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Battlefield 6 feels more Battlefield, less battle royale, after overhauls to weapon handling
Product Reviews

Battlefield 6 feels more Battlefield, less battle royale, after overhauls to weapon handling

by admin September 29, 2025



Rory Norris, Guides Writer

(Image credit: Future)

Last week I was: playing way too much Borderlands 4.

This week I’ve been: continuing to play way too much Borderlands 4 and waiting for Battlefield 6.

One thing that surprised me from the Battlefield 6 beta back in August was that Battlefield Studios seemed to be aiming for a more casual, fast-paced experience. Smaller maps are one thing, but the remarkably frictionless weapon handling seriously ramped up the speed of shootouts and all but removed the need to tap or burst fire at longer ranges. Simply by slapping a single-port brake or the basic folding vertical grip on any weapon would immediately resolve any recoil issues.

In this way, the Battlefield 6 beta felt an awful lot like a battle royale—Call of Duty Warzone being the elephant in the room—in which weapons are highly efficient at way further ranges than they really should be. It was a shame, considering Battlefield has long prided itself on being more realistic/grounded/authentic (you name it) than Call of Duty. It’s also ironic, given that Battlefield 6 will actually have a battle royale component, and I’ve no doubt this more streamlined weapon handling was designed with this in mind.

Combined with the now-toned-down player pings, the updated weapon characteristics make for a much more impactful and tactile experience.

After a hands-on with both Battlefield 6’s larger maps and its campaign, it’s clear that Battlefield Studios took this criticism to heart. By overhauling weapons, namely, recoil and tap-fire characteristics since the public beta, all the guns now have much greater recoil that finally rewards your precision and demands a thought-out set of attachments. Take note of your firing mode hotkey, you’re gonna need it once more.


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You can see a clip of some weapon and attachment testing I did below:

What stood out to me is that each weapon actually fills a role now. Back in the beta, high rate of fire weapons were an easy go-to since the recoil was easily tamed, causing the likes of the M433, the M4A1, and SMGs such as the SGX to be not only lethal in close range, but also medium and sometimes even long ranges.

Testing these weapons during the preview builds, that’s no longer the case. I struggled to use the M4A1 to beam enemies at far-out enemies, especially if my opponent had a slower, more precise weapon, or if I was moving while firing. But if they entered my domain, I had a distinct leg-up on them instead, what with it being a bullet-hose with more agile handling.

The one knock on effect of this is that the recoil-reducing attachments are perhaps a little too undertuned now. With a stronger kick, you might be tempted to slap on the more costly recoil-reducing grips and muzzles to help you at range, but these all come with a hefty hit to accuracy. In other words, you’ll be able to control the recoil enough at range, but your bullets won’t land anywhere near where you aim, so what’s the point? I got the impression it’s much better to focus on mobility and general weapon handling instead, though I’ve no doubt there’ll be another balancing pass for launch.

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Combined with the now-toned-down player pings, the updated weapon characteristics make for a much more impactful and tactile experience. Unlike the beta, I’m more interested in unlocking later equipment in the hopes that it fills a niche that the basic M433 or M4A1 can’t, and that can only be a good thing.

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September 29, 2025 0 comments
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Nutribullet SmartSense Blender
Product Reviews

The Nutribullet SmartSense is an excellent, powerful blender, though its ‘smart’ mode feels unnecessary

by admin September 27, 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.

Nutribullet SmartSense Blender Combo: one-minute review

Nutribullet is a brand most well known for its compact personal blenders which – while suited to blitzing up smoothies and protein shakes – aren’t exactly heavy duty pieces of culinary tech. But models like the Nutribullet SmartSense Blender Combo aim to up the power and functionality without compromising too much on simplicity or affordability.

By combining a full-sized pitcher with Nutribullet’s familiar single-serve cups, and adding a smart auto-cycle that adapts blending power on the fly, it aims to cover the needs of both speedy smoothie lovers and home chefs.

(Image credit: Abigail Shannon)

For the most part, it succeeds. Most everyday tasks are handled quickly and consistently. The SmartSense auto cycle is genuinely useful for hands-off blending and the 1,500W motor packs more punch than most people will ever need.

  • nutribullet smartsense blender (White) at Newegg for $213.98

But all that isn’t without its caveats. The SmartSense Blender Combo struggles with thick or dry blends and requires you to intervene a couple of times during the blending process to ensure all the ingredients are within reach of the blades. You’ll also find that very small batches of dips don’t quite reach high up enough to get blended.

Nutribullet SmartSense Blender Combo: price and availability

  • List price: $164.99 / £149.99 / AU$299.95
  • Available in the US, UK, and Australia
  • Reasonable price for a two-in-one blender combo

In the US, UK, and Australia, the Nutribullet SmartSense Blender Combo is available to purchase on the Nutribullet site. and from third-party retailers like Amazon.

In terms of cost, the Nutribullet SmartSense Blender Combo sits on the mid/high end of the Nutribullet range. Understandably, you’re paying more than you would for a dinky personal blender, but it won’t quite set back as much as a top-of-the-line food processor/blender combo.

