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The most fun way to look through old photos
Gaming Gear

The most fun way to look through old photos

by admin August 24, 2025


Hi, friends! Welcome to Installer No. 95, your guide to the best and Verge-iest stuff in the world. (If you’re new here, welcome, new gadget season is starting, and also you can read all the old editions at the Installer homepage.)

I also have for you Pixel’s next foldable, new Samsung earbuds, a chill indie game, and more.

(As always, the best part of Installer is your ideas and tips. What do you want to know more about? What awesome tricks do you know that everyone else should? What app should everyone be using? Tell me everything: [email protected]. And if you know someone else who might enjoy Installer, forward it to them and tell them to subscribe here.)

  • Pixel 10 Pro Fold. Google’s newest foldable has an IP68 ingress rating, meaning that it should be significantly more resistant to dust than other foldables. The company made it happen with a new gearless hinge design. When you’re paying nearly $2,000 for your phone, having some extra confidence in its durability goes a long way.
  • Pixel Watch 4. The newest Pixel Watch has screws on its chassis that you can remove to more easily repair and replace the screen and the battery. Previous Pixel Watches haven’t been repairable, so this is a major step up for Google.
  • Shutter Declutter. Every day, this excellent new iOS app nudges you to look through all of the photos you’ve taken on that date — across all years where you’ve snapped a photo on that date — and swipe left or right to delete or keep them. I’ve been testing it for a few days, and it makes chipping away at my photo library feel much more digestible. Plus, it’s surfaced photos from years ago that I forgot I had.
  • Galaxy Buds 3 FE. Samsung’s newest earbuds adopt an AirPods-like stemmed design and have 6 hours of battery life with ANC on and 8.5 with ANC off. And at $149.99, their starting price is $100 cheaper than the Galaxy Buds 3 Pro.
  • Nanoleaf 4D V2. Nanoleaf has a new version of its immersive TV lighting kit that adds a color-matched glow behind your screen. I’ve always wanted to try one of these — they seem like a fun way to add a little more pop to what you’re watching.
  • Insta360’s Go Ultra. Insta360’s new compact action camera has a bigger sensor than the Go 3S and can capture footage at 4K / 60fps. It comes in a square shape instead of a pill, but that change means it can include a larger 500mAh battery.
  • Sony InZone Mouse-A. As part of a suite of new InZone gaming peripherals, Sony launched a wireless mouse that weighs just 48 grams. At $149.99, it’s a bit of an investment, but it seems like a decent option if you’re looking for a superlight gaming mouse.
  • Herdling. In Herdling, you guide a flock of adorable sheep / woolly mammoth-like creatures through scenic landscapes backed by beautiful music. It’s kind of like Journey, if you played as a shepherd. It’s a slow, chill game that I’ve loved winding down with at the end of the day, and it only takes a few hours to finish.

Today I’m featuring Jane Manchun Wong, who has scooped many, many updates and features coming to tech products and apps over the years (like an early version of then-Twitter’s edit button) and was part of the launch team behind Meta’s Threads. Jane seems to be inside every app, so I wanted to see which ones actually live on her phone. Turns out she has a lot of apps, and they actually seem pretty well organized!

Image: Jane Manchun Wong

The phone: iPhone 16 Pro! It’s a perfect size for me! I used to have the iPhone 15 Pro Max for the 5x optical zoom, but it got clumsy to operate with one hand. Now that the iPhone 16 Pro has the 5x optical zoom, too, I went back to the regular size right away.

The wallpaper: It’s an aerial view taken from my flight to Seattle! I like taking photos and using them as my own wallpaper — in fact, that photo is part of the Photo Shuttle collections on my phone, showcasing my other “Nature” photos in rotation!

The apps: Before you say anything about the grid of folders on my Home Screen, I know I know… even though App Library is a thing now, I’d rather organize them by myself, using the categories that are meaningful to me (like “Outside” for getting around when I’m outside, which includes Waymo, Maps, SF311, ridesharing apps, etc.). Besides, a number of the apps I use are TestFlight builds, which the App Library would lump into the “TestFlight” category anyway.

Also, I have the Kalkyl app up there because it’s really handy for making quick calculations.

I also asked Jane to share a few things she’s into right now. Here’s what she said:

  • I’m still monitoring various apps and websites for their upcoming features! As expected, many companies are adapting similar AI-related features in hope to stay relevant (similar to when they adapted social audio and NFT features). It still gives me the spark of joy when companies begin to explore product features that are unique and meaningful to users, not just another button in some text field that opens a chatbot.
  • There’s also a few leads about some new hardware that’s being worked on — will share when there’re more signal about it.

Here’s what the Installer community is into this week. I want to know what you’re into right now as well! Email [email protected] with your recommendations for anything and everything, and we’ll feature some of our favorites here every week. For even more great recommendations, check out the replies to this post on The Verge, this post on Threads, and this post on Bluesky.

“I’ve moved my task management process from Amazing Marvin (which, don’t get me wrong, is a great product) to TickTick. I’ve been writing Apple Shortcuts to try and automate archiving over to Obsidian because I have the data hoarding illness.” — @feather.town‬

“Lately I’ve gotten a lot of joy out of grabbing PDFs of crossword puzzles and putting them on my Remarkable 2 E Ink writing tablet. Finishing the crossword in the morning beats doomscrolling.” — jontomato

“New Digg, baby!” — dome_node

“I have been newly-enjoying two website resources: Retro Catalog and Retro Handhelds. I am also quite a huge fan of Russ from Retro Game Corps on YouTube, who does some very lovely discussions about this wonderful world of retro handhelds.” — verge_user_m498isna

“Boys Go to Jupiter is a brilliantly weird animated film about a teen trying to raise $5,000 as a delivery driver in surreal Florida. It has a unique video game-inspired animation style, sublime lofi music, and unapologetically bizarre humor that creates one of the most original moviegoing experiences in years!” — Daniel

“I suspect most Verge readers know about Beeper, but it has a hidden use case that they probably haven’t thought about: accessing DMs without risking getting sucked into an app. Struggling to break your debilitating reels addiction or checking Discord servers any time you get an Instagram or Discord DM? You can use Beeper to separate the DMs from the attention vortex part of those apps. Maybe you can even uninstall the main app and just keep DMs!” — boblin

“I just finished Aisling Rawle’s The Compound. If you’re a fan of Love Island but wished there was more dystopia and violence, boy do I have the book for you. On the comics front, Absolute Martian Manhunter is the best showcase for the medium we’ve had in a minute. Also, I’ve been slowly re-watching Mr. Robot for the first time and it is incredible (also, slightly depressing) how well this show still holds up.” — SocialJerm

For those of you who watched the Made by Google event this week, how did you feel about the live, Jimmy Fallon-hosted format? It was certainly a big departure from the usual Big Tech keynote vibe. I personally prefer a more traditional news- and spec-filled show, but I get the sense myself and Verge / Installer readers aren’t who the event was meant for. But you tell me! And I do respect Google for trying something different.

