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Consume Me review - difficult to finish, in a different kind of way
Game Reviews

Consume Me review – difficult to finish, in a different kind of way

by admin October 3, 2025


Jenny Jiao Hsia’s dazzling, semi-autobiographical tale of teenage life finds wit and warmth in its WarioWare weirdness, even as it deals with difficult themes.

“Just think of it like a video game!”, Consume Me’s increasingly put-upon protagonist Jenny tells herself early on as she prepares to take the dieting plunge. The final year of school is approaching, adult life is looming, and if that wasn’t enough, the words of her overbearing mother – how will she ever get a boyfriend if she doesn’t lose some weight? – are lodged in her brain. It’d be enough to overwhelm anyone, let alone a teenager still trying to find her place in the world.

Consume Me review

  • Developer: Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken “coda” Snyder
  • Publisher: Hexecutable
  • Platform: Played on PC
  • Availability: Out now on PC (Steam, itch.io)

Consume Me is a semi-autobiographical work from co-designer Jenny Jiao Hsia that deals openly and honestly with some pretty tough themes, including dieting, disordered eating, and fatphobia. That might sound like a difficult sell, but Jiao Hsia’s slice-of-life adventure adopts a format that’s immediately, winningly approachable. This is a cheery, pastel-hued phantasmagoria of hyper-kinetic split-screen cutscenes, slapstick WarioWare-style minigames, and time management challenges that (“Just think of it like a video game!”) cleverly uses the language of the medium – its penchant for repetition and routine, its love of ever-escalating pressures – to mimic Jenny’s daily struggles.

Here, the perils of a drifting mind while studying are abstracted to a minigame where you attempt to align your furiously spinning gaze with the pages of your book as thought-bubble distractions rush in; where laundry folding is a game of lightning-fast reactions, and the simple act of walking the dog becomes a comical dance of poop dodging and cash grabbing as you navigate New York City’s streets. And all this minigame silliness is pulled together by a compellingly presented story, told with boundless energy and genuine wit, charting Jenny’s increasingly fraught journey into young adulthood.

Consume Me launch trailer.Watch on YouTube

Each chapter of Consume Me focuses on the kind of familiar right-of-passage events (summer pool parties, fledging romances, high school rivalries, and college applications) that, from the other side of youth at least, feel comparatively trivial. But most of us probably have enough residual trauma from our teenage years – when everything seemed to be of absolute, apocalyptic importance – that it’s easy to empathise with Jenny’s spiralling circumstances and feel the pressure of expectation just as vividly as she does; even if you didn’t have the kind of complex relationship she has with food.

For all its easy breeziness, Consume Me is, at its heart, a game about the unhealthy, unsustainable patterns people can become trapped in when trying to live up to impossible standards, whether they be external or self-imposed. And for Jenny, that manifests most prominently as an obsessive focus on her weight and food. Her initial dieting successes – swimsuit-body confidence! An adorable boyfriend! – are quickly internalised as a causal link that must be maintained, and so no matter what other complications emerge in her life, fastidious food management remains an ever-present aspect of the game. As she puts it, “If I can’t control this one part of my behaviour, then everything falls apart.”

Image credit: Eurogamer/Jenny Jiao Hsia/AP Thomson

Each day, you’ll diligently prepare another meal, attempting to place tetronimo-shaped food items into your grid-like stomach, Tetris-style. Each item has a Bite value (Consume Me explicitly avoids the term ‘calories’), and your goal is to fill Jenny’s Guts while keeping within the week’s Bite limit. It’s a brilliantly effective, and impressively economical, way of putting players into Jenny’s mindset, where food is framed as an adversary to be overcome rather than enjoyed.