Similar models from other brands include the Cuisinart Velocity Ultra Trio

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Today’s best nutribullet smartsense blender deals

Nutribullet SmartSense Blender Combo: specs

Swipe to scroll horizontally

Price

$164.99 / £149.99 / AUS $299.95

Weight

9.81lbs / 4.45kg

Travel cup capacity

32oz / 900ml and 24oz / 700ml

Jug capacity

64oz / 1.8 liters

Blending speeds

5

Presets

Auto (SmartSense)

Nutribullet SmartSense Blender Combo: design

  • Five blending speeds and an auto mode
  • Pitcher with fixed blades and a vented lid
  • Travel cups with extractor blades

The Nutribullet SmartSense Blender Combo consists of a blender base which can either be attached to the included 64oz pitcher, 32oz travel cup, or 24oz handled travel cup. All three of these add-ons are made from BPA-free plastic, meaning you can enjoy the lightness and durability of the material without worrying about harmful chemicals leaching into your soups and smoothies.

The SmartSense Blender Combo box contents also included a tamper but during testing, I found that it offered very little in the way of practical help. A far more useful tool was a cheap silicone spatula I tend to use while baking. It had the flexibility necessary to scrap the edges of the blender jug, but didn’t tend to get ingredients stuck to it like tamper did.

(Image credit: Abigail Shannon)

Like the rest of the build, the attachments of the SmartSense Blender Combo are sturdy enough to inspire confidence. The only real concern I’d have is the possibility of stains or scratches developing after long-term use, but even this would just be a superficial complaint. Not to mention, a good thorough clean after every use helps to prevent this. Thankfully, attachments for the SmartSense are dishwasher-safe so this task is a little easier.

Blending with the travel cups is done with a separate extractor blade but in the case of the pitcher attachment, the blade is sealed into the base. This means that, when you’re hand-washing your blender (which those of us without dishwashers are cursed to do) it’s a little difficult to clean. Without being able to pop the blade out and wipe it down, it’s best to blitz some warm water and soap in the pitcher to loosen some of the debris that tends to get stuck underneath. This isn’t a dealbreaker, but it definitely adds an awkward extra step to maintaining the machine.

(Image credit: Abigail Shannon)

One great thing about the pitcher’s design is that its lid has a vent which allows you to add ingredients mid-blend and – crucially – allows for steam to escape when making hot recipes. I’ll admit that throughout my years in the kitchen, I’ve occasionally taken my chances blending hot sauces and soups against manufacturers’ instructions. To try to reduce steam production and the chances of the lid blowing off from the pressure, I’d let everything cool down a bit before pouring it in. But even with these attempts to mitigate risk, the likelihood of getting scalded (or at the very least making a mess of your kitchen) means that blending hot food in an unvented blender is a terrible idea. A tiny gap in the lid makes a big difference when it comes to making this blender an even more versatile piece of kitchen kit.

Controls on the motor base are exceedingly simple to navigate. There’s an on/off button, which – alongside powering the machine on and off – also prompts the appearance of rather cute “hello” and “goodbye” messages on the base’s LED screen. The plus and minus buttons are used to adjust between the 5 power settings, but you can skip all that by using the Auto button that activates the load-sensing setting and estimates the right blending speed and time for you.

Nutribullet SmartSense Blender Combo: performance

  • Makes stellar smoothies with virtually no nasty bits
  • Crushes ice (with some assistance from you)
  • Dry blends were a disappointment

Coming in at 1500W, the Nutribullet SmartSense Blender Combo should have more than enough power to handle most jobs. Testing started with a smoothie recipe from the Nutribullet site consisting of blueberries, milk, banana, and kale.

Fibrous green veg really puts blenders through their paces, so it’s a great way to reveal just how well it performs. Frozen kale tends to produce fewer gritty chunks than its non-frozen counterpart, but it turns out it’s oddly difficult to find pre-frozen kale in the UK, so I just proceeded with the fresh version instead.

Image 1 of 3

(Image credit: Abigail Shannon)(Image credit: Abigail Shannon)(Image credit: Abigail Shannon)

Thankfully, the power of the Nutribullet SmartSense Blender managed to blitz away any unpleasant texture to produce a smooth, thick end result. Despite my expectations, the kale didn’t pose any problem for the SmartSense.

In fact, the only inconsistencies that were left after blending were the tiny seeds from the blueberries. Personally, this isn’t the kind of textural inconsistency that gives me the ick but even if it was, it seems a tad unfair to expect a blender under $200 to have the seed-pulverizing powers of something like a Vitamix A3500.

The SmartSense Blender Combo also makes light work of crushing ice cubes, on the condition you scrape the ice from the sides midway through. The blades certainly don’t have any difficulty slicing through rock solid chunks of ice (and in fact, the machine doesn’t even go past 95db while doing it) but the structure of the pitcher means that the ice tends to pool around the edges before it’s done being crushed. The good news is after a little intervention, you should be able to rustle up your own daiquiris or frappuccinos at home no problem.

(Image credit: Abigail Shannon)

Despite delivering a pretty stellar performance in the realm of drinkable delights, the next hurdles for the Nutribullet SmartSense Blender really exposed the machine’s weak points. One of the fatal flaws of the SmartSense Blender Combo is the placement of the pitcher’s fixed blades. They sit just a little too high and don’t cover enough surface area across the pitcher’s bottom so it’s frustratingly easy for ingredients to escape the blender’s vortex.

