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Altcoin Season Suggested by Bullish Options Action
Crypto Trends

Altcoin Season Suggested by Bullish Options Action

by admin September 2, 2025



Sharp gains in alternative cryptocurrencies could define the year-end, with SOL, XRP, and TRUMP poised to lead the charge, crypto options and derivatives platform PowerTrade said Tuesday.

“Traders were placing bets for altcoin season running into year-end with strong upside call activity for end-of-December expirations in AEVO, AR, DOGE, ENA, HYPE, LINK, MOG, PAXG, SOL, TIA, TRUMP and ZRO,” Bernd Sischka, Co-Founder and Chief Commercial Officer at PowerTrade told CoinDesk, explaining the market flows in August.

The platform registered a cumulative trading volume of over $1 billion in August – with call options making up roughly 68% of total trades—an unmistakable sign that investors are leaning towards upside plays rather than protective hedges. A call option gives the holder the right, but not the obligation, to purchase the underlying asset at a predetermined price on or before a specific date, representing a bullish bet on the market.

Solana stood out again, attracting heavy call buying in September and December expirations, with strike prices set well above current levels. Traders appear confident that the native token of the Solana blockchain will chalk out a breakout rally in the fourth quarter.

Meanwhile, XRP experienced unusually large block trades in the December expiry calls, suggesting growing optimism around potential regulatory clarity or ecosystem developments. In a quirky twist, traders took massive call spreads in TRUMP options, anticipating a volatility boom.

Meme coins like dogecoin DOGE$0.2139 and pepe PEPE$0.0₅9774 drew mostly retail interest, but tokens like WIF witnessed rising open interest, signaling that institutional investors are quietly building positions, especially in more established altcoins.

The platform emphasised that institutions are playing a larger role, engaging in block RFQs (request-for-quotes) on bitcoin and ether volatility, as well as sizable altcoin trades that combine hedging and speculative bets. “With Fed policy steady and liquidity returning, stars are aligning for a monster altseason end of year,” it said.

Broadly speaking, PowerTrade’s report revealed growing speculation in the broader market, extending beyond bitcoin and ether, with both retail and institutional participants preparing for significant gains in altcoins in the coming months.

While PowerTrade’s overall trading volume remains significantly smaller compared to industry giant Deribit, it distinguishes itself by offering options tied to smaller altcoins. This specialization allows traders to hedge their exposure and capitalize on price movements in these more volatile, less widely covered tokens, an opportunity often not available on larger platforms.



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September 2, 2025 0 comments
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NetEase shut down studio of Fallout and Star Wars alumni who were making an online sci-fi action game
Game Updates

NetEase shut down studio of Fallout and Star Wars alumni who were making an online sci-fi action game

by admin September 1, 2025


NetEase have shut down T-Minus Zero Entertainment, a studio founded in 2023 by former BioWare developer and Star Wars: The Old Republic executive producer Rich Vogel.

The studio had been working on an online multiplayer sci-fi action game, with contributions from a number of ex-BioWare and Bethesda staff including Fallout 76 design lead Mark Tucker and senior producer Scott Malone. However, that project and T-Minus Zero Entertainment’s on-going existence are not a good fit for “current market conditions”.

Vogel announced the end of NetEase’s partnership with T-Minus in a LinkedIn post on 26th August. Game Developer have now obtained confirmation that the studio has been closed down, in the absence of other funding.

“Every journey has its twists and turns, and ours with NetEase is coming to an end,” Vogel writes in the LinkedIn statement. “We deeply appreciate NetEase for providing us with both ample runway and support – from helping us find potential investors to giving us the time and budget to develop our game into a fully playable hands-on demo. It has generated a lot of interest. However, despite this progress, current market conditions have prevented us from securing the funding we need at this time.”

Vogel goes on to celebrate his team’s “dedication and passion” adding that “now may not be the best time to seek funding given today’s climate, but our playable demo proves our potential to develop something fresh and exciting that will resonate with players for years.”

As Game Developer report, senior NetEase staff have commented on the post to praise the bygone studio’s work, with former NetEase president of global investments and partnerships Simon Zhu commenting that the prototype “delivers [the] great fantasy of fighting against 15th floor kaiju to protect the city you care about” while NetEase head of brand/publishing for North America & Europe Cisco Maldonado called it a “super great concept and [in my opinion] a solid market fit”.

Approached for comment, a NetEase spokesperson told Game Developer that “this decision was made with careful consideration, as we have been inspired by our partnership with the studio and their bold vision. However, we have had to reassess our business priorities and are now working closely with the studio to provide support and explore next steps.”

NetEase have been cutting staff and projects recently, after investing in several studios founded by big names in the triple-A business. Last November, they called time on Worlds Untold, a studio founded by former Mass Effect writer Mac Walters. In January this year, they did likewise for Jar Of Sparks, the studio founded by former Halo Infinite head of design Jerry Hook. In February, they trimmed down the Marvel Rivals development team and made layoffs at Liquid Swords, the studio founded by Avalanche co-founder Christofer Sundberg.

Best of luck to all the former T-Minus Zero Entertainment employees now looking for a safe port.



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September 1, 2025 0 comments
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Overwatch 2 takes action against 23,000 cheats, bringing total of banned accounts to over 1m players
Game Reviews

Overwatch 2 takes action against 23,000 cheats, bringing total of banned accounts to over 1m players

by admin August 31, 2025


Overwatch 2 has “enacted” over 23,000 “actions” against cheaters after rolling out a new system to find and detect players who use mouse and keyboard in console lobbies, a practice known as ximming.

While “enacted” doesn’t necessarily mean all 23,000 accounts were banned outright, Blizzard says that brings the overall total of banned accounts to over 1m players.

Wuyang | New Hero Gameplay Trailer | Overwatch 2.Watch on YouTube

“The new Mouse and Keyboard support will impact how we action users who previously used unapproved third-party peripherals to gain an advantage over players in the Controller Pool,” Blizzard explained in a new blog post. “Bypassing the set restrictions in that pool with unapproved peripherals will be considered cheating and actions will be taken on your account.