Also, a quick programming note: I’m on vacation next week, so there won’t be a new issue of Installer until September 6th. See you next month!

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August 24, 2025 0 comments
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Nanoleaf Solar Garden Lights switched off during the day and illuminated purple at night
Product Reviews

Nanoleaf Solar Garden Lights review: a fun way to light up your yard all night long

by admin June 24, 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.

Nanoleaf Solar Garden Lights: two-minute review

TechRadar Smart Home Week

This article is part of TechRadar’s Smart Home Week 2025. From lighting and switches to robot vacuums and smart thermostats, we’re here to help you pick the right devices to make your life easier, and get the most out of them.

Nanoleaf specializes in energy-efficient LED smart lights, or the home, and now the garden too. Recently launched, these solar-powered outdoor lights are available in a two-pack for $49.99 / £49.99, or a six-pack for $139.99 / £139.99.

We tested the pack of two light clusters, which come in a long box along with two solar panels that can either be stuck in the ground or screwed to a fence with the brackets and screws provided (we tried both types of installation).

Alternatively, it’s possible to power the lights via a USB-C power socket on the solar panel if there isn’t enough power from the sun. I tested the Nanoleaf lights during an unusually sunny period in London, so I didn’t have to rely on an external power source – the sun’s rays were more than enough to keep the lights going all night.


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(Image credit: Chris Price)

  • Nanoleaf Solar Garden Lights at Nanoleaf for $49.99

Really, it’s best to think of each light as a bunch of eight flowers attached to a central stalk that sticks into the ground or a flowerpot. Two different sized tubes are provided depending on whether you want to have a long or a short stalk (we tried both).

What’s more, each of the flowers in the bunch can be adjusted to face whichever way you want, though they should be handled from the bottom closest to the stalk rather than the top of the stem next to the LED lightbulb.

Once the solar panels are installed where you want them, you can switch on the power using a button on the bottom underneath the actual panels and a green light will indicate you how much charge each of the lights has (four bars means it’s fully charged).

Image 1 of 3

(Image credit: Chris Price)(Image credit: Chris Price)(Image credit: Chris Price)

Using the bracket and screws provided, I installed one of the solar panels relatively high up on a south facing fence, angling the panel up to the sun, while the other was placed in the ground on a north facing fence. Needless to say, since I’m in the UK, the south-facing panel charged up much quicker, although both provided more than enough power for the LED lights to come on at night.

Of course, the real magic starts once it starts to get dark and the lights actually switch on to illuminate your garden – not until nearly 10pm in the summer in the UK, but much earlier in the winter.

Image 1 of 2

(Image credit: Chris Price)(Image credit: Chris Price)

Unlike other Nanoleaf products, such as the Matter Smart Multicoloured Rope Lights, which connect via Wi-Fi and Bluetooth, these lights are actually refreshingly old school. So instead of using a mobile phone connected to the Nanonleaf app for control, you use a conventional remote control instead.

Powered by two AAA batteries (provided), this looks similar to an Amazon Firestick remote. At the top are buttons for switching the lights on and off, while underneath there are controls for changing the color of the lights.

Pressing RGB toggles the lights to the next solid color, with options for decreasing and increasing brightness (marked with sunshine icons) on either side. In addition, you can choose warmer or colder whites. These are marked with thermometer icons with either a sun or a snowflake.-

Image 1 of 2

(Image credit: Chris Price)(Image credit: Chris Price)

Underneath the lighting options are timer settings (four-hour, six-hour and eight-hour timers are provided) as well as an ambient light sensor which will turn the lights on or off automatically at sunset and sunrise.

There’s also the option of toggling between 11 animated scenes with the different bulbs lighting up in an array of colours, like a sort of less noisy firework display.

It’s all great fun and overall we were pleased with the lights and the way they performed. Using a standard remote rather than relying on Wi-Fi control via a mobile phone will obviously suit many, especially those who struggle to get a Wi-Fi signal outdoors. The range of the remote also seems quite good (around 33 feet / 10 meters) so it may be possible to control the lights from indoors if you have a small garden or yard.

(Image credit: Chris Price)

However, there are a couple of small niggles. One of the problems we found is that experimenting with the lighting settings was a little bit tricky, especially in the dark when we weren’t able to see the remote control very well to make changes.

Ironically, given you shouldn’t need a smartphone to control the lights, we found we had to use the torch option on the phone to light up the display on the remote control. Also, it took a bit of getting used to all of the different buttons and what they each of them did. Personally, I found the brightly-colored animated scenes a little over-the-top for everyday use though quite enjoyed the solid colours and warm/cool whites the lights could offer. However, it is largely a matter of individual taste.

Nanoleaf Solar Garden Lights: price and availability

  • $49.99 / £49.99 (two-pack)
  • $139.99 / £139.99 (six-pack)
  • Available direct from Nanoleaf

Available either in packs of two or six, the Nanoleaf Solar Garden Lights represent pretty good value for money (I had been expecting them to cost nearly twice as much). Each of the units has eight bulbs and they are quite well made (they also offer IP65 waterproofing). They are available direct from Nanoleaf in the US and the UK.

Particularly impressive are the solar panels which, rather usefully, tell you how much charge they have as well as providing back up power via USB-C charging. And while obviously the garden lights aren’t as high-tech or as sophisticated as some smarter lighting solutions, that’s not necessarily a bad thing.

Finally, they also offer much more bang for your bucks than many standard LED garden lights, which often don’t allow for any customization at all.

Nanoleaf Solar Garden Lights: specs

Swipe to scroll horizontally

Product name

Nanoleaf Solar Garden Lights

Price

From $49.99 / £49.99

Total assembled height

37.4 inches / 950mm

Length of each stem

17.3 inches / 439mm

Solar panel dimensions (W x H)

5.2 x 5 inches / 132 x 102.5mm

IP rating

IP65

Brightness

50 lumens

Color temperature range

2,850 – 3,150K

Color channel configuration

RGBW

Charging methods

Solar, USB-C

Solar charge time

6-10 hours

Control distance

30 feet / 10m

Should you buy the Nanoleaf Solar Garden Lights

Swipe to scroll horizontallyNanoleaf Solar Garden Lights score card

Attribute

Notes

Score

Value

Given all the elements that make up this two-pack, the flower-like Nanoleaf lights represent excellent value for money. In fact they’re not that much more expensive than two bunches of real flowers (much brighter too).

5/5

Design

Maybe it’s not for everyone, but I quite like the innovative design of the Nanoleaf lights. Particularly impressive are the stems which you can easily bend to the optimum position as well as the flexible mounting options for the solidly-built solar panels.

4.5/5

Performance

While many may prefer using a standard remote rather than a mobile phone app in the garden, it’s not always easy to make changes in the dark. That said, once up and running, the lights are impressive.