There’s a lot of this kind of design elegance throughout Consume Me, where experiences – and even emotions – are conveyed as much through gameplay as story. That’s most evident in its overarching framework of time management, where you’ll need to use Jenny’s limited free time as efficiently as possible in order to complete each chapter’s checklist of objectives. Early on, her responsibilities – studying, chores, and sticking to her diet – seem manageable enough, but with only a few hours of free time available each day, staying on top of things quickly become a tricky (and stressful) balancing act. One wrong move can have a dramatic knock-on effect; overeat, for instance, and suddenly you’ll need to spend a precious hour exercising to get back within your Bite limit. Then there’s the added complexity of your ever-dwindling mood, energy, and guts meters, all requiring diligent maintenance in order to avoid locking yourself out of critical activities each day. You can probably see where this is going.

Image credit: Eurogamer/Jenny Jiao Hsia/AP Thomson

Once Jenny’s holidays are over and the school year begins, things get increasingly chaotic as her checklist of responsibilities grows ever-more demanding – essay writing, college applications, long-distance romance-ing, even the destruction of high school enemies, all piled on top of everything that’s come before. Increasingly, you’ll find yourself falling into unhealthy (and detrimental) habits – knocking back energy drinks and staying up late – just to squeeze a few more hours out of the day, and the sheer mental effort required to keep Consume Me’s plates spinning can be exhausting. Which is obviously the point.

Consume Me accessibility options

Reduce shake effect toggle; reduce flashing colours toggle; separate music and SFX volume sliders; subtitles in English, French, German, Spanish, Brazilian Portuguese, Simplified Chinese, and Traditional Chinese.

It’s hard to criticise something as intensely personal and mechanically deliberate as Consume Me, where Hsia and co-developer AP Thomson have made very specific design choices in order to tell a very specific story. But it’s clear from Consume Me’s surprisingly accommodating difficulty progression and its presentational breeziness, that – for all its intentionally wearying cycles of repetition – this is a game the team wants players to see through to the end. I’m not sure it finds quite the right balance though, and for me, even with its relatively scant eight hour runtime, it did begin to outstay its welcome, still marching slowly toward the next inevitable escalation long after it felt like its point had been made. And I can’t help wonder if it might have been a little more impactful if it’d wrapped up sooner.

But when I think back on my time with Consume Me, it’s not the stresses that stick with me; it’s the game’s effervescent wit and invention, its canny design and generous spirit (even the most adversarial characters are sympathetically written), and more than anything, the powerful authenticity of its voice. As daft as it often is, this is a game that captures Jenny’s struggles and triumphs so beautifully, and so convincingly, even a sequence introducing her relatively brief flirtations with religion manages to feel – and I say this as someone who’s long been iffy about the whole church thing – genuinely affecting. Consume Me’s pacing didn’t always work for me, but it remains a fascinating, thoughtful, and impressively assured creation all the same. And I can’t help admiring its method – and its message – immensely.

A copy of Consume Me was provided for this review by Hexecutable.



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October 3, 2025 0 comments
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There's No Hurry To Finish Hollow Knight: Silksong (Or Any Game) Right Away
Game Updates

There’s No Hurry To Finish Hollow Knight: Silksong (Or Any Game) Right Away

by admin September 28, 2025



On September 4, I was one of the many eager Hollow Knight fans who hastily opened up every gaming storefront to experience the moment when the ludicrously long wait for Hollow Knight: Silksong finally ended. Like everyone else, I experienced the crashing of these storefronts, but eventually, to my delight, I managed to install Silksong on my Nintendo Switch 2.

I’ve barely touched the game since.

More than three weeks after its noteworthy launch, my progress in the game is significantly behind that of my friends and peers. Some have already rolled credits, and lengthy, spoiler-tagged conversations about Silksong on Discord read like classified CIA documents. Meanwhile, I’ve only just defeated the Bell Beast, an important but fairly early boss that you encounter in the story’s first hour.

It’s a common occurrence for me to download the newest, hottest video game, only to briefly tinker around with it before moving on to something else. Over the years, it’s been challenging to pinpoint why this is. And while there’s surely a number of different factors that contribute to this, I eventually realized what was behind this block with Silksong: I’m afraid to play it.

Hornet takes on the Bell Beast.