“Previously, we deployed technology to help find and detect players who were using those peripherals on consoles. We enacted over 23,000 actions against players since that deployment. This included players who were directly using unapproved peripherals as well as players who grouped up with them to benefit from that unfair advantage.”

Blizzard then admitted that it had to “adapt to new workarounds” but was now ready to “take more aggressive actions against those who try to circumvent the competitive integrity of our console players.”

“We’ve rolled out new tech for Season 18 that should help us spot players that use unapproved peripherals faster and with more reliability,” the post added. “We’re also laying down harsher consequences on users of unapproved peripherals, since the legitimate opportunity to compete using Mouse and Keyboard on an even playing field is now available, regardless of whether you own a PC or console.”

Previously, the team would “warn and restrict” any offenders and send them to the PC Pool, especially for cheats playing at Competitive levels above Diamond.

Now, however, “continuing to use unapproved peripherals and devices in the Controller Pool will result in a full game account ban regardless of the player’s rank or mode”.

The recent action has resulted in over one million accounts being banned from playing Overwatch 2. This includes players who used aimbots, wallhacks, and other cheats, as well as those who grouped up with known cheaters.

“While the effort to stop cheaters and the cheats they use is an ongoing effort, we want to reiterate our commitment to ensuring the outcome of every Overwatch match is determined by skill and passion, and not through unfair advantages,” Blizzard added.

Aside from the Stadium update, Overwatch 2 Season 18 introduced significant changes, including heroes Wuyang, Pharah, Winston, and Brigitte, plus the Route 66 and London maps, new game modes, new All-Star rewards, Endorsements, and more.



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August 31, 2025 0 comments
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Shinobi Vengeance
Game Reviews

Shinobi: Art Of Vengeance Review: Gorgeous, Flawed Ninja Action

by admin August 25, 2025


Reflecting on my time with Shinobi: Art of Vengeance while I watched the credits roll, I recalled a close friend of mine from high school. Before the start of first period, she’d usually vent to me about how stressed she felt juggling so many extracurricular activities that she wound up staying at school for nearly 12 hours every weekday. Her reason for maintaining such a rigorous afterschool schedule was that so many different people were counting on her, and she didn’t want to let anyone down. Concerned for her health and happiness, the only advice I could offer her was, “You don’t have to be everyone’s friend.”

I won’t bury the lede too deep here: I enjoyed Shinobi: Art of Vengeance. It’s a cool game that’s rich with Sega nostalgia, and you’ll probably have fun with it if it seems like your kind of thing. However, much like my high school friend, Art of Vengeance feels stretched thin by the sheer amount of bases it tries to cover despite its relatively small scope.

Art of Vengeance places players in the shoes of Sega’s original Shinobi protagonist, Joe Musashi. His peaceful life with his very pregnant wife is immediately thrust into turmoil after his clan’s village is brutally attacked by a paramilitary organization bent on—you’re not gonna believe this—world domination. With rage boiling in his heart, Joe embarks on a quest to pursue his attackers and exact his revenge. Of course there’s that “save the world” business too, but make no mistake, this battle is personal. Unfortunately, the blade of revenge cuts both ways, and Joe will have to come face to face with the very cycle of life and death itself before he can rest at journey’s end.

To address the elemental ninjitsu in the room, Shinobi: Art of Vengeance is wildly dissimilar to last month’s Ninja Gaiden: Ragebound. Sure, both are revivals of dormant ninja-themed sidescrollers that originated in the late 80s. Heck, Joe’s call to adventure even resembles the way Ragebound opens with a demon attack on the Hayabusas’ village. However, while I’d describe Ragebound as a retro-influenced game that can appeal to modern audiences, Art of Vengeance comes off as a modern character action game distilled into a 2D form that retro enthusiasts can enjoy. Comparing the two is like comparing apples to potatoes.

C-C-C-Combo Breaker

Though Joe Musashi hasn’t played the starring role in a video game for over three decades (I’m sorry if this makes you feel old), his moveset in Art of Vengeance shows he’s no worse for wear. From the moment you hit the start button, the ninja master can effortlessly throw kunai, chain together light and heavy attacks, and bust out limited special moves to diffuse otherwise dire situations. As a fledgling ninja-in-training learning the controls, I immediately fell in love with how fluid this combo-heavy combat felt. I could effortlessly weave together strings of attacks while I dashed around enemies after mere minutes of practice, and I loved how Joe could instantly fly straight through weakened enemies all over the screen to perform executions. Even when the game cranks up the challenge later on, it’s one hell of a power fantasy from start to finish.

Art of Vengeance does take a while to fully unlock its combat system, though. While Joe’s starting kit is serviceable, most of his attacks are locked behind shop upgrades and hidden unlocks (more on this later). That said, this system did let me learn and ease into every move in my arsenal, which the game absolutely rewards. Sure, I could button-mash my way to victory if I wanted to. But to efficiently take down opponents, I had to note which attacks deplete enemy armor, inflict the most damage, or just let me strike from an angle that wouldn’t see me eating a counterattack. This might sound daunting, but if anything, fully unlocking Joe’s kit makes it easier to pull off flashy and intuitive combos. Art of Vengeance feels simultaneously simple and expressive via its controls.

©Sega

Regardless of your skill level, it’s easy to feel like a badass when playing a game as outrageously gorgeous as Art of Vengeance. Developer Lizardcube has worked on some great-looking games, so I don’t say lightly that Art of Vengeance is by far the team’s best work yet. The hand-drawn character animations look absolutely spectacular, and the level backgrounds are so rich with detail that I often stopped just to soak in the scenery. As I scoured through my screenshots to find images for this review, I couldn’t believe how often the in-game action looked like those impossibly good-looking bullshots that publishers use to market games that never look that phenomenal in actuality. To say Shinobi has never looked better is an understatement: This is a visual labor of love down to the smallest details.