During the hummus-making phase of testing, I found that the machine consistently created a tasty, well-incorporated dip. However, achieving that result required me to intervene two or three times to redistribute the ingredients and make sure none of my chickpea mixture avoided blending.

Image 1 of 2

(Image credit: Abigail Shannon)(Image credit: Abigail Shannon)

This blade placement problem majorly impacted my ability to make mayonnaise with the blender too. Due to the sheer size of the pitcher, I found I had to double a normal batch in order to have my yolk/vinegar/mustard emulsion even touch the blades at all.

Even then, I couldn’t maintain a consistent enough vortex to create a satisfying result. If you’re truly set on making mayonnaise with the SmartSense Blender Combo, the best way to do it is to mix up your emulsion by hand and then put it back into the blender for the step where you gradually incorporate oil.

Image 1 of 2

(Image credit: Abigail Shannon)(Image credit: Abigail Shannon)

One other very notable development during my tests is just how redundant the Auto function felt. While the SmartSense name definitely provides a fancy selling point, I found that I actually didn’t appreciate the automation of the blending process. It’s not like the SmartSense Auto blending ever got things too far wrong but rather I preferred to keep my eye on what I was working on and adjust the power as needed.

I can definitely see the appeal of this for folks who find their attention pulled by kids or pets while in the kitchen, but the removal of control actually made things less convenient in my experience, so I mostly opted for the manual options.

Should you buy the Nutribullet SmartSense Blender Combo?

Buy it if

Don’t buy it if

Nutribullet SmartSense Blender Combo: also consider

If you’re on the look-out for options that are similar to the Nutribullet SmartSense Blender Combo, here’s some alternatives worth considering:

How I tested the Nutribullet SmartSense Blender Combo

Alongside using it for some of my usual kitchen tasks, I put the Nutribullet SmartSense Blender Combo through its paces with TechRadar’s usual test recipes. During my tests, I alternated between using the Auto and manual speed controls to determine the best approach for each recipe. I used a decibel tracker to determine how loud the blender is during use. After each blend, I cleaned the blender attachments and accessories by hand.

nutribullet smartsense blender: Price Comparison



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September 27, 2025 0 comments
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Trevor walks away from a burning van in Grand Theft Auto 5.
Gaming Gear

GTA 5 Trevor actor feels ‘nothing inside’ for GTA 6, challenges gamers to read Crime and Punishment: ‘Books are my thing’

by admin September 22, 2025



Excited for Grand Theft Auto 6? Odds are the answer is yes. With Rockstar already calling it the “largest game launch in history” over half a year out from release, I’m pretty sure the only people who aren’t feeling some kind of way about it are uncontacted in the Amazon or… they’re Steven Ogg, who played Trevor Philips in GTA 5.

In a recent, brief chat with YouTuber HarrisonShippp, Ogg was asked how excited he was for GTA 6’s release next year. “I feel nothing inside,” answered Ogg, definitively. And just in case you’re wondering if that’s a more general cry for help, he quickly made clear he was speaking specifically about GTA: “I’m not a gamer. I’ve never played a videogame, so I feel absolutely nothing.”

Which, hey, fair enough. Some voice actors get super deep into their roles—like the cast of Baldur’s Gate 3—and for others it’s just a paycheque. Neither’s an illegitimate approach, and Ogg has made clear before that he’s not keen on GTA fans essentially treating him like Trevor in real life.


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But then it gets a little weirder. “I think someone said yesterday at one point, ‘You should play GTA 5,'” recounted Ogg. “I said, ‘Why?’ They said ‘Because it’s so great!’ And I said, ‘Well one day you should read Dostoevsky’s Crime and Punishment’ and he went completely blank.”

Which is, uh, a bit of a non-sequitur, and I can’t help but wonder if Ogg’s interlocutor didn’t go “completely blank” because he was outmanoeuvred, but because countering a suggestion that you play GTA 5 with your own suggestion to read Dostoevsky is like responding to ‘You should try Indian food’ with ‘You should visit the proud nation of Denmark in autumn.’

Trevor from GTA 5 says this about GTA 6 – YouTube

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“Do you know Dostoevsky? Fyodor Dostoevsky?” Ogg interrogates his interviewer, who says he does not. “So there you go,” replies Ogg. “Why don’t you read that?

“Are you excited about that book coming out?” asks Ogg, of a book which was published during the reign of Tsar Alexander II. “See? It’s the same thing. Books are my thing.”

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Now, I think Ogg was trying to make a point that asking him about games was like asking someone who doesn’t read books about books, but it’s certainly quite a roundabout way of going about it, and maybe a touch pretentious. The irony is, of course, that Rodion Romanovich Raskolnikov—Crime and Punishment’s murderous main character—would probably be one of the most terminally online, videogame-meme-spouting nihilist weirdos in the world if he had the misfortune to exist in 2025. He sure as hell would’ve had feelings about GTA 6.

And anyway, The Idiot is better.