I’m not scared of the game itself or its content–while there are some gnarly and unsettling sights in the world of Hollow Knight, it’s not a particularly scary game. Rather, I’m afraid of getting lost. I’m afraid of the uncertainties ahead as I progress through the labyrinths of Pharloom and the indecision that comes with each split path. I’m afraid of not knowing where the next bench will be as I stray farther away from a safe haven–as the probability of dying suddenly and losing my rosaries increases.

This is a phenomenon I often experience with metroidvanias–one in which fear and apprehension overcome logic as I reach areas that I perceive to be dead ends, leading me to abandon that playthrough for an extended period. Yet, this all seems to contradict the fact that the metroidvania is one of my favorite genres of video games. From Ori and the Blind Forest to Prince of Persia: The Lost Crown, I revel in the opportunity to explore a sprawling yet intricately designed map. There are very few moments in gaming that can rival the gratification of unlocking a power-up that opens up new doors, or finding a shortcut that makes exploration much easier. I actually quite enjoy backtracking, especially as you gain more abilities and skills, and appreciate any game where I can revisit older areas with a fresh perspective and spiffy new movement techniques.

But for my weird and special brain, all of this has to be done at a certain, slower pace, lest I overwhelm myself with the aforementioned anxieties. And for better or worse, both Hollow Knight games are the biggest culprits of evoking that uneasiness because of the vastness of their worlds, and the multi-step processes (and currency) necessary to create functional maps that assist in your exploration.

Even so, I still desire to explore every corner of Pharloom, expand my map by documenting every nook and cranny, and squeeze out as many activities as I can. My cautious approach to gaming has led me to a more patient approach to this game–one where I feel content to let others enjoy it and document their findings and thoughts before I plunge back into the depths.

Hornet explores a lush, green environment.

There’s an entire online community of “patient gamers,” or people who wait at least a full year to play popular titles. While I don’t count myself as a member of this community, I do like a few of its tenets. The promises of bug fixes, balance changes, and DLC releases are good reasons to wait on any game–Silksong has already seen meaningful changes to make for a better experience, with new content also on the way. But it’s the prospect of having more documentation, tips, and walkthroughs available that motivates me to play Silksong at a slower pace.

After sitting on the original Hollow Knight for a long time, I aggressively got back into the game once it became clear that a Silksong release date was imminent. I had abandoned it about a year ago when I was stuck on the Soul Master boss fight, but through numerous attempts–and the help of YouTube guides–I finally defeated it and was able to move on. And I’ve felt a lot more confident and empowered during my more recent Hollow Knight exploits thanks to having interactive maps, endless YouTube tutorial videos, and countless forums at my disposal.

Perhaps it’s not the “correct” way to play Hollow Knight, but I believe it’s a valid approach to it–or any game, for that matter. Yes, I am more dependent on external help and watching the experiences of other players, but I am still fully engaging with the game itself and using that knowledge to gain the confidence to figure out my own approaches to what Hollow Knight throws at me.

Developer Team Cherry, as with any studio and its games, crafted Hollow Knight and Silksong in a deliberate manner to invoke certain feelings and behavior as you play. I understand arguments that taking my time and constantly checking maps and videos to ensure I’m on the right track detract from the curated experience, but I still feel that surprise and awe. The way I see it, I’m playing the game on an easy mode that I’ve made myself.

For instance, in the little time I’ve played Silksong, I walked into a room only to see that the infamous mini-boss Skarrgard was at the other end–and having spoiled myself by reading discourse on that encounter, I noped the heck out of that room.

I liken it to how I research horror movies before watching them in theaters to make sure I’m prepared for any intense or gory scenes. Yes, it might spoil a pivotal moment for Weapons, but it also ensures that I’m ready for the shock–and I still find myself appropriately uneasy during the moment. I can still appreciate it in the context of the rest of the story. My experience with a piece of art, no matter how it was crafted, is unique to me, and although I might engage with a metroidvania differently than intended, I still get the satisfaction I need from it through my own approach.