Character action adventure

The mechanical foundation and presentation of Art of Vengeance is fantastic, but where it starts to lose me is in its level design. To answer the question lingering in the minds of any sidescrolling enthusiasts reading this, this game is a Metroidvania…kind of. It’s technically stage-based, but each level is expansive and littered with optional paths that lead to collectibles and permanent stat boosts. In true Metroidvania fashion, most of these secrets require late-game traversal upgrades to reach. Art of Vengeance presents itself as an action game first and foremost, but I got the sense that Lizardcube added these exploratory elements to offer players some optional challenges and pad the total runtime a bit.

In practice, most areas were worse off for this “have your cake and eat it too” approach. I didn’t find the level exploration especially compelling, as it usually devolved into finding obvious detours and turning around whenever I saw walls. Additionally, many of these wide-open levels fail to emphasize the game’s stellar combat system. I was genuinely alarmed by how easy it was to just pass by many enemies rather than spend time fighting them. Meanwhile, several instances where combat is required consisted of waves of enemies that rarely forced me to switch up my battle strategy. Fortunately, boss battles were always a blast and rewarded mastery of Joe’s abilities, so I always looked forward to those highs at the end of each stage.

© Sega

Some levels do admittedly benefit from the open-ended approach. Neo City is a shining example: Its nonlinear layout creates great replay value, and the backing track from Tee Lopes that perfectly emulates Yuzo Koshiro’s classic Streets of Rage sound (Koshiro himself appears on the soundtrack!) made the entire area a joy from start to finish. Meanwhile, stages like the Submarine Base that see Joe s-l-o-w-l-y pushing canisters into holes to unlock doors were okay my first time through, but a genuine slog to revisit in the postgame Arcade Mode. 

It’s not just the exploration that made the game feel a bit stretched thin. Art of Vengeance sprinkles in numerous platforming challenges, mostly as obstacles to overcome to get those aforementioned secrets. Some stick the landing, like the frantic autoscrolling challenges where Joe has to run away from monsters and enemy gunfire while vaulting from platform to platform.  Meanwhile, during the precision platforming segments I sometimes felt as if I was battling against the game’s core controls, such as in moments when I had to hold the jump button at the right time to run up a wall without accidentally double jumping. The platforming’s mostly okay, but it for sure ain’t Celeste.

Even the story never settles on a consistent tone. There’s a running gag about Joe only communicating via grunts, which did get a chuckle out of me the first four or five times I saw it. However, Art of Vengeance absolutely refuses to let up this bit, even during dramatic scenes that are otherwise treated seriously. It’s certainly possible to mix drama with absurdity—the edgy Pac-Man reboot Shadow Labyrinth actually did this well. However, Art of Vengeance’s efforts to do so are clunky where deftness is required; the game doesn’t know when to let a serious moment just be a serious moment. Taken together, these issues create a game that feels incohesive despite its strengths.

It’s everyone’s friend

Nothing about Art of Vengeance made me outright dislike it. Rather, I mostly wish it focused more on exploring its combat system. As much as I loved learning and unlocking all of Joe’s attacks, by the endgame I found myself settling on a couple go-to attacks that efficiently dealt with 90 percent of my opponents. I actually went back and scored S-Ranks in every level just to see if I’d ever feel pressured to change my strategy, but ironically, the opposite happened. Because the scoring system weighs avoiding damage so heavily, I felt outright discouraged from getting inventive with the combat when simply jumpkicking everything with the right build was way safer and just as effective.

Still, for all my misgivings, I’ll say that Art of Vengeance did make me care about Shinobi again. As video game historian Jeremy Parish notes in his retrospective of Shinobi, a major strength of this series is its ability to remix its own concepts to “suit the current moment.” Indeed, there is an absolute abundance of inspiration on display here from classic games that Art of Vengeance draws on, yet the game itself feels distinctly modern in its design philosophy. So if the goal was strictly to recapture the spirit of Shinobi, Art of Vengeance is undeniably a success.

Shinobi: Art of Vengeance

  • back-of-the-box quote

    “At long last, the dog from Shadow Dancer returns!”

  • Type of game

    2D hack-and-slash platformer with some Metroidvania elements.

  • Liked

    Jaw-dropping visuals, excellent combat mechanics, great boss encounters.

  • Disliked

    Exploration felt unfulfilling and took focus away from combat, story is tonally inconsistent, platforming is hit or miss.

  • Developer

    Sega, Lizardcube

  • Platforms

    PS5, PS4, Xbox Series X/S, Xbox One, Switch, PC (Played).

  • Release Date

    August 26, 2025 (Early Access), August 29, 2025 (General Release).

  • Played

    32 hours. 100% completed the story mode. Earned S-Ranks in every stage in Arcade Mode. Earned all achievements.

I had fun with this video game, no questions asked. I also feel slightly empty as I think back on it. I can respect the effort that was put into the wide net of play experiences the game offers, just as I can see why my friend wanted to know and help everyone she knew. That said, this is also the first time I’ve really remembered that friend in nearly 20 years. Pleasant memories aren’t always lasting memories, and that’s how Art of Vengeance sits with me: A game that was worth my time, but didn’t strongly resonate with me either.

Shinobi: Art of Vengeance has all the right stuff at its core. The fluid action is a blast at its best, and the breathtaking visuals are a sight to behold. Unfortunately, the unfulfilling exploration and so-so platforming keep the game from hitting its full potential. It’s an enjoyable playthrough on a rainy day, especially for the person who wants a strong hit of Sega nostalgia or needs to decompress from more intensive games. But like spending time with someone who wants to be everyone’s friend, the experience feels a little too shallow for its own good. Shinobi’s long overdue return is easy to like, I just wish I could love it too. 



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August 25, 2025 0 comments
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Splinter Cell: Deathwatch Trailer Puts Sam Fisher Back In Action
Game Updates

Splinter Cell: Deathwatch Trailer Puts Sam Fisher Back In Action

by admin August 25, 2025



Sam Fisher hasn’t starred in a Splinter Cell video game in over a decade, but he’s getting his comeback this fall. Netflix has released a new trailer for Splinter Cell: Deathwatch, an animated series that sends Sam on another mission, and it’s set to debut on October 14.

