h2 id="it-s-not-over-yet">It's not over yet</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="j5EKU6Nwgcx65tJXHGxT3F" name="1a019e35ffc52-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/j5EKU6Nwgcx65tJXHGxT3F-1920-80.jpg" 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: Konami)</span></figcaption></figure><p>If you played <em>Master Collection Vol 1</em>, you will have a good idea of what to expect this time around. Both main games come with a Screenplay Book and Master Book, which features rundowns of the story, background info on characters, and strategy-guide-esque details to let you find secrets in-game. </p><p>There are also soundtrack selections and the ability to download other language versions of the games if you please. The <em>Metal Gear Solid 4</em> edition also features the <em>Metal Gear Solid 4 Database</em> app, which was released on PS3 around the launch of the original game, although sadly its version of<em> Metal Gear Online</em> is not present. </p><p>And while the bonus titles included the original MSX2 version of <em>Metal Gear and Metal Gear 2</em> – which <a href="https://www.techradar.com/features/metal-gear-solid-wasnt-the-first-great-game-in-the-series">I wrote about how good they are a few years back</a> – and the less-good NES versions of them, this time around the only additional title is <em>Metal Gear: Ghost Babel</em> for the Game Boy Color.</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="6hYgSCyURx8owTe95RjmoF" name="1a019db630e55-screenshotUrl" alt="Metal Gear Solid Master Collection Vol.2 being played on a PS5 Pro console." src="https://cdn.mos.cms.futurecdn.net/6hYgSCyURx8owTe95RjmoF-1920-80.jpg" 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: Konami)</span></figcaption></figure><p><em>Ghost Babel</em> takes gameplay akin to <em>Metal Gear 2</em>, but fuses it with some elements of the PS1 classic while adapting it to a stage-based formula for handheld. While it doesn't quite match the main series, <em>Ghost Babel</em> should not be slept on, as it's one of the best spinoff titles the franchise has to offer. </p><p>Sadly, that's it though. It's a shame, as the likes of <em>Metal Gear Acid or Metal Gear Rising</em> would've been much appreciated additions.</p><p><em>Metal Gear Solid Master Collection Vol.2</em> is another package of two fantastic games, with some great bonuses included. While it's mostly a vehicle to get <em>Metal Gear Solid 4</em> out of PS3 jail, <em>Peace Walker and Ghost Babel</em> are two brilliant additions that you might have missed the first time around.</p><h2 id="should-you-play-metal-gear-solid-master-collection-vol-2">Should you play Metal Gear Solid Master Collection Vol.2?</h2><h2 id="play-it-if-11">Play it if...</h2><div class="product"><p><strong>You didn't have a PS3</strong><br /><em>Metal Gear Solid 4</em> is out of PS3 jail after almost 20 years. For those who have been waiting, this is one of the biggest dream ports to finally get, and being able to play it in a version that sticks to a solid 4K resolution and 60fps is worth a return trip even if you did play it on PS3.</p></div><div class="product"><p><strong>You never played Metal Gear Solid: Peace Walker</strong><br />Yes, <em>Metal Gear Solid 4</em> is the main event of this collection, but <em>Peace Walker</em> is one of the best games the series has to offer. Not to mention an essential part of the storyline heading into <em>Metal Gear Solid 5.</em> </p></div><h2 id="don-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You haven't played Metal Gear Solid Master Collection Vol 1.</strong><br /><em>Metal Gear Solid 4</em> was made with the idea that you'll have the knowledge of the original trilogy of Metal Gear Solid games at a bare minimum, leading to a plot that will be extremely hard to follow for anyone not caught up. Not to mention that all of the emotional impact will be nullified without prior knowledge</p></div><h2 id="accessibility-features-11">Accessibility features</h2><p>Both <em>Metal Gear Solid 4 and Peace Walker</em> have subtitles and controller remapping features, but otherwise the accessibility features included in this collection are the same as they were back in the original releases. </p><p>This means no color blind support, audio description, or gameplay tweaks are available – which could cause issues during moments in both games when tons of button mashing is required.</p><h2 id="how-i-reviewed-metal-gear-solid-master-collection-vol-2">How I reviewed Metal Gear Solid Master Collection Vol.2</h2><p>I played 12 hours of <em>Metal Gear Solid Master Collection Vol.2 </em>on <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5 Pro</a> using a <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a>, on an <a href="https://www.techradar.com/televisions/lg-c5-oled-tv-review">LG C5 OLED TV</a> with an LG-US70TY soundbar.</p><p>During this time, I played a full run of Metal Gear Solid 4 while skipping most cutscenes (as I had replayed the game very recently for comparison) through to the end of Act 4. I played through to the end of Chapter 1 of Metal Gear Solid Peace Walker, and roughly half of Metal Gear: Ghost Babel. I have played all of these games multiple times before this review, and was able to compare to other versions where applicable. </p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ Nioh 3: Hell Rising review: devilishly good ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I reviewed <a href="https://www.techradar.com/gaming/nioh-3-review"><em>Nioh 3</em></a><em> </em>back in January of this year, and it quickly cemented itself as one of the best soulslike games in my eyes. </p><p>Changes it made to the series' formula, including a clear distinction between Samurai and Ninja styles, as well as a shift to vast explorable open maps, really helped it to stand out from the pack.</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, PC<br /><strong>Release date: </strong>August 19, 2026</p></div></div><p>Now the game's first of two major expansions, <em>Hell Rising, </em>has arrived. It's not as expansive as <a href="https://www.techradar.com/gaming/elden-ring-shadow-of-the-erdtree-review"><em>Elden Ring: Shadow of the Erdtree</em></a><em> </em>or <a href="https://www.techradar.com/gaming/lies-of-p-overture-review"><em>Lies of P: Overture</em></a><em> </em>(it took me around 8-10 hours to complete all main missions and a handful of side quests), but it is more <em>Nioh 3</em> in the best way possible.</p><p>Long story short, if you enjoyed <em>Nioh 3 </em>and played it all the way to completion, you'll find a lot more to love about <em>Hell Rising. </em>You can expect all-new enemy types, challenging boss encounters, a new weapon archetype, as well as a sprinkling of added skills, ninjutsu, and onmyo magic.</p><p>You will need to be caught up in order to properly access the DLC, though. <em>Hell Rising </em>requires you to have beaten the base game, and you'll want to be rocking a competent endgame build to face its higher difficulty and level recommendations. Enemies hit harder than ever, and bosses are among the toughest in <em>Nioh 3 </em>as a whole. So be sure to kit yourself in Divine tier gear (ideally with your preferred set bonuses) before jumping in.</p><h2 id="beyond-the-grave">Beyond the grave</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="xgFi58xFNpghYYGkW8YSYP" name="Nioh_3_-_Hell_Rising_DLC_-_03 (1)" alt="A Nioh 3: Hell Rising screenshot with Spanish fighter Rodrigo in the foreground. Yagyu Jubei and the protagonist are seen in the background" src="https://cdn.mos.cms.futurecdn.net/xgFi58xFNpghYYGkW8YSYP-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><em>Nioh 3: Hell Rising </em>takes place in 1651 during Japan's short-lived Keian era.</p><p>After being appointed Shogun at the end of the base game, protagonist Takechiyo learns of a resurgence of the Crucible and the demonic forces brought on by it. So, they travel to the Keian era with their spirit allies in order to quell the threat for good.</p><p>It's a simple setup, but I enjoyed <em>Hell Rising's </em>narrative. New allies join the fight alongside Takechiyo, including Yagyu Jubei and Rodrigo—a swordsman and politician hailing from Spain. New cutscenes typically bookend major boss fights, and I must say a late-game twist has beautifully set up the upcoming second expansion (a release date for which has yet to be revealed).</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="WqSP6HtzSew4gkL3niJRzX" name="Nioh_3_-_Hell_Rising_DLC_-_05 (1)" caption="" alt="A Nioh 3: Hell Rising screenshot showing one of the earlier areas in the DLC: a waterlogged village overrun with demonic glowing vines" src="https://cdn.mos.cms.futurecdn.net/WqSP6HtzSew4gkL3niJRzX-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>Area variety is really impressive in </strong><em><strong>Nioh 3: Hell Rising. </strong></em><strong>You'll traverse water-logged villages, skirt around an active volcano, as well as invade a laboratory staffed by foreign alchemists looking to harness yokai power for themselves. Levels have a surprising amount of verticality, too, helping the new map to feel suitably dense.</strong></p></div></div><p>You do have kind of a test to pass in order to access the DLC proper, and that comes in the form of Yagyu Jubei. </p><p>He's essentially the gatekeeper boss for <em>Hell Rising; </em>the game's way of checking if you're truly ready for the challenges ahead. I actually found him to be among the hardest of the new bosses. He's fast, and commands wind and water elemental attacks. Oh, he's also really good at dodging through your ninjutsu techniques, so building up status effects on him is a challenge in and of itself.</p><p>Before the fight, though, the DLC almost immediately introduces you to the new Hoko and Shield weapon archetype. I think they're a fantastic addition to <em>Nioh 3's </em>roster of armaments, and there are versions for both Samurai and Ninja styles.</p><p>Your gameplan with the Hoko and Shield is to time your strong attacks (and certain Martial Art skills) to negate incoming enemy attacks. They're a more defensive weapon by nature, and its skill tree includes abilities to both engage and disengage enemies at a distance, as well as ranged attacks such as tossing the shield in various ways. It's a high-risk, high-reward weapon type that I ended up using for a decent chunk of the DLC's runtime.</p><p>I loved my time with <em>Nioh 3: Hell Rising, </em>and I'm now eagerly anticipating the second expansion and all the additions and new bosses that brings. I do have a couple of issues with <em>Hell Rising, </em>though, that I hope get addressed in future content.</p><p>For one, bosses from the base game get reused quite frequently. You'll see many of the  base game's yokai bosses at least once in <em>Hell Rising </em>(one particularly annoying one actually appeared twice).</p><p> I found it a shame because the DLC's new bosses are all wonderful, engaging challenges. Recycling these older bosses with no noticeable changes felt like padding, and weren't much of a challenge beyond their larger health pools and higher attack power.</p><p>There were also some particularly mean enemy ambushes late on in the DLC, particularly in the Crucible zone that acts as its capstone. You'll be shoved into tight corridors and tiny rooms fairly frequently here, as mobs of yokai swarm in. It was the only time during the DLC that I felt the game was being just a touch unfair.</p><h2 id="should-i-play-nioh-3-hell-rising">Should I play Nioh 3: Hell Rising?</h2><h2 id="play-it-if-12">Play it if...</h2><div class="product"><p><strong>You loved Nioh 3</strong><br />Yes, this one's fairly obvious, but I think <em>Hell Rising </em>is currently the pinnacle of what <em>Nioh 3 </em>has to offer. If you loved the base game and you're simply wanting more, you'll get a lot out of this first expansion.</p></div><div class="product"><p><strong>You're excited for more build variety options</strong><br />The Hoko and Shield weapon, along with all-new ninjutsu, onmyo magic, and yokai Soul Cores, all expand your options when it comes to building a Samurai or Ninja (or both!) kit that best suits your playstyle. Better yet, you can take it all back into the base game if you're keen to replay it on the higher Shogun's Journey difficulty.</p></div><h2 id="don-t-play-it-if-3">Don't play it if...</h2><div class="product"><p><strong>You were hoping for a meatier package</strong><br />At 8-10 hours, <em>Hell Rising </em>is a relatively bite-sized expansion. It's still excellent at this length, but if you're wanting something more sizable, I'd recommend waiting until the second expansion comes out so you can play both back to back.</p></div><h2 id="accessibility-features-12">Accessibility features</h2><p><em>Nioh 3: Hell Rising's </em>accessibility features remain the same as they were in the base game. For more information, check out our full <a href="https://www.techradar.com/gaming/nioh-3-review"><em>Nioh 3 </em>review</a> in order to get a brief overview of what's on offer.</p><h2 id="how-i-reviewed-nioh-3-hell-rising">How I reviewed Nioh 3: Hell Rising</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="V3Zi4CtkP3RqnHkA7PUCHf" name="Nioh_3_-_Hell_Rising_DLC_-_09 (1)" alt="A Nioh 3: Hell Rising screenshot showing the protagonist donning samurai armor, charging towards a pair of alchemist enemies who are preparing magic" src="https://cdn.mos.cms.futurecdn.net/V3Zi4CtkP3RqnHkA7PUCHf-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><em>Nioh 3: Hell Rising </em>took me approximately 8-10 hours to finish on my first playthrough of it. That included all main missions and bosses, exploring most of the new map, and completing a handful of side quests.</p><p>I played the expansion on PC, carrying my base game character from my original <em>Nioh 3 </em>review into the DLC. I played through <em>Hell Rising </em>with the <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Valve Steam Controller (2026)</a>, and used my <a href="https://www.techradar.com/gaming/nacon-rig-900-max-hs-review">RIG 900 Max HS</a> gaming headset for more immersive audio.</p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/nioh-3-hell-rising-review</link>
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                            <![CDATA[ Nioh 3: Hell Rising kicks off the game's post-launch content with a bang. New weapons, enemies, and bosses all make it a must-play. ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 12:00:00 +0000</pubDate>                                                                                                                                                                                                                                <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[A Nioh 3: Hell Rising screenshot showing the protagonist fighting a dragon with one huge red eye.]]></media:description>                                                            <media:text><![CDATA[A Nioh 3: Hell Rising screenshot showing the protagonist fighting a dragon with one huge red eye.]]></media:text>
                                <media:title type="plain"><![CDATA[A Nioh 3: Hell Rising screenshot showing the protagonist fighting a dragon with one huge red eye.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>I reviewed <a href="https://www.techradar.com/gaming/nioh-3-review"><em>Nioh 3</em></a><em> </em>back in January of this year, and it quickly cemented itself as one of the best soulslike games in my eyes. </p><p>Changes it made to the series' formula, including a clear distinction between Samurai and Ninja styles, as well as a shift to vast explorable open maps, really helped it to stand out from the pack.</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, PC<br /><strong>Release date: </strong>August 19, 2026</p></div></div><p>Now the game's first of two major expansions, <em>Hell Rising, </em>has arrived. It's not as expansive as <a href="https://www.techradar.com/gaming/elden-ring-shadow-of-the-erdtree-review"><em>Elden Ring: Shadow of the Erdtree</em></a><em> </em>or <a href="https://www.techradar.com/gaming/lies-of-p-overture-review"><em>Lies of P: Overture</em></a><em> </em>(it took me around 8-10 hours to complete all main missions and a handful of side quests), but it is more <em>Nioh 3</em> in the best way possible.</p><p>Long story short, if you enjoyed <em>Nioh 3 </em>and played it all the way to completion, you'll find a lot more to love about <em>Hell Rising. </em>You can expect all-new enemy types, challenging boss encounters, a new weapon archetype, as well as a sprinkling of added skills, ninjutsu, and onmyo magic.</p><p>You will need to be caught up in order to properly access the DLC, though. <em>Hell Rising </em>requires you to have beaten the base game, and you'll want to be rocking a competent endgame build to face its higher difficulty and level recommendations. Enemies hit harder than ever, and bosses are among the toughest in <em>Nioh 3 </em>as a whole. So be sure to kit yourself in Divine tier gear (ideally with your preferred set bonuses) before jumping in.</p><h2 id="beyond-the-grave">Beyond the grave</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="xgFi58xFNpghYYGkW8YSYP" name="Nioh_3_-_Hell_Rising_DLC_-_03 (1)" alt="A Nioh 3: Hell Rising screenshot with Spanish fighter Rodrigo in the foreground. Yagyu Jubei and the protagonist are seen in the background" src="https://cdn.mos.cms.futurecdn.net/xgFi58xFNpghYYGkW8YSYP-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><em>Nioh 3: Hell Rising </em>takes place in 1651 during Japan's short-lived Keian era.</p><p>After being appointed Shogun at the end of the base game, protagonist Takechiyo learns of a resurgence of the Crucible and the demonic forces brought on by it. So, they travel to the Keian era with their spirit allies in order to quell the threat for good.</p><p>It's a simple setup, but I enjoyed <em>Hell Rising's </em>narrative. New allies join the fight alongside Takechiyo, including Yagyu Jubei and Rodrigo—a swordsman and politician hailing from Spain. New cutscenes typically bookend major boss fights, and I must say a late-game twist has beautifully set up the upcoming second expansion (a release date for which has yet to be revealed).</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="WqSP6HtzSew4gkL3niJRzX" name="Nioh_3_-_Hell_Rising_DLC_-_05 (1)" caption="" alt="A Nioh 3: Hell Rising screenshot showing one of the earlier areas in the DLC: a waterlogged village overrun with demonic glowing vines" src="https://cdn.mos.cms.futurecdn.net/WqSP6HtzSew4gkL3niJRzX-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>Area variety is really impressive in </strong><em><strong>Nioh 3: Hell Rising. </strong></em><strong>You'll traverse water-logged villages, skirt around an active volcano, as well as invade a laboratory staffed by foreign alchemists looking to harness yokai power for themselves. Levels have a surprising amount of verticality, too, helping the new map to feel suitably dense.</strong></p></div></div><p>You do have kind of a test to pass in order to access the DLC proper, and that comes in the form of Yagyu Jubei. </p><p>He's essentially the gatekeeper boss for <em>Hell Rising; </em>the game's way of checking if you're truly ready for the challenges ahead. I actually found him to be among the hardest of the new bosses. He's fast, and commands wind and water elemental attacks. Oh, he's also really good at dodging through your ninjutsu techniques, so building up status effects on him is a challenge in and of itself.</p><p>Before the fight, though, the DLC almost immediately introduces you to the new Hoko and Shield weapon archetype. I think they're a fantastic addition to <em>Nioh 3's </em>roster of armaments, and there are versions for both Samurai and Ninja styles.</p><p>Your gameplan with the Hoko and Shield is to time your strong attacks (and certain Martial Art skills) to negate incoming enemy attacks. They're a more defensive weapon by nature, and its skill tree includes abilities to both engage and disengage enemies at a distance, as well as ranged attacks such as tossing the shield in various ways. It's a high-risk, high-reward weapon type that I ended up using for a decent chunk of the DLC's runtime.</p><p>I loved my time with <em>Nioh 3: Hell Rising, </em>and I'm now eagerly anticipating the second expansion and all the additions and new bosses that brings. I do have a couple of issues with <em>Hell Rising, </em>though, that I hope get addressed in future content.</p><p>For one, bosses from the base game get reused quite frequently. You'll see many of the  base game's yokai bosses at least once in <em>Hell Rising </em>(one particularly annoying one actually appeared twice).</p><p> I found it a shame because the DLC's new bosses are all wonderful, engaging challenges. Recycling these older bosses with no noticeable changes felt like padding, and weren't much of a challenge beyond their larger health pools and higher attack power.</p><p>There were also some particularly mean enemy ambushes late on in the DLC, particularly in the Crucible zone that acts as its capstone. You'll be shoved into tight corridors and tiny rooms fairly frequently here, as mobs of yokai swarm in. It was the only time during the DLC that I felt the game was being just a touch unfair.</p><h2 id="should-i-play-nioh-3-hell-rising">Should I play Nioh 3: Hell Rising?</h2><h2 id="play-it-if-12">Play it if...</h2><div class="product"><p><strong>You loved Nioh 3</strong><br />Yes, this one's fairly obvious, but I think <em>Hell Rising </em>is currently the pinnacle of what <em>Nioh 3 </em>has to offer. If you loved the base game and you're simply wanting more, you'll get a lot out of this first expansion.</p></div><div class="product"><p><strong>You're excited for more build variety options</strong><br />The Hoko and Shield weapon, along with all-new ninjutsu, onmyo magic, and yokai Soul Cores, all expand your options when it comes to building a Samurai or Ninja (or both!) kit that best suits your playstyle. Better yet, you can take it all back into the base game if you're keen to replay it on the higher Shogun's Journey difficulty.</p></div><h2 id="don-t-play-it-if-3">Don't play it if...</h2><div class="product"><p><strong>You were hoping for a meatier package</strong><br />At 8-10 hours, <em>Hell Rising </em>is a relatively bite-sized expansion. It's still excellent at this length, but if you're wanting something more sizable, I'd recommend waiting until the second expansion comes out so you can play both back to back.</p></div><h2 id="accessibility-features-12">Accessibility features</h2><p><em>Nioh 3: Hell Rising's </em>accessibility features remain the same as they were in the base game. For more information, check out our full <a href="https://www.techradar.com/gaming/nioh-3-review"><em>Nioh 3 </em>review</a> in order to get a brief overview of what's on offer.</p><h2 id="how-i-reviewed-nioh-3-hell-rising">How I reviewed Nioh 3: Hell Rising</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="V3Zi4CtkP3RqnHkA7PUCHf" name="Nioh_3_-_Hell_Rising_DLC_-_09 (1)" alt="A Nioh 3: Hell Rising screenshot showing the protagonist donning samurai armor, charging towards a pair of alchemist enemies who are preparing magic" src="https://cdn.mos.cms.futurecdn.net/V3Zi4CtkP3RqnHkA7PUCHf-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><em>Nioh 3: Hell Rising </em>took me approximately 8-10 hours to finish on my first playthrough of it. That included all main missions and bosses, exploring most of the new map, and completing a handful of side quests.</p><p>I played the expansion on PC, carrying my base game character from my original <em>Nioh 3 </em>review into the DLC. I played through <em>Hell Rising </em>with the <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Valve Steam Controller (2026)</a>, and used my <a href="https://www.techradar.com/gaming/nacon-rig-900-max-hs-review">RIG 900 Max HS</a> gaming headset for more immersive audio.</p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ Eureka Ergonomic Wonder Glowing Glass Desk review: touch-activated lighting livens up your workspace, but I faced an unexpected problem ]]></title>