I admire anyone devoted enough to a new release that they skip work and dive into the rabbit hole, eager to be one of the first players ever to discover its secrets and have a complete, unspoiled experience. For games like Silksong, that isn’t me, and I think that’s okay.

In recent times, we feel so much pressure to finish games as quickly as possible, whether it’s due to internal pressure or the looming, impending release of the Next Big Game in a packed and relentless release schedule. Amid that tidal wave of new games, it’s important to remember that it’s solely your own choice on when and how to engage with them. There may be some joy in getting through the door first and comparing notes with everyone else as they all delve into the unknown, but that collective hype doesn’t have to dictate your playing (or spending) habits.

One day, sooner or later, I’ll get back into that Silksong rabbit hole myself, albeit with some guard rails. No matter how you choose to play a game like Hollow Knight: Silksong, just remember that they’re always there, and you deserve to play and finish them exactly the way you want to.



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September 28, 2025 0 comments
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NFT Gaming

Will Bitcoin Finish the Month Above $105K? Traders Are Losing Faith

by admin September 27, 2025



In brief

  • Predictors on Myriad now think Bitcoin will hit $105,000 before $125,000.
  • Odds have flipped more than 20% in the last two days, as BTC continues its weekly slide.
  • The asset now sits only about 4% above the $105,000 mark.

The recent weakness in Bitcoin’s price has predictors on Myriad feeling bearish about the asset’s next major price milestone—now predicting a dip to $105,000 before it makes a new all-time high at $125,000. 

Odds of the next stop being $105,000 have increased to 68% in the last week, a gain of more than 25% in that timeframe. The bulk of that move has taken place in the last two days, with odds swinging more than 20% in favor of $105,000 since Wednesday night. 

Myriad is a unit of Dastan, the parent company of an edtorially independent Decrypt.

The market’s volatility has been aided by Bitcoin’s gradual decline, now down 5% in the last week and changing hands below $110,000 for the first time since September 2. 

The top crypto asset is flat in the last 24 hours amid news that U.S. core inflation held at 2.9% in August. 

In addition to inflation data, markets are now also contending with new tariff headlines courtesy of President Donald Trump, leaving risk assets “under pressure” and “capital flows cautious,” according to Bitunix analyst Dean Chen. 

“The recently announced high tariffs remain an uncertain factor that could deliver one-off inflationary pressure while weighing on growth,” Chen told Decrypt on Friday. 

More than $162 billion in crypto valuations has been wiped out this week as Bitcoin just barely hangs on to a percentage point gain since September began. The month typically signifies a brutal stretch for Bitcoin, which has dropped 3.77% on average during the month in each year since 2013. 

It will need a major turnaround to climb back towards its all-time high of $124,118. At its current price, BTC sits just 4% above the $105,000 mark that will bring resolution to the Myriad market which has attracted more than $300,000 in trading volume. It would need to gain 14% to resolve the other way. 

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September 27, 2025 0 comments
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Kiryu looks into the middle distance, stoic.
Product Reviews

Yakuza Kiwami 3 is beautiful and ridiculous, and I’m finally going to actually finish the game this time

by admin September 25, 2025



Friends, I’m ready to be Kazuma Kiryu again. I admit it: I kind of smoked the whole pack on Yakuzas 0 through Kiwami 2, playing them almost back-to-back and in such quick succession that, when I booted up the remaster of Yakuza 3, it felt like gazing at the single remaining profiterole on the plate after a bacchanal of candies and chocolates. I couldn’t do it. My Yakuza journey ground to a halt.

From the hands-on time I’ve had with Kiwami 3, it’s a remake that doesn’t reinvent the original, but—like the two Kiwamis before it—polishes it to a shine, bolts on some fantastic new nonsense in substories and activities, and acts as a glitzy refresh for a generation that, perhaps, didn’t get to it back in 2009. Meanwhile, Dark Ties—a bonus Gaiden game releasing with Kiwami 3 that has you play Yakuza 3 villain Yoshitaka Mine—acts as the wholly new red meat to draw in those of you who already know Okinawa like the back of your hand.