3.5/5

How I tested the Nanoleaf Solar Garden Lights

  • I used the Nanoleaf solar garden lights for a week
  • I experimented with all the lighting options
  • I used in various configurations with different lengths of ‘stalk’, and both wall- and ground-mounted solar panels

Testing solar garden lights isn’t the most sociable of activities. After all, you can only really make changes after dark, which means testing after around 10pm when approaching the longest day in the UK. Also, as noted earlier, it’s not easy to make changes when you can’t see the remote very well in the dark, which is why I also had to use a phone to provide light.

Will I continue to use these lights long after the review has been published? (That’s always the real test of any review.) Yes I think so although I will probably keep them on a single white light setting rather than having them cycle through various colored scenes which can be a little over the top.

As my son said when he first saw the bright colored lights coming on in the garden after a night out: ‘Why has our garden been transformed into Love Island?’

Nanoleaf Solar Garden Lights: Price Comparison



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June 24, 2025 0 comments
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Have fun failing to reload your gun fast enough in this cornfield creepfest
Game Updates

Have fun failing to reload your gun fast enough in this cornfield creepfest

by admin June 20, 2025


Indie horror game developer Ruled are onto a nice little spree with their shortform Itch.io releases – seemingly, they are skipping from phobia to phobia. First there was Automatonophobia, a game that navigated the fear of subterranean golems, then there was Chrometophobia, a game dedicated to the fear of spending money, and also to the act of finding “grimbo” gibs for a delicious pie. What’s next on the menu? Ah yes, scarecrows.

In Formidophobia, which can be downloaded for free, you are a farmer trying to make it across a hazy lofi cornfield. Your dad told you never to go in that field. His dad told him never to go in that field. Neither of them are around anymore, however, and your wife needs medical attention, so off you trot with your bolt-action rifle and exactly one shell. With luck, you’ll find more shells along the way.

The rifle is a stubborn, slothful broomhandle of a weapon that wobbles drunkenly at stomach level and often gets caught on other objects, dragging behind you in a way that makes me empathise for the weary arms of my character. The principal challenge and source of dread in Formidophobia is reloading it in a punctual fashion.

The starting area is a ring of scrawly signposts that illustrate the process of pulling back the lever, tugging a shell from the holder, and closing the gun up again. The utility of those signposts isn’t that they tell you how to wield your gun, in my experience – it’s that other things can’t walk through them.

I enjoy the grubbiness, stodginess and overall inhospitability of this game. Don’t come expecting “polish”, do come expecting a briskly unpleasant meditation on the rasp of stems and the crickle-crackle of bones, deep in the mist.



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June 20, 2025 0 comments
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Marvel Cosmic Invasion Is A Fun Throwback To A Simpler Time
Game Reviews

Marvel Cosmic Invasion Is A Fun Throwback To A Simpler Time

by admin June 19, 2025


Marvel has had some big wins and painful losses in the video game space over the past few years. Marvel Rivals took the hero shooter community by storm, and Marvel Tōkon: Fighting Souls is primed to be a fighting game powerhouse. On the other hand, Cliffhanger Games was shuttered while working on a Black Panther game we never even got to see in motion, and let’s not forget the tragedy of errors that was 2020’s Marvel’s Avengers. For every Spider-Man success story, there’s an unfortunate fumble in the Marvel video game sphere. It’s a universe primed for big-budget swings after the superhero franchise has become such a cultural phenomenon in the wake of the MCU, but after years of big, unpredictable projects, it’s nice to go back to something that feels more like the old-school classics of the pre-MCU days than something that’s trying to bring heaps of glossy, prestige gravitas to a console near you. That vibrant, old-school appeal is exactly what I got when I played Marvel Cosmic Invasion at Summer Game Fest.

Stomp Your Foes & Look Fly Doing It With This Marvel Snap Deck

Cosmic Invasion is a cooperative beat-em-up made by Tribute Games, the studio behind some great retro throwback games like TMNT: Shredder’s Revenge, and that’s currently also working on the upcoming Scott Pilgrim EX. Marvel beat-em-ups definitely had a moment in the ‘90s, with standouts like the X-Men arcade game. It’s been a while since we got one as modern as Cosmic Invasion feels, though it draws more heavily from the classic aesthetics of old Marvel comics than from anything you’ll see on a theater screen. Given the team’s pedigree, it’s no surprise that its take on Marvel is as stylish and satisfying as it is. Cosmic Invasion has you and a friend each pick two heroes to swap between on the fly as you knock around alien forces invading Earth. In the roughly 30 minutes I played, I chose to fight as Captain America and Wolverine. The two heroes specialize primarily in close-quarters combat, but America’s Ass could also perform some ranged attacks by throwing his shield. Wolfie’s attacks were far more vicious. I could latch onto enemies and gut them with my claws, almost like a grappler character in a fighting game. Those distinct differences, even between characters you’d guess would have similar playstyles, are what keep Cosmic Invasion from becoming a monotonous chore.

The beat-em-up genre is always toeing the line between mindless brawling and cathartic mayhem, and in my limited time with it, Cosmic Invasion kept me on my toes. Its waves of enemies are varied enough that a simple one-button combo wasn’t always going to do the trick, and each time I played as a different character, my strategies changed up pretty substantially. When I played as Spider-Man in a second run, the hero’s webswinging helped me get across the battlefield more quickly and deliver a devastating blow to enemies on the other side of the screen. Playing as flying characters like the weather-manipulating Storm made taking down airborne enemies a breeze, where land-locked heroes might have struggled with those pests.

Playing alongside a competent teammate also kept things interesting, as my player two and I would often juggle enemies back and forth between us like we were hackeysacking them, sometimes into environmental hazards like holes in the floor. Every so often, I would find myself falling into a rhythm of the same combos and strategies, but then a cool, unscripted moment like this would bring me back. Swapping between heroes at any time also kept me alert. If I started to get too comfortable with Captain America, I could switch to Wolverine and do something a little different. I enjoy beat-em-ups, but the genre has a lot of repetitive pitfalls that games in it can easily fall into. Thankfully, Cosmic Invasion has a lot of systems in place to try and alleviate those as much as possible.

While yes, I’m looking forward to the big stuff Marvel is putting out in the video game space, it’s also nice to play something a bit more simple and evocative of classic comic-book stories, and which employs a vibrant aesthetic that sometimes feels like it’s missing from most modern Marvel. Tribute Games is great at capturing a moment in time, and Cosmic Invasion is the kind of palate-cleansing throwback that reminds you that Marvel wasn’t always the biggest-budget entertainment property on the planet; once upon a time, you were more likely to see Captain America beating up some baddies as you fought alongside a friend at an arcade cabinet than to see him onscreen at your local multiplex. I’m looking forward to seeing if the game holds up over several hours when it launches on PC, Switch, PS4, PS5, and Xbox later this year.

 



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June 19, 2025 0 comments
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Screenshot from The Alters (2025).
Product Reviews

The Alters review: getting to know yourself has never been this fun

by admin June 17, 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.