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September 22, 2025 0 comments
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Cosy builder Town to City feels like a lovely autumnal treat, but honestly I'm just having fun planting flowers
Game Reviews

Cosy builder Town to City feels like a lovely autumnal treat, but honestly I’m just having fun planting flowers

by admin September 21, 2025


I knew Town to City had ensnared me in its nefarious trap the moment it told me I could customise individual window boxes. Yes, this early access city builder is one of those games, seemingly aimed specifically at weirdos like me whose idea of bliss is hours spent in a serene reverie of fastidious path-laying and flower-planting, all in the name of aesthetic perfection. And if you count yourself in that number, Town to City might just be the ideal retreat as the cold autumnal nights draw in.

Town to City

  • Developer: Galaxy Grove
  • Publisher: Kwalee
  • Platform: Played on PC
  • Availability: Out now on Steam

If Town to City seems familiar, it may be because it’s a follow-up to developer Galaxy Grove’s equally minimalist (and equally voxelly) Station to Station. As with that earlier game, Town to City slides into that inescapable subgenre of ‘cosy’, which – for those of you who haven’t already succumbed to the allure of a digital turnip – essentially means it’s designed to be soothingly friction-free.

Cosy games tend to be a little impervious to standard criticism, given they’re more about the vibes rather than any clever mechanical sophistication, and that’s the case again with Town to City. Its campaign (there’s also sandbox mode with various tweakable parameters) unfolds across a well-worn loop of upgrades and expansion – one that’s pleasantly propulsive but otherwise fairly unremarkable.

Town to City launch trailer.Watch on YouTube

Essentially, citizens produce goods; goods increase happiness; the happier your citizens are, the more will move to your town. More citizens means more goods, means more people, until you’ve crossed a threshold that allows you to turn your dwelling into a hamlet into a village and so on, unlocking new buildings and customisation options each time.

It’s familiar stuff, and Town to City streamlines the formula down to the absolute essentials. There’re a few wrinkles, mind, but these ultimately boil down to space management – don’t expect to see anything like cross-border trade agreements or complex production chains here. Plop some buildings down to satisfy early demand – a couple of single-story houses, perhaps, or a vegetable stall – and it won’t be long before you’ve built yourself into a corner, and the only way to continue catering to your citizens’ ever-escalating whims is a town redesign. But that’s fine! Really, design is what Town to City is all about. Think of it more as a beautification tool with a few simple progression knobs on, and its appeal is immediately clear.

A plan comes together! | Image credit: Eurogamer/Galaxy Grove

Town to City’s boxy voxel aesthetic might look restrictive, but its grid-free construction system – similar to the excellent, and more mechanically complex, Foundation – means your grand expansion plans can unfold in satisfyingly organic ways. Each of the five bucolic maps included in Town to City’s early access release are intended to invoke a sort of peaceful Mediterranean air, and by the time you’ve delved deep into its toybox of customisation options, and your creations are bustling with life, those boxy visuals pack in a surprising amount of charm.

Kudos, too, for a construction tool kit that manages to feel creatively flexible without ever being overwhelming. Sure, I’m already assembling a mental wishlist of additions I’d love to see – a path smoothing tool to counter my wobbly mouse hand, for instance – but this is still in early access development, after all. And honestly, I’ve been having a genuinely lovely time – to the tune of far too many hours, frankly – building my beautiful boxy dioramas, lost in a blissful daze of quaint market squares, picturesque parks around crystalline lakes, and palatial residences high on hills. And the well-featured camera tool has sucked up a decent amount of my time too.

Photo mode is pretty compelling too. | Image credit: Eurogamer/Galaxy Grove

Town to City might be in early access, but it already feels incredibly robust. Galaxy Grove seems to agree, too, given its Steam page suggests future updates will be more about refinement (and animals!) than dramatic reinvention. So if you’re also the kind of person to get an involuntary quiver at the merest mention of customisable window boxes, this’ll almost certainly be right for you. Now if you’ll excuse me, I’ve got some flowers to stick in the ground.



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September 21, 2025 0 comments
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Reach feels like Blood & Truth meets Mirror's Edge - until it suddenly doesn't
Game Updates

Reach feels like Blood & Truth meets Mirror’s Edge – until it suddenly doesn’t

by admin September 18, 2025


The prologue chapter to nDreams’s upcoming ‘cinematic action adventure game’, Reach, is an absolute banger. It kicks off with some fluid parkour action as you learn to leap over boxes and clamber up walls inside a volumous warehouse. Then it gives you a magical bow and asks you to take out multiple armed enemies all whilst a helicopter spits missiles and machine gun fire at you from overhead.

It’s exhilarating stuff and the high adrenaline climax to the level features a full speed sprint through exploding buildings and across roof tops. To me it felt like a heady mix of Blood & Truth and Mirror’s Edge. But as soon as that section ends (with a lovely, unexpected twist, I might add) the game becomes something different, and it feels like it might be to its detriment.

Watch me play through 15 minutes of the Reach demo in this episode of VR Corner!Watch on YouTube

Before I get into that though, it’s worth pointing out that Reach is a brand new game from publisher nDreams’s new development studio nDreams Elevation. nDreams has previously release one of my favourite ever VR games, Synapse, along with Fracked, a short-lived action game that I also really enjoyed. This meant that I went into Reach with high expectations so perhaps, in hindsight, I was setting myself up for a little fall. Which I guess is appropriate seeing as there’s loads of climbing in Reach…

In terms of visuals, Reach starts off with an impressive vista that stretches across a mountainside littered with tall buildings and shack-like slums. We see cable cars trundling off towards some snow capped peaks in the distance, teasing an action epic that takes place across this busy landscape. But tease is the operative word here because that never actually happens. Or at least didn’t in the four chapter demo I played. The prologue does have some of this in there, but as soon as it ended I was skipped forward a level or two to find our protagonist, Rosa, trapped underground after a mysterious earthquake sent gravity on a weird one.