Michael Ironside voiced Fisher in most of the Splinter Cell games, but the leading role in this series will now be filled by Liev Schreiber. There aren’t a lot of story details in the trailer beyond Sam kicking some butt and taking names. But the trailer does pause long enough to focus on the grave of Douglas Shetland, one of Sam’s friends whom he was forced to kill when he went rogue. If the animated series is following the plot of the games, this would set the story somewhere around the Pandora Tomorrow/Chaos Theory period.

The other cast members currently confirmed for the series are Janet Varney as Anna “Grim” Grímsdóttir, Kirby Howell-Baptiste as Zinnia McKenna, and Joel Oulette as Thunder. John Wick co-creator Derek Kolstad is the head writer and producer for Deathwatch, and the animation was provided by Sun Creature Studio and Fost.

Unfortunately, this may be the only Splinter Cell adaptation on the horizon. A live-action movie was in development for several years before the project was canceled last year. The most recent adaptation was a BBC Radio play called Splinter Cell: Firewall, which featured Andonis Anthony as Fisher.

Ubisoft announced a Splinter Cell remake in 2022, but hasn’t yet set a release date. The publisher also recently added Steam achievements to Splinter Cell: Blacklist, which was released in 2013.



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August 25, 2025 0 comments
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Silent Hill f producer insists it is "an action horror game" and any comparisons to a soulslike are "disingenuous"
Game Reviews

Silent Hill f producer insists it is “an action horror game” and any comparisons to a soulslike are “disingenuous”

by admin August 24, 2025


Silent Hill series producer Motoi Okamoto has called comparisons of the upcoming Silent Hill f to soulslike games “disingenuous”, insisting “a lot of these things we actually pulled from classic Silent Hill titles”.

The comment comes as more and more footage emerges in the run-up to 25th September’s launch day. And while we already knew the combat would have a “heavier focus on melee and be more action-oriented compared to last year’s Silent Hill 2: Remake”, fans have expressed concern about how enemies react, degradable weapons, and “soulslike” boss encounters.

Now, in an interview with IGN, Okamoto – who has become a familiar face having worked on all of the games since the series was resurrected in 2022, including Silent Hill: The Short Message and Silent Hill 2: Remake – insists some of the things fans have seen in the videos “aren’t new and exclusive to soulslike games”.

Everything We Know About Silent Hill f So Far.Watch on YouTube

“This is one of the things that we see – the term soulslike – being thrown around on the internet quite a bit,” Okamoto said. “And I think it’s a label that’s a little bit disingenuous. Modern players will see like, oh there’s a stamina meter, there’s a dodge, and they’re like, ‘Okay, it’s a soulslike’.

“But to be very honest, a lot of these things we actually pulled from classic Silent Hill titles. Look at Silent Hill 4 – there’s a charge meter for your attacks, kind of like our Focus meter. And even for Silent Hill 3 there’s a stamina meter. You see it later on.”

According to IGN’s interview, Okamoto “expressed a degree of frustration with the online dialogue surrounding the game”.

“These things aren’t new and exclusive to soulslike games,” he added. “They’ve been a part of action horror games for a very, very long time. If you have these things you’re labelled a soulslike. And we’d like to reiterate we are an action horror game, but we are not a soulslike.”

Silent Hill f was unveiled as part of Konami’s four-game series revival back in 2022, but it took until the middle of March 2025 to get an update. Now that Bloober Team’s superb Silent Hill 2 Remake is behind us, the publisher is turning its attention to this follow-up, a new mainline instalment set in 1960s Japan.

It’s being developed by Neobards Entertainment (which has previously served as a support studio for Capcom’s Resident Evil games), with creature and character design by Kera, a script by When They Cry writer Ryukishi07, and music from the series’ usual composer, Akira Yamaoka. It’s set to release on 25th September.



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August 24, 2025 0 comments
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Lost Hellden is an action JRPG from veteran Final Fantasy and Gravity Rush developers, here's a new gameplay trailer
Game Reviews

Lost Hellden is an action JRPG from veteran Final Fantasy and Gravity Rush developers, here’s a new gameplay trailer

by admin August 23, 2025


JRPG Lost Hellden has received a fresh gameplay trailer to show off its “Deep 2D” painted art style and action battle system.

The game, from Artisan Studios, was previously revealed as a 2025 Switch game, but has now been pushed back to 2026 and is set for release across Switch, PS4, PS5, Xbox Series X/S, and PC (Steam, Epic GoG).

Lost Hellden is a JRPG in a classic style, which is testament to its veteran developers. Hitoshi Sakimoto (Final Fantasy 12, Tactics Ogre, Valkyria Chronicles) is behind the music and audio, while its illustrations are from Takeshi Oga (Gravity Rush, Siren).

Lost Hellden – Gameplay Trailer Watch on YouTube

It features hand-painted static backdrops, a Job system with skill tree, and action-style combat.

If you’re a fan of old school JRPGs, keep an eye on this.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 23, 2025 0 comments
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Crypto Trends

Watch Out For XRP and Solana as Price Action Flashes Bullish Signals, Analyst Says

by admin August 23, 2025



XRP and Solana are showing signs of strength again, with traders pointing to both institutional flows and technical setups as catalysts for a fresh rally.

XRP is back above $3 after slipping under its 50-day moving average earlier this week, when whale selling dragged the token as low as $2.72. The rebound has traders watching for a break of $3.10 that could validate a move toward $4.

“With institutional adoption, ODL usage, and ETF optimism, the potential for $3 to $5 price levels remain realistic by year-end,” said Ryan Lee, chief analyst at Bitget, in a Saturday note to CoinDesk.

The bullish view follows months of regulatory wins for XRP and growing optimism that ETF products could unlock new demand. While whales booking profits created near-term pressure, some analysts argue that structural flows continue to point higher if resistance levels give way.