I wasn’t quite sure what to expect from The Alters, the latest game from developer and publisher 11 Bit Studios. From the trailers I’d watched, it seemed almost like parts of several different games were grabbed and hastily cobbled together into something that shouldn’t work – and yet, much like my hastily-cobbled-together base in-game, it does.

Review information

Platform reviewed: PC
Available on: PC, PS5, Xbox Series X/S
Release date: June 13, 2025

Following Jan Dolski, a construction specialist on a space mission to find the ultra-rare element Unobtaini- sorry, ‘Rapidium’, The Alters meshes together survival, management sim, third-person action adventure, and decision-based narrative elements with apparent grace and ease. There’s a well-struck balance here, never tipping too far in any one direction, keeping you constantly engaged and on your toes. Less than two hours in, I was already having a blast.

Predictably, things go wrong almost immediately for poor Jan, and despite finding an abundance of Rapidium, he’s left stranded on a hostile planet with an approaching sunrise that will scorch him and his base to an irradiated crisp. Alone, desperate, and running out of options, he follows the highly questionable directions of a crackly voice on the base comms to utilize Rapidium’s mysterious qualities and create a duplicate of himself: an ‘alter’. After all, many hands make light work – and the rest of the original crew are too dead to help out.


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Seeing double

Needless to say, this planet is not exactly hospitable. (Image credit: 11 Bit Studios)

The thing is, Jan’s duplicates aren’t exactly that. The core premise of The Alters is right there in the name, with each alternate Jan Dolski having a distinct – though familiar – personality and memories of a life that went a different direction at one pivotal moment or another. It’s an excellent central conceit for both a story and a game. Need a miner to help gather the resources required to survive on this desolate planet? Good news: in another life, Jan chose to pursue his father’s mining career. Bad news: Miner Jan has a substance abuse problem and crippling self-esteem issues, and you’re going to have to deal with that now.

This is where the narrative segment of the game comes in, with a wide variety of both one-on-one chats and group interactions to be had with Jan’s parallel selves. It’s reminiscent of chatting to your crew aboard the Normandy between missions in the Mass Effect series; although instead of a sleek spaceship, your base of operations in The Alters is a thin, blocky structure housed on a gyro inside a gigantic tire. It gives the story a sort of twisted road trip vibe, which I loved – check out Overland and Get In The Car, Loser! If you’re interested in some other very weird virtual road trips.

Best bit

(Image credit: 11 Bit Studios)

Jan’s rolling base is certainly unique – just don’t question the physical logistics of how such a vehicle would remain upright.

The ‘mobile base’ is just one part of the fantastic and occasionally goofy world-building on display here. True to 11 Bit Studios’ Polish heritage, the life Jan left behind to join this mission is a corporate sci-fi dystopia with a distinctly Eastern European flavor. Janky Europop plays from a jukebox in the social room you can build for the Alters to relax in; Jan’s childhood home is a nondescript mining town with brutalist concrete architecture; two Jan Dolskis bond over their shared love of pierogi. While the planetary backdrop of Jan’s current predicament might be a bit more par for the course, the injection of a little cultural identity helps massively in creating a more unique, interesting setting. The soundtrack is pretty good too, an appropriate blend of synthy overtures and foreboding background music.

I won’t delve too much into the plot to avoid spoilers (this is a story best experienced as blind as possible), but I will say as a lifelong sci-fi lover that the story is solid. The writing and voice acting are both excellent, with some interesting supporting characters and plenty of dialogue that serves to flesh out the characters and move the story along. Particular props go to Alex Jordan, who voices not just Jan but also all of his titular alters – and make no mistake, despite sharing the same origins, this is a greatly varied group of characters who don’t always get along. Listen up, Geoff Keighley, because I fully expect to see him nominated for Best Performance at the next Game Awards.

Too many cooks

See that weird glowing stuff? That’s Rapidium – and Jan’s going to need a lot of it to make more alters. (Image credit: 11 Bit Studios)

Speaking of not getting along, though: we’re all going to need to get along, or we’re all going to die.

Befriending Jan’s alters isn’t enough to survive with the radioactive sunrise mere days away. You need to put them to work, whether that’s producing food or equipment aboard the mobile base or gathering resources in the dangerous environment outside.

This is mostly done through a series of menu screens, which have clean, well-designed UIs, and managing your alters takes up a decent portion of your time in-game. They’re quite proactive; for example, if an alter in the workshop finishes building all the tools you’ve queued up for manufacturing, they’ll suggest moving to a different assignment, prioritizing stations aboard the base with unfinished workflows and no assigned staff.

It’s not the deepest management sim system I’ve ever seen – 11 Bit Studios previously developed Frostpunk and Frostpunk 2, which offers great complexity for hardcore fans of the genre – but it works well as one component of a broader story-driven survival game and keeps the focus on the micro rather than the macro. You can only have a maximum of six alters out of a possible nine (although two of them, Technician Jan and Scientist Jan, are mandatory for the plot – so it’s more like picking four out of seven).

Laying out your base smartly (as I have very much not done in this screenshot) is key to making the most of your limited resources. (Image credit: 11 Bit Studios)

You’re also responsible for the base itself, meaning that you’ll need an alter – or yourself – on hand to carry out repair work when needed, and you’ll need to modify and expand the base to match the evolving demands of your journey across the planet’s surface to a promised rescue rendezvous. Thanks to the two-dimensional nature of your base-in-a-giant-tire, rooms are laid out in a grid and can be moved and slotted together Tetris-style to make the most of your available space.

This is another balancing act; everything needs to be correctly connected to function, and every new room added increases the total weight of your base and thus the amount of resources you’ll need to travel to the next area. There’s always a tradeoff; should you build the alters private cabins to help improve their mood, or make them bunk together in a far more space-efficient dorm room? Do you really need that greenhouse for manually producing proper food, when you could all survive perfectly well on processed organic mush?

Venturing forth

Scanning for mining deposits as you explore each new area is a vital task if you want to stay alive. (Image credit: 11 Bit Studios)

Of course, even with your alters hard at work, this is a team effort. Real boy Jan doesn’t get to sit on his hands while his clones do all the heavy lifting, no, sir. You need to make use of every precious hour before sunrise comes, because every single job your alters can do is also something you could also be doing yourself.

This is where the third-person exploration and action elements of the game come into play – though I use the word ‘action’ quite generously here, since The Alters doesn’t really have traditional combat. When I said ‘hostile planet’ earlier on, I wasn’t talking about angry local megafauna or marauding aliens. The areas outside the base are populated by strange, pulsating anomalies, which can deliver a potentially lethal dose of radiation on contact. Luckily, you can research and build the Luminator: a magic UV flashlight that can be used to target the floating cores of the anomalies and shrink them into a stable ball of useful resources with an admittedly rather satisfying vwoosh.