Time slows when you activate your grapple so, with a bit of practice, you can chain together pulls so you can fly between green grapple points without touching the ground.

This section features some really cool, Uncharted-style moments of perilous climbing, and a few fun moments where you can play with floating props, but it was clear that the pace established in the first chapter was slowing down slightly. Visually, it was interesting but never highly polished. Collapsed buildings gave way beneath me and crumbling roads dropped cars on my head, but they were all fairly simple models, with basic flat textures. That’s not to say that non-photo realistic graphics look bad – Synapse had about three colours and minimal textures, but it was still super stylish. Reach however just looks fine.

After this section, Rosa ends up in an underground city, built by a race of ‘Living Statues’, and it’s here where the pace really falls off a cliff. Upon reaching a level called The Workshop, I brought one of these Living Statues back to life. He was a jaunty, bearded chap called Atlas and he proceeded to exposition at me for about fifteen minutes, inbetween teaching me about some new, magical kit that he’d gifted me. This included an, admittedly, very cool Captain America style shield that you can use to hit enemies or lodge into specific sections of walls in order to clamber up them, a pair of gauntlets that show your health and items on your wrist and a chest-mounted healing device powered by mushrooms.

Following this, things picked up a little and I encountered a fun puzzle section that combined climbing and bow shooting in order to unlock a door. It was a great showcase of Reach’s physicality – climbing is precise and responsive, movement is smooth and fluid and the archery feels nice and accurate. It was a very satisfying puzzle to solve, as was another later on that featured a huge rotating statue which utilised another new gadget, a sci-fi style grappling hook.

In my review of Synapse, I said it made everything you do in it feel effortlessly cool. In Reach you definitely still feel cool but everything, including jumping, takes a bit more effort to master.

These puzzle rooms added a much needed bit of variety into the underground city which, judging by the trailers only, seems to be where the bulk of this game is set. And that’s my main problem with Reach. Instead of being an action epic set above ground in a big city, over jagged mountain tops and on wobbly cable cars as the introduction suggested, the bulk of the game looks to takes place in a series of really quite bland and beige underground tunnels. Repetitive structures and barely furnished rooms give the game a generic, Xbox 360 era sci-fi shooter look to it, and none of this is helped by some really boring enemy encounters.

In the final level I played in the demo, which featured a few combat arenas and areas for stealthly takedowns, my foes were an assortment of cut-and-paste robot warriors. They sucked up arrows with minimal reactions to their impact and then just flipped and faded away once their health hit zero. Compared to way the human enemies in the prologue collapsed onto the floor, slammed into scenery or dramatically tumbled from windows, killing the robot enemies felt weightless and slow. Even with the added ability to fling myself around the level like a Poundland Spider-man with my new grapple hook power, I soon became bored by the grind.

Bouncing the shield around was a lot of fun, but fighting these robots was not.

Here’s hoping that later levels in Reach can bring back the excitement that I felt during the prologue because, by the end of my hour long demo, I was already tiring of the underground location and the enemies within. I still enjoyed my time with the game, don’t get me wrong, but after playing through the thrilling opening and the nail-biting anti-gravity climbing section, the rest of the demo felt like an anti-climax that plodded along. I’m slightly worried that it might retain that pace right up until the ending.

With October 16th listed on Steam, and with the game releasing on Quest 3/3s and PlayStation VR2, at least it won’t be long until we Reach its release date and find out.



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September 18, 2025 0 comments
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Clovers' Hideki Kamiya feels "very strong responsibility" to protect workers from layoffs
Esports

Clovers’ Hideki Kamiya feels “very strong responsibility” to protect workers from layoffs

by admin September 16, 2025


Clovers studio head and chief game designer Hideki Kamiya feels “a very strong responsibility” to protect the studio during the current climate of industry layoffs.

In a wide-ranging interview with VGC, Kamiya said the studio has a “deep commitment” to its staff and wants to prioritise taking care of them.

“That means we can’t just say, ‘oh, the project has failed and didn’t go well, goodbye everyone.’ We really have a deep commitment to keep the company going for these people, who we’re grateful to,” he said.

“Of course, I understand there are circumstances that force large companies to make layoffs, but for us, that’s a route that we don’t want to go down. We want to take care of our staff.”

VGC noted there are less stories relating to layoffs, cancelled projects, and studio closures with Japanese companies compared to the West.

“I can’t say for sure since I don’t have experience in overseas development, but I feel that Japan does have a culture of respecting creators,” said Clovers CEO and president Kento Koyama.

“In the West, I imagine there’s always a constant push and pull between marketing-driven decisions and creative decisions. For us, we feel there is a willingness to place a bit more trust in the creative side.”

Kamiya added: “What it feels like when working with Japanese publishers is that the development culture feels closer to mind, and they tend to be more understanding towards creators.”