Solana’s rally looks equally notable. SOL jumped 10% in 24 hours to trade near $206, with momentum clustering in the $175–$180 range. ETF-driven staking demand and growing DeFi activity have pushed both open interest and total value locked higher, strengthening the case for continuation.

If the token holds above $180 and clears $205–$210 with conviction, traders see upside toward $250–$260 in the near term. Some models stretch the target as high as $300 if momentum persists and ETF clarity arrives.

If both sustain technical resilience, they could define the next leg of altcoin performance into the back half of 2025, Lee concluded.



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August 23, 2025 0 comments
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The Insta360 GO Ultra camera held by a female photographer against a green wooded backdrop
Product Reviews

Insta360 GO Ultra review: the ultimate tiny hands-free 4K action cam?

by admin August 23, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Insta360 Go Ultra: two-minute review

Get drawn in by the fun magnetic system and tiny size, and be genuinely impressed by the quality of the 4K footage. That’s what happened when I tested the Insta360 Go Ultra, a product that takes the advancements made with Insta360’s Ace Pro 2 and GO 3S and turns them into another (really) compact, pocket-sized camera system for adventurous creators.

I’ve been into action cameras since the first GoPros came out (terrifyingly, almost 20 years ago). But until recently, I’ve always found their bulky housings less than ideal in adventure-type scenarios (running up a mountain peak, or learning to surf, for example). The whole point of the Go Ultra is to unlock more creative opportunities without sacrificing portability.

Insta360 might be best known for its innovative 360-degree cameras, but it’s a brand that’s becoming synonymous with challenging the norms of action cams, too. The Go Ultra is a frankly tiny, pocketable camera (at 1.9 oz / 53g), about the same size as an Apple Watch. It’s a natural successor to the Go 3S (released in 2024), but not a replacement. At the time of writing, Insta360 told me that both cameras will remain on sale.

(Image credit: Lauren Scott)

Like its predecessor, the magic of the Go Ultra is its modular design that combines a standalone camera and an Action Pod, giving you unique ways to shoot, charge and play. On the surface, the camera simply looks like a square version of the Go Ultra 3S, and powerful magnets on its base mount to the Action Pod (where the screen and buttons are) or numerous accessories and attachments. I even mounted the camera to our car, but that’s a story for another day.

  • Insta360 Go Ultra at BHPhoto for $449.99

However, inside its dark gray exterior are some notable improvements. The sensor is 221% bigger for better low-light capture, and a new 5nm AI chip delivers benefits to video quality using algorithms. The Go Ultra can shoot 4K60fps video, where the Go 3S was limited to 4K 30fps. And I found the PureVideo mode – that uses said AI algorithms to cut down on noise in low light – delivered good results at sundown, where my previous action cams struggled. The maximum wide 156-degree POV is great for group shots and selfies, vlogs and immersive action alike, and the view can be tailored to avoid a warped perspective.

This is a content companion for people with an active lifestyle rather than professional athletes. I found myself shooting more with the camera overall, simply because in one snap, I could have hands-free recording.

Like the Go 3S, the standalone camera is more rugged than the Action Pod. You can use it in freezing conditions and depths of 33 feet (10 meters) underwater, while the pod is only splashproof, which is a shame. Other rugged points for the camera include a replacement lens cap (helpful if you scratch it during activities) and a push-up cover to keep the memory card slot inside dry.

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I love the simplicity of the Go Ultra’s design. Like the Insta360 Ace Pro 2, the flip-up touchscreen on the action pod is an alternative to the front-and-back solution on GoPro, and I found it more intuitive for vlogging. Handling is a three-button operation, with intuitive swipes for key menus on the touchscreen, and the magnetic mounting system is always satisfying and feels secure.

(Image credit: Lauren Scott)

The Go Ultra’s battery life was a sore point for me, and not as impressive as all-in-one rivals. I got around an hour of 1080p video recording from the standalone camera, but more than double when combined with the Action Pod. USB-C charging takes you from 0 – 80% in around 12 minutes, though, making up for the fact that the battery doesn’t last as long as Insta360 suggests based on their lab tests.

There’s no built-in storage for content like the Go 3S has, but microSD cards up to 2TB are compatible, and it’s so quick and easy to get footage off the camera using the Insta360 app on a smartphone. I don’t think this is a problem (just an extra cost to bear in mind).

Image quality is better than the Go 3S, with photos capped at 50MP instead of 9MP. And you get HDR video mode, too, with the option to apply ‘Dolby Vision’ to shot footage to give it more contrast and color. The usual video modes like Timelapse and Slow Motion work as expected, while new Toddler Titan mode adds fresh, immersive POVs. There are several new features aimed at families, including AI Family Moments to pull content of loved ones into a virtual album.

The camera’s audio quality was surprisingly crisp in most scenarios, and voice-specific modes picked up my rambling very clearly, while a wind-reduction mode helped while running in a breeze. Although I haven’t tested them, Go Ultra is also compatible with several external microphones designed for high-quality sound, including Insta360’s Mic Air, and third-party Bluetooth mics like the DJI Mic Mini and AirPods Pro 2.

The Insta360 Go Ultra is hugely versatile, and I filmed in so many places, with so many perspectives, that wouldn’t have been safe or possible with my iPhone alone. If you’re a family wanting more creative holiday snaps, a creator feeling stuck with what you can shoot with a smartphone, or just someone with an active lifestyle, the Go Ultra feels like the ultimate lightweight and fun solution.

Insta360 Go Ultra: specs

Swipe to scroll horizontallyInsta360 Go Ultra specs

Sensor

1/1.28-inch

Max Resolution

50MP (8192×6144) photos
4K, 60fps

Weight

1.87oz / 53g (camera) 3.8oz / 109g (action pod)

Dimensions

1.8x 1.8 x 0.7 inches / 46 x 46 x18mm (camera)
2.8 x 1.9 x 1.3 inches / 70 x 49 x 33mm (Action Pod)

Gyroscope

6-axis

ISO Range

100–6400

Aperture

f/2.85

Connectivity

Bluetooth, Wi-Fi, USB-C 2.0

Storage

microSD card, up to 2TB

Waterproofing

33ft (10m)

(Image credit: Lauren Scott)

Insta360 Go Ultra: Price and availability

  • Launched worldwide on August 21 2025
  • Standard bundle costs $449.99 / £369 / AU$759
  • Creator bundle costs $499.99 / £409 / AU$839

The Insta360 Go Ultra was announced on August 21 2025 (after being teased on August 18) and is available to order now from DJI’s online store and major retailers like Amazon.