(Image credit: Sega)

But don’t let me undersell it: Kiwami 3 looks absolutely gorgeous and plays wonderfully. It just, you know, does those things much in the same way Kiwami 2 did. It’s still a pleasure to charge about Okinawa dispensing righteous violence to anyone who looks at you askance, the series’ trademark mix of high drama and screwball comedy still hits just right, and having it all remade in the Dragon Engine, glistening and golden? I’m more than happy to take it. I think I’m finally gonna beat Yakuza 3.


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Orphanised crime

My demo consisted almost exclusively of running around Okinawa as Kiryu, but let me quickly get you up to speed on the plot anyhow. Having gone through quite a bit in the previous three (chronologically) Yakuza games, hardened organised criminal Kazuma Kiryu has settled down to run an orphanage, which is what Al Capone would have done had cruel fortune not struck him with syphilis and tax evasion charges.

Shadowy fellas want to tear down Kiryu’s bucolic child ranch and, hey presto, off Kiryu goes to put an end to that.

(Image credit: Sega)

And off I go, in my demo, to Okinawa, which looks gorgeous. I’m still stunned by how great these games look, with their lush pallets and detail-stuffed worlds, and Kiwami 3 is no different. It was four minutes and 48 seconds into my demo that someone tore off their shirt to reveal a lavish yakuza tattoo on their back, and I could have looked at it for hours.

But a man tearing his shirt off means one thing—combat, and it’s here that Kiwami 3 reveals its first addition to its Yakuza 3 framework: Kiryu has two combat styles. The first is the Dragon of Dojima style we all know and love. Kiryu kicks, punches, grabs, throws, and generally uses his immense strength to reduce thugs to thin smears, with all sorts of grisly, definitely-should-be-lethal heat actions that RGG has clearly had a great deal of fun animating.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

But in addition to that, you can at any point pop over to a new Ryukyu style, which as far as I can tell is essentially a sword and shield. This is, says RGG, inspired by actual Okinawan martial arts, and feels a little bit more defence-focused and oriented around combos than the big, splashy attacks of the default Dragon style. It’s a satisfying one to switch to when you’re up against groups, letting you zip about stabbing punks (Kiryu has never killed anyone) before they can land a hit.

Over in Dark Ties, meanwhile (I’m attempting to preview two games at once here, like a games criticism Evel Knievel), Mine only has access to the one combat style. Or at least, he did in the 25ish minutes I got with him. Not to worry though, because it feels faster and more frantic than either of Kiryu’s, and revolves mostly around building up ‘shackled hearts’ by landing hits on enemies.

(Image credit: Sega)

Build up a full heart, or two, or three, and you can pull the trigger to have Mine absolutely lose it, with the effect getting more powerful the more hearts you use. His attacks get more animalistic and unhinged and, oh, the music transitions into some fairly unhinged buttrock.


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It’s all very good fun, but as to whether it holds up over the longue durée of the game or, indeed, in actually difficult fights, I can’t say. I’ve definitely run into scenarios in previous Yakuza games where the fighting system—though fun in regular combat—can feel a little frustrating against some of the harder bosses (skill issue? Perhaps!). But no one I fought in Kiwami 3 or Dark Ties was all that difficult, so I don’t know if RGG has ironed that out.

(Image credit: Sega)

Small asides

Past the high drama and chiselled men removing their shirts, the heart of Yakuza is in the absurdity. It’s the side stuff: the minigames, the substories, the ridiculous RGG sense of humour, that makes the series so beloved.

Which is why I’m a little sad I didn’t get any time with Kiwami 3’s Ryukyu Gal Gang, its new side-activity (think Yakuza 0’s Cabaret and Real Estate side-stories, or Kiwami 2’s Majima Construction stuff) that sees Kiryu join up with an all-ladies biker gang in a team-battle mode. Naturally.