It’s perhaps the weakest component in The Alters’ otherwise flawless assembly of disparate parts, but it’s far from a deal-breaker. The anomalies just aren’t a particularly engaging threat, although later on, some more interesting variants do show up. One variety has two cores and rhythmically grows and shrinks in size; another warps spacetime in close proximity, causing you to lose hours in seconds while you remain within its radius.

I like the design of the Ally Corp spacesuits Jan and his alters wear – and even their standard-issue on-base clothes have little variations to help keep the alters distinct. (Image credit: 11 Bit Studios)

The rest of the off-base gameplay is a bit more appealing; you explore, gather resources, and map out locations for fixed mining stations, which must then be connected to the base by setting up pylons before being operated by yourself or one of the alters. Your rolling base only makes pit stops at a handful of locations throughout the game, and the maps aren’t that large, but they do feel densely populated and hand-crafted – no sprawling procedurally-generated wilderness here. Sometimes, you’ll stumble across wreckage from your original crashed ship, and can recover personal effects that certain alters might appreciate, improving their mood.

Brothers in arms

Keeping those alters happy is no laughing matter, however. They can go hungry or become depressed, get injured on the job, or fall sick from radiation poisoning if you force them to work outside for too long. Sometimes you’ll find two or more of them in disagreement, at which point you’ll need to find a solution – and it’s not always possible to stay on everyone’s good side.

Some of these disputes are key to the overarching plot, while others are merely for character development and establishing personal conflicts – but I really appreciate how The Alters makes you stand on your decisions, even the smaller ones. A lesser game would have you pick a side and mete out judgment, with corresponding mood shifts based on your choice, but here you have to back up your words with actions or deal with the consequences. When one alter argues that we need more protection from radiation, while another insists that we should stop gathering irradiated metals altogether, you’re expected to follow through on your decision. Fail to build that radiation shield quickly enough after choosing to support that plan? Tough, now both alters have lost some respect for you.

I probably spent more time playing the beer pong minigame than I needed to. But I needed Jan’s alters to understand that he’s the king, and there’s no beating him. (Image credit: 11 Bit Studios)

Fortunately, there are plenty of ways to boost your alters’ mental states. Assigning them to work that fits their specialism is a good start, but you can also prepare better food, play beer pong (which has its own minigame), build a gym or a therapy room, or even settle in for a movie night with all of your alternate selves. Hilariously, the ‘movies’ you can uncover from the ship’s scattered wreckage are all live-action shorts made by YouTube comedy duo Chris & Jack, which can be viewed in their entirety while the Jans provide occasional commentary. It’s weird, but great. Hell, the only thing you can’t do is exactly what I would do in this situation, which is a sloppy make-out session with my clones.

Whatever your methods, ensuring that your self-made crew is healthy in body and mind is of paramount importance. An unhappy or rebellious alter will work fewer hours; an injured one can’t work at all. It all plays into the core idea that Jan – perhaps every version of him, in fact – simply wasn’t cut out for this job, and you’re constantly flying from one near-catastrophe to another. I opted to pick Doctor Jan as my final alter quite late in the game, and I’m glad I did: Miner Jan decided to overwork himself not long after, and kept coming back to base with increasingly severe radiation sickness.

The human touch

It’s nice to find your alters gathered to relax in their off-time during the (rare) periods when everyone seems to be getting along. (Image credit: 11 Bit Studios)

In short, The Alters is nothing short of an artistic triumph. It’s a cheerfully strange game with a lot of heart, using its premise to ask genuine philosophical questions about the nature of memories and identity, but also managing to remain grounded in a story about people just trying to survive a terrible situation. At one point, Jan leads the alters in a (shockingly good) impromptu musical number. It’s silly, but it’s hard not to like how downright earnest it all is. It feels like something that was created with genuine love and care, an increasing rarity in today’s game industry landscape.

I wouldn’t call it an extremely challenging game overall, so if you’re expecting a gritty, difficult survival experience, you might be disappointed – although I’ve been a fan of management sims for a while, so players less familiar with the genre may find it a bit tougher to stay on top of each new crisis. There are separate difficulty settings for the anomaly combat and the resource economy, which is a nice touch.

Lastly, as a PC game, I found it ran well both on my RTX 4080 gaming PC and an older RTX 3060 gaming laptop, at 1440p and 1080p, respectively.

The game isn’t particularly long, either – my first playthrough clocked in at just shy of 20 hours, and I felt was taking my time with it – but there’s certainly some room for replayability based on the different available alters and multiple endings. After getting what I’d like to call a ‘good’ ending, I’m already itching to start over and say all the mean things I avoided saying the first time around. Watch out, space: here comes Asshole Jan.

Should I buy The Alters?

Buy it if…

Don’t buy it if…

Accessibility

There are a small number of accessibility features available in The Alters, primarily focused on reducing some intrusive visual effects (like those caused by certain anomalies, or when Jan is drunk after too much beer pong). There’s also the option to adjust the font size of the subtitles and change the entire HUD scale – potentially useful for anyone who struggles to read small text.

A notable omission is a colorblind mode, although this might be a game where it wouldn’t actually make much difference; most of the management menu screens are fairly monochrome, and the game broadly manages to avoid overlapping UI elements.

How I reviewed Mario Kart World

I played through the majority of The Alters on a gaming PC equipped with an RTX 4080 GPU and Ryzen 9 5950X CPU, at 1440p resolution, and got a consistent 60+ fps at max settings. I also played a short segment of the game on my laptop, which has an RTX 3060, and found similarly reliable performance at 1080p once I’d tweaked the graphical settings a little.

It took me about 20 hours to complete a full playthrough of the game, which I spread out over the course of a week. I played with a mouse and keyboard, but you can use a controller too if that’s your preference. The game is also available on PS5 and Xbox Series X and Xbox Series S.

First reviewed June 2025



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June 17, 2025 0 comments
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Mario Kart World review - entertaining, snackable, fun
Game Reviews

Mario Kart World review – entertaining, snackable, fun

by admin June 12, 2025


Mario Kart World offers neat twists on the classic Mario Kart formula, but its open-world ambitions are somewhat let down by some classic Nintendo quirkiness.

I find the idea of a new Mario Kart being the showpiece of a new console launch rather odd, if I’m being honest. Don’t get me wrong, I adore the series and have pumped thousands of hours into it over the decades (apart from Double Dash – spit.emoji), but I’ve always seen Mario Kart as the game you have to play with friends or to time trial if you’re at a loose end. It’s a game everyone can enjoy and hop into, which is why it’s a juggernaut, but for me it’s not the game to launch a console with unless it’s paired with something meatier. On Switch 2 Mario Kart World has to be the snack and the main meal.