It comes with two different bundle options. The Standard Combo includes the camera, quick-release cord, magnet pendant, magnetic clip and a USB-C charging cable. It costs $449.99 / £369 / AU$759.

The Creator Combo bags you all of the above, plus a Mini 2-in-1 Tripod 2.0, Quick Release Mount and Pivot Stand. It costs $499.99 / £409 / AU$839. Although a lens cap is provided, you’ll need to buy a separate pouch or case, as neither bundle includes one – and this feels a bit mean.

The pricing puts the Go Ultra at just a fraction more than the Іnѕtа360 X3 in the US and UK (when it’s not on offer), which is now three years old, but that does offer 5.7K 360-degree capture over the Go Ultra’s 4K. It’s roughly the same price as the Insta360 Go 3S, but you get double the frame rate with 60fps video capabilities.

I think the Go Ultra is fairly priced. The GoPro Hero 13 Black is a strong competitor at around $359.99/£305, particularly if you want a traditional action camera and don’t mind a bulkier design. There’s no built-in storage, so factor in the cost of buying a microSD card before you can start filming.

Today’s best Insta360 Go 3S and Insta360 Go Ultra deals

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(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)

Insta360 Go Ultra: Design

  • Standalone camera is waterproof, operates down to -20C / -4F
  • Strong magnetic base connects to Action Pod and range of handy mounts
  • The camera weighs 1.87oz / 53g and is similar in size to Apple Watch

The Insta360 Go Ultra resembles a square version of its former self, the Go 3S (its only real rival). Where its predecessor was pill-shaped and about the size of a thumb, the Go Ultra is square and more than half as deep as it is wide, sitting neatly between your forefinger and thumb for quick handheld shots. That’s only half of the product, though. Without the Action Pod, the Go Ultra is one of the lightest action cameras you can buy at 1.87oz / 53g (14g heavier than the Go 3S). Using the Action Pod turns the Go Ultra into more of a traditional GoPro-style action camera.

The main difference is that there’s one flip-up LCD touchscreen, rather than a screen at the front and back. As an owner of the GoPro Hero 12 Black, this flip-up screen was a revelation to me, and I found it so helpful when filming walking shots and talking to the camera, or to see how a shot was framed when shooting with the standalone camera remotely.

No doubt it contributes to the Action Pod’s lack of waterproofing, though. The IPX8-rated camera can be fully submerged underwater, but the Pod is only resistant to splashes, limiting where you can take it. On this, I was always careful to dry the camera before popping it back into the Pod.

Image 1 of 4

(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)

As far as durability goes, the camera is also freeze-proof down to -4F (-20C), so it’s ripe for snowsports. And a screw-on lens protector added peace of mind for me against lens scratches, given that a replacement is around $20 / £20. I’ve known so many action cameras in the past to fog up when filming underwater or changing temperatures quickly, but the lens guard has an anti-fog coating that avoided this particular pain point well.

I found the operation of the camera simple, which is a great thing because it lets you focus on the fun part of creating. The Action Pod has just three buttons: red up top for recording, a power button and a Q button to quickly switch modes on the right. There’s a raised button to release the standalone camera from its magnetic mount on the left (above a USB-C charging point), and I never found myself pressing this accidentally.

You really have to tug the standalone camera to release it from the Pod’s magnets, which avoids unwanted drops. Underneath the Action Pod, there are two holes to fit the Go Ultra’s specific Quick Release Mount (sold separately, but very solid), for a secure fit to accessories like the brand’s Pet Harness. Attaching the camera to a pet harness was decidedly old school, with an action mount and screw system. But this kept it firmly in place, even after a lot of doggo rolling.

Image 1 of 5

(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)

Navigating the camera’s menus is easy, too. When you first turn on the Go Ultra, you get a walkthrough of what gestures bring up which settings. It took me a few hours to remember which did which (old dogs), but it soon became second nature. A right swipe brings up playback for footage, and a right swipe lets you dial in more settings and switch between Auto and Manual Mode.

The touchscreen is bright, colorful and responsive, which makes changing settings – even with wet or cold fingers – straightforward. You can buy the Insta360 Go Ultra in either Midnight Black (model tested here) or Arctic White, but either way, the construction is from a rigid, matte plastic that seems scratch-resistant, and like it could take a few knocks and drops. It’s sensible action camera fodder.

Insta360 Go Ultra: Performance and features

  • Quick AI-edited videos via the Insta360 app
  • Standalone camera charges 80% in 12 mins
  • Compatible with microSD cards up to 2TB

The Go Ultra is designed to work alongside the free Insta360 app, which pairs to the camera via its own WiFi network for remote operation. From here, you can also download, preview and edit videos on your smartphone. Other than installing some new firmware (released just before the camera), I was paired and ready to shoot from the app in under 10 minutes.

The standalone camera and Action Pod pair via Bluetooth when they’re apart. I found the connection seamless, with no lag when changing settings or in the real-time view on the screen. Range can be an issue, though, both from the camera to the phone and from the camera to the pod. More than about five meters away, or underwater, the connection would dip out, and the camera would stop recording. It’s not a dealbreaker, but it might limit more complex setups, especially if you’re shooting somewhere wet.

Image 1 of 2

(Image credit: Lauren Scott)(Image credit: Lauren Scott)

The Go Ultra has a 6-axis gyroscope to measure the camera’s movement and rotation, and through an algorithm, makes the video more stable and gives you a more even horizon. Image stabilization isn’t bad, but I found fast-moving objects needed a bit of extra help. When trail running, I got my best results by activating the Jitter Blur Reduction mode, plus Tilt Fix, which corrects uneven mounting by up to 10 degrees. It took me a while to discover both of these, and my first clips with the camera clipped to a hat (including this swimming clip below) were fairly wonky. Once activated, though, the results evened out nicely, and even clips of my dog lolloping at full speed looked stable.