He also shared his thoughts on the cancellation of Scalebound, an action RPG developed by PlatinumGames and published by Microsoft Studios, suggesting things may have gone differently had they worked with a Japanese publisher.

“I don’t mean that the game would necessarily have been completed and released, but I imagine the process itself would have played out differently,” he said.

“For me personally, overseas publishers seem to have a much stronger desire to see a finished product as quickly as possible. If it had been a Japanese publisher, I feel they might have given us more leeway.”

Kamiya made it clear that the “failure of Scalebound was ultimately the responsibility of PlatinumGames, myself as director included.”

This experience hasn’t dissuaded him from working with overseas publishers, however. “I feel if the opportunity ever comes again, we’ll find a way to take advantage of both sides’ strengths.”

Speaking of PlatinumGames, Kamiya said he hasn’t received “any contact from them, officially or unofficially” regarding the founding of Clovers.

As for his feelings for the studio, Kamiya said the key point is that “the mindset towards game development is different” between the two studios.”

“Not to say one is better, one is worse, one is good, one is bad – they’re just different,” he explained. “And if the company and the individual don’t have the same mindset, then no one is happy.

Kamiya and Koyama also provided insight into Clovers’ partnership with Capcom, describing it as a “really beneficial”.

“Clovers was founded with funds from Koyama and myself, and it wasn’t a very large amount,” Kaymiya said. “But after going to Capcom and getting this Okami project, it allowed us to come into this office, hire staff, and step up the way we have, so it has been extremely beneficial for us.”

He made it clear, however, that Capcom has no capital involvement in their studio.

“Our company is funded solely by our own capital […] This is our own company, so in that sense, there’s no financial connection to Capcom.

“[This] means that the possibilities are basically endless. We would be interested in working with different publishers as well, possibly through self-publishing, so that’s definitely a part of our goal and strategy.”



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September 16, 2025 0 comments
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Indiana Jones and the Great Circle: The Order of Giants DLC feels like a brief, cut down version of the main game, but an enjoyable story carries you through
Game Reviews

Indiana Jones and the Great Circle: The Order of Giants DLC feels like a brief, cut down version of the main game, but an enjoyable story carries you through

by admin September 10, 2025


After about ten minutes of running around the Vatican brandishing a biscotti like it was my own holy grail and ultimately angering a fair few fascists in the process (which in turn lead to me heroically fleeing the scene in order to find some kind of weapon – in this case, a crutch – to fight them off) I finally rediscovered my Indiana Jones and the Great Circle sea legs. Several months after finishing the main game, I was now ready to go back for a second helping thanks to its newly-released Order of Giants DLC.

Indiana Jones and the Great Circle: The Order of Giants

The Order of Giants kicks off when Indy opens the ‘A Mystery Begins’ Fieldwork quest and locates Father Ricci in the Great Circle’s Vatican area. The priest, along with his rather endearing parrot companion Pio, speaks of a “Nameless Crusader” believed to be a “giant” of a man who never removed his helmet. This legendary chap appears to have some connection with a secret chamber beneath the Vatican’s Casina and with Indy never being one to shy away from unravelling a good story rooted in history, he agrees to investigate for the duo (because, yes, the parrot is absolutely a team member, and I will not hear otherwise).

Looking further into this nameless and larger-than-life crusader takes Indy under the streets of Rome, as he uncovers a mystery which expands upon the lore of the Great Circle’s Nephilim order. Along with simply discovering more of the order’s story, though, Indy also takes on a number of puzzles and platforming-based excursions in the process. Oh, and of course there are also some skirmishes with yet more fascists as well as a smattering of red-robed cultists. Ooh.


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Before I go too much further, let me say this right off the mark. Order of Giants doesn’t really add much new beyond story and some extra collectables. It feels more like a condensed, Vatican-flavoured microcosm of the full Great Circle game, but with an infusion of Sukhothai’s boat exploration. This DLC really should be considered a general extension to the Great Circle’s core mechanics, rather than something that will suddenly revolutionise what developer MachineGames has done previously. There are two new adventure books, for example (at least that I found), but rather than adding new skills, these books are more about buffs. Of course these are a nice boon – especially I imagine if you have not yet completed the main game – but as said, they don’t hold anything revolutionary that will mix up your Order of Giants experience.

Image credit: Bethesda

Ok, back to it. Now while I really did enjoy the story being told in Order of Giants, in terms of gameplay progress I found it a tad predictable. The platforming sections only really relied on a few small mechanics such as whipping to ledges and pulling on chains to make your way through a predetermined route. Meanwhile, the puzzles themselves were more straightforward than I would have expected from an expansion released several months after the main game, with the likes of directing water through a specific channel, or pulling levers in the order they appeared on nearby images. They lacked a certain amount of creativity.

Then at one moment, probably about halfway through the DLC, I thought I was going to be presented with a mini boss battle. One bit in particular gave me flashbacks to one of my favourite fights against the Great Circle’s blind giant, which was so tense it had me holding my breath (along with Indy). While I wasn’t expecting a carbon copy of that exact moment, I just did not get that same sense of thrill in Order of Giants. Instead, I was soon interrupted by a cutscene that quite literally cut things short. The rest of the DLC then followed a similar formula until the final confrontation (which I will not spoil here, but in terms of story and cinematics, I will say this final showdown did make me gasp with an ‘oh daaaang!’).