Mario Kart World review

  • Developer: Nintendo
  • Publisher: Nintendo
  • Platform: Switch 2
  • Availability: Released 5th June on Switch 2

When you load up Mario Kart World you’d be forgiven for thinking that very little has changed since Mario Kart 8 Deluxe. A set of familiar options sit in front of you – dig deeper and more will be revealed, but there’s no obvious sign of this open world we’ve seen in trailers and been pointed to by the game’s title. There are in fact various ways to get into the open to explore the Free Roam world on offer, including pressing the + (plus) button when on the main menu, but it’s not shouted about like I expected it to be – which is odd given how it really ties all of Mario Kart World together.

Before discussing my rather discombobulated feelings on the Free Roam mode, let’s first look at the more classic Mario Kart content in World – albeit now presented in a very different way. For eons (or about 33 years if you want to be less dramatic) Mario Kart has offered a Grand Prix mode. This, the core offering in most of the series’ entries, presented a quartet of tracks that you competed on against COM players (bots in modern language), with the player with the most points (earned through placement in each race) taking home the trophy and winning that cup. Simple. Mario Kart World does this… but also it doesn’t.

Watch on YouTube

In Mario Kart World, Grand Prix could just have easily been labeled Road Trip. Each cup is split into four ‘tracks’, but the key difference here is how one track leads into another. The first track plays out as you might expect, starting in the grid and then racing around a set number of laps. But then the ‘world’ of Mario Kart World kicks in. Race two begins at the physical end of race one, and part of this race is the journey to the second track along the roads in the game’s open world. It’s fair to say that there’s been a mixed reaction to this in the Mario Kart community, but I am a big fan. You end up at the actual second track, which you whiz around, before then moving on to the third track in exactly the same fashion.

There’s no doubt that the tracks are more visually appealing and sculpted than the roads that are dotted about the map, but that’s not to say that there isn’t an awful lot of fun to be had in these connecting moments. In fact, jump into an online race and you’ll see almost immediately that there’s quite the skill gap forming already – not only with knowing the best paths to take, but also how to drive them. Mario Kart has always felt quite superficially simple, but real ones who have been around this block before know there’s a whole other world (this time quite literally) waiting to be explored that’ll enable you to do things you wouldn’t have thought possible.

The courses on offer are a mixed bag, the best are great. It’s also worth noting that the soundtrack to this game is incredible. | Image credit: Eurogamer

Part of this is down to the fact that Mario Kart World tells you very little. Yes, there’s a menu option for help, which details the mechanics of pretty much everything, but who is going to spend time looking through that? If you aren’t someone who reads instructions, you’ll just figure things out as you go, including the rail grinding, wall riding, and numerous new power-ups. Time really is key, here. Take the feather, an item in Mario Kart World that boosts you up to perform an extra high jump that hasn’t appeared outside of Battle Mode since the SNES game. I had initially thought this to be a rather pointless item, but I’ve learned how it can help me reach different parts of tracks that can’t be reached by performing a standard jump and it’s gotten me out of some hairy moments as obstacles suddenly blocked my path.

Time will determine the true standout stars of Mario Kart World’s track offerings, but I already have a handful of favourites that I’m still learning the ins and outs of. Dino Dino Jungle is excellent, Airship Fortress never disappoints, and Great ? Block Ruins offers some top opportunities to show off your drifting. I won’t spoil Rainbow Road, but it’s a delight, and something fans will adore – the only gripe, really, is how in the Grand Prix mode you spend very little time on these courses. Gliding makes a return from previous Mario Karts (although your kart springs actual wings this time), and water is raced over rather than under, like in Mario Kart 7 and 8, thanks to a jet ski transformation, which is a bit of a surprise the first time you drive into a body of water. As ever with Mario Kart (and with many Nintendo games in general) there’s more here than there initially seems.

This is most true in the Free Roam mode. With the whole of the game’s map to explore, this is akin to being blindfolded and then taken to a remote location and dumped out the side of the black van (but in a cute way, probably by people that offered chilled beverages and wore crevats). Don’t go into Mario Kart World’s Free Roam mode expecting something like Forza Horizon, or really any modern open-world game. You have a map that shows the different areas and how many P-Switch missions you’ve completed, the number of Peach Coins collected, and the total number of Question Mark Panels you’ve found, the latter being sorted by track if you delve in slightly further. That’s it. Bluntly, it’s not tracking these things in a way I find helpful.

I’d have loved the Free Mode mode to have a touch more direction to it. | Image credit: Eurogamer

Some of this will come down to how you play Free Roam. I’ve messed about with my son, playing wirelessly on two different consoles, and the rather lackadaisical nature of the world here works well. We zoom about, discover things to collect or missions to tackle, and then move on. Great, idyllic even, but this isn’t how I prefer to play when on my own. I want more defined stats and found/completed P-Switches marked on the map. To go one step further, the best open-world racing games integrate everything into the world, be it races, missions, challenges, or collectibles. In Mario Kart World you don’t get this unified bustling world to tackle as you wish, with the racing/events being set in the world but not feeling like part of it – they’re off in other menus. For me it’s snackable content rather than something I’d lose myself in.

There’s more, though. Knockout Tour, an elimination-style race event that sees you compete continually along a set of roads and courses in the open world, is a real highlight of Mario Kart World, although be prepared for some infuriating COM behaviour as you attempt to complete every Rally on the hardest difficulties. Still, at 100 cc or less against the bots or ideally against real people online, this mode is a blast. There’s a real thrill in the regular cuts to the amount of competitors taking part, those crossing checkpoints in a position below the displayed number being discarded as others continue on. This mode also sells the world aspect brilliantly, with each rally stretching across large portions of the map.

Mario Kart World offers plenty of spectacle on Switch 2. | Image credit: Eurogamer

Those of you with rage issues might want to think carefully before going on a Knockout Tour, though, as it manages to pack in the series’ now infamous moments of shenanigans to a degree I’ve never experienced before. In Mario Kart you’re never ‘safe’ and cruising to a victory, as at any moment, you could be shelled or attacked in another way, crushing your dreams of victory. Knockout Tour, with its stress-inducing eliminations, puts you through multiple moments like this in every rally, but the elation felt when winning is worth the misery of a last-second triple-shell onslaught that somehow sends you from five seconds to victory to eighth place. Key to this, really, is that for every moment of near combustion someone else is having the time of their lives. Mario Kart World, as ever, gives as much as it takes.

Mario Kart World accessibility options

Smart Steering, Auto-accelerate, Auto-use item, Tilt controls, Vertical/Horizonal camera inversion.

Other, multiplayer-centric, modes include takes on the classic Balloon Battle (eliminate other competitors by popping their balloons) and Coin Runners (collect as many coins as you can), but I expect my long-term future in Mario Kart World (aside from noodling in Free Roam) is Time Trial. This is where I’ve always gravitated to, starting way back on Mario Kart 64 when I used to send in my best times to the magazines of the era. Now we have online ghosts to compete against, so it’s easier to learn the best techniques, but the level of dedication required to post great times is still the same. If you think you are good at Mario Kart World, it only takes a quick perusal of Time Trial to become rather humbled.