The camera has a built-in microphone, and four modes for picking up sound – Stereo, Voice Enhancement, strong and weak wind reduction. I found the audio quality really impressive while walking in good conditions. My voice was picked up clearly when talking to the camera, and even in a busy city, the camera was able to isolate the sounds nearby rather than heavy traffic noises. If you use the camera in water, the audio will drop out, and the camera will need to dry enough before the clarity returns.

Like most action camera mics, there’s an issue with wind noise disrupting the clarity (especially when running in breezy conditions), but the wind reduction setting did noticeably reduce this. It’s a big advantage for serious creators to be able to boost the sound quality with an external mic like the Insta360 Mic Air, DJI Mic 2 and AirPods 4. Although without testing, it’s hard to comment on the performance this would bring specifically.

I found all the camera’s shooting modes and presets easy to get good footage with, partly because the camera does such a good job of explaining what each one does, without the advice feeling intrusive on the screen. It was also easy to control the camera with voice commands, “turn the camera off”, “mark that” and hand gestures like making a peace sign to trigger a photo. I found that the standalone camera gets very hot after filming. Even after low-resolution clips, I felt it burning a hole in my shorts pocket, but this didn’t cause any interruption in recording, so I don’t think it’s a major issue.

Image 1 of 1

(Image credit: Lauren Scott)

Once my clips were captured, I was ready to start editing my videos. Much like GoPro and DJI’s accompanying editing apps, Insta360’s version also features AI-assisted editing tools to pick out clip highlights. There are tonnes of presets to choose from – with funky names like Vibe City and Tunes and Travel – which do a fair job of creating quick, shareable clips by adding transitions and music.

There are helpful default export settings for platforms like WhatsApp, YouTube, Instagram, and TikTok, although you can customize export parameters. I enjoy editing manually, but the Insta360 app is so intuitive that I can see even total beginners getting creative right away. Some of these end up being a bit cheesy, but you can tailor the music and effects to suit your tastes. I’ve included an example of an AI-edited video below, with clips of my dog wearing the pet harness on walkies.

The Go Ultra’s biggest downfall – and something we struggled with while testing the GO 3S – is battery life. The standalone camera has a 500mAh capacity, and the action pod 1,450mAh capacity – noticeably smaller than the 2,400mAh capacity on the Insta360 X5, but an improvement on the GO 3S’ 310mAh and its 38-minute life. Also, unlike action cams with replaceable batteries, when you run out of juice, that means content creating is on hold until you can find a way to recharge.

Insta360 says you can get 70 minutes of footage out of the standalone camera. Adding the Action Pod gives you 200 minutes. But that’s with Endurance Mode on, the LCD and Wi-Fi off, and for 1080 24fps video – conditions I don’t think most normal shooters are going to replicate. When I tried shooting a video in 1080 30fps from full power, without all the caveats on the specs sheet, I got around 150 minutes with the pod and 45 minutes without. I don’t think that’s dreadful for a camera this small, and it’s worth noting that a 10-minute charge took me from about 0-75% so I was ready to shoot again. But it’s something to consider if you’re away from power for long periods, or looking to shoot continuous cycles, runs and hikes for longer.

Insta360 Go Ultra: Image quality

  • New 1/1.28-inch sensor with AI chip
  • Captures 4K video up to 50fps and 50MP photos
  • Low-light video mode with PureView

Insta360 has given the Go Ultra a bigger 1/1.28-inch sensor than the Go 3S, the idea being that this is capable of capturing more detail in low light. The Go Ultra also supports video capture up to 4K 60fps and 1080 240fps for slow-motion, plus new HDR that can be applied to clips and stills. Unsurprisingly (because this is a super user-friendly camera), there’s no option to shoot in a flat profile for more color grading scope during post-production. But that’s no problem, as I think most users will stick to editing in the Insta360 app anyway. Beyond the specs, what do the results look like in real life?

Going into testing the Go Ultra, I think my expectations were too low for a camera of this size. I found video quality to be brilliant in all 10 modes, but footage was sharpest and most vibrant in abundant sunshine. In the camera’s Standard color preset (there are 8 in total, including Vibrant and Urban) videos were still colorful and had decent detail in the shadow and highlight areas, although the contrast ratio wasn’t good enough to expose a very bright sky like a sunset, and a dark foreground, in one shot.

It’s easy to switch the Go Ultra to Manual exposure mode, where you can take control of the shutter speed, ISO (100–6400) and white balance yourself. I found this most helpful for stationary shots, but wouldn’t recommend it to beginners. In short – and unlike my mirrorelss camera – Auto mode saw me through all shooting scenarios, and I rarely felt the urge to take over. The joy of this camera is in its simple opration.

Image 1 of 2

(Image credit: Lauren Scott)(Image credit: Lauren Scott)

The camera adapts quickly to rapid changes in light, such as coming out of a shady forest into an open field. And I found that useful when I was running in the countryside, moving quickly, where i didn’t want the picture to be shrouded in darkness for a few seconds. Being summer, I did a lot of shooting in direct and dappled sun, and found that lens flare was handled well, too.

Big talking points of the Go Ultra’s video capabilities are the new additions of Active HDR and PureVideo. Like SuperNight on the DJI Osmo 360, it’s designed to enhance the quality and sensitivity of low-light shooting. It’s somewhat limited to automatic settings and 4K 30fps, but you can shift the exposure up and down in increments. Walking around a city at night, I was able to pick up plenty of detail in the buildings, street lights and the sky, although I think there’s some aggressive denoising AI going on inside the camera, as the footage did look a bit muddy at times.