                                                                                                <dc:content><![CDATA[ <h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-two-minute-review"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Two-minute review</span></h3><p>As I'm writing this review, I'm surrounded by an abundance of glowing red stars decorated all over my desk. It's hard not to feel relaxed here, thanks to the beautiful desktop, which can be activated in specific areas by your touch, or turned onto a setting that allows them to twinkle manually all across the glass panel.</p><p>When it comes to the <a href="https://www.techradar.com/best/best-gaming-desk-2020-top-standing-l-shaped-and-motorized-desks">best gaming desks</a> or <a href="https://www.techradar.com/pro/best-standing-desks-of-2026-stay-active-and-energized-with-these-height-adjustable-desks">best standing desks</a>, the Eureka Ergonomic Wonder Glowing Glass Desk is suitable for both categories. This makes it a good all-rounder for those wanting to effortlessly move between office work and gaming.</p><p>This is my first time using one of Eureka Ergonomic's desks, and I am impressed. The <a href="https://eurekaergonomic.com/products/wonder-touch-activated-glowing-glass-standing-desk?variant=50384000713008" target="_blank">Wonder Glowing Glass Desk</a> has been my daily companion for the past two months as I've written reviews, played games, and completed life admin. It's survived all of this effortlessly, with enough space for me to have both my work laptop and my gaming laptop side by side for those days when I need to switch between the two.</p><p>It also has enough room for me to decorate it with personal items to make it look more like "me". I hate having a boring workspace, after all. So aesthetically and functionally, it does tick a lot of boxes.</p><p>My main problem is that the desk does feel quite high, even when it's on the lowest setting. This isn't necessarily a fault of Eureka's, but it's a word of warning if you are short and you're looking for a desk to suit your needs. I'm 5ft 4in, and I think anyone under that would struggle with this desk.</p><p>I tested the desk with my partner, who is taller than me at around 6ft 3in, and he was able to comfortably use the desk at its lowest setting. If you are on the shorter side, it's worth choosing your chair well to make sure you can work comfortably based on this.</p><h2 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-price-and-availability"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Price and availability</span></h2><ul><li><strong>Prices start at $899 (around £665)</strong></li><li><strong>Only available in the US, but does ship to the UK</strong></li><li><strong>Available in one size with a black, oak, or black walnut finish</strong></li></ul><p>Eureka Ergonomic's Wonder Glowing Glass Desk only comes in one size, but there are price differences when it comes to the materials used on it. The black one (pictured throughout this review) is priced at $899, whereas the oak or black walnut versions are $999.</p><p>It's a very well-made and sturdy desk, and has a classic design which means it's right at home in most office spaces. It's also not as large and imposing as other desks of its kind, so it's a good choice if you want a smaller desk that's also under $1,000.</p><p>However, it's important to note that the Eureka Ergonomic Wonder Glowing Glass Desk's price tag puts it at the premium end of the market. This pricing is in line with the $949 / £829 <a href="https://www.techradar.com/reviews/secretlab-magnus-pro-xl-metal-desk-review">Secretlab Magnus Pro XL</a>, depending on which material you choose.</p><p>The Wonder Glowing Glass Desk's finish makes it ~$50 more expensive if you go for oak or black walnut, but it works out ~$50 cheaper than Secretlab if you opt for the standard black model.</p><p>Ultimately, you are paying for the unique and responsive lighting design across the desk, as well as the materials used. So if you're not really bothered by the glowing features of the desk, you might want to choose a cheaper option. I think this is worth the price given its unique selling point and overall quality.</p><p>The <a href="https://www.techradar.com/gaming/eureka-ergonomic-gtg-wave-gaming-desk-review">Eureka Ergonomic GTG Wave</a> has a similar RGB vibe at a much smaller price of $599.99, without the touch-sensitivity that the Wonder Glowing Glass Desk has. It is also not a standing desk, so it does not boast that additional feature.</p><p>If both Eureka Ergonomic and Secretlab are out of budget, however, we recommend the $340 / £360 / AU$420 <a href="https://www.techradar.com/pro/flexispot-e7-pro-standing-desk-review">Flexispot E7</a>, a 5-star rated standing desk which is budget-friendly but does not skimp on the quality.</p><p>Eureka Ergonomic primarily sells to the United States, though they do have retail partners in the UK and select European countries; however, our Aussie readers won't be able to get their hands on any of Eureka's products right now, as they currently don't ship to Australia.</p><h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-specs"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Specs</span></h3><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Wonder Glowing Glass Desk</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$899 - $999</p></td></tr><tr><td class="firstcol " ><p>Height</p></td><td  ><p>29.5in ~ 47.25in /  74.93cm ~ 120cm</p></td></tr><tr><td class="firstcol " ><p>Load capacity</p></td><td  ><p>220lbs / 100kg</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Frosted Glass /Thermofoil top frame, Alloy Steel, Carbon Steel base frame</p></td></tr><tr><td class="firstcol " ><p>Dimensions (H x W x D)</p></td><td  ><p>29.5in ~ 47.25in x 23.625in x 47.25in  / <br />74.93cm ~ 120 cm x 60 cm x 120 cm</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-design-and-features"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Design and features</span></h3><ul><li><strong>Remote control allows you to adjust the light color and patterns</strong></li><li><strong>Dual-motor frame that adjusts from 29.5'' to 47.2'', great for converting to a standing desk</strong></li><li><strong>Beautiful star-like lighting covers the entire desk</strong></li></ul><p>By far the biggest selling point of the Eureka Ergonomic Wonder Glowing Desk is the starry lighting across the entire thing. It makes it a unique choice and really pretty to look at.</p><p>Eureka describes the desk as being an "industry-first luminous desktop that reacts to your touch", and it is seriously cool. It feels more special than your standard RGB setup as it covers the entirety of the desktop and responds to your touch instantly, without any delay. You can draw patterns, drum on the desk, and do other wonderfully distracting things whilst you're meant to be working.</p><p>The lighting setup is a fun addition which livens up your workspace whilst still keeping a sleek and polished aesthetic, and you can easily turn the desk lights off to switch between fun and serious. The touch-activated lighting does not make it any less of a professional standing desk; it merely adds to it. </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:718px;"><p class="vanilla-image-block" style="padding-top:61.56%;"><img id="TpjyHhAFJgDksVCWiRpNn3" name="Eureka Ergonomic Wonder desk" alt="A gif of me demonstrating the touch-activated lighting on the desk" src="https://cdn.mos.cms.futurecdn.net/TpjyHhAFJgDksVCWiRpNn3-1920-80.gif" mos="" align="middle" fullscreen="" width="718" height="442" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><p>You do need to plug the desk into a socket, of course, but as long as you have one nearby, you can play around with the lights til your heart's content.</p><p>If you like, you can also choose to have twinkling lights on the desk without you needing to touch the material. This is a good option if you want to get on with things whilst being surrounded by a starry backdrop that manually moves without needing your input. </p><p>It's easy to cycle between the different colors and light patterns thanks to an included remote control, which I'll demonstrate below.</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:800px;"><p class="vanilla-image-block" style="padding-top:60.13%;"><img id="atcBMC9DDpE99WJapeJe2m" name="Eureka Ergonomic Wonder desk control" alt="Me demonstrating the Eureka Ergonomic remote" src="https://cdn.mos.cms.futurecdn.net/atcBMC9DDpE99WJapeJe2m-1920-80.gif" mos="" align="middle" fullscreen="" width="800" height="481" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-performance"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Performance</span></h3><ul><li><strong>Fits both big and small setups</strong></li><li><strong>Small amount of cable management</strong></li><li><strong>Sturdy, but also very heavy</strong></li></ul><p>I have been using the desk for both everyday work and gaming. Even though it is a fairly compact desk and fits nicely into my attic, I should warn you that it is a heavy and also very fragile desk with glass elements. I would strongly suggest you ask someone to help you if you want to take the boxes upstairs, as even before assembly they are cumbersome.</p><p>The same can be said for building the desk. This is very much a two-person job, and you need to be extremely careful not to shatter the glass panel on the desktop. Once it is built, however, it is very robust, and I am confident that it will stay stable due to weeks of regular use. It is also easy to build thanks to printed instructions that clearly outline what you need to do.</p><p>If you have a bigger setup than me and require cable management, the desk does feature some. Underneath the desk are five slots for you to organize your cables, securely fastened in when you assemble the desk. It's hidden away. Due to my minimal setup, I only have one cable running through this, the one that's connected to the desk itself, but it can handle the wiring associated with a more complex PC setup.</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:2856px;"><p class="vanilla-image-block" style="padding-top:60.75%;"><img id="xPJHx4GzdYnZuULMfNyiD3" name="Eureka Ergonomic Wonder desk cables" alt="The cable storage as seen underneath the Eureka Ergonomic Wonder desk" src="https://cdn.mos.cms.futurecdn.net/xPJHx4GzdYnZuULMfNyiD3-1920-80.jpg" mos="" align="middle" fullscreen="" width="2856" height="1735" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><p>The desk also easily converts to a standing one thanks to a touchscreen console on the front of the desk. It is easy to use, and there wasn't any stiffness or delay in converting the desk between the seated and standing positions.</p><p>I really can't fault the performance, and in my experience, this is a solid desk that's very nice to use every day. It feels professional and well put together, and everything operates as it should.</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:2856px;"><p class="vanilla-image-block" style="padding-top:52.38%;"><img id="KZR3m7X8HqVWegpZnQn26c" name="Eureka Ergonomic Wonder desk standing" alt="Eureka Ergonomic Wonder desk in its standing position" src="https://cdn.mos.cms.futurecdn.net/KZR3m7X8HqVWegpZnQn26c-1920-80.jpg" mos="" align="middle" fullscreen="" width="2856" height="1496" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><h3 class="article-body__section" id="section-should-i-buy-the-eureka-ergonomic-wonder-glowing-glass-desk"><span>Should I buy the Eureka Ergonomic Wonder Glowing Glass Desk?</span></h3><h2 id="buy-it-if-4">Buy it if…</h2><div class="product"><p><strong>You want something different</strong><br />The twinkling light effect is different from your average desk; everyone who has visited my home wanted to try out the touch-activated lighting themselves.</p></div><div class="product"><p><strong>You want something spacious</strong><em><strong>, </strong></em><strong>but not domineering</strong><br />The desk comfortably fits in my attic office, and there's enough room for my partner's desk too. It doesn't take over the entire room.</p></div><h2 id="don-t-buy-it-if-2">Don't buy it if…</h2><div class="product"><p><strong>You want a lot of storage space</strong><br />The desk comes with a relatively small drawer, so if you have a lot of accessories and stationery, this might not be for you.</p></div><div class="product"><p><strong>You need a budget-friendly desk</strong><br />This falls under the premium category, and you may feel that it isn't worth the investment.</p></div><h2 id="also-consider-2">Also consider</h2><p>Not keen on the Eureka Ergonomic Wonder Glowing Glass Desk? Here’s one cheaper gaming desk (without standing conversion) to consider and a much more budget-friendly standing desk.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Wonder Glowing Glass Desk</strong></p></td><td  ><p><strong>Eureka Ergonomic GTG Wave</strong></p></td><td  ><p><strong>Flexispot E7</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$899 - $999 /</p></td><td  ><p>$599.99 / </p></td><td  ><p>$340 / £360 / AU$420</p></td></tr><tr><td class="firstcol " ><p><strong>Height</strong></p></td><td  ><p>29.5in ~ 47.25in /  74.93cm ~ 120cm</p></td><td  ><p>30in / 76cm</p></td><td  ><p>22.8-48.4in / 58-123cm</p></td></tr><tr><td class="firstcol " ><p><strong>Load capacity</strong></p></td><td  ><p>220lbs / 100kg</p></td><td  ><p>200lbs / 90kg</p></td><td  ><p>275lbs / 125kg</p></td></tr><tr><td class="firstcol " ><p><strong>Material</strong></p></td><td  ><p>Frosted Glass /Thermofoil top frame, Alloy Steel, Carbon Steel base frame</p></td><td  ><p>Steel, tempered glass</p></td><td  ><p>Steel</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>29.5in ~ 47.25in x 23.625in x 47.25in / 74.93cm ~ 120 cm x 60cm x 120cm</p></td><td  ><p>60 x 40in / 152 x 102cm</p></td><td  ><p>43.3-74.8 x 26.7 x 22.8-48.4in / 110-190 x 68 x 58-123cm</p></td></tr></tbody></table></div><div class="product"><p><strong>Eureka Ergonomic GTG Wave</strong><br />If you're keen to try Eureka Ergonomic but don't have the budget for the Wonder Glowing Desk, the GTG Wave is a great option for those who love RGB and a sleek finish. It is not a standing desk, but ideal for gaming.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/eureka-ergonomic-gtg-wave-gaming-desk-review" data-dimension112="596c3a90-972b-11f1-b412-47206591ef6e" data-action="Deal Block" data-label="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension48="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension25=""><strong>Eureka Ergonomic GTG Wave review</strong></a><a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="596c3a90-972b-11f1-b412-47206591ef6e" data-action="Deal Block" data-label="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension48="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension25="">View Deal</a></p></div><div class="product"><p><strong>Also consider the Flexispot E7</strong><br />If you want something similar to the Eureka Ergonomic Wonder Glowing Glass Desk that doesn’t break the bank, consider the Flexispot E7. It’s a standing desk that performs excellently and comes in a wide range of color options.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/reviews/flexispot-e7-frame-bamboo-series-standing-desk" data-dimension112="596c3afe-972b-11f1-a2c4-857d57bbf263" data-action="Deal Block" data-label="For more information, check out our full Flexispot E7 review" data-dimension48="For more information, check out our full Flexispot E7 review" data-dimension25=""><strong>Flexispot E7 review</strong></a><a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="596c3afe-972b-11f1-a2c4-857d57bbf263" data-action="Deal Block" data-label="For more information, check out our full Flexispot E7 review" data-dimension48="For more information, check out our full Flexispot E7 review" data-dimension25="">View Deal</a></p></div><h3 class="article-body__section" id="section-how-i-tested-the-eureka-ergonomic-wonder-glowing-glass-desk"><span>How I tested the Eureka Ergonomic Wonder Glowing Glass Desk</span></h3><ul><li><strong>Used as my main desk</strong></li><li><strong>Tested over multiple weeks</strong></li><li><strong>Extensive work and play</strong></li></ul><p>I used the Eureka Ergonomic Wonder Glowing Glass Desk as my main desk for two months for this review. In that time, I played a huge variety of games on my <a href="https://www.techradar.com/best/best-cheap-gaming-laptops-2020-the-5-top-affordable-gaming-laptops">gaming laptop,</a> and I also did everyday work on my MacBook Air while sitting adn standing at it. </p><p>I spent a lot of time playing around with the lights and trying out the different settings, as well as testing it out in both its seated and standing modes.</p><p><em>First reviewed June-August 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/eureka-ergonomic-wonder-glowing-glass-desk-review</link>
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                            <![CDATA[ Eureka Ergonomic's Wonder Glowing Glass Desk has been a welcome work companion for two months, but I found one thing to be challenging. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 16:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ lucy.buglass@futurenet.com (Lucy Buglass) ]]></author>                    <dc:creator><![CDATA[ Lucy Buglass ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/nhxF3UTRUFJefZJoQLzEAN-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Lucy is a long-time movie and television lover who is an approved critic on Rotten Tomatoes. She has written several reviews in her time, starting with a small self-ran blog called Lucy Goes to Hollywood before moving onto bigger websites such as What&#039;s on TV and What to Watch, with TechRadar being her most recent venture. Her interests primarily lie within horror and thriller, loving nothing more than a chilling story that keeps her thinking moments after the credits have rolled. Many of these creepy tales can be found on the streaming services she covers regularly.&lt;/p&gt;
&lt;p&gt;When she’s not scaring herself half to death with the various shows and movies she watches, she likes to unwind by playing video games on Easy Mode and has no shame in admitting she’s terrible at them. She also quotes The Simpsons religiously and has a Blinky the Fish tattoo, solidifying her position as a complete nerd.&amp;nbsp;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / Lucy Buglass]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Eureka Ergononomic&#039;s Wonder Glowing Desk set up in a slightly darkened room to show the red lights dotted across the top.]]></media:description>                                                            <media:text><![CDATA[Eureka Ergononomic&#039;s Wonder Glowing Desk set up in a slightly darkened room to show the red lights dotted across the top.]]></media:text>
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                                <h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-two-minute-review"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Two-minute review</span></h3><p>As I'm writing this review, I'm surrounded by an abundance of glowing red stars decorated all over my desk. It's hard not to feel relaxed here, thanks to the beautiful desktop, which can be activated in specific areas by your touch, or turned onto a setting that allows them to twinkle manually all across the glass panel.</p><p>When it comes to the <a href="https://www.techradar.com/best/best-gaming-desk-2020-top-standing-l-shaped-and-motorized-desks">best gaming desks</a> or <a href="https://www.techradar.com/pro/best-standing-desks-of-2026-stay-active-and-energized-with-these-height-adjustable-desks">best standing desks</a>, the Eureka Ergonomic Wonder Glowing Glass Desk is suitable for both categories. This makes it a good all-rounder for those wanting to effortlessly move between office work and gaming.</p><p>This is my first time using one of Eureka Ergonomic's desks, and I am impressed. The <a href="https://eurekaergonomic.com/products/wonder-touch-activated-glowing-glass-standing-desk?variant=50384000713008" target="_blank">Wonder Glowing Glass Desk</a> has been my daily companion for the past two months as I've written reviews, played games, and completed life admin. It's survived all of this effortlessly, with enough space for me to have both my work laptop and my gaming laptop side by side for those days when I need to switch between the two.</p><p>It also has enough room for me to decorate it with personal items to make it look more like "me". I hate having a boring workspace, after all. So aesthetically and functionally, it does tick a lot of boxes.</p><p>My main problem is that the desk does feel quite high, even when it's on the lowest setting. This isn't necessarily a fault of Eureka's, but it's a word of warning if you are short and you're looking for a desk to suit your needs. I'm 5ft 4in, and I think anyone under that would struggle with this desk.</p><p>I tested the desk with my partner, who is taller than me at around 6ft 3in, and he was able to comfortably use the desk at its lowest setting. If you are on the shorter side, it's worth choosing your chair well to make sure you can work comfortably based on this.</p><h2 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-price-and-availability"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Price and availability</span></h2><ul><li><strong>Prices start at $899 (around £665)</strong></li><li><strong>Only available in the US, but does ship to the UK</strong></li><li><strong>Available in one size with a black, oak, or black walnut finish</strong></li></ul><p>Eureka Ergonomic's Wonder Glowing Glass Desk only comes in one size, but there are price differences when it comes to the materials used on it. The black one (pictured throughout this review) is priced at $899, whereas the oak or black walnut versions are $999.</p><p>It's a very well-made and sturdy desk, and has a classic design which means it's right at home in most office spaces. It's also not as large and imposing as other desks of its kind, so it's a good choice if you want a smaller desk that's also under $1,000.</p><p>However, it's important to note that the Eureka Ergonomic Wonder Glowing Glass Desk's price tag puts it at the premium end of the market. This pricing is in line with the $949 / £829 <a href="https://www.techradar.com/reviews/secretlab-magnus-pro-xl-metal-desk-review">Secretlab Magnus Pro XL</a>, depending on which material you choose.</p><p>The Wonder Glowing Glass Desk's finish makes it ~$50 more expensive if you go for oak or black walnut, but it works out ~$50 cheaper than Secretlab if you opt for the standard black model.</p><p>Ultimately, you are paying for the unique and responsive lighting design across the desk, as well as the materials used. So if you're not really bothered by the glowing features of the desk, you might want to choose a cheaper option. I think this is worth the price given its unique selling point and overall quality.</p><p>The <a href="https://www.techradar.com/gaming/eureka-ergonomic-gtg-wave-gaming-desk-review">Eureka Ergonomic GTG Wave</a> has a similar RGB vibe at a much smaller price of $599.99, without the touch-sensitivity that the Wonder Glowing Glass Desk has. It is also not a standing desk, so it does not boast that additional feature.</p><p>If both Eureka Ergonomic and Secretlab are out of budget, however, we recommend the $340 / £360 / AU$420 <a href="https://www.techradar.com/pro/flexispot-e7-pro-standing-desk-review">Flexispot E7</a>, a 5-star rated standing desk which is budget-friendly but does not skimp on the quality.</p><p>Eureka Ergonomic primarily sells to the United States, though they do have retail partners in the UK and select European countries; however, our Aussie readers won't be able to get their hands on any of Eureka's products right now, as they currently don't ship to Australia.</p><h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-specs"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Specs</span></h3><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Wonder Glowing Glass Desk</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$899 - $999</p></td></tr><tr><td class="firstcol " ><p>Height</p></td><td  ><p>29.5in ~ 47.25in /  74.93cm ~ 120cm</p></td></tr><tr><td class="firstcol " ><p>Load capacity</p></td><td  ><p>220lbs / 100kg</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Frosted Glass /Thermofoil top frame, Alloy Steel, Carbon Steel base frame</p></td></tr><tr><td class="firstcol " ><p>Dimensions (H x W x D)</p></td><td  ><p>29.5in ~ 47.25in x 23.625in x 47.25in  / <br />74.93cm ~ 120 cm x 60 cm x 120 cm</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-design-and-features"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Design and features</span></h3><ul><li><strong>Remote control allows you to adjust the light color and patterns</strong></li><li><strong>Dual-motor frame that adjusts from 29.5'' to 47.2'', great for converting to a standing desk</strong></li><li><strong>Beautiful star-like lighting covers the entire desk</strong></li></ul><p>By far the biggest selling point of the Eureka Ergonomic Wonder Glowing Desk is the starry lighting across the entire thing. It makes it a unique choice and really pretty to look at.</p><p>Eureka describes the desk as being an "industry-first luminous desktop that reacts to your touch", and it is seriously cool. It feels more special than your standard RGB setup as it covers the entirety of the desktop and responds to your touch instantly, without any delay. You can draw patterns, drum on the desk, and do other wonderfully distracting things whilst you're meant to be working.</p><p>The lighting setup is a fun addition which livens up your workspace whilst still keeping a sleek and polished aesthetic, and you can easily turn the desk lights off to switch between fun and serious. The touch-activated lighting does not make it any less of a professional standing desk; it merely adds to it. </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:718px;"><p class="vanilla-image-block" style="padding-top:61.56%;"><img id="TpjyHhAFJgDksVCWiRpNn3" name="Eureka Ergonomic Wonder desk" alt="A gif of me demonstrating the touch-activated lighting on the desk" src="https://cdn.mos.cms.futurecdn.net/TpjyHhAFJgDksVCWiRpNn3-1920-80.gif" mos="" align="middle" fullscreen="" width="718" height="442" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><p>You do need to plug the desk into a socket, of course, but as long as you have one nearby, you can play around with the lights til your heart's content.</p><p>If you like, you can also choose to have twinkling lights on the desk without you needing to touch the material. This is a good option if you want to get on with things whilst being surrounded by a starry backdrop that manually moves without needing your input. </p><p>It's easy to cycle between the different colors and light patterns thanks to an included remote control, which I'll demonstrate below.