I’ve picked up Mario Kart World at every possible moment since the Switch 2 released. It’s a gloriously fun multiplayer romp of a game that is an essential purchase for late into the night, ‘how did it get to 2am?’ hilarity, but the nature of it being the main launch title still bothers me. Free Roam had the potential (and probably still does, depending on how Nintendo chooses to update the game) to consume me, but some rather typical Nintendo quirks mean it’s at its best when you’re dipping your toes in rather than going for a full-on dive.

A copy of the game and a Switch 2 was provided for review by Nintendo.



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June 12, 2025 0 comments
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Priority Current Plus Ebike Review: Serious Power, Effortless Fun
Product Reviews

Priority Current Plus Ebike Review: Serious Power, Effortless Fun

by admin June 1, 2025


I’ve been an avid biker for as long as I can remember. As a kid, I’d cruise my BMX around town with friends all day during the summer, reveling in the freedom and autonomy that only comes from your own ride. Decades later, my introduction to the ebike scene has provided a renewed sense of that nostalgic joy for the open road.

As a relative newcomer, most of my ebike experience over the past year or so has been with relatively cheap ebikes, like the Propella 9S and Priority’s e-Classic Plus. So when Priority offered me a chance to try the much pricier Current Plus, my first question was, “What do you get from an ebike that costs over three grand?”

In this case, the short answer is range, style, features, and power. Lots of power, which may be the biggest key to the Current’s success. As a throttle-equipped Class 2 ebike that converts to Class 3, you can absolutely blaze on this thing at up to 28 mph with pedal assist, and there’s virtually no hill that can slow you down.

Photograph: Ryan Waniata

Photograph: Ryan Waniata

Most importantly, the bike’s punchy motor keeps you safe in sketchy situations. Simply kick up the motor speed to level 5 and let the Current Plus fire you through traffic or cut through busy roads. I rarely pushed the motor above the midpoint, but when I needed the power, it swiftly arrived, affording me the freedom to cruise virtually anywhere on Portland, Oregon’s mean streets.

The Current’s impressive battery range adds to that go-anywhere feeling, letting me ride worry-free for days without the need to top it off. That kind of freedom and autonomy has brought back that BMX feeling, taking me from ebike tourist to true commuter.

Greaseless Lightning

As a direct-to-consumer bike, the Current Plus needs some assembly when it arrives. A local bike shop can do the job for you for around $150-200, which I recommend considering for beginners. If you’re more ambitious, you can assemble it yourself, but Priority still recommends having a shop give it a once-over for safety.

Otherwise, the Current Plus is extremely hands-off from a maintenance standpoint. The Gates Carbon Drive belt requires no lube or grease and is claimed to last up to “2-3 times longer” than chains, while Priority tested the 750 Wh battery for up to 90 miles per charge on the lowest pedal-assist speed. Letting the bike loose up and down the hills of southeast Portland for weeks, I squeezed out a still-impressive 60 miles per charge, give or take.

I tested the bike with the five-speed Shimano Nexus gear system, but for $200 more you can swap in the Enviolo CVT (Continuously Variable Transmission). This is a swap that you might consider if you’re hauling a lot of gear—it’s much safer to be able to make tiny adjustments to the torque if your bike is heavy or off-balance—but if you don’t have a kid or two clinging to the back, you probably won’t need it.

Photograph: Ryan Waniata

Photograph: Ryan Waniata

While the bike’s mid-drive motor is much smoother than the front-mounted eClassic, I noticed some pedal buzz when starting the bike in higher gears. Downshifting to lower-tension gears eliminated the buzz, and the simplified belt drive made it brilliantly smooth to shift to any gear at a standstill. After a few rides, I was shifting and swapping through motor speeds without thinking, like driving a car with a manual transmission.

Before long, I was flying across town like a pro, increasingly leaving my car behind as Portland’s rainy winter turned to sunlit spring. And man, does this thing fly. When boxed in at 20 mph as a Class 2 bike, I was hitting the top speed in seconds from anything above the second pedal-assist motor speed, so you’ll likely want to convert it to Class 3 from the display settings if local laws allow. After converting, I still only hit around 26 mph on flats, but that was fast enough.

I spent the majority of my time between the first and second pedal-assist speeds, but when I got tired (or curious), moving to the fourth or fifth speeds was a blast. It’s empowering to know you can make any hill your … subordinate, allowing you to choose virtually any path to your destination. Need to catch up after a late start or get rid of a car on your tail? Punch up the speed and let it rip. It’s truly a joyful feeling.



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Labubu Hysteria Pop Mart
Gaming Gear

Labubu’s Viral Rise Is Getting the Fun Sucked Out by Resellers

by admin May 30, 2025


The charm of Pop Mart’s Labubu, those toothy, big-eyed, ugly-cute creatures, has swept the world with cuteness aggression for the must-have plush accessory. Artist Kasing Lung’s enchanting eleven furry fiends inspired by Nordic folklore have captured the hearts of many, including celebrity fans like Lisa, Rihanna, and most recently Madonna. However, things are taking a turn with the rising threat of resellers looking to take the fun out of the Labubu shopping experience.

As with any coveted collectible, there’s always going to be a resell market. But recently, so many brawls have broken out at Pop Mart locations that the phenomenon has made international news. In the UK, the figures were temporarily pulled from shelves, a direct response to viral videos of fights between flippers and enthusiastic customers, not to mention employees just trying to doing their jobs. All 16 locations in the UK currently do not have the bag charms available as the company assesses how to navigate the situation, explaining to the BBC the pause is intended to “prevent any potential safety issues.”

Similarly in the U.S., the situation is also getting out of hand, and you don’t even have to leave your house to feel the frustration. It’s already been bad online with flippers setting their bots onto Pop Mart’s webpage and app. I can attest to the horrible digital experience; when I attempt to nab some online for my collection, I get crash notifications as well as getting my access limited due to button mashing too much to try to beat the bots while trying the Pop Now! gamified option to buy.

Truly, I am over getting this notification when I am a real human person fighting for my life on these Labubu streets:

© Pop Mart

But in-person shopping is also a huge pain in the U.S., and one that’s also getting dangerous as resellers prey on collection drop events, turning them into chaotic un-fun experiences. Tense encounters in line, with scuffles breaking out during the recent Big Into Energy release, made it clear that the hostile vibes radiating off the resellers were becoming a big issue.

As one Pop Mart employee from the Century City location in Los Angeles told us, “People were getting into fights in line,” highlighting the safety concerns employees have experienced. They also shared that for the moment, their Labubu inventory would only be available for purchase online for pickup. They didn’t know when drops would become available in advance. We get it, but that approach still leaves customers to fight resellers in the digital realm.

Pop Mart is currently working to make the shopping experience for collectors better—and it has other concerns, too. The Labubu scarcity has not only have spawned a shifty flipper market, but also a huge fakes industry. “Lafufus” (faux Labubus) further confuse shoppers, sometimes tricking them into buying fakes for at least double the price of a real one. Pro-tip: if it has more or less than nine teeth, it’s a fake! But Lafufu makers are steadily getting better at fooling unsuspecting consumers.