Photos from the camera have a seemingly high megapixel count (the maximum resolution is 50MP or 37MP with a 16:9 aspect ratio), which is a big bump up from the Go 3S’ 12MP in 4:3 (9MP in 16:9). In practice, I’d say that’s more than adequate for slotting into videos, or uploading to social platforms, but I wouldn’t want to make big prints from them. At the camera’s widest field of view, you get a 14.27mm equivalent in 35mm terms – expansive enough to get groups in the frame, or to shoot yourself while walking. If you’re not a fan of the warped action camera look, a Linear POV does a great job at giving you a more natural wide-angle, good for vloggers.

Image 1 of 4

(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)(Image credit: Lauren Scott)

Overall, I’m impressed by the quality of Go Ultra’s footage. It’s in line with an action cam that’s this portable, and the addition of HDR to video as well as photos (with Dolby Vision for an extra boost) delivers polished videos you can safely deliver to friends, family and your social channels.

If I were a professional creator, I wouldn’t rely on this camera to cover all my video needs. But it excels at what it’s designed for – being small, getting places other cams can’t, and remaining user-friendly for beginners. The battery life is lacking for extended shooting durations, and night footage is still overcooked with PureVideo mode. But Go Ultra’s video is good in most areas, and does appear to be an improvement over the 3S in low light (I haven’t tested them side by side, so can’t say for sure). With its kid and pet-friendly design, I think Insta360 has found the right balance for casual creators with an active lifestyle.

Insta360 Go Ultra: testing scorecard

Swipe to scroll horizontallyInsta360 Go Ultra

Attributes

Notes

Rating

Price

Similar cost to the Insta360 Ace Pro 2 and Insta360 Go 3S, but the quality of the package is worth it.

4.5/5

Design

A nearly seamless experience with the Action Pod, plus waterproofing and a protective lens on the standalone camera.

4.5/5

Performance & features

Gets hot, and the battery drains quickly. The Insta360 app makes light work of image transfers and AI edits and there are plenty of tricks and modes.

4/5

Image quality

HDR is a great addition, but it’s still not a class-leader in low light. You sacrifice some quality for portability.

4/5

Should I buy the Insta360 Go Ultra?

Buy it if…

You want to balance performance with portability
Video quality is high, but not the best of all action cameras out there. But the Go Ultra can also go places other action cameras can’t, at least without tonnes of extra mounts.

You don’t mind shorter battery life
I spent time shooting shorter clips on the Go Ultra, and recharging it little and often. If you plan to capture all-day events or sustained activities like rides or hikes, the battery life might be a limiting factor.

Don’t buy it if…

You want the smallest action camera
The Insta360 Go Ultra is small, but not quite as tiny as the Go 3S. At almost 15g less, the Go 3S might unlock even more possibilities.

You want a fully waterproof solution
The Action Pod is only splashproof, a fact that made me uncomfortable while shooting. If you shoot a lot of wet content, I’d go for a fully waterproofed model.

Also consider

The Insta360 Ace Pro 2 is co-engineered with Leica and gives pros something more advanced. A dedicated Leica color profile, bigger sensor with better low-light performance and image quality, and up to 8K resolution make it better for advanced videography and content creation. You still get a vlogger-friendly screen.

Read our full Insta360 Ace Pro 2 review

Cheaper than the Go Ultra, the DJI Osmo Action 5 offers excellent features. It doesn’t have the advantage of a tiny standalone camera, but the all-in-one design provides better battery life, waterproofing (to 20 meters), and 47GB of internal storage. The maximum frame rate maxes out higher, too, at 4K/120p.

Read our full DJI Osmo Action 5 Pro review

How I tested the Insta360 Go Ultra

  • I tested a full production model for three weeks
  • I mounted the camera on my hat, handlebars, and even my dog
  • I recorded videos during the day, sunset and after dark

Insta360 sent me a review sample of the Go Ultra Standard Bundle about three weeks before the official release date. This gave me enough time to test all the camera’s modes and mounting options, including those with and without the Action Pod, as well as with the magnetic clip on my hat and the magnetic pendant on hikes in the countryside.

Insta360 also supplied a large version of their pet harness, and I attached the camera to my dog out on walkies to see what footage looked like from the POV of a bouncy Flatcoated Retriever.

I used the Go Ultra wild swimming in a local river to test the waterproofing, tried it running, and even attached it to our car as we drove along a country lane. I shot in bright sunshine, at sunset and night – essentially, in all the lighting conditions I could think of for creators. I edited content straight from the camera to the Insta360 mobile app on my iPhone 15 Pro, as well as manually taking footage from the built-in SD card and editing it on my iMac.

  • First reviewed August 2025

Insta360 Go Ultra: Price Comparison



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Resident Evil Requiem's gamescom Opening Night Live trailer has a lot of drama, not enough action
Game Updates

Resident Evil Requiem’s gamescom Opening Night Live trailer has a lot of drama, not enough action

by admin August 20, 2025


Resident Evil Requiem has reminded everyone why it’s one of 2026’s most-anticipated games, having just reemerged to deliver something new for us to admire. That, of course, was a new trailer, broadcast live on the Opening Night Live stage.

Requiem has always seemed like a bit of an unusual Resident Evil, and though today’s look doesn’t change any of that, it signaled that it may not be the standard sequel some of us thought we’d be getting.


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The new trailer really is full of family drama. The game’s protagonist, Grace Ashcroft, is seemingly stuck with her mother, Alyssa Ashcroft, in a house where something bad is about to happen.

There’s some gameplay in this, but most of it is spooky, slow-walky stuff with flashlights pointed at things in almost complete darkness. It still looks pretty good, but I wish there was more going on in the footage.


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Requiem was announced in early June, following what felt like years of leaks. Unlike what most of us expected, however, it is not the open-world, Far Cry-inspired game those leaks made us expect. Instead, it’s a linear horror title with some action elements that takes place in the future of the Resident Evil universe.

Requiem stars the – seemingly easily frightened – Grace Ashcroft, who will be revisiting a devastated Raccoon City. The game is playable entirely in first and third-person. Requiem is in development for PC, PS5, and Xbox Series X/S and is set for release February 27, 2026.



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