</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:800px;"><p class="vanilla-image-block" style="padding-top:60.13%;"><img id="atcBMC9DDpE99WJapeJe2m" name="Eureka Ergonomic Wonder desk control" alt="Me demonstrating the Eureka Ergonomic remote" src="https://cdn.mos.cms.futurecdn.net/atcBMC9DDpE99WJapeJe2m-1920-80.gif" mos="" align="middle" fullscreen="" width="800" height="481" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><h3 class="article-body__section" id="section-eureka-ergonomic-wonder-glowing-glass-desk-performance"><span>Eureka Ergonomic Wonder Glowing Glass Desk: Performance</span></h3><ul><li><strong>Fits both big and small setups</strong></li><li><strong>Small amount of cable management</strong></li><li><strong>Sturdy, but also very heavy</strong></li></ul><p>I have been using the desk for both everyday work and gaming. Even though it is a fairly compact desk and fits nicely into my attic, I should warn you that it is a heavy and also very fragile desk with glass elements. I would strongly suggest you ask someone to help you if you want to take the boxes upstairs, as even before assembly they are cumbersome.</p><p>The same can be said for building the desk. This is very much a two-person job, and you need to be extremely careful not to shatter the glass panel on the desktop. Once it is built, however, it is very robust, and I am confident that it will stay stable due to weeks of regular use. It is also easy to build thanks to printed instructions that clearly outline what you need to do.</p><p>If you have a bigger setup than me and require cable management, the desk does feature some. Underneath the desk are five slots for you to organize your cables, securely fastened in when you assemble the desk. It's hidden away. Due to my minimal setup, I only have one cable running through this, the one that's connected to the desk itself, but it can handle the wiring associated with a more complex PC setup.</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:2856px;"><p class="vanilla-image-block" style="padding-top:60.75%;"><img id="xPJHx4GzdYnZuULMfNyiD3" name="Eureka Ergonomic Wonder desk cables" alt="The cable storage as seen underneath the Eureka Ergonomic Wonder desk" src="https://cdn.mos.cms.futurecdn.net/xPJHx4GzdYnZuULMfNyiD3-1920-80.jpg" mos="" align="middle" fullscreen="" width="2856" height="1735" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><p>The desk also easily converts to a standing one thanks to a touchscreen console on the front of the desk. It is easy to use, and there wasn't any stiffness or delay in converting the desk between the seated and standing positions.</p><p>I really can't fault the performance, and in my experience, this is a solid desk that's very nice to use every day. It feels professional and well put together, and everything operates as it should.</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:2856px;"><p class="vanilla-image-block" style="padding-top:52.38%;"><img id="KZR3m7X8HqVWegpZnQn26c" name="Eureka Ergonomic Wonder desk standing" alt="Eureka Ergonomic Wonder desk in its standing position" src="https://cdn.mos.cms.futurecdn.net/KZR3m7X8HqVWegpZnQn26c-1920-80.jpg" mos="" align="middle" fullscreen="" width="2856" height="1496" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / Lucy Buglass)</span></figcaption></figure><h3 class="article-body__section" id="section-should-i-buy-the-eureka-ergonomic-wonder-glowing-glass-desk"><span>Should I buy the Eureka Ergonomic Wonder Glowing Glass Desk?</span></h3><h2 id="buy-it-if-4">Buy it if…</h2><div class="product"><p><strong>You want something different</strong><br />The twinkling light effect is different from your average desk; everyone who has visited my home wanted to try out the touch-activated lighting themselves.</p></div><div class="product"><p><strong>You want something spacious</strong><em><strong>, </strong></em><strong>but not domineering</strong><br />The desk comfortably fits in my attic office, and there's enough room for my partner's desk too. It doesn't take over the entire room.</p></div><h2 id="don-t-buy-it-if-2">Don't buy it if…</h2><div class="product"><p><strong>You want a lot of storage space</strong><br />The desk comes with a relatively small drawer, so if you have a lot of accessories and stationery, this might not be for you.</p></div><div class="product"><p><strong>You need a budget-friendly desk</strong><br />This falls under the premium category, and you may feel that it isn't worth the investment.</p></div><h2 id="also-consider-2">Also consider</h2><p>Not keen on the Eureka Ergonomic Wonder Glowing Glass Desk? Here’s one cheaper gaming desk (without standing conversion) to consider and a much more budget-friendly standing desk.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Wonder Glowing Glass Desk</strong></p></td><td  ><p><strong>Eureka Ergonomic GTG Wave</strong></p></td><td  ><p><strong>Flexispot E7</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$899 - $999 /</p></td><td  ><p>$599.99 / </p></td><td  ><p>$340 / £360 / AU$420</p></td></tr><tr><td class="firstcol " ><p><strong>Height</strong></p></td><td  ><p>29.5in ~ 47.25in /  74.93cm ~ 120cm</p></td><td  ><p>30in / 76cm</p></td><td  ><p>22.8-48.4in / 58-123cm</p></td></tr><tr><td class="firstcol " ><p><strong>Load capacity</strong></p></td><td  ><p>220lbs / 100kg</p></td><td  ><p>200lbs / 90kg</p></td><td  ><p>275lbs / 125kg</p></td></tr><tr><td class="firstcol " ><p><strong>Material</strong></p></td><td  ><p>Frosted Glass /Thermofoil top frame, Alloy Steel, Carbon Steel base frame</p></td><td  ><p>Steel, tempered glass</p></td><td  ><p>Steel</p></td></tr><tr><td class="firstcol " ><p><strong>Dimensions</strong></p></td><td  ><p>29.5in ~ 47.25in x 23.625in x 47.25in / 74.93cm ~ 120 cm x 60cm x 120cm</p></td><td  ><p>60 x 40in / 152 x 102cm</p></td><td  ><p>43.3-74.8 x 26.7 x 22.8-48.4in / 110-190 x 68 x 58-123cm</p></td></tr></tbody></table></div><div class="product"><p><strong>Eureka Ergonomic GTG Wave</strong><br />If you're keen to try Eureka Ergonomic but don't have the budget for the Wonder Glowing Desk, the GTG Wave is a great option for those who love RGB and a sleek finish. It is not a standing desk, but ideal for gaming.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/eureka-ergonomic-gtg-wave-gaming-desk-review" data-dimension112="596c3a90-972b-11f1-b412-47206591ef6e" data-action="Deal Block" data-label="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension48="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension25=""><strong>Eureka Ergonomic GTG Wave review</strong></a><a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="596c3a90-972b-11f1-b412-47206591ef6e" data-action="Deal Block" data-label="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension48="For more information, check out our full Eureka Ergonomic GTG Wave review" data-dimension25="">View Deal</a></p></div><div class="product"><p><strong>Also consider the Flexispot E7</strong><br />If you want something similar to the Eureka Ergonomic Wonder Glowing Glass Desk that doesn’t break the bank, consider the Flexispot E7. It’s a standing desk that performs excellently and comes in a wide range of color options.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/reviews/flexispot-e7-frame-bamboo-series-standing-desk" data-dimension112="596c3afe-972b-11f1-a2c4-857d57bbf263" data-action="Deal Block" data-label="For more information, check out our full Flexispot E7 review" data-dimension48="For more information, check out our full Flexispot E7 review" data-dimension25=""><strong>Flexispot E7 review</strong></a><a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="596c3afe-972b-11f1-a2c4-857d57bbf263" data-action="Deal Block" data-label="For more information, check out our full Flexispot E7 review" data-dimension48="For more information, check out our full Flexispot E7 review" data-dimension25="">View Deal</a></p></div><h3 class="article-body__section" id="section-how-i-tested-the-eureka-ergonomic-wonder-glowing-glass-desk"><span>How I tested the Eureka Ergonomic Wonder Glowing Glass Desk</span></h3><ul><li><strong>Used as my main desk</strong></li><li><strong>Tested over multiple weeks</strong></li><li><strong>Extensive work and play</strong></li></ul><p>I used the Eureka Ergonomic Wonder Glowing Glass Desk as my main desk for two months for this review. In that time, I played a huge variety of games on my <a href="https://www.techradar.com/best/best-cheap-gaming-laptops-2020-the-5-top-affordable-gaming-laptops">gaming laptop,</a> and I also did everyday work on my MacBook Air while sitting adn standing at it. </p><p>I spent a lot of time playing around with the lights and trying out the different settings, as well as testing it out in both its seated and standing modes.</p><p><em>First reviewed June-August 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[ Eureka Ergonomic Aero Pro review: everything I need and more ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Standing desks boast a variety of comfort and long-term health benefits over sitting in your chair all day, and if you’re looking for one that won’t just serve as a simple desk but a command center for your setup — be it for working from home, content creation, or gaming, or a mixture of all three — you’ll love the Eureka Ergonomic Aero Pro, and it's one of the <a href="https://www.techradar.com/news/best-standing-desk">best standing desks </a>we've tested.</p><p>I’ve been testing it for the past couple of months, and this frankly giant station has all the space you could need. My previous gaming desk always felt too cramped, whereas now I have more freedom than I know what to do with. To this end, while the Aero Pro is just fine as a desk only one person will use, it feels especially good for a shared space — I have enough room for all my gear, and whenever I’m not working from home, my partner has been able to easily set up her laptop to work without needing to shove my gear out the way.</p><p>Despite its size, this desk feels supremely stable, even at its max height. I’ve gone as far as to shake the desk a fair amount, and I never had any fear it would collapse and destroy my home setup.</p><p>Adjusting the desk’s height is as easy as pushing a button to control the electric motors, and with memory presets it’s no trouble at all to adjust the desk between your preferred settings.</p><p>My only gripes are that the lighting it boasts is a tad lackluster and that the price, while more than reasonable for what you get, pushes this desk firmly out of the affordable tier. The size is also something of a double-edged sword — the Aero Pro can consume a more compact room.</p><p>That said, if you're looking to pick up a standing desk that’s spacious enough for pretty much any setup, and will encourage you to not stay seated all day, then the Eureka Ergonomic Aero Pro is one to keep your eyes 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:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="PDS4wXT6uQUK8mPkNJEnED" name="20260522_174124" alt="The Eureka Ergonomic Aero Pro's main desk with a notebook and MTG deck" src="https://cdn.mos.cms.futurecdn.net/PDS4wXT6uQUK8mPkNJEnED-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 / Hamish Hector)</span></figcaption></figure><h2 id="eureka-ergonomic-aero-pro-price-and-availability">Eureka Ergonomic Aero Pro: Price and Availability</h2><ul><li><strong>Prices start at $619 (around £460 / AU$865)</strong></li><li><strong>Only available in the US, but does ship to the UK</strong></li><li><strong>Multiple sizes and material choices available</strong></li></ul><p>Premium gaming desks, especially standing desks, don’t come cheap, but the Eureka Ergonomic Aero Pro comes in at a decidedly mid-range price point despite its impressive size and useful features.</p><p>The more affordable 63"x23" size option will set you back $619 (around £460 / AU$865), while the larger 72"x23" model I’ve been testing starts at $799 (around £595 / AU$1,115) — with solid wood designs costing more than the MDF alternatives if you’re after something with a little extra style and durability.</p><p>The larger size doesn’t just boast more main desk space; it comes with a pull-out under-shelf for your keyboard and mouse, which offers added ergonomic comfort — otherwise both designs are identical in terms of their shape.</p><p>As for availability, Eureka Ergonomics primarily sells to the United States, though they do have retail partners in the UK and select European companies — unfortunately, they don’t sell their desks in Australia, so you’re out of luck there for the Aero Pro and the company’s other designs.</p><ul><li><strong>Value score: 4.5/5</strong></li></ul><h2 id="eureka-ergonomic-aero-pro-specs">Eureka Ergonomic Aero Pro: Specs</h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Aero Pro</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$799 (around £595 / AU$1,115)</p></td></tr><tr><td class="firstcol " ><p>Height</p></td><td  ><p>29.5-48in / 75-122cm</p></td></tr><tr><td class="firstcol " ><p>Load capacity</p></td><td  ><p>220lbs / 100kg</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Alloy Steel frame, wood top material</p></td></tr><tr><td class="firstcol " ><p>Dimensions (H x W x D)</p></td><td  ><p>29.5-48in x 72in x 30in / 75-122cm x 183cm x 76.2cm</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="Lvikv6DkSyx82hk7fUoJED" name="20260522_174156" alt="The Eureka Ergonomic Aero Pro's undershelf lighting" src="https://cdn.mos.cms.futurecdn.net/Lvikv6DkSyx82hk7fUoJED-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 / Hamish Hector)</span></figcaption></figure><h2 id="eureka-ergonomic-aero-pro-design">Eureka Ergonomic Aero Pro: Design</h2><ul><li><strong>Lots of usable space across multiple levels</strong></li><li><strong>Shelves for up to a three monitor setup</strong></li><li><strong>Lighting is a let down</strong></li></ul><p>The wing-shaped Aero Pro from Eureka Ergonomics feels at times less like a standing desk and more like a standing station — especially if you opt for the larger 72x23 inch model I’ve been testing. The huge size is more than you could ever need for gaming, working, or streaming, and the winged shape’s slight curve immerses you in your chosen setup (though it’s in an approachable way, rather than seeming like your desk might swallow you whole).</p><p>What compounds the sense of spaciousness this desk provides is that not only are you treated to a massive main desk space — which offers plenty of room for a laptop, a desktop music setup, your notebooks, or a playmat for an online TCG match — but you also have a trio of monitor shelves at your disposal.</p><p>These are ideal for, well, monitors but also your PC speakers, or something like a streaming setup. I have a dual-monitor setup across two, with my mic, prompter and light attached to the third shelf. On smaller desks this practical but busy setup has felt crowded, but with the Aero Pro I have it all set up neatly with plenty of room left over — my desk feels usable, not cluttered.</p><p>This spaciousness also means the desk can easily serve as a shared space. I don’t mean two people using it at once, but when I’ve not been working from home, my partner has found she can come and use this standing desk with no trouble; there’s all the room she could need to set up her laptop without needing to disassemble or move my gear. When I come home, I can just close the laptop lid and get back to using my PC.</p><p>Part of this lack of clutter is helped by the larger Aero Pro model’s other upgrade: its fourth shelf. This adjustable one slides out from underneath the desk and is ideal for your keyboard and mouse. I’ve found it helps me find the comfort sweet spot for my PC peripherals, and again keeps the main desk clutter-free.</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="RF3waRApKgfnboBHF7v28D" name="20260522_174247" alt="A mug in the Eureka Ergonomic Aero Pro cup holder" src="https://cdn.mos.cms.futurecdn.net/RF3waRApKgfnboBHF7v28D-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 / Hamish Hector)</span></figcaption></figure><p>Whichever size you choose, the Aero Pro comes with a couple of extra design features that range from just fine to very useful. Under the desk you’ll find a hanging controller station on the left which supports a pair of handsets, a cupholder on the right for which I have yet to find a cup/mug/glass that it isn’t an ideal size for, and a pair of brackets which are a massive help for cable management — I use them to support my monitor’s power cable bricks. </p><p>Speaking of, I appreciated the various cable management solutions the desk comes with. My current setup isn’t perfect, but I have plenty of tools to make it better, and the only part I feel I’m missing is a bracket to hang my desktop from the desk so that the changing height doesn’t put as much strain on my HDMI cables.</p><p>On the desk itself are a pair of small troughs which are perfect for propping up a phone or tablet. Plus, with the small holes in the bottom to run a USB-C cable through, you can charge your gadget up while it’s docked in the desk.</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="S9pydwDfpNofTeZeaEVFED" name="20260522_174318" alt="The Eureka Ergonomic Aero Pro" src="https://cdn.mos.cms.futurecdn.net/S9pydwDfpNofTeZeaEVFED-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 / Hamish Hector)</span></figcaption></figure><p>Lastly, there’s under-shelf lighting, though it’s nothing to write home about. It’s a tad annoying to turn/off or change, and even when you do get it working, the lighting isn’t all that bright — limiting their usefulness and aesthetic appeal.</p><p>When it comes to assembling this desk, the instructions are easy enough to follow, but I’d highly recommend building this desk in as clear a space as possible, and with a second pair of hands.</p><p>I did successfully build this desk entirely on my own without the need for any additional equipment — all of the tools you’ll need come in the Aero Pro’s box. However, I wish I’d given myself more space to assemble this beast and had an extra hand for a couple of portions of the build. (especially when flipping the desk over).</p><ul><li><strong>Design score:</strong> 5/5</li></ul><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="gs3Q98UoubHjZdU5cgAapC" name="20260522_174302" alt="The Eureka Ergonomic Aero Pro" src="https://cdn.mos.cms.futurecdn.net/gs3Q98UoubHjZdU5cgAapC-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 / Hamish Hector)</span></figcaption></figure><h2 id="eureka-ergonomic-aero-pro-features">Eureka Ergonomic Aero Pro: Features</h2><ul><li><strong>Adjustable height between 29.5 and 48-inches</strong></li><li><strong>Quiet yet speedy electric motor</strong></li><li><strong>Three memory options you can set to your preferred heights</strong></li></ul><p>Of course, the core feature of a standing desk is that it can be raised or lowered so you can use it sitting in a gaming chair or while standing upright. For the Eureka Ergonomic Aero Pro, its lowest height is 29.5 inches, while the max height is 48 inches.</p><p>To change the height, there’s an electric motor that is controlled with a simple panel. The Plus and Minus buttons raise or lower the desk height gradually between its extremes, and there’s a trio of memory options which can be set to three preferred heights — and pressing one of these options after it's set will see the Aero Pro automatically adjust itself to the current position.</p><p>If you’re worried about squashing anything under your desk, there’s a built-in safety sensor that, based on my testing, works effectively at detecting any obstructions. If the Aero Pro does bump into anything, it will retreat to a safe height so you can make necessary adjustments before telling it to descend again.</p><p>Plus the motor is fairly quiet. There's a noticeable whir when it goes, but it’s not especially loud or grating. Though if anyone does find it annoying, the desk’s adjustments are at least fairly speedy.</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="sNS87xHbtvRXfCRcsWG3ED" name="20260522_174104" alt="The controls for the Eureka Ergonomic Aero Pro" src="https://cdn.mos.cms.futurecdn.net/sNS87xHbtvRXfCRcsWG3ED-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 / Hamish Hector)</span></figcaption></figure><ul><li><strong>Feature score: </strong>4/5</li></ul><h2 id="should-i-buy-the-eureka-ergonomic-aero-pro">Should I buy the Eureka Ergonomic Aero Pro?</h2><h2 id="buy-it-if-5">Buy it if…</h2><div class="product"><p><strong>You want a great standing desk at a reasonable price</strong><br />This mid-range standing desk option is solid value for money given its size and feature set</p></div><div class="product"><p><strong>You don’t need fancy aesthetics</strong><br />This desk is curved, but otherwise boasts a classic look that I adore.</p></div><div class="product"><p><strong>You need space</strong><br />If your desk setup snakes other stations feel overcrowded, the Aero Pro could be the spacious solution you’ve been after.</p></div><h2 id="don-t-buy-it-if-3">Don’t buy it if…</h2><div class="product"><p><strong>You love gamer glow</strong><br />If your gaming setup must be infused with RGB glow in every way, this desk’s lighting might not be what you’re after.</p></div><div class="product"><p><strong>You have a small office</strong><br />This desk’s large size is a blessing and a curse. In smaller offices it will take over the room.</p></div><h2 id="also-consider-3">Also consider…</h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Aero Pro</strong></p></td><td  ><p><strong>Corsair Platform:4</strong></p></td><td  ><p><strong>Secretlab Magnus Pro</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$799 (around £595 / AU$1,115)</p></td><td  ><p>$699.99 / £799.99 / around AU$1,600 or $899.99 / £999.99 (Elevate) / around AU$2,000</p></td><td  ><p>$799 / £770</p></td></tr><tr><td class="firstcol " ><p>Height</p></td><td  ><p>29.5-48in / 75-122cm</p></td><td  ><p>29in / 74cm (up to 48in / 122cm Elevate)</p></td><td  ><p>25.6-49.2in / 65-125cm</p></td></tr><tr><td class="firstcol " ><p>Load capacity</p></td><td  ><p>220lbs / 100kg</p></td><td  ><p>330lbs / 150kg</p></td><td  ><p>264.6lbs / 120kg</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Alloy Steel frame, wood top material</p></td><td  ><p>Steel, laminate / birchwood</p></td><td  ><p>Steel, wood fiberboard</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>29.5-48in x 72in x 30in / 75-122cm x 183cm x 76.2cm</p></td><td  ><p>29in / 74cm x 47in / 120cm x 30in / 76cm</p></td><td  ><p>59.1 x 27.6 x 25.6-49.2in / 150 x 70 x 65-125cm</p></td></tr></tbody></table></div><div class="product"><p><strong>Corsair Platform:4</strong><br />The ultimate high-end gaming desk, ideal for creators and those who crave high-quality materials and Elgato support. It's expensive, yes, but the functionality feels almost endless.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/corsair-platform-4-review" data-dimension112="3ab9445a-9495-11f1-8832-83ff89def72d" data-action="Deal Block" data-label="For more information, check out our full Corsair Platform:4 review" data-dimension48="For more information, check out our full Corsair Platform:4 review" data-dimension25=""><strong>Corsair Platform:4 review</strong></a></p></div><div class="product"><p><strong>Secretlab Magnus Pro</strong><br />A rival for the Platform:4, but in a Secretlab package? Probably, with exceptional cable management, a great built-in controller, sleek and professional, and with a ton of magnetic accessories, it's seriously slick.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/pro/secretlab-magnus-pro-standing-desk-review" data-dimension112="3ab944c8-9495-11f1-a705-c1b6ba427774" data-action="Deal Block" data-label="For more information, check out our full Secretlab Magnus Pro review" data-dimension48="For more information, check out our full Secretlab Magnus Pro review" data-dimension25=""><strong>Secretlab Magnus Pro review</strong></a></p></div><h2 id="how-i-tested-the-eureka-ergonomic-aero-pro-standing-desk">How I tested the Eureka Ergonomic Aero Pro Standing Desk</h2><p>I used this desk in my home office over a couple of months, relying on it every day for my work, PC gaming, and other desk needs. My partner also shares this office with her own desk, and so I got a sense of how it fits into a more compact space — which is to say, it can take over a room.</p><p>As I mentioned earlier in my review, I made sure to assemble this desk entirely on my own to get a sense of how easy/difficult the task is: it’s doable, but getting your partner/housemate/a buddy to lend a hand will make the process a lot smoother.</p><p><em>First reviewed May 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/eureka-ergonomic-aero-pro-desk-review</link>
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                            <![CDATA[ This standing desk will be the perfect home for any gaming or work setup, but be warned: it's massive. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <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:credit><![CDATA[Future / Hamish Hector]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Eureka Ergonomic Aero Pro]]></media:description>                                                            <media:text><![CDATA[The Eureka Ergonomic Aero Pro]]></media:text>
                                <media:title type="plain"><![CDATA[The Eureka Ergonomic Aero Pro]]></media:title>