Image credit: Bethesda/Eurogamer

Setting aside that disappointment with the action, the storytelling here is still a treat, and is really Order of Giants’ greatest strength. There were several moments during the DLC where I found myself genuinely laughing at the situation Indy had put himself in, with more than just an appreciative titter. I mean, who else could find themself stuck under a car like that and at that exact moment? As an extra optional chapter to the Great Circle’s main game, it was all certainly an enjoyable narrative experience.

I just wish there had been more gameplay variety, and more to explore above ground in Rome itself. Visually, the majority of the Order of Giants grabbed hold of a 50 shades of grey colour card and ran with it, save for some splashes of the labyrinthine underground’s murky greens and browns. Little beams of sunlight from the city above would periodically penetrate through Indy’s subdued surroundings, but when this happened I found myself looking up with a desire to see the fresh blue sky, rather than looking for clues or similar in the immediate and now more illuminated area. I spent a lot of my time during the Order of Giants feeling rather claustrophobic due to being underground and in relative darkness for such an extended period of time.

Speaking of the largely underground setting limitations, while I had so much fun picking up all sorts of makeshift weapons during my playthrough of the Great Circle, there wasn’t the same variety to be found beneath the streets of Rome. Other than a few scepter-like melee items, I mostly made my way through the DLC’s combat sections using just Indy’s whip and fists. This was fine, and at the end of the day an effective enough method, but it didn’t give me the same giddy, silly joy as whopping a baddy over the head with a fly swat. At one point during the Order of Giants, I actually used my gun. I don’t think I ever did that during my playthrough of the main game, because I was having so much fun launching mandolins and mops at my enemies at every opportunity.

Image credit: Bethesda/Eurogamer

As for how long the Order of Giants took me to complete, I would say I was playing for around four and a bit hours in total. I know I didn’t uncover every new artefact there was to find, but I did uncover the majority. In short, the DLC is short. It is certainly not as long as I was expecting, and felt more like an extended and quite straightforward sidequest rather than a full fat standalone expansion with new mechanics and ideas.

It all boils down to this: Indiana Jones and the Great Circle: The Order of Giants is more of Indy doing Indy things. For me as a huge Indiana Jones fan – both of the Great Circle and the franchise more generally – I had a perfectly enjoyable time back with Indy, and appreciated where the story took me. But I wouldn’t go so far as to say Order of Giants is unmissable. Alas, it just didn’t really add anything to my overall experience of the main game – and given that the Great Circle was overflowing with creativity, characters, grand set pieces and so much more, that just feels like a little bit of a shame.



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September 10, 2025 0 comments
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Gaming Gear

Feels and looks the same, but real changes are deeper

by admin September 10, 2025


Though the Apple Watch announcements may have paled in comparison to the iPhone news at Apple’s event today, there were still some noteworthy updates to the smartwatch lineup to talk about. This year, we’re getting the Watch Series 11, Watch SE 3 and Watch Ultra 3, and each of them have some interesting features. At a hands-on session here at Apple Park, I spent some time with the devices, and believe the most intriguing is the Series 11.

At first glance, the Series 11 is no different from the Series 10 I wore to the event. They’re the same thinness and have pretty much the same dimensions, and the main change is that the new smartwatch has an IonX coating that’s two times more scratch resistant. There’s also a new space grey case option that looked nice, though I was a bigger fan of the rose gold band and case pairing. I especially like the loop band that was on the unit I checked out.

I put the Series 11 on my wrist next to my Series 10 and truly could not tell them apart. There might not be much reason to upgrade from last year’s model to this, which isn’t a bad thing. We don’t want to be too wasteful, anyway. The real updates coming to the Series 11 include the new “Possible hypertension” alerts, using data gathered from the existing optical heart rate sensors to study patterns in the constriction and expansion of your blood vessels in relation to your heart rate. This tells the watch whether there are differences in your blood pressure — keyword: differences.

Cherlynn Low for Engadget

This tool isn’t meant to give you readings of your blood pressure like “130 / 80,” for example. It’s more meant to tell if there are concerning variations and alert you to see a medical professional if so. This is similar to many other Apple Watch features like sleep apnea detection or high heart rate alerts, and since it requires data trends to work, wasn’t something I could just test here at Apple Park.

I also didn’t get to test the sleep score feature that’s coming watchOS 26, but that isn’t exclusive to the Series 11, and any Apple Watch compatible with the latest software will be able to get it. I did like how you’ll get scores once you’ve worn the watch to bed, and don’t have to wait for a required number of nights for the insights to surface.

Hypertension and sleep score were among the more interesting updates coming to the Series 11, along with the promise of better battery life. Apple said the wearable should last up to 24 hours on a charge now, with eight of those meant to power through overnight sleep tracking. That’s not something I can really test here at a hands-on event, so we’ll have to wait for a review unit to properly measure.