Past the high drama and chiselled men removing their shirts, the heart of Yakuza is in the absurdity

Another thing I’m a little sad about: RGG has confirmed to PCG that original Yakuza 3’s Boxcelios side-game won’t reappear in Kiwami 3. “Only the one guy—the programmer—made that, [and] he’s gone” RGG’s Masayoshi Yokoyama tells us.

(Image credit: Sega)

So I can’t speak to that, but I can speak to other things. Of course, all the stuff you’d expect in a Yakuza is here: Sega arcades, karaoke, infinite varieties of restaurant. But there are a few new additions, too. Hit L2 while wandering around and Kiryu drops into search mode, which lets him… catch butterflies with a net and identify potential new friends. Similarly, he can customise his flip phone with stickers and himself with clothes—Kiwami 3 has a surprisingly robust outfit system that lets you dress Kiryu up like an absolute dingus while he solves the world’s problems a fistfight at a time. I gave him a pussyhat. He looked great.

There are new substories, too. One I ran into, which saw Kiryu talk down a pair of bridge-jumpers (they didn’t know each other, they just happened to choose the same bridge) before visiting justice on the people who had wronged them, was classic Yakuza—utterly ridiculous and very amusing. Another, where a concerned father asked me to talk his daughter out of moving to Tokyo—a reworked take on a pre-existing Yakuza 3 substory—ended with an all-timer of a Kiryu heart-to-heart speech.

(Image credit: Sega)

And then there’s Dark Ties. Mine can do much of the same side-stuff Kiryu can, dropping in for some karaoke or heading out for a drink, but in Kamurocho I couldn’t find a single substory to take part in. Now, to be fair, my time with Mine was incredibly brief: I probably spent all of five minutes actually exploring Kamurocho as him, so it’s entirely possible I missed something. Still, it feels like he has a little less to do about town than Kiryu does. He’s certainly not catching butterflies in Tokyo.

Kiwami’s back(a mitai)

You can probably condense all 1000+ words of this preview into a single, diamond-hard sentence: Kiwami 3 does for Yakuza 3 what Kiwami 2 did for Yakuza 2. And frankly? Great. I’m well up for that, and a great-looking re-do of the OG Yakuza 3 with some new accoutrements thrown in—not to mention a whole bonus Gaiden game that’s entirely new—works perfectly for me. Now all RGG has to do is Kiwami-fy 4 and 5 and I might actually make it to those Ichiban games before I’m 80.



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September 25, 2025 0 comments
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Urevo Spacewalk E4W treadmill
Product Reviews

Sick and tired of ugly under-desk treadmills? With its wood grain finish, the Urevo Spacewalk E4W is both stylish and affordable

by admin September 25, 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.

Urevo Spacewalk E4W: Specifications

Swipe to scroll horizontallySpecifications

Component

Value

Dimensions

119cm x 48cm x 11cm

Price

$229.99 / £249.99 / around AU$500

Maximum User weight

265 lbs (120 kgs)

Deck

Double shock absorption

Top speed

6km/h

Wheels?

Yes

Controls

Remote, via app

Urevo Spacewalk E4W: One minute review

(Image credit: Future)

The Urevo SpaceWalk is an ideal home walking pad for people looking to get extra steps in during rainy days or for remote workers trying to bring an element of movement to their working day. It has a generously-sized tread belt with ample shock absorption, measuring 100cm x 38cm, which is similar to other market leaders.

The speed range is 0.5 to 6km per hour, which can be adjusted by either a remote control or by the Urevo app on your phone. The app itself contains a whole host of functionality, recording activity data, offering challenges to participate in and ‘World Tour’ videos to accompany your walks.

The walking pad is exceptionally quick to set up – very much a plug-and-play piece of apparatus with a reasonable 1.8m cable length which, given that the equipment is likely to be under a desk near a plug, will be suitable for most users. The walking pad has an LED display that shows the speed, distance, time, steps and calories, all that most users will need for walks. Estimating steps on the display is a useful inclusion and, I found, to be very accurate.