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                                <p>Standing desks boast a variety of comfort and long-term health benefits over sitting in your chair all day, and if you’re looking for one that won’t just serve as a simple desk but a command center for your setup — be it for working from home, content creation, or gaming, or a mixture of all three — you’ll love the Eureka Ergonomic Aero Pro, and it's one of the <a href="https://www.techradar.com/news/best-standing-desk">best standing desks </a>we've tested.</p><p>I’ve been testing it for the past couple of months, and this frankly giant station has all the space you could need. My previous gaming desk always felt too cramped, whereas now I have more freedom than I know what to do with. To this end, while the Aero Pro is just fine as a desk only one person will use, it feels especially good for a shared space — I have enough room for all my gear, and whenever I’m not working from home, my partner has been able to easily set up her laptop to work without needing to shove my gear out the way.</p><p>Despite its size, this desk feels supremely stable, even at its max height. I’ve gone as far as to shake the desk a fair amount, and I never had any fear it would collapse and destroy my home setup.</p><p>Adjusting the desk’s height is as easy as pushing a button to control the electric motors, and with memory presets it’s no trouble at all to adjust the desk between your preferred settings.</p><p>My only gripes are that the lighting it boasts is a tad lackluster and that the price, while more than reasonable for what you get, pushes this desk firmly out of the affordable tier. The size is also something of a double-edged sword — the Aero Pro can consume a more compact room.</p><p>That said, if you're looking to pick up a standing desk that’s spacious enough for pretty much any setup, and will encourage you to not stay seated all day, then the Eureka Ergonomic Aero Pro is one to keep your eyes 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:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="PDS4wXT6uQUK8mPkNJEnED" name="20260522_174124" alt="The Eureka Ergonomic Aero Pro's main desk with a notebook and MTG deck" src="https://cdn.mos.cms.futurecdn.net/PDS4wXT6uQUK8mPkNJEnED-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 / Hamish Hector)</span></figcaption></figure><h2 id="eureka-ergonomic-aero-pro-price-and-availability">Eureka Ergonomic Aero Pro: Price and Availability</h2><ul><li><strong>Prices start at $619 (around £460 / AU$865)</strong></li><li><strong>Only available in the US, but does ship to the UK</strong></li><li><strong>Multiple sizes and material choices available</strong></li></ul><p>Premium gaming desks, especially standing desks, don’t come cheap, but the Eureka Ergonomic Aero Pro comes in at a decidedly mid-range price point despite its impressive size and useful features.</p><p>The more affordable 63"x23" size option will set you back $619 (around £460 / AU$865), while the larger 72"x23" model I’ve been testing starts at $799 (around £595 / AU$1,115) — with solid wood designs costing more than the MDF alternatives if you’re after something with a little extra style and durability.</p><p>The larger size doesn’t just boast more main desk space; it comes with a pull-out under-shelf for your keyboard and mouse, which offers added ergonomic comfort — otherwise both designs are identical in terms of their shape.</p><p>As for availability, Eureka Ergonomics primarily sells to the United States, though they do have retail partners in the UK and select European companies — unfortunately, they don’t sell their desks in Australia, so you’re out of luck there for the Aero Pro and the company’s other designs.</p><ul><li><strong>Value score: 4.5/5</strong></li></ul><h2 id="eureka-ergonomic-aero-pro-specs">Eureka Ergonomic Aero Pro: Specs</h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Aero Pro</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$799 (around £595 / AU$1,115)</p></td></tr><tr><td class="firstcol " ><p>Height</p></td><td  ><p>29.5-48in / 75-122cm</p></td></tr><tr><td class="firstcol " ><p>Load capacity</p></td><td  ><p>220lbs / 100kg</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Alloy Steel frame, wood top material</p></td></tr><tr><td class="firstcol " ><p>Dimensions (H x W x D)</p></td><td  ><p>29.5-48in x 72in x 30in / 75-122cm x 183cm x 76.2cm</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="Lvikv6DkSyx82hk7fUoJED" name="20260522_174156" alt="The Eureka Ergonomic Aero Pro's undershelf lighting" src="https://cdn.mos.cms.futurecdn.net/Lvikv6DkSyx82hk7fUoJED-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 / Hamish Hector)</span></figcaption></figure><h2 id="eureka-ergonomic-aero-pro-design">Eureka Ergonomic Aero Pro: Design</h2><ul><li><strong>Lots of usable space across multiple levels</strong></li><li><strong>Shelves for up to a three monitor setup</strong></li><li><strong>Lighting is a let down</strong></li></ul><p>The wing-shaped Aero Pro from Eureka Ergonomics feels at times less like a standing desk and more like a standing station — especially if you opt for the larger 72x23 inch model I’ve been testing. The huge size is more than you could ever need for gaming, working, or streaming, and the winged shape’s slight curve immerses you in your chosen setup (though it’s in an approachable way, rather than seeming like your desk might swallow you whole).</p><p>What compounds the sense of spaciousness this desk provides is that not only are you treated to a massive main desk space — which offers plenty of room for a laptop, a desktop music setup, your notebooks, or a playmat for an online TCG match — but you also have a trio of monitor shelves at your disposal.</p><p>These are ideal for, well, monitors but also your PC speakers, or something like a streaming setup. I have a dual-monitor setup across two, with my mic, prompter and light attached to the third shelf. On smaller desks this practical but busy setup has felt crowded, but with the Aero Pro I have it all set up neatly with plenty of room left over — my desk feels usable, not cluttered.</p><p>This spaciousness also means the desk can easily serve as a shared space. I don’t mean two people using it at once, but when I’ve not been working from home, my partner has found she can come and use this standing desk with no trouble; there’s all the room she could need to set up her laptop without needing to disassemble or move my gear. When I come home, I can just close the laptop lid and get back to using my PC.</p><p>Part of this lack of clutter is helped by the larger Aero Pro model’s other upgrade: its fourth shelf. This adjustable one slides out from underneath the desk and is ideal for your keyboard and mouse. I’ve found it helps me find the comfort sweet spot for my PC peripherals, and again keeps the main desk clutter-free.</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="RF3waRApKgfnboBHF7v28D" name="20260522_174247" alt="A mug in the Eureka Ergonomic Aero Pro cup holder" src="https://cdn.mos.cms.futurecdn.net/RF3waRApKgfnboBHF7v28D-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 / Hamish Hector)</span></figcaption></figure><p>Whichever size you choose, the Aero Pro comes with a couple of extra design features that range from just fine to very useful. Under the desk you’ll find a hanging controller station on the left which supports a pair of handsets, a cupholder on the right for which I have yet to find a cup/mug/glass that it isn’t an ideal size for, and a pair of brackets which are a massive help for cable management — I use them to support my monitor’s power cable bricks. </p><p>Speaking of, I appreciated the various cable management solutions the desk comes with. My current setup isn’t perfect, but I have plenty of tools to make it better, and the only part I feel I’m missing is a bracket to hang my desktop from the desk so that the changing height doesn’t put as much strain on my HDMI cables.</p><p>On the desk itself are a pair of small troughs which are perfect for propping up a phone or tablet. Plus, with the small holes in the bottom to run a USB-C cable through, you can charge your gadget up while it’s docked in the desk.</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="S9pydwDfpNofTeZeaEVFED" name="20260522_174318" alt="The Eureka Ergonomic Aero Pro" src="https://cdn.mos.cms.futurecdn.net/S9pydwDfpNofTeZeaEVFED-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 / Hamish Hector)</span></figcaption></figure><p>Lastly, there’s under-shelf lighting, though it’s nothing to write home about. It’s a tad annoying to turn/off or change, and even when you do get it working, the lighting isn’t all that bright — limiting their usefulness and aesthetic appeal.</p><p>When it comes to assembling this desk, the instructions are easy enough to follow, but I’d highly recommend building this desk in as clear a space as possible, and with a second pair of hands.</p><p>I did successfully build this desk entirely on my own without the need for any additional equipment — all of the tools you’ll need come in the Aero Pro’s box. However, I wish I’d given myself more space to assemble this beast and had an extra hand for a couple of portions of the build. (especially when flipping the desk over).</p><ul><li><strong>Design score:</strong> 5/5</li></ul><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="gs3Q98UoubHjZdU5cgAapC" name="20260522_174302" alt="The Eureka Ergonomic Aero Pro" src="https://cdn.mos.cms.futurecdn.net/gs3Q98UoubHjZdU5cgAapC-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 / Hamish Hector)</span></figcaption></figure><h2 id="eureka-ergonomic-aero-pro-features">Eureka Ergonomic Aero Pro: Features</h2><ul><li><strong>Adjustable height between 29.5 and 48-inches</strong></li><li><strong>Quiet yet speedy electric motor</strong></li><li><strong>Three memory options you can set to your preferred heights</strong></li></ul><p>Of course, the core feature of a standing desk is that it can be raised or lowered so you can use it sitting in a gaming chair or while standing upright. For the Eureka Ergonomic Aero Pro, its lowest height is 29.5 inches, while the max height is 48 inches.</p><p>To change the height, there’s an electric motor that is controlled with a simple panel. The Plus and Minus buttons raise or lower the desk height gradually between its extremes, and there’s a trio of memory options which can be set to three preferred heights — and pressing one of these options after it's set will see the Aero Pro automatically adjust itself to the current position.</p><p>If you’re worried about squashing anything under your desk, there’s a built-in safety sensor that, based on my testing, works effectively at detecting any obstructions. If the Aero Pro does bump into anything, it will retreat to a safe height so you can make necessary adjustments before telling it to descend again.</p><p>Plus the motor is fairly quiet. There's a noticeable whir when it goes, but it’s not especially loud or grating. Though if anyone does find it annoying, the desk’s adjustments are at least fairly speedy.</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="sNS87xHbtvRXfCRcsWG3ED" name="20260522_174104" alt="The controls for the Eureka Ergonomic Aero Pro" src="https://cdn.mos.cms.futurecdn.net/sNS87xHbtvRXfCRcsWG3ED-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 / Hamish Hector)</span></figcaption></figure><ul><li><strong>Feature score: </strong>4/5</li></ul><h2 id="should-i-buy-the-eureka-ergonomic-aero-pro">Should I buy the Eureka Ergonomic Aero Pro?</h2><h2 id="buy-it-if-5">Buy it if…</h2><div class="product"><p><strong>You want a great standing desk at a reasonable price</strong><br />This mid-range standing desk option is solid value for money given its size and feature set</p></div><div class="product"><p><strong>You don’t need fancy aesthetics</strong><br />This desk is curved, but otherwise boasts a classic look that I adore.</p></div><div class="product"><p><strong>You need space</strong><br />If your desk setup snakes other stations feel overcrowded, the Aero Pro could be the spacious solution you’ve been after.</p></div><h2 id="don-t-buy-it-if-3">Don’t buy it if…</h2><div class="product"><p><strong>You love gamer glow</strong><br />If your gaming setup must be infused with RGB glow in every way, this desk’s lighting might not be what you’re after.</p></div><div class="product"><p><strong>You have a small office</strong><br />This desk’s large size is a blessing and a curse. In smaller offices it will take over the room.</p></div><h2 id="also-consider-3">Also consider…</h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Eureka Ergonomic Aero Pro</strong></p></td><td  ><p><strong>Corsair Platform:4</strong></p></td><td  ><p><strong>Secretlab Magnus Pro</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$799 (around £595 / AU$1,115)</p></td><td  ><p>$699.99 / £799.99 / around AU$1,600 or $899.99 / £999.99 (Elevate) / around AU$2,000</p></td><td  ><p>$799 / £770</p></td></tr><tr><td class="firstcol " ><p>Height</p></td><td  ><p>29.5-48in / 75-122cm</p></td><td  ><p>29in / 74cm (up to 48in / 122cm Elevate)</p></td><td  ><p>25.6-49.2in / 65-125cm</p></td></tr><tr><td class="firstcol " ><p>Load capacity</p></td><td  ><p>220lbs / 100kg</p></td><td  ><p>330lbs / 150kg</p></td><td  ><p>264.6lbs / 120kg</p></td></tr><tr><td class="firstcol " ><p>Material</p></td><td  ><p>Alloy Steel frame, wood top material</p></td><td  ><p>Steel, laminate / birchwood</p></td><td  ><p>Steel, wood fiberboard</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>29.5-48in x 72in x 30in / 75-122cm x 183cm x 76.2cm</p></td><td  ><p>29in / 74cm x 47in / 120cm x 30in / 76cm</p></td><td  ><p>59.1 x 27.6 x 25.6-49.2in / 150 x 70 x 65-125cm</p></td></tr></tbody></table></div><div class="product"><p><strong>Corsair Platform:4</strong><br />The ultimate high-end gaming desk, ideal for creators and those who crave high-quality materials and Elgato support. It's expensive, yes, but the functionality feels almost endless.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/corsair-platform-4-review" data-dimension112="3ab9445a-9495-11f1-8832-83ff89def72d" data-action="Deal Block" data-label="For more information, check out our full Corsair Platform:4 review" data-dimension48="For more information, check out our full Corsair Platform:4 review" data-dimension25=""><strong>Corsair Platform:4 review</strong></a></p></div><div class="product"><p><strong>Secretlab Magnus Pro</strong><br />A rival for the Platform:4, but in a Secretlab package? Probably, with exceptional cable management, a great built-in controller, sleek and professional, and with a ton of magnetic accessories, it's seriously slick.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/pro/secretlab-magnus-pro-standing-desk-review" data-dimension112="3ab944c8-9495-11f1-a705-c1b6ba427774" data-action="Deal Block" data-label="For more information, check out our full Secretlab Magnus Pro review" data-dimension48="For more information, check out our full Secretlab Magnus Pro review" data-dimension25=""><strong>Secretlab Magnus Pro review</strong></a></p></div><h2 id="how-i-tested-the-eureka-ergonomic-aero-pro-standing-desk">How I tested the Eureka Ergonomic Aero Pro Standing Desk</h2><p>I used this desk in my home office over a couple of months, relying on it every day for my work, PC gaming, and other desk needs. My partner also shares this office with her own desk, and so I got a sense of how it fits into a more compact space — which is to say, it can take over a room.</p><p>As I mentioned earlier in my review, I made sure to assemble this desk entirely on my own to get a sense of how easy/difficult the task is: it’s doable, but getting your partner/housemate/a buddy to lend a hand will make the process a lot smoother.</p><p><em>First reviewed May 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[ Corsair HS35 v3 wireless headset review: comfort and quality over customisation ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-corsair-hs35-v3-one-minute-reivew"><span>Corsair HS35 v3: One-minute reivew</span></h2><p>The Corsair HS35 v3 <a href="https://www.techradar.com/news/best-wireless-gaming-headsets">wireless gaming headset</a> is an underdog in the mid-range category. It doesn't feature a huge number of flourishes to help set it above its competitors, but instead hones in on what really matters: audio quality and microphone performance. </p><p>It delivers crystal clear audio no matter what you're using it for, whether that's gaming, calls, or getting some tunes in while you work. There's no software to fiddle around with, and barely any buttons to get used to. If you need something that's good to go as soon as it's out of the box, this headset definitely suits. </p><p>Comfort is also clearly key with the Corsair HS35 v3. Between the floating headband design, the soft, cushioned earcups, and the lightweight design, at no point did I have to readjust the headset, my glasses, or take a break from wearing it. Again, for a mid-range headset, it feels surprisingly high-quality. </p><p>Although I appreciate its simplicity, there are definitely a few things that are bound to put a competitive gamer off, and most of that comes through its lack of customisation. It's great that the headset is good to go as soon as it's out of the box, rather than having to worry about downloading any more software, but if you want to make the most of its full audio capabilities, the lack of these features might be make-or-break. </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="VvQVL5BQqQaXJ8uu5PqZT8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 box, showing yellow and black branding and details about the headset, against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/VvQVL5BQqQaXJ8uu5PqZT8-1920-80.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-corsair-hs35-v3-price-and-availability"><span>Corsair HS35 v3: Price and Availability </span></h2><ul><li><strong>Priced at $79.99/£69.99/$124.99AU</strong></li><li><strong>Available via Corsair and major retailers</strong></li><li><strong>White and black versions available</strong></li></ul><p>The Corsair HS35 v3 will set you back a reasonable $79.99 / £69.99 / AU$124.99, so it's by no means a premium headset. But it's certainly not a budget pick either. Fortunately, it manages to justify its price through the quality of its audio and microphone, making it a worthy option for anyone looking to upgrade their current setup, or looking to stray from the typical features of a wireless gaming headset. </p><p>In fact, the only reason the headset isn't more expensive is probably due to its lack of additional software, and the fact that there are no typical flourishes you'd usually find on a gaming headset like an input switch button, a microphone that tucks away on the headset itself, or a separate mic mute button. Despite these "missing" features, though, the core expectation of the headset, providing high-quality sound during gaming, is definitely met. </p><h2 class="article-body__section" id="section-corsair-hs35-v3-specs"><span>Corsair HS35 v3: Specs</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair HS35 v3</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$79.99 / £69.99 / AU$124.99</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>8.8oz / 250g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatability</strong></p></td><td  ><p>PC, PlayStation, Nintendo Switch, Mobile </p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / USB Wired</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>30 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>None</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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SwGiSdGBF9PDyNjzrKRVF8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 headband showing corsair branding in white, with earcups in background against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/SwGiSdGBF9PDyNjzrKRVF8-1920-80.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-corsair-hs35-v3-design-and-features"><span>Corsair HS35 v3: Design and features</span></h2><ul><li><strong>Incredibly lightweight design</strong></li><li><strong>Doesn't look as bulky as other gaming headsets</strong></li><li><strong>Sleek, all-black design </strong></li></ul><p>Straight out of the box, the Corsair HS35 v3 doesn't look too dissimilar to the vast majority of wireless gaming headsets available. Its entirely black design is sleek, with subtle Corsair logos in a black gloss on each ear cup, alongside branding in white across the top of the headband. This is definitely my preferred style, rather than having any RGB flair for the sake of it, just because it feels like something you can use for everything, rather than having to swap out your rather garish gaming headset when you want to listen to music or attend a meeting. </p><p>In fact, there aren't any flourishes at all on the Corsair HS35 v3. Aside from the incredibly subtle branding, the only thing that offers a pop of colour is two yellow bands that connect the ear cups to the headband. The rest of the headset maintains the stylish black appearance, and it's certainly better for it. If I didn't spend so much time tethered to my PC or console, I'd definitely be content in taking this headset out on a commute rather than a pair of earphones. It's definitely one of the simpler headsets I've ever used. Not only in terms of design, but also how simple its layout is. </p><p>One thing that immediately stood out was the lack of wheels or dials to control your volume. I didn't realise how much of a make-or-break this was to me, but as it turns out, I actually like being able to tune my audio volume to the decibel. The Corsair HS35 v3 exchanges the wheel I know and love in favour of a little toggle/lever which takes your audio up or down two at a time. It's such a small frustration, but it definitely felt like I had less control over exactly how I wanted my audio to be. Especially after using the <a href="https://www.techradar.com/gaming/razer-blackshark-v3-review">Razer Blackshark V3</a> for so long, alongside other similarly priced headsets such as the <a href="https://www.techradar.com/gaming/JBL-Quantum-360X-wireless-headset-review">JBL Quantum 360X wireless</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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pqHoqakKrzvu2wvV5quJ98" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 headset with mic plugged in close up against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/pqHoqakKrzvu2wvV5quJ98-1920-80.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>In fact, the ear cups are surprisingly bare. Alongside the aforementioned toggle, you've got the power button, alongside the USB-C port on the left ear cup. On the right, you've got absolutely nothing. There's not even a separate mic mute button; you just push in the volume toggle. It's great for someone like me who always takes an embarrassingly long time to get used to the layout of a new headset; this definitely felt like a blessing in disguise. As a result, the headset feels incredibly straightforward to set up and use. Though this does feel like you're sacrificing some of the customisation you'd usually get. </p><p>Additional software which helps you to customise your listening profiles, like the <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-pro-wired-gaming-headset-review#section-how-i-tested-the-steelseries-arctis-arctis-nova-pro">SteelSeries Arctis Nova Pro</a>, definitely feels like a more premium add-on. Since the Corsair HS35 v3 is a mid-range headset, it's not surprising that it doesn't boast the same features. But if you're looking to replace your headset for a slightly cheaper model, this lack of complete control and customisation definitely might put buyers off. </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="B8nNVx6uvvprY6iH6QN498" name="Corsair HS35 v3 wireless gaming headset" alt="Close up of the Corsair HS35 v3 headset ear cups on a white hardwood background" src="https://cdn.mos.cms.futurecdn.net/B8nNVx6uvvprY6iH6QN498-1920-80.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-corsair-hs35-v3-performance"><span>Corsair HS35 v3: Performance</span></h2><ul><li><strong>30-hour battery life </strong></li><li><strong>Comfortable for long sessions due to floating headband</strong></li><li><strong>Fantastic audio quality</strong></li></ul><p>I've been using the <a href="https://www.techradar.com/gaming/razer-blackshark-v3-review">Razer Blackshark V3</a> for well over a year now, so "downgrading" to a more reasonably priced headset definitely raised some concerns about overall audio quality. However, the Corsair HS35 v3 delivers clear audio with no issues, and even though it's by no means a premium headset, it still boasts impressive audio quality. When gaming, you can pick up on all the more subtle sound effects, be that enemy footsteps or audio cues in horror games like The Outlast Trials. </p><p>The only time the audio feels low quality is when you switch the headset on, and the muffled, not-quite-human "power on, toggle connected" line plays. Aside from that, it's really easy to block out external noise to focus on your game, which is especially impressive given the headset isn't noise-cancelling in any way. Which, is actually a feature I found with the JBL Quantum 360X too, the design itself feels noise cancelling rather than the actual hardware. </p><p>This is massively helped by the 30-hour battery life of the set, which I pushed to its absolute limit in my testing. For several weeks, I used this headset for everything in my daily life: meetings, gaming, and listening to music in between. And it's safe to say that the 30-hour battery life really does help to keep you immersed in whatever you're playing, or locked in on whatever you're working 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="VM6eH6DaKHjjhsqcdZYBJ8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 ear cups showing subtle corsair branding against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/VM6eH6DaKHjjhsqcdZYBJ8-1920-80.