Hands on with the Apple Watch SE 3

I was more intrigued by the Apple Watch SE 3, and will readily admit that I cheered when the company announced its entry-level smartwatch will be getting an Always On Display. When I picked up the Watch SE 3, I immediately noticed its relatively chunky bezels, but by and large it felt quite similar to my Series 10. Sure, the cheaper watch is slightly thicker, heavier and more sluggish, but for $250 it’s a very solid device. It comes with a skin-temperature sensor to support cycle-tracking, and will now charge twice as fast as the last Watch SE. That’s closer to the speeds of the Series 9 and later, which is a huge improvement considering how slow the older Apple Watches used to charge.

Again, like with the Series 11, a lot of the Watch SE’s improvements weren’t things I could check out at a brief preview like today. And most of them are features that already exist on other devices coming down to a smartwatch that costs $249. I think what Apple is offering for the price is very compelling, though, since you’ll really only be missing ECG and blood oxygen features by opting for the SE 3 over the Series 11. The latter is a bit thinner and lighter, but the SE 3 is plenty comfortable and small anyway.

This story is developing, please refresh for updates.



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September 10, 2025 0 comments
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LG 37-inch Monitor
Gaming Gear

LG’s new 37-inch 4K screen claims productivity power but feels suspiciously like another oversized smart TV with webOS inside

by admin September 7, 2025



  • At 7.4 kilograms, the LG 37U730SA-W is remarkably portable for its overall size
  • However it offers only a 60Hz refresh rate with 5ms response time
  • USB-C on the LG 37U730SA-W delivers 65W charging for business laptops

LG has announced the 37U730SA-W, a a new 36.5-inch display which seems to blur the line between a computer monitor and a smart television.

On paper, it presents itself as a large IPS panel with a 3840 x 2160 resolution, which most would call the standard for a 4K monitor aimed at casual viewing and office use.

But at 7.4 kg, this is also a fairly portable monitor for its screen size, making repositioning or mounting relatively simple.


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Large and detailed screen

The screen covers about 90% of the DCI-P3 color space, supports over a billion colors, and produces 300 cd/m² peak brightness.

With a refresh rate locked at 60Hz and a response time of 5ms, this is not targeting high-end gaming – instead, the panel appears tuned for browsing, streaming, and general tasks.

Connectivity includes two HDMI ports and a USB-C interface which supplies up to 65W charging power – a level sufficient to keep many business laptops running while simultaneously recharging them through a single cable.

The monitor also features a headphone jack and dual 5W speakers, which appear serviceable for voice or light media playback rather than full entertainment setups.

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LG has included several convenience features, such as the auto brightness sensor, which adapts screen intensity to ambient light.

The Flicker-Free operation and Eye Care mode attempt to minimize fatigue by reducing flicker and blue light.

Physically, the screen can tilt from -5° to +20°, swivel 20° left or right, and shift vertically by up to 110mm, with VESA mounting support adding flexibility for those who prefer an arm or wall bracket.

The device relies on webOS as an embedded operating system, raising questions about whether it is really a monitor designed for productivity or a television repurposed for the desk.

Rather than requiring a connected device, it comes with access to more than six hundred video-on-demand applications, ranging from YouTube to sports and live channels.

Wireless streaming is available through AirPlay 2 for Apple devices and Miracast for Android systems, positioning the display as a self-contained hub for both entertainment and office functions.

The LG 37U730SA-W is available to buy in Japan now, with a retail price of around $655.

Via The Guru of 3D

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September 7, 2025 0 comments
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"It feels unreal in a way": After nearly 1700 days, Daily Silksong News' bittersweet goodbye on the eve of Hollow Knight sequel's release
Game Updates

“It feels unreal in a way”: After nearly 1700 days, Daily Silksong News’ bittersweet goodbye on the eve of Hollow Knight sequel’s release

by admin September 4, 2025


Daily Silksong News, a YouTube channel and Discord server that has been posting constant updates on Team Cherry’s action adventure game Hollow Knight: Silksong, has said farewell after 1694 days of uploads.

The final video, which premiered as Hollow Knight: Silksong became available for sale and titled The End, the video featured a stop-motion skit sending the channel off with a face reveal of the host Araraura. It’s peak early internet energy.

Over almost 1700 days, Daily Silksong news accrued 234,000 YouTube subscribers and a Discord community of thousands of dedicated fans, lurkers, and posters. The live premiere of the final Silksong news video had over 15,000 live viewers, with longtime watchers saying their farewells at the cusp of the game’s release.

Watch the final Daily Silksong news video here.Watch on YouTube

Daily Silksong News was a running gag that transformed into something larger than its original intent. The vast majority of the channel’s uploads are brief, with host Araraura announcing there was no news. However, on the occasion when there was news, both Araraura and the channel’s community would erupt with energy.

Speaking to Eurogamer, Araraura expanded on his feelings now that the journey was over: “It feels unreal in a way, I got so used to Silksong just being ‘a game that’s not out’ now that it’s about to be it almost feels like I’m about to experience something that was out of my reach for so long”.

As for how he’ll be celebrating the release of Silksong, Daily Silksong News host Araraua will hang around with his friends and community members until the game goes live: “[I’m] probably gonna watch the DSN finale with my friends and stay on VC until the very last minute before it comes out after that I’m gonna go full blackout mode and enjoy Silksong on my own. No commentary or streaming, just at my own pace”.



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September 4, 2025 0 comments
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