The walking pad weighs 18kg, making it quite a bit lighter than others I’ve tested, ideal for moving from room to room and up and down stairs, which I have done while switching between using it under my work desk and in front of the TV. The noise levels are very low considering its 2.25HP motor, and I had no complaints from my co-workers on Teams whilst I was using the device.

The main drawback of the device is its limited top speed, at only 6km per users are limited to not much more than a light jog – it’s sadly unsuitable for runners. It’s at a slightly higher price point than the usual super-budget Amazon options, so users may want a device like the Mobvoi Home Treadmill SE that provides a dual purpose, but still a great buy.

Swipe to scroll horizontally

Category

Comment

Score

Price

More expensive that other walking pads on the market, but likely worth it for most.

3/5

Design

Very easy to move from room to room. No handles or safety bar but this feels appropriate for the products’ top speed.

4/5

Features

Variety of speeds is good, more controllability on the app than the remote, app provided good activity tracking over time.

5/5

Performance

Buttons responsive, felt stable and provided a smooth walking experience.

5/5

Should I buy?

(Image credit: Future)

Buy if if…

Don’t buy it if…

Also consider

How I tested

I tested the walking pad for two weeks, mostly walking on it for an hour every day. I typically used it at a pace of 3km per hour but jogged up to 6km per hour speed. I tried using it with and without shoes, but preferred wearing trainers because the surface got hot. I also tested both the remote control and the app-controlled functionality.

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September 25, 2025 0 comments
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Esports

Steeplechaser Tim Van de Velde stops to help ailing foe finish

by admin September 13, 2025



Sep 13, 2025, 02:36 PM ET

TOKYO — Steeplechaser Tim Van de Velde looked behind him and saw a fellow competitor gingerly crawling over the final barrier on a 3,000-meter journey that went terribly wrong for both.

The Belgian’s hopes for a top finish already long crushed, he turned around, put an arm around a stumbling Carlos San Martin and helped him limp in to the finish.

That show of sportsmanship Saturday between the 10th- and 11th-place finishers in an otherwise routine qualifying race might have been the highlight of a busy opening night at track and field world championships, even on a day when five gold medals were handed out.

“I saw him stumbling and thought, ‘Why not?'” Van de Velde said. “We both had bad luck, I guess. Maybe we can share some bad luck together.”

Tim Van de Velde, left, made sure he and Carlos San Martin both finished their 3,000-meter steeplechase race at the world championships. Franck Robichon/EPA/Shutterstock

Van de Velde was racing in front as the runners approached the water pit to start the third of a 7½-lap race that asks the runners to vault five 3-foot-high barriers placed around the track, one of which fronts the 2-foot-deep water obstacle.

He clipped the barrier and fell in, and by the time he got up, his hopes were crushed. He raced the rest of the way just to say he finished.

Van de Velde, 25, is no stranger to these sort of slipups. A gold medalist at the 2016 European Youth Championships, he broke his collarbone after a fall at the European Championships last year. At worlds in Eugene, Oregon, in 2022, he fell into the water and injured his ankle.

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“I know what it’s like to feel helpless on the track,” he said.

As does San Martin. The Colombian was helped off the track in a wheelchair and didn’t come through the interview area.

Van de Velde said it will take time to get over this latest disappointment. The good news is there’s a great chance he will be remembered for something other than where he finished.

“We’re both competitors. We both work very hard,” Van de Velde said. “Of course, the main goal was the final and we both had bad luck, so that’s why I did it.”



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September 13, 2025 0 comments
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Micah Parsons watches from sidelines as Cowboys finish preseason
Esports

Micah Parsons watches from sidelines as Cowboys finish preseason

by admin August 23, 2025


  • Todd ArcherAug 23, 2025, 01:11 AM ET

    Close

      Todd Archer is an NFL reporter at ESPN and covers the Dallas Cowboys. Archer has covered the NFL since 1997 and Dallas since 2003. He joined ESPN in 2010.