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>It also only takes three hours to fully charge. Sure, that's not the rapid 15-minute charge for two hours of play that the Razer Blackshark V3 offers, but for the price you're paying, it's definitely worth it. Plus, the cable provided with the headset is long enough for you to still be able to continue playing without feeling constrained by the cable. A nice design touch is that the interior of the USB and USB-C is the same yellow colour as the bands linking the earcups to the headband too, but that'll probably go unnoticed to the average gamer. </p><p>It's also an incredibly comfortable headset to wear for long sessions. The lightweight frame and cushioned earcups feel much looser without ever feeling like it'll slip off your head, rather than the usual firm padding and pleather-esque material we're used to seeing in slightly cheaper headsets like the <a href="https://www.techradar.com/gaming/turtle-beach-stealth-500-review">Turtle Beach Stealth 500</a>. </p><p>The microphone quality is where this headset really shines, though. Nothing about the mic when you pull it out of the box screams premium quality. It's got no foam muffler or pop filter, so I expected the audio quality to be pretty lackluster. But when testing across Google Meet and Discord, the audio is genuinely astounding for a mid-range headset. It's crystal clear and picks up incredibly quiet talking without any of the annoying background noises like chewing, breathing, or keyboard clicks. It never peaks when speaking loudly either, which is a huge plus. </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="dn2qaxt9VkKdmqQ9WGjsb8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 headset earcup and dongle and headset on a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/dn2qaxt9VkKdmqQ9WGjsb8-1920-80.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-you-buy-the-corsair-hs35-v3"><span>Should you buy the Corsair HS35 v3?</span></h2><h2 id="buy-it-if-6">Buy it if...</h2><div class="product"><p><strong>You prioritise comfort over customisation</strong><br />The Corsair HS35 v3 is one of the most comfortable headsets I've ever used, which is incredibly high praise. If you prefer something that's comfortable over something you can get into the nuts and bolts of to create a more niche listening experience, then the Corsair HS35 v3 definitely prioritises this. </p></div><div class="product"><p><strong>You need a headset primarily for meetings or calls</strong><br />There are no faults with the Corsair HS35 v3 when gaming, but the audio quality of the microphone is definitely wasted if you're not using it for calls. Even if you're just playing games with proximity chat, like <em>R.E.P.O</em> or <em>Big Walk,</em> you'll still be making the most of the biggest selling point of the set. </p></div><h2 id="don-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p><strong>You like tailoring your audio profiles to your gaming preferences</strong><br />Between the lack of a volume scroll wheel and no software to help you create custom audio settings, for an extreme gamer it might seem like there's a lot of customisation missing for a mid-range price tag. It's not a complete bust, as there are still so many positives for the headset, but I can still see why this would put a competitive gamer off. </p></div><h2 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h2><p>Still not sold on the Corsair HS35 v3 Wireless headset? Here's how it compares to two similar wireless gaming headsets. </p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair HS35 v3 Wireless headset</strong></p></td><td  ><p><strong>Turtle Beach Stealth 500</strong></p></td><td  ><p><strong>JBL Quantum 360X wireless headset</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$79.99 / £69.99 / AU$124.99</p></td><td  ><p>$79.99 / £79.99 / AU$139</p></td><td  ><p>$64.95 / £63.99</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>8.8oz / 250g</p></td><td  ><p>8.22oz / 233g</p></td><td  ><p>8.9oz / 253g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PlayStation, Nintendo Switch, Mobile </p></td><td  ><p>PC, PlayStation, Nintendo Switch, Mobile</p></td><td  ><p>PC, Xbox Series X|S, Nintendo Switch</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / USB Wired</p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / Wired (3.5mm)</p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / Wired</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>30 hours</p></td><td  ><p>40 hours</p></td><td  ><p>22 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>None</p></td><td  ><p>Swarm II</p></td><td  ><p>JBL QuantumENGINE</p></td></tr></tbody></table></div><div class="product"><p><strong>Turtle Beach Stealth 500</strong><br />The Turtle Beach Stealth 500 is a decent wireless headset available at a similar price point, and despite its shorter battery life, it's still got a few impressive features such as powerful spatial audio and variable mic monitoring. With the addition of the Swarm II software, you've also got the wiggle room for a more personal listening experience, unlike the Corsair HS35 v3.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/turtle-beach-stealth-500-review" data-dimension112="b681dc48-91a0-11f1-88c0-c33b62a77271" data-action="Deal Block" data-label="For more information, check out our full Turtle Beach Stealth 500 review" data-dimension48="For more information, check out our full Turtle Beach Stealth 500 review" data-dimension25=""><strong>Turtle Beach Stealth 500 review</strong></a><strong></strong></p></div><div class="product"><p><strong>Also consider the JBL Quantum 360X wireless headset</strong><br />If you're after a headset which feels more specialised for gaming, the JBL Quantum 360X might be just that. Not only does it have a more gamer-esque appearance courtesy of its black and green design, but it also blocks out background noise thanks to its ear cup design, and has a pretty decent sound profile considering its mid-range price tag. You also have the option to alter your audio with the JBL QuantumENGINE software, too. </p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/JBL-Quantum-360X-wireless-headset-review" data-dimension112="b681dcb6-91a0-11f1-9dde-d1ac5061b138" data-action="Deal Block" data-label="For more information, check out our full JBL Quantum 360X review" data-dimension48="For more information, check out our full JBL Quantum 360X review" data-dimension25=""><strong>JBL Quantum 360X review</strong></a><strong></strong></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="TtxtFazH9apv2Qc3u3XeB8" name="Corsair HS35 v3 wireless gaming headset" alt="contents of the Corsair HS35 v3 headset box including the headset, mic, dongle, and USB C cable against a white hardwood floor background" src="https://cdn.mos.cms.futurecdn.net/TtxtFazH9apv2Qc3u3XeB8-1920-80.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-corsair-hs35-v3"><span>How I tested the Corsair HS35 v3 </span></h2><ul><li><strong>Tested across six weeks </strong></li><li><strong>Used for PC and PlayStation gaming </strong></li><li><strong>Used for Discord and Google Meet calls </strong></li></ul><p>I tested the Corsair HS35 v3 wireless headset across the course of six weeks, abandoning my beloved Razer Blackshark V3. Throughout that time, I used the HS35 v3 for all my daily duties, whether that was jumping in and out of meetings, listening to music throughout the day, or hopping on Discord with my friends in the evening. The long battery life meant I never had to worry about my headset switching off mid-session, and the mic quality guaranteed my audio would never cut out. </p><p>When gaming, I also made sure to test the headset in games where in-game chat is essential, like <em>Big Walk</em> and <em>Content Warning</em>. I also played several hours of <em>The Outlast Trials</em> with friends to test the full depth of the headset's capabilities, and even the quietest footsteps and audio cues came through clearly. </p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a> </p><p><em>First reviewed August 2026.</em> </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-accessories/corsair-hs35-v3-review</link>
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                            <![CDATA[ The Corsair HS35 v3 wireless headset takes a headset back to absolute basics, without cutting any corners in quality. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Kara Phillips ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Ypsd4aHw3rKJCpJhfpE6N7-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kara is an Evergreen writer at TechRadar Gaming. With a degree in Journalism and a passion for the weird and wonderful, she&#039;s spent the last few years as a freelance video game journalist, with bylines at NintendoLife, Attack of the Fanboy, Prima Games, and sister publication, GamesRadar+. Outside of gaming, you&#039;ll find her re-watching Gilmore Girls or trying to cram yet another collectible onto a shelf that desperately needs some organizing.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Corsair HS35 v3 headset mid shot showing entire headset with no mic attached against a white hardwood floor]]></media:description>                                                            <media:text><![CDATA[Corsair HS35 v3 headset mid shot showing entire headset with no mic attached against a white hardwood floor]]></media:text>
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                                <h2 class="article-body__section" id="section-corsair-hs35-v3-one-minute-reivew"><span>Corsair HS35 v3: One-minute reivew</span></h2><p>The Corsair HS35 v3 <a href="https://www.techradar.com/news/best-wireless-gaming-headsets">wireless gaming headset</a> is an underdog in the mid-range category. It doesn't feature a huge number of flourishes to help set it above its competitors, but instead hones in on what really matters: audio quality and microphone performance. </p><p>It delivers crystal clear audio no matter what you're using it for, whether that's gaming, calls, or getting some tunes in while you work. There's no software to fiddle around with, and barely any buttons to get used to. If you need something that's good to go as soon as it's out of the box, this headset definitely suits. </p><p>Comfort is also clearly key with the Corsair HS35 v3. Between the floating headband design, the soft, cushioned earcups, and the lightweight design, at no point did I have to readjust the headset, my glasses, or take a break from wearing it. Again, for a mid-range headset, it feels surprisingly high-quality. </p><p>Although I appreciate its simplicity, there are definitely a few things that are bound to put a competitive gamer off, and most of that comes through its lack of customisation. It's great that the headset is good to go as soon as it's out of the box, rather than having to worry about downloading any more software, but if you want to make the most of its full audio capabilities, the lack of these features might be make-or-break. </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="VvQVL5BQqQaXJ8uu5PqZT8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 box, showing yellow and black branding and details about the headset, against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/VvQVL5BQqQaXJ8uu5PqZT8-1920-80.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-corsair-hs35-v3-price-and-availability"><span>Corsair HS35 v3: Price and Availability </span></h2><ul><li><strong>Priced at $79.99/£69.99/$124.99AU</strong></li><li><strong>Available via Corsair and major retailers</strong></li><li><strong>White and black versions available</strong></li></ul><p>The Corsair HS35 v3 will set you back a reasonable $79.99 / £69.99 / AU$124.99, so it's by no means a premium headset. But it's certainly not a budget pick either. Fortunately, it manages to justify its price through the quality of its audio and microphone, making it a worthy option for anyone looking to upgrade their current setup, or looking to stray from the typical features of a wireless gaming headset. </p><p>In fact, the only reason the headset isn't more expensive is probably due to its lack of additional software, and the fact that there are no typical flourishes you'd usually find on a gaming headset like an input switch button, a microphone that tucks away on the headset itself, or a separate mic mute button. Despite these "missing" features, though, the core expectation of the headset, providing high-quality sound during gaming, is definitely met. </p><h2 class="article-body__section" id="section-corsair-hs35-v3-specs"><span>Corsair HS35 v3: Specs</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair HS35 v3</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$79.99 / £69.99 / AU$124.99</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>8.8oz / 250g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatability</strong></p></td><td  ><p>PC, PlayStation, Nintendo Switch, Mobile </p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / USB Wired</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>30 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>None</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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SwGiSdGBF9PDyNjzrKRVF8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 headband showing corsair branding in white, with earcups in background against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/SwGiSdGBF9PDyNjzrKRVF8-1920-80.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-corsair-hs35-v3-design-and-features"><span>Corsair HS35 v3: Design and features</span></h2><ul><li><strong>Incredibly lightweight design</strong></li><li><strong>Doesn't look as bulky as other gaming headsets</strong></li><li><strong>Sleek, all-black design </strong></li></ul><p>Straight out of the box, the Corsair HS35 v3 doesn't look too dissimilar to the vast majority of wireless gaming headsets available. Its entirely black design is sleek, with subtle Corsair logos in a black gloss on each ear cup, alongside branding in white across the top of the headband. This is definitely my preferred style, rather than having any RGB flair for the sake of it, just because it feels like something you can use for everything, rather than having to swap out your rather garish gaming headset when you want to listen to music or attend a meeting. </p><p>In fact, there aren't any flourishes at all on the Corsair HS35 v3. Aside from the incredibly subtle branding, the only thing that offers a pop of colour is two yellow bands that connect the ear cups to the headband. The rest of the headset maintains the stylish black appearance, and it's certainly better for it. If I didn't spend so much time tethered to my PC or console, I'd definitely be content in taking this headset out on a commute rather than a pair of earphones. It's definitely one of the simpler headsets I've ever used. Not only in terms of design, but also how simple its layout is. </p><p>One thing that immediately stood out was the lack of wheels or dials to control your volume. I didn't realise how much of a make-or-break this was to me, but as it turns out, I actually like being able to tune my audio volume to the decibel. The Corsair HS35 v3 exchanges the wheel I know and love in favour of a little toggle/lever which takes your audio up or down two at a time. It's such a small frustration, but it definitely felt like I had less control over exactly how I wanted my audio to be. Especially after using the <a href="https://www.techradar.com/gaming/razer-blackshark-v3-review">Razer Blackshark V3</a> for so long, alongside other similarly priced headsets such as the <a href="https://www.techradar.com/gaming/JBL-Quantum-360X-wireless-headset-review">JBL Quantum 360X wireless</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:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pqHoqakKrzvu2wvV5quJ98" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 headset with mic plugged in close up against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/pqHoqakKrzvu2wvV5quJ98-1920-80.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>In fact, the ear cups are surprisingly bare. Alongside the aforementioned toggle, you've got the power button, alongside the USB-C port on the left ear cup. On the right, you've got absolutely nothing. There's not even a separate mic mute button; you just push in the volume toggle. It's great for someone like me who always takes an embarrassingly long time to get used to the layout of a new headset; this definitely felt like a blessing in disguise. As a result, the headset feels incredibly straightforward to set up and use. Though this does feel like you're sacrificing some of the customisation you'd usually get. </p><p>Additional software which helps you to customise your listening profiles, like the <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-pro-wired-gaming-headset-review#section-how-i-tested-the-steelseries-arctis-arctis-nova-pro">SteelSeries Arctis Nova Pro</a>, definitely feels like a more premium add-on. Since the Corsair HS35 v3 is a mid-range headset, it's not surprising that it doesn't boast the same features. But if you're looking to replace your headset for a slightly cheaper model, this lack of complete control and customisation definitely might put buyers off. </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="B8nNVx6uvvprY6iH6QN498" name="Corsair HS35 v3 wireless gaming headset" alt="Close up of the Corsair HS35 v3 headset ear cups on a white hardwood background" src="https://cdn.mos.cms.futurecdn.net/B8nNVx6uvvprY6iH6QN498-1920-80.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-corsair-hs35-v3-performance"><span>Corsair HS35 v3: Performance</span></h2><ul><li><strong>30-hour battery life </strong></li><li><strong>Comfortable for long sessions due to floating headband</strong></li><li><strong>Fantastic audio quality</strong></li></ul><p>I've been using the <a href="https://www.techradar.com/gaming/razer-blackshark-v3-review">Razer Blackshark V3</a> for well over a year now, so "downgrading" to a more reasonably priced headset definitely raised some concerns about overall audio quality. However, the Corsair HS35 v3 delivers clear audio with no issues, and even though it's by no means a premium headset, it still boasts impressive audio quality. When gaming, you can pick up on all the more subtle sound effects, be that enemy footsteps or audio cues in horror games like The Outlast Trials. </p><p>The only time the audio feels low quality is when you switch the headset on, and the muffled, not-quite-human "power on, toggle connected" line plays. Aside from that, it's really easy to block out external noise to focus on your game, which is especially impressive given the headset isn't noise-cancelling in any way. Which, is actually a feature I found with the JBL Quantum 360X too, the design itself feels noise cancelling rather than the actual hardware. </p><p>This is massively helped by the 30-hour battery life of the set, which I pushed to its absolute limit in my testing. For several weeks, I used this headset for everything in my daily life: meetings, gaming, and listening to music in between. And it's safe to say that the 30-hour battery life really does help to keep you immersed in whatever you're playing, or locked in on whatever you're working 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="VM6eH6DaKHjjhsqcdZYBJ8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 ear cups showing subtle corsair branding against a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/VM6eH6DaKHjjhsqcdZYBJ8-1920-80.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>It also only takes three hours to fully charge. Sure, that's not the rapid 15-minute charge for two hours of play that the Razer Blackshark V3 offers, but for the price you're paying, it's definitely worth it. Plus, the cable provided with the headset is long enough for you to still be able to continue playing without feeling constrained by the cable. A nice design touch is that the interior of the USB and USB-C is the same yellow colour as the bands linking the earcups to the headband too, but that'll probably go unnoticed to the average gamer. </p><p>It's also an incredibly comfortable headset to wear for long sessions. The lightweight frame and cushioned earcups feel much looser without ever feeling like it'll slip off your head, rather than the usual firm padding and pleather-esque material we're used to seeing in slightly cheaper headsets like the <a href="https://www.techradar.com/gaming/turtle-beach-stealth-500-review">Turtle Beach Stealth 500</a>. </p><p>The microphone quality is where this headset really shines, though. Nothing about the mic when you pull it out of the box screams premium quality. It's got no foam muffler or pop filter, so I expected the audio quality to be pretty lackluster. But when testing across Google Meet and Discord, the audio is genuinely astounding for a mid-range headset. It's crystal clear and picks up incredibly quiet talking without any of the annoying background noises like chewing, breathing, or keyboard clicks. It never peaks when speaking loudly either, which is a huge plus. </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="dn2qaxt9VkKdmqQ9WGjsb8" name="Corsair HS35 v3 wireless gaming headset" alt="Corsair HS35 v3 headset earcup and dongle and headset on a white hardwood floor" src="https://cdn.mos.cms.futurecdn.net/dn2qaxt9VkKdmqQ9WGjsb8-1920-80.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-you-buy-the-corsair-hs35-v3"><span>Should you buy the Corsair HS35 v3?</span></h2><h2 id="buy-it-if-6">Buy it if...</h2><div class="product"><p><strong>You prioritise comfort over customisation</strong><br />The Corsair HS35 v3 is one of the most comfortable headsets I've ever used, which is incredibly high praise. If you prefer something that's comfortable over something you can get into the nuts and bolts of to create a more niche listening experience, then the Corsair HS35 v3 definitely prioritises this. </p></div><div class="product"><p><strong>You need a headset primarily for meetings or calls</strong><br />There are no faults with the Corsair HS35 v3 when gaming, but the audio quality of the microphone is definitely wasted if you're not using it for calls. Even if you're just playing games with proximity chat, like <em>R.E.P.O</em> or <em>Big Walk,</em> you'll still be making the most of the biggest selling point of the set. </p></div><h2 id="don-t-buy-it-if-4">Don't buy it if...</h2><div class="product"><p><strong>You like tailoring your audio profiles to your gaming preferences</strong><br />Between the lack of a volume scroll wheel and no software to help you create custom audio settings, for an extreme gamer it might seem like there's a lot of customisation missing for a mid-range price tag. It's not a complete bust, as there are still so many positives for the headset, but I can still see why this would put a competitive gamer off. </p></div><h2 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h2><p>Still not sold on the Corsair HS35 v3 Wireless headset? Here's how it compares to two similar wireless gaming headsets. </p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair HS35 v3 Wireless headset</strong></p></td><td  ><p><strong>Turtle Beach Stealth 500</strong></p></td><td  ><p><strong>JBL Quantum 360X wireless headset</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$79.99 / £69.99 / AU$124.99</p></td><td  ><p>$79.99 / £79.99 / AU$139</p></td><td  ><p>$64.95 / £63.99</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>8.8oz / 250g</p></td><td  ><p>8.22oz / 233g</p></td><td  ><p>8.9oz / 253g</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC, PlayStation, Nintendo Switch, Mobile </p></td><td  ><p>PC, PlayStation, Nintendo Switch, Mobile</p></td><td  ><p>PC, Xbox Series X|S, Nintendo Switch</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / USB Wired</p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / Wired (3.5mm)</p></td><td  ><p>Wireless 2.4GHz / Bluetooth 5.2 / Wired</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p>30 hours</p></td><td  ><p>40 hours</p></td><td  ><p>22 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>None</p></td><td  ><p>Swarm II</p></td><td  ><p>JBL QuantumENGINE</p></td></tr></tbody></table></div><div class="product"><p><strong>Turtle Beach Stealth 500</strong><br />The Turtle Beach Stealth 500 is a decent wireless headset available at a similar price point, and despite its shorter battery life, it's still got a few impressive features such as powerful spatial audio and variable mic monitoring. With the addition of the Swarm II software, you've also got the wiggle room for a more personal listening experience, unlike the Corsair HS35 v3.</p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/turtle-beach-stealth-500-review" data-dimension112="b681dc48-91a0-11f1-88c0-c33b62a77271" data-action="Deal Block" data-label="For more information, check out our full Turtle Beach Stealth 500 review" data-dimension48="For more information, check out our full Turtle Beach Stealth 500 review" data-dimension25=""><strong>Turtle Beach Stealth 500 review</strong></a><strong></strong></p></div><div class="product"><p><strong>Also consider the JBL Quantum 360X wireless headset</strong><br />If you're after a headset which feels more specialised for gaming, the JBL Quantum 360X might be just that. Not only does it have a more gamer-esque appearance courtesy of its black and green design, but it also blocks out background noise thanks to its ear cup design, and has a pretty decent sound profile considering its mid-range price tag. You also have the option to alter your audio with the JBL QuantumENGINE software, too. </p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/gaming/JBL-Quantum-360X-wireless-headset-review" data-dimension112="b681dcb6-91a0-11f1-9dde-d1ac5061b138" data-action="Deal Block" data-label="For more information, check out our full JBL Quantum 360X review" data-dimension48="For more information, check out our full JBL Quantum 360X review" data-dimension25=""><strong>JBL Quantum 360X review</strong></a><strong></strong></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="TtxtFazH9apv2Qc3u3XeB8" name="Corsair HS35 v3 wireless gaming headset" alt="contents of the Corsair HS35 v3 headset box including the headset, mic, dongle, and USB C cable against a white hardwood floor background" src="https://cdn.mos.cms.futurecdn.net/TtxtFazH9apv2Qc3u3XeB8-1920-80.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-corsair-hs35-v3"><span>How I tested the Corsair HS35 v3 </span></h2><ul><li><strong>Tested across six weeks </strong></li><li><strong>Used for PC and PlayStation gaming </strong></li><li><strong>Used for Discord and Google Meet calls </strong></li></ul><p>I tested the Corsair HS35 v3 wireless headset across the course of six weeks, abandoning my beloved Razer Blackshark V3. Throughout that time, I used the HS35 v3 for all my daily duties, whether that was jumping in and out of meetings, listening to music throughout the day, or hopping on Discord with my friends in the evening. The long battery life meant I never had to worry about my headset switching off mid-session, and the mic quality guaranteed my audio would never cut out. </p><p>When gaming, I also made sure to test the headset in games where in-game chat is essential, like <em>Big Walk</em> and <em>Content Warning</em>. I also played several hours of <em>The Outlast Trials</em> with friends to test the full depth of the headset's capabilities, and even the quietest footsteps and audio cues came through clearly. </p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a> </p><p><em>First reviewed August 2026.</em> </p>