ARLINGTON, Texas — The Dallas Cowboys’ preseason is over — now the Micah Parsons Watch takes a different turn.

At 4:35 p.m. CT, roughly two and a half hours before kickoff of Friday night’s preseason finale against the Atlanta Falcons, Parsons walked down the hall to the Cowboys locker room eating nachos. An Atlanta fan taking a tour of the stadium shouted to him “Come to the Falcons,” which prompted Parsons to make a ‘call me’ sign to his ears.

As he approached the locker room doors, he made a similar gesture as fans cheered for him.

During the game, Parsons was the only player not to wear a jersey on the sidelines. He instead wore a navy hoodie with grey sleeves and a winter hat. To start the third quarter, Parsons laid down on the medical table behind the bench as the Cowboys’ offense drove down the field.

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Dallas coach Brian Schottenheimer said he was not aware of what Parsons was doing, since “I was calling the game.”

“At the end of the day, we’ll look at the film and we’ll talk to everybody involved and we’ll have a great assessment of how we did both on and off the field,” Schottenheimer said.

After the game, Parsons — who has scrubbed references to the Cowboys on his social media feeds — replied to an X post that noted he was only laying on the medical table for a brief period of time.

“I actually appreciate this,” Parsons wrote in his response on social media. “The way media shapes perception and narratives is wild-and if he hadn’t said anything, everyone would’ve just run with it. I’d never disrespect the guys out there fighting for their lives.”

Parsons declined to answer questions after the Cowboys’ 31-13 win, but cornerback Trevon Diggs answered some on his behalf, even saying Parsons had an MRI on his back Friday.

During the June minicamp and again at the start of training camp, Parsons said he was dealing with back tightness. He received treatment while in Oxnard, California, but owner and general manager Jerry Jones believed the back tightness was in the same category as the trade request — just part of the negotiations for a long-term deal.

Asked if he thinks Parsons will play against the Philadelphia Eagles in Week 1, Diggs said, “It depends on how his back feels. I know he was real sore this morning. He went and got it checked out. That’s the last thing I heard from him.”

Over the past two days, Jones praised Parsons and said the offer he believes the two agreed to in March would have been for the largest guaranteed money given to a non-quarterback. But Jones also said on Michael Irvin’s YouTube Channel that when the Cowboys attempted to send the details to Parsons’ agent, David Mulugheta, they were told to “stick it up our ass.”

“I’d never disrespect the guys out there fighting for their lives,” Micah Parsons wrote on social media in response to the reaction to a photograph that showed him laying down on the medical training table at the start of the third quarter Friday. Sam Hodde/Getty Images

Whether that was the direct quote or not, the Cowboys and Mulugheta have not exchanged contract proposals, and the team appears ready for Parsons to play the season on the fifth-year option of his rookie contract at a cost of $21.324 million.

“I wish everything could be handled and everything could be taken care of,” Diggs said. “He’s one of our star players. He’s the heart and soul of this team. I just wish things weren’t how they are. I wish it was different circumstances, but everybody has to do what’s best for them at the end of the day. I feel like just leave it in God’s hands and God will figure it out for everyone.”

Parsons has not practiced the entire summer as he conducted a hold-in while the Cowboys were in California, as well as the two practices that were held at Ford Center in Frisco, Texas. He took part in walk-throughs and attended meetings, including one prior to Friday’s preseason finale.

The Cowboys will begin preparation for the Sept. 4 opener after final cuts are made Tuesday. The Cowboys are scheduled to have their first practice after setting the roster on Aug. 29. Following an off day, they will practice Aug. 31-Sept. 2 before flying to Philadelphia the day before the game.

Earlier this week, Schottenheimer expressed confidence Parsons would play against the Eagles.

After what has transpired over the past two days, does Schottenheimer remain confident?

“I do,” he said.



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August 23, 2025 0 comments
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