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                                                            <title><![CDATA[ GuliKit KK3 Max review: a feature-filled controller that fails to deliver on its premium price tag ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-gulikit-kk3-max-one-minute-review"><span>Gulikit KK3 Max: One-minute review</span></h2><p>The GuliKit KK3 Max might look like a standard controller, but it has plenty of extras and features on board.</p><p>Adopting the familiar form of the Xbox’s gamepad, the KK3 Max doesn’t exactly push the boundaries in terms of design. But given how comfortable and convenient the shape and layout are, it’s hard to complain about its lack of originality.</p><p>There are also a few extra flourishes that add some interest. The matte white finish of my review unit was rather fetching, while the front panel is incredibly smooth, smoother than any other I’ve felt before. Its construction also feels quite solid, rivaling the builds of the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a>.</p><p>This premium feel extends to the buttons, since there’s very little wobble to any of them. The same can be said of the various sets of levers for the four back buttons, although a fair amount of force is required to insert them.</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Npau3pZDUxUXRePxVPRPDG" name="PXL_20260717_074135618" alt="Hand holding GuliKit KK3 Max with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/Npau3pZDUxUXRePxVPRPDG-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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>Despite the lack of software, there are still plenty of input-related customizations and settings available via various button combinations. These range from basic adjustments, such as the vibration intensity and stick sensitivity, to more advanced features, such as motion control and macro recording.</p><p>The overall performance of the KK3 Max is pretty good. Most of the buttons are responsive and satisfying to press. The triggers offer a fair amount of control, although I found their travel distance a little too short for my preferences. The sticks also lack the precision of the best, although they move easily and quickly. Motion controls are also inconsistent: I found they performed well with Nintendo Switch games, but were less effective on PC and mobile titles.</p><p>I’m happy to report that I had no issues with connectivity on any system I tried the KK3 Max with. Whether it was to my PC via the USB dongle or to my Switch and Android tablet via Bluetooth, the KK3 Max connected quickly to them all and I didn’t experience any dropouts or lag. Hotswitching between devices is also easy thanks to the dedicated button for this purpose, although it can take several presses for the button to respond.</p><p>The current multiplatform controller market is certainly a competitive one, with an increasing number of entrants offering increasingly better value. At $79.99 / £65.99 / AU$113.95, the KK3 Max is dangerously close in price to some real standouts, such as the <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Steam Controller</a> and the <a href="https://www.techradar.com/gaming/ive-spent-25-hours-with-this-8k-polling-games-controller-its-been-great-for-arc-raiders-not-so-great-for-my-pc-gamesir-g7-pro-8k-review-a-fantastic-controller-gets-one-extra-feature-but-its-not-for-everyone">GameSir G7 Pro 8K</a>, and more expensive than the <a href="https://www.techradar.com/gaming/8bitdo-pro-3-review">8BitDo Pro 3</a>, another highly capable controller. It mightn’t quite match up to its cohort, but the KK3 Max is still a gamepad to consider if you prefer onboard adjustments and like to have plenty of back buttons.</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HmVZaMDoHofh2iqhrEeYYP" name="PXL_20260717_074453124" alt="Back of GuliKit KK3 Max with back button attachments next to it, on desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/HmVZaMDoHofh2iqhrEeYYP-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max-review-price-availability"><span>Gulikit KK3 Max review: Price &amp; availability</span></h2><ul><li><strong>$79.99 / £65.99 / AU$113.95</strong></li><li><strong>Available now in various colorways</strong></li><li><strong>Premium pricing puts it against big hitters</strong></li></ul><p>The GuliKit KK3 Max costs $79.99 / £65.99 / AU$113.95 and is available now from Amazon. Three colorways are available: black, white, and grey.</p><p>This pricing places the KK3 Max at the premium end of the market. It comes close to some big names in this space, such as the new <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Steam Controller</a>. This has the advantage of touchpads for controlling the mouse cursor, and we found its gyroscope controls performed very well, unlike the KK3 Max’s. It isn’t compatible with the Switch or Switch 2, though. </p><p>The KK3 Max is also more expensive than the <a href="https://www.techradar.com/gaming/8bitdo-pro-3-review">8BitDo Pro 3</a>, which has class-leading performance. We particularly loved its smooth analog sticks and triggers, as well as its phenomenal D-pad. It’s very customizable, too, thanks to its accompanying software — something the KK3 Max lacks.</p><h2 class="article-body__section" id="section-gulikit-kk3-max-review-specs"><span>Gulikit KK3 Max review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Gulikit KK3 Max</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$79.99 / £65.99 / AU$113.95</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>9.7oz / 275g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6 x 4.3 x 1.3in / 154.7 x 108.1 x 32.4mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Switch, Switch 2, Android, iOS</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>15-28 hours</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k5QhUCyeRXWYn96gSvYz5Z" name="PXL_20260717_074123179" alt="Back of GuliKit KK3 Max with back button levers attached, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/k5QhUCyeRXWYn96gSvYz5Z-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max-review-design-and-features"><span>Gulikit KK3 Max review: Design and features</span></h2><ul><li><strong>Super smooth surface</strong></li><li><strong>No extra D-pad hats or stick caps</strong></li><li><strong>No software</strong></li></ul><p>The KK3 Max has a simple and conventional design, replicating the form and layout of the <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">best Xbox controllers</a>. This is no bad thing, though, since such gamepads are among the most ergonomic and comfortable out there. Along with many others, I’m also particularly fond of the asymmetric analog sticks, since this moves the D-pad to a position that makes it easier to use with either thumb. </p><p>What may prove more divisive, however, is the relatively small size of the entire unit. I don’t have particularly large hands, but both my thumbs and forefingers tended to overhang the sticks and triggers respectively. I was able to adjust my grip to compensate without sacrificing comfort or security, but others might find this more of a problem.</p><p>There are some extra touches to the KK3 Max’s design that set it apart from the crowd. The brilliant white matte finish of my review unit is quite eye-catching, as is the subtle yet effective RGB lighting around the sticks, which also has a practical function that I’ll come to later.</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kKUt8W2Dg3FWwp6wzSeGNk" name="PXL_20260717_074245927" alt="Close-up of right analog stick on GuliKit KK3 Max, on a grey desk" src="https://cdn.mos.cms.futurecdn.net/kKUt8W2Dg3FWwp6wzSeGNk-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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 front plate is incredibly smooth to the touch, smoother than any other controller I’ve experienced. However, this plate isn’t magnetically attached as it is on other gamepads, allowing for easy removal for the sake of customization and reordering or replacing buttons.</p><p>You can still remove the KK3 Max’s face buttons — you’ll just need to use the included puller to do so, which is thankfully easy to use. You can’t directly swap the X with the Y button or the A with the B, though, since they have different depths and curvatures. Rather, duplicates of each button are included in the box with the appropriate depth and curvature for swapping their position. This seems like a rather inefficient solution to me, and just means you have more bits of plastic in your life than you otherwise would.</p><p>I can’t complain about their quality, though. They’re pleasantly smooth and stable, with only a marginal amount of play, while their transparent design is quite fetching. The D-pad also feels stable, although it’s a shame you can't replace the hat, as different designs can make a real difference to feel and performance, and would cater to more preferences. Fortunately, I found it quite ergonomic; even though it adopts the traditional four-point shape, its rounded edges make it better for rolling between directions. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CV2CyPrJjYaLMqeHcjHRW" name="PXL_20260717_074242002" alt="Close-up of left analog stick on GuliKit KK3 Max, on a grey desk" src="https://cdn.mos.cms.futurecdn.net/CV2CyPrJjYaLMqeHcjHRW-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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 triggers are also comfortable. They have rounded outside edges, which makes them soft on the finger, as well as a dotted texture to provide grip. The analog stick caps are reasonably small but have an ergonomic shape and a soft finish. Their edges are slightly textured, although this is less prominent than other examples, so those with sweaty thumbs might slip off them. They are removable, but GuliKit doesn’t provide any extra sets in the box, which is a shame. The sticks themselves are quite tall and suitably planted, with a negligible amount of play. </p><p>More solid are the back button levers. Despite how they look, they’re not made from metal, but they are reassuringly sturdy. They actually require a fair amount of force to insert in their slots, but once in place, I felt pretty confident that they weren’t going to come loose. They come in different shapes, with two sets of paddle-like levers and a set that looks more like bumpers. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="R3zMxhAKmqsyJYSWTjk9wF" name="PXL_20260717_074140201" alt="Close-up of top of GuliKit KK3 Max, on a grey desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/R3zMxhAKmqsyJYSWTjk9wF-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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>There’s no software for customizing the inputs of the KK3 Max, which is a shame. However, there are still plenty of adjustments you can make and features to enable using various button combinations. You can alter the sensitivity of the analog sticks, with three levels to choose from, as well as toggle Dead Zone mode for them. You can also enable the Motion Aim Assist mode, letting you assign gyroscopic controls when either the left stick or the left trigger is held. Again, there are three levels of sensitivity to choose from here.</p><p>Other settings include a toggle for the D-pad between four- and eight-direction modes, A and B and X and Y swaps, and a Rapid Trigger function with two modes to choose from: one where the chosen input triggers repeatedly when held, and the other when it’s merely pressed. An autopilot mode and a macro recorder are available, too.</p><p>All these adjustments are quite easy to make, and there are some useful indicators that let you know what settings have been selected. For instance, the sticks light different colors depending on which of the three sensitivity levels is set, and the pad rumbles once, twice, or thrice depending on which of the three sensitivities of the Motion Aim Assist is set. However, I still would’ve preferred software for convenience's sake; it’s always nice to see your settings represented graphically, and having to remember all the button combinations is a hassle I could do without. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BkK6ctPymaAGFjQDwuNaYE" name="PXL_20260717_074222250" alt="Three-quarter view of GuliKit KK3 Max, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/BkK6ctPymaAGFjQDwuNaYE-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max-review-performance"><span>Gulikit KK3 Max review: Performance</span></h2><ul><li><strong>Solid button feel</strong></li><li><strong>Slightly imprecise sticks</strong></li><li><strong>Motion controls are mixed</strong></li></ul><p>In action, the KK3 Max acquits itself rather well. The face buttons are tactile and well-damped, and only require a light touch to press, which makes them feel snappy. However, they don’t provide the best feedback, and there are times when it can be difficult to feel them actually being pressed. Thankfully, however, this didn’t result in presses failing to register, in my experience.</p><p>The bumpers are more clicky, but still have enough dampening to make presses satisfying. However, I found their position a little too high, which can make reaching them a little difficult. I should say that I encounter this problem on quite a few gamepads, but here it’s particularly acute.</p><p>In fact, I found the back buttons more usable than the bumpers, which isn’t something I can say about a lot of other controllers with back buttons. Their travel might be shallow, no matter which lever you decide to attach, but there’s enough dampening and feedback to make them viable as replacements for other inputs. I didn’t accidentally trigger them when gripping the KK3 Max tightly, either. The shapes of the various levers are easy to use, although I did find that the lower paddles were best used with two fingers rather than one. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uGXyQEBCMGanQVJDYsmmkQ" name="PXL_20260717_074047676" alt="View of  top of GuliKit KK3 Max, leaning on plinth on desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/uGXyQEBCMGanQVJDYsmmkQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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 triggers are resistant enough to provide adequate control when performing graduated presses, something I especially appreciate when playing racing games such as <em>Assetto Corsa </em>that require precise acceleration and braking inputs. Their relatively shallow travel does negate this aspect somewhat, but I still found them just about up to the task. They’re also light enough to perform rapid inputs when needed, and to prevent fatigue from setting in during prolonged holds. </p><p>The sticks move freely and quickly, with a fast rebound that makes them feel snappy. Aiming was quite accurate when I played <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a>, although they don’t offer the smoothest motion, with small but frequent jumps and unexpected accelerations affecting my accuracy. Thankfully, their aforementioned height didn’t pose a problem when moving them around, although it did cause some instability when pressing in the L3 and R3 buttons, with accidental directional movements often accompanying them.</p><p>The gyroscopic motion controls are mixed in terms of their performance. When I 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> on my Switch, they were smooth when aiming the bow, and on a par with the <a href="https://www.techradar.com/best/the-best-nintendo-switch-controllers-in-2023">best Nintendo Switch controllers</a>. However, with games on other platforms, such as <em>First Light </em>on PC and <em>Hitman Blood Money — Reprisal </em>on Android, they were jerky and restrictive in terms of movement. No matter how many times I recalibrated them using the onboard function to do this, they didn’t improve on these systems.</p><p>I had no issues connecting the KK3 Max to my Windows 11 PC, Switch, or Android tablet via Bluetooth or the USB dongle. The handy button for hot-switching between devices is also useful, and hot-switching itself proved quick in my experience. However, the button doesn’t operate that well, taking a few too many presses to actually respond.</p><h2 class="article-body__section" id="section-should-i-buy-the-gulikit-kk3-max"><span>Should I buy the Gulikit KK3 Max?</span></h2><h2 id="buy-it-if-7">Buy it if…</h2><div class="product"><p><strong>You want a comfortable gamepad</strong><br />The ergonomic shape of the KK3 Max, combined with the super smooth front panel and rounded triggers, make it comfortable to use — although those with particularly large hands might struggle with it.</p></div><div class="product"><p><strong>You want plenty of back buttons</strong><br />With four back buttons and three different kinds of lever attachments for them, the KK3 Max is great for those who like to trigger inputs with their fingers rather than their thumbs.</p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if…</h2><div class="product"><p><strong>You want software</strong><br />Even though you can customize the inputs of the KK3 Max, you’ll need to do this with button combinations, as there’s no companion app.</p></div><div class="product"><p><strong>You want the best stick performance</strong><br />The sticks aren’t quite as smooth or precise as those in the best gamepads.</p></div><h2 class="article-body__section" id="section-gulikit-kk3-max-review-also-consider"><span>Gulikit KK3 Max review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>GuliKit KK3 Max</strong></p></td><td  ><p><strong>8BitDo Pro 3 </strong></p></td><td  ><p><strong>Valve Steam Controller (2026) </strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$79.99 / £65.99 / AU$113.95</p></td><td  ><p>$59.99 / £40 (around AU$84)</p></td><td  ><p>$99 / £85 / AU$149 </p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>9.7oz / 275g</p></td><td  ><p>8.5oz / 242g</p></td><td  ><p> 10.3oz / 292g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6 x 4.3 x 1.3in / 154.7 x 108.1 x 32.4mm</p></td><td  ><p>6.1 x 3.9 x 2.6in / 154 x 101 x 65mm</p></td><td  ><p>4.4 x 6.3 x 2.2in / 111 x 159 x 57mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Switch, Switch 2, Android, iOS</p></td><td  ><p>Switch, Switch 2, PC, Android, iOS</p></td><td  ><p>PC, Mac, Android, iOS</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td><td  ><p>Steam Controller Puck, USB, Bluetooth </p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>15-28 hours</p></td><td  ><p>15-20 hours</p></td><td  ><p>35+ hours </p></td></tr></tbody></table></div><div class="product"><p><strong>Valve Steam Controller (2026) </strong><br />Valve’s latest iteration of the Steam Controller was highly anticipated, and in our view it didn’t disappoint. We found it offered great all-round performance, thanks to its TMR analog sticks and excellent gyro controls. Unlike other controllers, it also features touchpads for controlling cursor movement, making it a real boon for PC players. It doesn’t have the wide-ranging platform support of others, though.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026" data-dimension112="249acc6c-80f8-11f1-a816-69701b02c5cb" data-action="Deal Block" data-label="Read our full Valve Steam Controller (2026) review" data-dimension48="Read our full Valve Steam Controller (2026) review" data-dimension25=""><strong>Valve Steam Controller (2026) review</strong></a><strong>.</strong></p></div><div class="product"><p><strong>8BitDo Pro 3</strong><br />If you want to spend less on a controller but still want great performance, look no further than the 8BitDo Pro 3. We loved the performance of its sticks, triggers, and D-pad, and we found its shape supremely comfortable, while still staying faithful to the old SNES gamepad it’s keen to emulate. It also has great software with plenty of customizations.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/8bitdo-pro-3-review" data-dimension112="249accd0-80f8-11f1-9a89-5f9b2f01e4af" data-action="Deal Block" data-label="Read our full 8BitDo Pro 3 review" data-dimension48="Read our full 8BitDo Pro 3 review" data-dimension25=""><strong>8BitDo Pro 3 review</strong></a><strong>.</strong></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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8xyc6eNW8zFHwmSTMRHuU6" name="PXL_20260717_074237288" alt="Side view of GuliKit KK3 Max on desk" src="https://cdn.mos.cms.futurecdn.net/8xyc6eNW8zFHwmSTMRHuU6-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max"><span>How I tested the Gulikit KK3 Max</span></h2><ul><li><strong>Tested consistently for a few days</strong></li><li><strong>Played a variety of games on multiple devices</strong></li><li><strong>Plenty of controller experience</strong></li></ul><p>I tested the Gulikit KK3 Max for a few days, during which time I played a number of games on most of the platforms the controller is compatible with. I used it on my Windows 11 PC via the 2.4GHz wireless USB dongle, and on my Switch and Samsung Galaxy Tab S11 tablet via Bluetooth.</p><p>I made sure to play a variety of games across these platforms to test every facet of the controller’s performance. I played <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a> on PC, which is a good test for the accuracy and precision of analog sticks, as well as <em>Hitman: Blood Money — Reprisal </em>on my tablet for the same purpose. I also played <em>Assetto Corsa</em>, which is not only a good test for the sticks but also for the control offered by the triggers. 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> on Switch, primarily to test the motion controls, as the game and console handle such controls very well. </p><p>I’ve been gaming for decades, and have used numerous gamepads with numerous systems in that time. I’ve also reviewed a number of other controllers, from budget offerings to high-performing premium models.</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: July 2026</em></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gulikit-kk3-max-review</link>
                                                                            <description>
                            <![CDATA[ It may look like your typical Xbox controller, but the GuliKit KK3 Max has a few more tricks up its sleeve. ]]>
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                                                                        <pubDate>Sat, 08 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 11 Sep 2026 08:31:22 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></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>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Gulikit KK3 Max leaning on plinth on desk with pink wall in background]]></media:description>                                                            <media:text><![CDATA[Gulikit KK3 Max leaning on plinth on desk with pink wall in background]]></media:text>
                                <media:title type="plain"><![CDATA[Gulikit KK3 Max leaning on plinth on desk with pink wall in background]]></media:title>
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                                <h2 class="article-body__section" id="section-gulikit-kk3-max-one-minute-review"><span>Gulikit KK3 Max: One-minute review</span></h2><p>The GuliKit KK3 Max might look like a standard controller, but it has plenty of extras and features on board.</p><p>Adopting the familiar form of the Xbox’s gamepad, the KK3 Max doesn’t exactly push the boundaries in terms of design. But given how comfortable and convenient the shape and layout are, it’s hard to complain about its lack of originality.</p><p>There are also a few extra flourishes that add some interest. The matte white finish of my review unit was rather fetching, while the front panel is incredibly smooth, smoother than any other I’ve felt before. Its construction also feels quite solid, rivaling the builds of the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a>.</p><p>This premium feel extends to the buttons, since there’s very little wobble to any of them. The same can be said of the various sets of levers for the four back buttons, although a fair amount of force is required to insert them.</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Npau3pZDUxUXRePxVPRPDG" name="PXL_20260717_074135618" alt="Hand holding GuliKit KK3 Max with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/Npau3pZDUxUXRePxVPRPDG-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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>Despite the lack of software, there are still plenty of input-related customizations and settings available via various button combinations. These range from basic adjustments, such as the vibration intensity and stick sensitivity, to more advanced features, such as motion control and macro recording.</p><p>The overall performance of the KK3 Max is pretty good. Most of the buttons are responsive and satisfying to press. The triggers offer a fair amount of control, although I found their travel distance a little too short for my preferences. The sticks also lack the precision of the best, although they move easily and quickly. Motion controls are also inconsistent: I found they performed well with Nintendo Switch games, but were less effective on PC and mobile titles.</p><p>I’m happy to report that I had no issues with connectivity on any system I tried the KK3 Max with. Whether it was to my PC via the USB dongle or to my Switch and Android tablet via Bluetooth, the KK3 Max connected quickly to them all and I didn’t experience any dropouts or lag. Hotswitching between devices is also easy thanks to the dedicated button for this purpose, although it can take several presses for the button to respond.</p><p>The current multiplatform controller market is certainly a competitive one, with an increasing number of entrants offering increasingly better value. At $79.99 / £65.99 / AU$113.95, the KK3 Max is dangerously close in price to some real standouts, such as the <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Steam Controller</a> and the <a href="https://www.techradar.com/gaming/ive-spent-25-hours-with-this-8k-polling-games-controller-its-been-great-for-arc-raiders-not-so-great-for-my-pc-gamesir-g7-pro-8k-review-a-fantastic-controller-gets-one-extra-feature-but-its-not-for-everyone">GameSir G7 Pro 8K</a>, and more expensive than the <a href="https://www.techradar.com/gaming/8bitdo-pro-3-review">8BitDo Pro 3</a>, another highly capable controller. It mightn’t quite match up to its cohort, but the KK3 Max is still a gamepad to consider if you prefer onboard adjustments and like to have plenty of back buttons.</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HmVZaMDoHofh2iqhrEeYYP" name="PXL_20260717_074453124" alt="Back of GuliKit KK3 Max with back button attachments next to it, on desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/HmVZaMDoHofh2iqhrEeYYP-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max-review-price-availability"><span>Gulikit KK3 Max review: Price &amp; availability</span></h2><ul><li><strong>$79.99 / £65.99 / AU$113.95</strong></li><li><strong>Available now in various colorways</strong></li><li><strong>Premium pricing puts it against big hitters</strong></li></ul><p>The GuliKit KK3 Max costs $79.99 / £65.99 / AU$113.95 and is available now from Amazon. Three colorways are available: black, white, and grey.</p><p>This pricing places the KK3 Max at the premium end of the market. It comes close to some big names in this space, such as the new <a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026">Steam Controller</a>. This has the advantage of touchpads for controlling the mouse cursor, and we found its gyroscope controls performed very well, unlike the KK3 Max’s. It isn’t compatible with the Switch or Switch 2, though. </p><p>The KK3 Max is also more expensive than the <a href="https://www.techradar.com/gaming/8bitdo-pro-3-review">8BitDo Pro 3</a>, which has class-leading performance. We particularly loved its smooth analog sticks and triggers, as well as its phenomenal D-pad. It’s very customizable, too, thanks to its accompanying software — something the KK3 Max lacks.</p><h2 class="article-body__section" id="section-gulikit-kk3-max-review-specs"><span>Gulikit KK3 Max review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Gulikit KK3 Max</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$79.99 / £65.99 / AU$113.95</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>9.7oz / 275g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6 x 4.3 x 1.3in / 154.7 x 108.1 x 32.4mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Switch, Switch 2, Android, iOS</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>15-28 hours</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k5QhUCyeRXWYn96gSvYz5Z" name="PXL_20260717_074123179" alt="Back of GuliKit KK3 Max with back button levers attached, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/k5QhUCyeRXWYn96gSvYz5Z-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max-review-design-and-features"><span>Gulikit KK3 Max review: Design and features</span></h2><ul><li><strong>Super smooth surface</strong></li><li><strong>No extra D-pad hats or stick caps</strong></li><li><strong>No software</strong></li></ul><p>The KK3 Max has a simple and conventional design, replicating the form and layout of the <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">best Xbox controllers</a>. This is no bad thing, though, since such gamepads are among the most ergonomic and comfortable out there. Along with many others, I’m also particularly fond of the asymmetric analog sticks, since this moves the D-pad to a position that makes it easier to use with either thumb. </p><p>What may prove more divisive, however, is the relatively small size of the entire unit. I don’t have particularly large hands, but both my thumbs and forefingers tended to overhang the sticks and triggers respectively. I was able to adjust my grip to compensate without sacrificing comfort or security, but others might find this more of a problem.</p><p>There are some extra touches to the KK3 Max’s design that set it apart from the crowd. The brilliant white matte finish of my review unit is quite eye-catching, as is the subtle yet effective RGB lighting around the sticks, which also has a practical function that I’ll come to later.</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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kKUt8W2Dg3FWwp6wzSeGNk" name="PXL_20260717_074245927" alt="Close-up of right analog stick on GuliKit KK3 Max, on a grey desk" src="https://cdn.mos.cms.futurecdn.net/kKUt8W2Dg3FWwp6wzSeGNk-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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 front plate is incredibly smooth to the touch, smoother than any other controller I’ve experienced. However, this plate isn’t magnetically attached as it is on other gamepads, allowing for easy removal for the sake of customization and reordering or replacing buttons.</p><p>You can still remove the KK3 Max’s face buttons — you’ll just need to use the included puller to do so, which is thankfully easy to use. You can’t directly swap the X with the Y button or the A with the B, though, since they have different depths and curvatures. Rather, duplicates of each button are included in the box with the appropriate depth and curvature for swapping their position. This seems like a rather inefficient solution to me, and just means you have more bits of plastic in your life than you otherwise would.</p><p>I can’t complain about their quality, though. They’re pleasantly smooth and stable, with only a marginal amount of play, while their transparent design is quite fetching. The D-pad also feels stable, although it’s a shame you can't replace the hat, as different designs can make a real difference to feel and performance, and would cater to more preferences. Fortunately, I found it quite ergonomic; even though it adopts the traditional four-point shape, its rounded edges make it better for rolling between directions. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CV2CyPrJjYaLMqeHcjHRW" name="PXL_20260717_074242002" alt="Close-up of left analog stick on GuliKit KK3 Max, on a grey desk" src="https://cdn.mos.cms.futurecdn.net/CV2CyPrJjYaLMqeHcjHRW-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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 triggers are also comfortable. They have rounded outside edges, which makes them soft on the finger, as well as a dotted texture to provide grip. The analog stick caps are reasonably small but have an ergonomic shape and a soft finish. Their edges are slightly textured, although this is less prominent than other examples, so those with sweaty thumbs might slip off them. They are removable, but GuliKit doesn’t provide any extra sets in the box, which is a shame. The sticks themselves are quite tall and suitably planted, with a negligible amount of play. </p><p>More solid are the back button levers. Despite how they look, they’re not made from metal, but they are reassuringly sturdy. They actually require a fair amount of force to insert in their slots, but once in place, I felt pretty confident that they weren’t going to come loose. They come in different shapes, with two sets of paddle-like levers and a set that looks more like bumpers. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="R3zMxhAKmqsyJYSWTjk9wF" name="PXL_20260717_074140201" alt="Close-up of top of GuliKit KK3 Max, on a grey desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/R3zMxhAKmqsyJYSWTjk9wF-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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>There’s no software for customizing the inputs of the KK3 Max, which is a shame. However, there are still plenty of adjustments you can make and features to enable using various button combinations. You can alter the sensitivity of the analog sticks, with three levels to choose from, as well as toggle Dead Zone mode for them. You can also enable the Motion Aim Assist mode, letting you assign gyroscopic controls when either the left stick or the left trigger is held. Again, there are three levels of sensitivity to choose from here.</p><p>Other settings include a toggle for the D-pad between four- and eight-direction modes, A and B and X and Y swaps, and a Rapid Trigger function with two modes to choose from: one where the chosen input triggers repeatedly when held, and the other when it’s merely pressed. An autopilot mode and a macro recorder are available, too.</p><p>All these adjustments are quite easy to make, and there are some useful indicators that let you know what settings have been selected. For instance, the sticks light different colors depending on which of the three sensitivity levels is set, and the pad rumbles once, twice, or thrice depending on which of the three sensitivities of the Motion Aim Assist is set. However, I still would’ve preferred software for convenience's sake; it’s always nice to see your settings represented graphically, and having to remember all the button combinations is a hassle I could do without. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BkK6ctPymaAGFjQDwuNaYE" name="PXL_20260717_074222250" alt="Three-quarter view of GuliKit KK3 Max, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/BkK6ctPymaAGFjQDwuNaYE-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max-review-performance"><span>Gulikit KK3 Max review: Performance</span></h2><ul><li><strong>Solid button feel</strong></li><li><strong>Slightly imprecise sticks</strong></li><li><strong>Motion controls are mixed</strong></li></ul><p>In action, the KK3 Max acquits itself rather well. The face buttons are tactile and well-damped, and only require a light touch to press, which makes them feel snappy. However, they don’t provide the best feedback, and there are times when it can be difficult to feel them actually being pressed. Thankfully, however, this didn’t result in presses failing to register, in my experience.</p><p>The bumpers are more clicky, but still have enough dampening to make presses satisfying. However, I found their position a little too high, which can make reaching them a little difficult. I should say that I encounter this problem on quite a few gamepads, but here it’s particularly acute.</p><p>In fact, I found the back buttons more usable than the bumpers, which isn’t something I can say about a lot of other controllers with back buttons. Their travel might be shallow, no matter which lever you decide to attach, but there’s enough dampening and feedback to make them viable as replacements for other inputs. I didn’t accidentally trigger them when gripping the KK3 Max tightly, either. The shapes of the various levers are easy to use, although I did find that the lower paddles were best used with two fingers rather than one. </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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uGXyQEBCMGanQVJDYsmmkQ" name="PXL_20260717_074047676" alt="View of  top of GuliKit KK3 Max, leaning on plinth on desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/uGXyQEBCMGanQVJDYsmmkQ-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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 triggers are resistant enough to provide adequate control when performing graduated presses, something I especially appreciate when playing racing games such as <em>Assetto Corsa </em>that require precise acceleration and braking inputs. Their relatively shallow travel does negate this aspect somewhat, but I still found them just about up to the task. They’re also light enough to perform rapid inputs when needed, and to prevent fatigue from setting in during prolonged holds. </p><p>The sticks move freely and quickly, with a fast rebound that makes them feel snappy. Aiming was quite accurate when I played <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a>, although they don’t offer the smoothest motion, with small but frequent jumps and unexpected accelerations affecting my accuracy. Thankfully, their aforementioned height didn’t pose a problem when moving them around, although it did cause some instability when pressing in the L3 and R3 buttons, with accidental directional movements often accompanying them.</p><p>The gyroscopic motion controls are mixed in terms of their performance. When I 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> on my Switch, they were smooth when aiming the bow, and on a par with the <a href="https://www.techradar.com/best/the-best-nintendo-switch-controllers-in-2023">best Nintendo Switch controllers</a>. However, with games on other platforms, such as <em>First Light </em>on PC and <em>Hitman Blood Money — Reprisal </em>on Android, they were jerky and restrictive in terms of movement. No matter how many times I recalibrated them using the onboard function to do this, they didn’t improve on these systems.</p><p>I had no issues connecting the KK3 Max to my Windows 11 PC, Switch, or Android tablet via Bluetooth or the USB dongle. The handy button for hot-switching between devices is also useful, and hot-switching itself proved quick in my experience. However, the button doesn’t operate that well, taking a few too many presses to actually respond.</p><h2 class="article-body__section" id="section-should-i-buy-the-gulikit-kk3-max"><span>Should I buy the Gulikit KK3 Max?</span></h2><h2 id="buy-it-if-7">Buy it if…</h2><div class="product"><p><strong>You want a comfortable gamepad</strong><br />The ergonomic shape of the KK3 Max, combined with the super smooth front panel and rounded triggers, make it comfortable to use — although those with particularly large hands might struggle with it.</p></div><div class="product"><p><strong>You want plenty of back buttons</strong><br />With four back buttons and three different kinds of lever attachments for them, the KK3 Max is great for those who like to trigger inputs with their fingers rather than their thumbs.</p></div><h2 id="don-39-t-buy-it-if-3">Don't buy it if…</h2><div class="product"><p><strong>You want software</strong><br />Even though you can customize the inputs of the KK3 Max, you’ll need to do this with button combinations, as there’s no companion app.</p></div><div class="product"><p><strong>You want the best stick performance</strong><br />The sticks aren’t quite as smooth or precise as those in the best gamepads.</p></div><h2 class="article-body__section" id="section-gulikit-kk3-max-review-also-consider"><span>Gulikit KK3 Max review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>GuliKit KK3 Max</strong></p></td><td  ><p><strong>8BitDo Pro 3 </strong></p></td><td  ><p><strong>Valve Steam Controller (2026) </strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$79.99 / £65.99 / AU$113.95</p></td><td  ><p>$59.99 / £40 (around AU$84)</p></td><td  ><p>$99 / £85 / AU$149 </p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>9.7oz / 275g</p></td><td  ><p>8.5oz / 242g</p></td><td  ><p> 10.3oz / 292g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6 x 4.3 x 1.3in / 154.7 x 108.1 x 32.4mm</p></td><td  ><p>6.1 x 3.9 x 2.6in / 154 x 101 x 65mm</p></td><td  ><p>4.4 x 6.3 x 2.2in / 111 x 159 x 57mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Switch, Switch 2, Android, iOS</p></td><td  ><p>Switch, Switch 2, PC, Android, iOS</p></td><td  ><p>PC, Mac, Android, iOS</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td><td  ><p>Steam Controller Puck, USB, Bluetooth </p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>15-28 hours</p></td><td  ><p>15-20 hours</p></td><td  ><p>35+ hours </p></td></tr></tbody></table></div><div class="product"><p><strong>Valve Steam Controller (2026) </strong><br />Valve’s latest iteration of the Steam Controller was highly anticipated, and in our view it didn’t disappoint. We found it offered great all-round performance, thanks to its TMR analog sticks and excellent gyro controls. Unlike other controllers, it also features touchpads for controlling cursor movement, making it a real boon for PC players. It doesn’t have the wide-ranging platform support of others, though.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/computing/peripherals-accessories/valve-steam-controller-2026" data-dimension112="249acc6c-80f8-11f1-a816-69701b02c5cb" data-action="Deal Block" data-label="Read our full Valve Steam Controller (2026) review" data-dimension48="Read our full Valve Steam Controller (2026) review" data-dimension25=""><strong>Valve Steam Controller (2026) review</strong></a><strong>.</strong></p></div><div class="product"><p><strong>8BitDo Pro 3</strong><br />If you want to spend less on a controller but still want great performance, look no further than the 8BitDo Pro 3. We loved the performance of its sticks, triggers, and D-pad, and we found its shape supremely comfortable, while still staying faithful to the old SNES gamepad it’s keen to emulate. It also has great software with plenty of customizations.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/8bitdo-pro-3-review" data-dimension112="249accd0-80f8-11f1-9a89-5f9b2f01e4af" data-action="Deal Block" data-label="Read our full 8BitDo Pro 3 review" data-dimension48="Read our full 8BitDo Pro 3 review" data-dimension25=""><strong>8BitDo Pro 3 review</strong></a><strong>.</strong></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:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8xyc6eNW8zFHwmSTMRHuU6" name="PXL_20260717_074237288" alt="Side view of GuliKit KK3 Max on desk" src="https://cdn.mos.cms.futurecdn.net/8xyc6eNW8zFHwmSTMRHuU6-1920-80.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" 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-gulikit-kk3-max"><span>How I tested the Gulikit KK3 Max</span></h2><ul><li><strong>Tested consistently for a few days</strong></li><li><strong>Played a variety of games on multiple devices</strong></li><li><strong>Plenty of controller experience</strong></li></ul><p>I tested the Gulikit KK3 Max for a few days, during which time I played a number of games on most of the platforms the controller is compatible with. I used it on my Windows 11 PC via the 2.4GHz wireless USB dongle, and on my Switch and Samsung Galaxy Tab S11 tablet via Bluetooth.</p><p>I made sure to play a variety of games across these platforms to test every facet of the controller’s performance. I played <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a> on PC, which is a good test for the accuracy and precision of analog sticks, as well as <em>Hitman: Blood Money — Reprisal </em>on my tablet for the same purpose. I also played <em>Assetto Corsa</em>, which is not only a good test for the sticks but also for the control offered by the triggers. 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> on Switch, primarily to test the motion controls, as the game and console handle such controls very well. </p><p>I’ve been gaming for decades, and have used numerous gamepads with numerous systems in that time. I’ve also reviewed a number of other controllers, from budget offerings to high-performing premium models.</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: July 2026</em></li></ul>
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                                                            <title><![CDATA[ Turtle Beach Pacific Skyline Wireless Controller review: the perfect companion for GTA 6 ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-one-minute-review"><span>Turtle Beach Pacific Skyline Wireless Controller: One-minute review</span></h2><p>The Turtle Beach Pacific Skyline is the best-looking <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">Xbox controller</a> that I’ve ever tested. The face plate, complete with its illustration of a San Diego skyline dripping with inviting tropical vibes, is gorgeous and pairs wonderfully with the contrasting baby blue buttons and bright pink thumbstick caps. </p><p>The Pacific Skyline has a hidden trick up its sleeve as well — stunning RGB lighting that illuminates the city’s major buildings when the controller is turned on and can be customized with a variety of colours and presets without the need for any companion software. It’s genuinely a beautiful bit of hardware, and there’s nothing else quite like it on the market. </p><p>I’m sure the look was also closely inspired by <a href="https://www.techradar.com/tag/grand-theft-auto"><em>Grand Theft Auto 6</em></a> as it’s very reminiscent of the game’s bright promotional art, and I already know that this will be my go-to gamepad when I venture into the neon-soaked streets of Vice City on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>.</p><p>The aesthetics are great, but the controller also performs well overall — even if it’s not particularly feature-rich. The TMR thumbsticks are responsive and smooth, the rear buttons are easy to remap on the fly, and the built-in audio controls are genuinely useful and effective, giving you some compelling reasons to choose it over the stock <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a> aside from just the look.</p><p>Yes, there are some controllers with even more features available for around the same price, just look at the <a href="https://www.techradar.com/gaming/gamesir-g7-pro-review">GameSir G7 Pro</a>, but you simply won’t find anything that’s this visually appealing elsewhere.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/sthPLxMAbStuPTCLi24mYe-1920-80.jpg" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/P27zkdQEc3j7CDpMCaL6Ye-1920-80.jpg" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UgfBsZkWYxrHQyKgwbRNYe-1920-80.jpg" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." /><figcaption><small role="credit">Future</small></figcaption></figure></figure><h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-price-and-availability"><span>Turtle Beach Pacific Skyline Wireless Controller: Price and availability</span></h2><ul><li><strong>Available in the US and UK</strong></li><li><strong>Costs $89.99 / £79.99 / around AU$150</strong></li><li><strong>You’re paying a premium for the design</strong></li></ul><p>The Turtle Beach Pacific Skyline Wireless Controller is readily available in the US and UK <a href="https://uk.turtlebeach.com/products/pacific-skyline-controller" target="_blank">exclusively via the Turtle Beach</a> website, where it costs $89.99 / £79.99 (that’s roughly AU$150). This model does not seem to have made its way to Australia yet.</p><p>It’s a solid price given the feature set, but you’re definitely paying a bit of a premium for the design, and alternatives like the GameSir G7 Pro deliver more features for the same cost. </p><p>Still, it’s worth it if you're considering the likes of the standard Xbox Wireless Controller but are willing to splash out for a nicer and more unique design.</p><h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-specs"><span>Turtle Beach Pacific Skyline Wireless Controller: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.04oz  / 200g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td></tr><tr><td class="firstcol " ><p><br /></p><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>~20 hours</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-design-and-features"><span>Turtle Beach Pacific Skyline Wireless Controller: Design and features</span></h2><ul><li><strong>Stunning tropical aesthetic</strong></li><li><strong>Standard Xbox controller form factor</strong></li><li><strong>Rear inputs and on-board controls</strong></li></ul><p>Out of the box, the first thing you’re going to notice about the Turtle Beach Pacific Skyline Wireless Controller is its beautiful design. Turtle Beach says that the pink and baby blue look was inspired by the ‘Xbox pastel project’ — which saw a selection of third-party gamepads with pastel aesthetics <a href="https://news.xbox.com/en-us/2022/03/22/designed-for-xbox-spring-2022-collection/" target="_blank">hit the market a few years ago</a>. </p><p>I think there’s another clear inspiration, though: <em>GTA 6</em>. Covered in palm trees, with views of a beach and a city skyline (in this case, San Diego, the home of Turtle Beach), it’s a perfect match for the highly anticipated upcoming open-world game.</p><p>I imagine this pad is Turtle Beach’s way of getting in on the <em>GTA 6 </em>hype, but that’s certainly not a complaint as I think the result is stunning. The bright colors really pop, and the design is detailed enough to pore over without being too distracting.</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:4096px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SqFTSaxF36GAmC72fBtqXe" name="IMG_20260807_155522" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." src="https://cdn.mos.cms.futurecdn.net/SqFTSaxF36GAmC72fBtqXe-1920-80.jpg" mos="" align="middle" fullscreen="" width="4096" height="2304" 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>There is also some brilliant RGB lighting when you turn on the pad, which lights up to reveal an otherwise hidden skyline. It looks truly brilliant and surprisingly tasteful, especially if you set it to a static illumination in a custom color. </p><p>In terms of layout, the Turtle Beach Pacific Skyline Wireless Controller is very close to the standard Xbox gamepad. </p><p>The overall shapes are extremely similar, though side by side you will notice that the Pacific Skyline has slightly softer corners and fatter grips. The Turtle Beach pad does have three extra buttons: a microphone mute button (which can also be pressed to access on-board functions) and two customizable rear paddles.</p><p>If you look at the D-pad, you will notice a few small markings. Hold the microphone mute button and tap up or down to raise or lower the volume of your connected headphones, while left and right adjust game chat balance. The controls are intuitive and easy to remember, and genuinely quite useful as it means that you don’t have to fiddle around with system menus to adjust game volume if you’re playing with wired headphones connected via the controller's 3.5mm jack.</p><p>The controller doesn't feature any removable batteries, and is instead charged via a USB Type-C cable. A generous roughly 10ft / 300cm one is included in the box along with a USB dongle. Sadly, neither the cable nor the dongle are pink or blue to match the controller — a missed opportunity to make them stand out against those of other pads.</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:4096px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4KmDdBMqLHDeXqsc74xNYe" name="IMG_20260807_155406" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." src="https://cdn.mos.cms.futurecdn.net/4KmDdBMqLHDeXqsc74xNYe-1920-80.jpg" mos="" align="middle" fullscreen="" width="4096" height="2304" 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-turtle-beach-pacific-skyline-wireless-controller-performance"><span>Turtle Beach Pacific Skyline Wireless Controller: Performance</span></h2><ul><li><strong>Delivers well-rounded performance</strong></li><li><strong>Basic but functional software</strong></li><li><strong>Very lightweight</strong></li></ul><p>The Turtle Beach Pacific Skyline Wireless Controller delivers basically everything you could want from a basic Xbox Wireless Controller alternative. The thumbsticks are smooth and responsive, the buttons are satisfying to press and well-sized, and additional features like the volume mixing and rear inputs work just as you would expect. </p><p>It certainly doesn’t reinvent the wheel in any respect, but the performance is exactly what you would want and expect at this price. There are more versatile options out there, though I think this is reasonable when, realistically, you’re mainly buying this particular controller for its looks.</p><p>The controller is compatible with two pieces of companion software: the Swarm II mobile app and the Turtle Beach - PDP Control Hub. Both offer similar options and are rather basic, mainly there for adjusting vibration strength, remapping buttons, and tweaking thumbstick dead zones.</p><p>My only real complaint using the controller is that the materials simply don’t feel as premium as the Xbox Wireless Controller. I think a lot of that comes down to the weight: the Turtle Beach Pacific Skyline Wireless Controller is very light, making it comfortable in the hands but meaning it lacks that reassuring heftiness. The back of the grips is also completely smooth, and I found myself missing the more grippy texture of the original pad.</p><p>The Pacific Skyline controller gains back the upper hand with its built-in battery. It lasts for about 20 hours per charge — roughly on par with Microsoft’s pad, all without the need to fiddle with pricey AAs every time you need to top it up.</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:4096px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="T3tCguPbM89T4sFTL8Rm6e" name="IMG_20260807_155712" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." src="https://cdn.mos.cms.futurecdn.net/T3tCguPbM89T4sFTL8Rm6e-1920-80.jpg" mos="" align="middle" fullscreen="" width="4096" height="2304" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 id="should-i-buy-the-turtle-beach-pacific-skyline-wireless-controller">Should I buy the Turtle Beach Pacific Skyline Wireless Controller?</h2><h2 id="buy-it-if-8">Buy it if…</h2><div class="product"><p><strong>You love the aesthetic</strong><br />There’s simply no controller out there that looks like the Turtle Beach Pacific Skyline. It’s a must-have if you’re enamoured with its appearance like me.</p></div><div class="product"><p><strong>You want a no-nonsense Xbox gamepad</strong><br />The Turtle Beach Pacific Skyline Wireless Controller has fewer features than some alternatives, making it very easy to use.</p></div><h2 id="don-t-buy-it-if-5">Don’t buy it if…</h2><div class="product"><p><strong>You want maximum value</strong><br />The stock Xbox Wireless Controller is cheaper than this model and could be a better choice if you’re on a budget. Performance is similar, and you only miss a few extra features.</p></div><h2 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h2><p>Not keen on the Turtle Beach Pacific Skyline Wireless Controller? Here are two alternatives to weigh up.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p>Turtle Beach Pacific Skyline Wireless Controller</p></td><td  ><p>Xbox Wireless Controller</p></td><td  ><p>GameSir G7 Pro</p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td><td  ><p>$59.99 / £54.99 / AU$74.99</p></td><td  ><p>$79.99 / £89.99 (around AU$114)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.04oz  / 200g</p></td><td  ><p>9.76oz / 275g</p></td><td  ><p>9.6oz / 272g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td><td  ><p>6.02 x 4.01 x 2.40in / 153mm x 102mm x 61mm</p></td><td  ><p>6.9 x 6.8 x 3.7in / 177 x 173 x 94mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td><td  ><p>Xbox Series X, Xbox Series S, Xbox One, PC, Android, iOS</p></td><td  ><p>Xbox Series X|S, Xbox One, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td><td  ><p>Wireless (Xbox, Bluetooth), Wired (USB-C)</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>~20 hours</p></td><td  ><p>20-40 hours</p></td><td  ><p>Around 12 hours</p></td></tr></tbody></table></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br />The stock Xbox Wireless Controller is a decent alternative if you're after a cheaper Xbox or PC controller. You lose the remappable rear buttons and the lovely design, though.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0ac1ac8e-9273-11f1-80c0-b54a62c8b9ca" data-action="Deal Block" data-label="Read our full Xbox Wireless Controller review" data-dimension48="Read our full Xbox Wireless Controller review" data-dimension25=""><strong>Xbox Wireless Controller review</strong></a></p></div><div class="product"><p><strong>GameSir G7 Pro</strong><br />The GameSir G7 Pro shows that you can get even more features for the price of the Turtle Beach Pacific Skyline Wireless Controller. It offers a 1000Hz polling rate and dual-mode triggers </p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/gamesir-g7-pro-review" data-dimension112="0ac1ace8-9273-11f1-bf88-1d9d54940990" data-action="Deal Block" data-label="Read our full GameSir G7 Pro review" data-dimension48="Read our full GameSir G7 Pro review" data-dimension25=""><strong>GameSir G7 Pro review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-turtle-beach-pacific-skyline-wireless-controller"><span>How I tested the Turtle Beach Pacific Skyline Wireless Controller</span></h2><ul><li><strong>Tested for multiple weeks</strong></li><li><strong>Used as primary controller for Xbox and PC</strong></li><li><strong>Compared to other gamepads</strong></li></ul><p>I tested the Turtle Beach Pacific Skyline Wireless Controller for more than two weeks, using it as my primary gamepad for both Xbox and PC play. </p><p>During that time, I experienced a wide range of games with it, including driving titles such as <a href="https://www.techradar.com/gaming/sonic-racing-crossworlds-review"><em>Sonic Racing: CrossWorlds</em></a>, <em>Forza Horizon 3</em>, and <a href="https://www.techradar.com/gaming/forza-horizon-6-review"><em>Forza Horizon 6</em></a>, plus shooters like <a href="https://www.techradar.com/gaming/gears-of-war-reloaded-review"><em>Gears of War Reloaded</em></a>.</p><p>Throughout my time with the controller, I compared it to my hands-on testing of other Xbox controllers, including the standard model and those by competitors like GameSir and PowerA.</p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/turtle-beach-pacific-skyline-wireless-controller-review</link>
                                                                            <description>
                            <![CDATA[ The Turtle Beach Pacific Skyline Wireless Controller is the best-looking Xbox controller I’ve ever used. ]]>
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                                                                        <pubDate>Fri, 07 Aug 2026 16:09:39 +0000</pubDate>                                                                                                                                <updated>Mon, 10 Aug 2026 14:35:52 +0000</updated>
                                                                                                                                            <category><![CDATA[Xbox Series X | S]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Xbox]]></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:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface.]]></media:description>                                                            <media:text><![CDATA[The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface.]]></media:text>
                                <media:title type="plain"><![CDATA[The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface.]]></media:title>
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                                <h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-one-minute-review"><span>Turtle Beach Pacific Skyline Wireless Controller: One-minute review</span></h2><p>The Turtle Beach Pacific Skyline is the best-looking <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">Xbox controller</a> that I’ve ever tested. The face plate, complete with its illustration of a San Diego skyline dripping with inviting tropical vibes, is gorgeous and pairs wonderfully with the contrasting baby blue buttons and bright pink thumbstick caps. </p><p>The Pacific Skyline has a hidden trick up its sleeve as well — stunning RGB lighting that illuminates the city’s major buildings when the controller is turned on and can be customized with a variety of colours and presets without the need for any companion software. It’s genuinely a beautiful bit of hardware, and there’s nothing else quite like it on the market. </p><p>I’m sure the look was also closely inspired by <a href="https://www.techradar.com/tag/grand-theft-auto"><em>Grand Theft Auto 6</em></a> as it’s very reminiscent of the game’s bright promotional art, and I already know that this will be my go-to gamepad when I venture into the neon-soaked streets of Vice City on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>.</p><p>The aesthetics are great, but the controller also performs well overall — even if it’s not particularly feature-rich. The TMR thumbsticks are responsive and smooth, the rear buttons are easy to remap on the fly, and the built-in audio controls are genuinely useful and effective, giving you some compelling reasons to choose it over the stock <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a> aside from just the look.</p><p>Yes, there are some controllers with even more features available for around the same price, just look at the <a href="https://www.techradar.com/gaming/gamesir-g7-pro-review">GameSir G7 Pro</a>, but you simply won’t find anything that’s this visually appealing elsewhere.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/sthPLxMAbStuPTCLi24mYe-1920-80.jpg" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/P27zkdQEc3j7CDpMCaL6Ye-1920-80.jpg" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UgfBsZkWYxrHQyKgwbRNYe-1920-80.jpg" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." /><figcaption><small role="credit">Future</small></figcaption></figure></figure><h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-price-and-availability"><span>Turtle Beach Pacific Skyline Wireless Controller: Price and availability</span></h2><ul><li><strong>Available in the US and UK</strong></li><li><strong>Costs $89.99 / £79.99 / around AU$150</strong></li><li><strong>You’re paying a premium for the design</strong></li></ul><p>The Turtle Beach Pacific Skyline Wireless Controller is readily available in the US and UK <a href="https://uk.turtlebeach.com/products/pacific-skyline-controller" target="_blank">exclusively via the Turtle Beach</a> website, where it costs $89.99 / £79.99 (that’s roughly AU$150). This model does not seem to have made its way to Australia yet.</p><p>It’s a solid price given the feature set, but you’re definitely paying a bit of a premium for the design, and alternatives like the GameSir G7 Pro deliver more features for the same cost. </p><p>Still, it’s worth it if you're considering the likes of the standard Xbox Wireless Controller but are willing to splash out for a nicer and more unique design.</p><h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-specs"><span>Turtle Beach Pacific Skyline Wireless Controller: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.04oz  / 200g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td></tr><tr><td class="firstcol " ><p><br /></p><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>~20 hours</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-turtle-beach-pacific-skyline-wireless-controller-design-and-features"><span>Turtle Beach Pacific Skyline Wireless Controller: Design and features</span></h2><ul><li><strong>Stunning tropical aesthetic</strong></li><li><strong>Standard Xbox controller form factor</strong></li><li><strong>Rear inputs and on-board controls</strong></li></ul><p>Out of the box, the first thing you’re going to notice about the Turtle Beach Pacific Skyline Wireless Controller is its beautiful design. Turtle Beach says that the pink and baby blue look was inspired by the ‘Xbox pastel project’ — which saw a selection of third-party gamepads with pastel aesthetics <a href="https://news.xbox.com/en-us/2022/03/22/designed-for-xbox-spring-2022-collection/" target="_blank">hit the market a few years ago</a>. </p><p>I think there’s another clear inspiration, though: <em>GTA 6</em>. Covered in palm trees, with views of a beach and a city skyline (in this case, San Diego, the home of Turtle Beach), it’s a perfect match for the highly anticipated upcoming open-world game.</p><p>I imagine this pad is Turtle Beach’s way of getting in on the <em>GTA 6 </em>hype, but that’s certainly not a complaint as I think the result is stunning. The bright colors really pop, and the design is detailed enough to pore over without being too distracting.</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:4096px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SqFTSaxF36GAmC72fBtqXe" name="IMG_20260807_155522" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." src="https://cdn.mos.cms.futurecdn.net/SqFTSaxF36GAmC72fBtqXe-1920-80.jpg" mos="" align="middle" fullscreen="" width="4096" height="2304" 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>There is also some brilliant RGB lighting when you turn on the pad, which lights up to reveal an otherwise hidden skyline. It looks truly brilliant and surprisingly tasteful, especially if you set it to a static illumination in a custom color. </p><p>In terms of layout, the Turtle Beach Pacific Skyline Wireless Controller is very close to the standard Xbox gamepad. </p><p>The overall shapes are extremely similar, though side by side you will notice that the Pacific Skyline has slightly softer corners and fatter grips. The Turtle Beach pad does have three extra buttons: a microphone mute button (which can also be pressed to access on-board functions) and two customizable rear paddles.</p><p>If you look at the D-pad, you will notice a few small markings. Hold the microphone mute button and tap up or down to raise or lower the volume of your connected headphones, while left and right adjust game chat balance. The controls are intuitive and easy to remember, and genuinely quite useful as it means that you don’t have to fiddle around with system menus to adjust game volume if you’re playing with wired headphones connected via the controller's 3.5mm jack.</p><p>The controller doesn't feature any removable batteries, and is instead charged via a USB Type-C cable. A generous roughly 10ft / 300cm one is included in the box along with a USB dongle. Sadly, neither the cable nor the dongle are pink or blue to match the controller — a missed opportunity to make them stand out against those of other pads.</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:4096px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4KmDdBMqLHDeXqsc74xNYe" name="IMG_20260807_155406" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." src="https://cdn.mos.cms.futurecdn.net/4KmDdBMqLHDeXqsc74xNYe-1920-80.jpg" mos="" align="middle" fullscreen="" width="4096" height="2304" 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-turtle-beach-pacific-skyline-wireless-controller-performance"><span>Turtle Beach Pacific Skyline Wireless Controller: Performance</span></h2><ul><li><strong>Delivers well-rounded performance</strong></li><li><strong>Basic but functional software</strong></li><li><strong>Very lightweight</strong></li></ul><p>The Turtle Beach Pacific Skyline Wireless Controller delivers basically everything you could want from a basic Xbox Wireless Controller alternative. The thumbsticks are smooth and responsive, the buttons are satisfying to press and well-sized, and additional features like the volume mixing and rear inputs work just as you would expect. </p><p>It certainly doesn’t reinvent the wheel in any respect, but the performance is exactly what you would want and expect at this price. There are more versatile options out there, though I think this is reasonable when, realistically, you’re mainly buying this particular controller for its looks.</p><p>The controller is compatible with two pieces of companion software: the Swarm II mobile app and the Turtle Beach - PDP Control Hub. Both offer similar options and are rather basic, mainly there for adjusting vibration strength, remapping buttons, and tweaking thumbstick dead zones.</p><p>My only real complaint using the controller is that the materials simply don’t feel as premium as the Xbox Wireless Controller. I think a lot of that comes down to the weight: the Turtle Beach Pacific Skyline Wireless Controller is very light, making it comfortable in the hands but meaning it lacks that reassuring heftiness. The back of the grips is also completely smooth, and I found myself missing the more grippy texture of the original pad.</p><p>The Pacific Skyline controller gains back the upper hand with its built-in battery. It lasts for about 20 hours per charge — roughly on par with Microsoft’s pad, all without the need to fiddle with pricey AAs every time you need to top it up.</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:4096px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="T3tCguPbM89T4sFTL8Rm6e" name="IMG_20260807_155712" alt="The Turtle Beach Pacific Skyline Wireless Controller on a clean wooden surface." src="https://cdn.mos.cms.futurecdn.net/T3tCguPbM89T4sFTL8Rm6e-1920-80.jpg" mos="" align="middle" fullscreen="" width="4096" height="2304" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 id="should-i-buy-the-turtle-beach-pacific-skyline-wireless-controller">Should I buy the Turtle Beach Pacific Skyline Wireless Controller?</h2><h2 id="buy-it-if-8">Buy it if…</h2><div class="product"><p><strong>You love the aesthetic</strong><br />There’s simply no controller out there that looks like the Turtle Beach Pacific Skyline. It’s a must-have if you’re enamoured with its appearance like me.</p></div><div class="product"><p><strong>You want a no-nonsense Xbox gamepad</strong><br />The Turtle Beach Pacific Skyline Wireless Controller has fewer features than some alternatives, making it very easy to use.</p></div><h2 id="don-t-buy-it-if-5">Don’t buy it if…</h2><div class="product"><p><strong>You want maximum value</strong><br />The stock Xbox Wireless Controller is cheaper than this model and could be a better choice if you’re on a budget. Performance is similar, and you only miss a few extra features.</p></div><h2 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h2><p>Not keen on the Turtle Beach Pacific Skyline Wireless Controller? Here are two alternatives to weigh up.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p>Turtle Beach Pacific Skyline Wireless Controller</p></td><td  ><p>Xbox Wireless Controller</p></td><td  ><p>GameSir G7 Pro</p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td><td  ><p>$59.99 / £54.99 / AU$74.99</p></td><td  ><p>$79.99 / £89.99 (around AU$114)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.04oz  / 200g</p></td><td  ><p>9.76oz / 275g</p></td><td  ><p>9.6oz / 272g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td><td  ><p>6.02 x 4.01 x 2.40in / 153mm x 102mm x 61mm</p></td><td  ><p>6.9 x 6.8 x 3.7in / 177 x 173 x 94mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td><td  ><p>Xbox Series X, Xbox Series S, Xbox One, PC, Android, iOS</p></td><td  ><p>Xbox Series X|S, Xbox One, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td><td  ><p>Wireless (Xbox, Bluetooth), Wired (USB-C)</p></td><td  ><p>Wireless (2.4GHz, Bluetooth), Wired (USB-C)</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>~20 hours</p></td><td  ><p>20-40 hours</p></td><td  ><p>Around 12 hours</p></td></tr></tbody></table></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br />The stock Xbox Wireless Controller is a decent alternative if you're after a cheaper Xbox or PC controller. You lose the remappable rear buttons and the lovely design, though.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0ac1ac8e-9273-11f1-80c0-b54a62c8b9ca" data-action="Deal Block" data-label="Read our full Xbox Wireless Controller review" data-dimension48="Read our full Xbox Wireless Controller review" data-dimension25=""><strong>Xbox Wireless Controller review</strong></a></p></div><div class="product"><p><strong>GameSir G7 Pro</strong><br />The GameSir G7 Pro shows that you can get even more features for the price of the Turtle Beach Pacific Skyline Wireless Controller. It offers a 1000Hz polling rate and dual-mode triggers </p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/gamesir-g7-pro-review" data-dimension112="0ac1ace8-9273-11f1-bf88-1d9d54940990" data-action="Deal Block" data-label="Read our full GameSir G7 Pro review" data-dimension48="Read our full GameSir G7 Pro review" data-dimension25=""><strong>GameSir G7 Pro review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-turtle-beach-pacific-skyline-wireless-controller"><span>How I tested the Turtle Beach Pacific Skyline Wireless Controller</span></h2><ul><li><strong>Tested for multiple weeks</strong></li><li><strong>Used as primary controller for Xbox and PC</strong></li><li><strong>Compared to other gamepads</strong></li></ul><p>I tested the Turtle Beach Pacific Skyline Wireless Controller for more than two weeks, using it as my primary gamepad for both Xbox and PC play. </p><p>During that time, I experienced a wide range of games with it, including driving titles such as <a href="https://www.techradar.com/gaming/sonic-racing-crossworlds-review"><em>Sonic Racing: CrossWorlds</em></a>, <em>Forza Horizon 3</em>, and <a href="https://www.techradar.com/gaming/forza-horizon-6-review"><em>Forza Horizon 6</em></a>, plus shooters like <a href="https://www.techradar.com/gaming/gears-of-war-reloaded-review"><em>Gears of War Reloaded</em></a>.</p><p>Throughout my time with the controller, I compared it to my hands-on testing of other Xbox controllers, including the standard model and those by competitors like GameSir and PowerA.</p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p><p><em>First reviewed August 2026</em></p>
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