In other words, Pop Mart may be enjoying its success, but it’s also aware of the challenges that have accompanied the sudden fame of their products. Speaking to the BBC, the company explained that “Labubu will return to physical stores in June, and we are currently working on a new release mechanism that is better structured and more equitable for everyone involved.”

I’m surely not the only one ready for the experience to improve. Getting into and participating in the new collector community Pop Mart has cultivated needs to get back to having a fun and delightful atmosphere. When I was talking to the employee at the location I visited, I had so much fun learning about the lore of not just Labubu but other characters too.

Granted, I didn’t get to walk away with the Labubu plush I wanted ,as I was not one of the lucky ones to manage to be there during a random online drop—but I did nab one of the acrylic figures from the flocked Lazy Yoga series. That Pop Mart line, as well as the mecha armor Kow Yokoyama Ma.k.series, are two that I’ve had more luck finding in store or at the Robo Mart locations.

© Pop Mart

As collectors and fans of the Labubu fantasy lore, I’m excited to be able to better take part in a more positive and enjoyable experience when getting online to buy the latest figure. Like most fans, I still don’t have a Big Into Energy Labubu. I’ve tried all three ways available to try and get one: checking online inventory (always gone), Pop Now! unboxings (button-mash till you get kicked out, yet somehow resellers don’t), or waiting and missing location’s individual social media stories notifying fans they’re online for pick-up in store.

A shopping experience separated from the angry frustration of battling it out with resellers is how it should be. Hopefully Labubu fans fans and employees can eventually get back to enjoying the community safely—without the stress of competition or, you know, the risk of bodily harm.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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A powerful and fun camera that's far from perfect
Gaming Gear

A powerful and fun camera that’s far from perfect

by admin May 29, 2025


After watching its fixed-lens X100 VI camera do stratospheric sales numbers, Fujifilm decided to build a bigger and badder version that could go up against Leica’s full-frame Q3. The result is the $4,899 GFX100RF, the first-ever 100-megapixel medium format compact camera.

The GFX100RF has some novel features, like a crop dial that lets you choose aspect ratios ranging from vertical 3:4 to a panoramic 65:24. It can digitally zoom via a dedicated toggle and offers all the social media-friendly benefits of the X100 VI, including film simulations. You can even shoot medium-format 4K video.

However, the GFX100RF has some flaws. Where Leica’s Q3 has a fast 28mm f/1.7 lens and optical stabilization, Fujifilm’s 35mm lens (28mm equivalent) here is limited to f4 and lacks any shake reduction, hurting the camera in low light. I’ve used the camera for nearly two weeks now and enjoyed it, but given the high price and quirks, it’s definitely not for everyone.

Fujifilm

The GFX100RF is the world’s first 100MP medium format compact camera. It offers incredible image quality and flexibility but isn’t great in low light, and the high price makes it a niche product.

Pros

  • Incredibly sharp images
  • Innovative aspect ratio dial
  • Compact for a medium format camera
  • Nice design and build quality

Cons

  • Poor low-light performance
  • No image stabilization
  • No hybrid viewfinder
  • Middling autofocus

$4,899 at B&H Photo Video

Design and handling

Though it’s Fujifilm’s smallest medium-format camera, the GFX100RF is still a hefty unit at 735 grams. That’s more than many full-frame mirrorless cameras and around the same weight as the Q3. The control layout is similar to the X100 VI with control dials on the front and back, along with exposure compensation, shutter speed and ISO controls on top.

What’s new is the aspect ratio dial that offers modes for 4:3, 3:2, 16:9, 17:6, 3:4, 1:1, 7:6, 5:4 and 65:24 (the latter pays tribute to Fujifilm’s TX-1 panoramic camera). The GFX100RF also has a toggle up front to select 28mm, 35mm, 50mm and 63mm (full-frame equivalent) zoom levels. Those gradually lose resolution due to cropping, from 100MP at 28mm down to 20MP at 63mm. Bokeh is also reduced as the sensor size shrinks.

The rear 2.1-million-dot, 3.15-inch display only tilts up and down, but that’s fine for the camera’s primary street photo role. Though sharp and detailed, the 5.76-million-dot electronic viewfinder unfortunately lacks the X100 VI’s signature hybrid display that lets you switch between optical and electronic views. However, it does offer three modes to support the aspect ratio dial and make composition easier. One only shows the selected crop, another shows the full scene with a box around the crop and the third displays everything outside the crop at 50 percent opacity.

Fujifilm’s GFX100RF includes an innovative aspect ratio dial at back (Steve Dent for Engadget)

Battery life on the GFX100RF is outstanding with up to 820 shots on a charge or about 100 minutes of 4K 30 fps video shooting. For me, that amounted to nearly two days of use, which is better than nearly every other (non-DSLR) camera I’ve tested. The camera also includes dual UHS-II memory card slots plus mic, headphone, microHDMI and USB-C ports. The latter allows not only data transfers and charging, but also SSD video recording.

Performance

The GFX100RF is essentially a GFX100S II squeezed into a compact body, so performance is similar with up to 6 fps burst shooting speeds. However, each RAW file is up to 150MB in size and JPEGs are 70MB, so even at those slower speeds, you can fill your memory cards very quickly. That said, this camera definitely isn’t designed for sports or wildlife, so I didn’t use burst shooting often.

The autofocus is reliable when shooting single photos, but it’s a little laggy for bursts. Using the face and eye detect AI modes helps nail eye focus reliably, but it’s not as fast as Sony and Canon’s systems. It also supports animal, bird and vehicle tracking, which helped me capture sharp photos of ducks floating on the Seine river in Paris.

Steve Dent for Engadget

The GFX100RF has both mechanical and silent electronic shutter modes. Rolling shutter skew is a big issue with this sensor in silent mode with fast moving subjects, though. Luckily, the mechanical shutter eliminates that and is nearly inaudible.

The built-in ND filter can reduce light up to four stops, letting you shoot on sunny days while retaining some bokeh. However, the main problem is when there’s not enough light. The minimum f4 aperture is simply inadequate and the lack of stabilization exacerbates the issue as you risk blurry photos at slow shutter speeds. In dim light you may need to pack a tripod, which isn’t ideal for a compact camera.

Image quality

The aspect ratio and zoom options on the GFX100RF are handy and fun. Some curmudgeons may prefer to shoot full sensor 100MP photos and then just crop later in post production. But the GFX100RF lets you have your cake and eat it, too. You can apply all the crops, zooms and film simulations you want and save them as JPEGs for easy sharing. Then, if you need to go back and change something, you also have the full 100MP RAW image as a backup (though obviously, shooting both will fill your memory card more quickly).

65:24 aspect ratio, ISO 80, f/4, 1/640th
” style=padding-bottom:68%>Square aspect ratio, ISO 80, f/4, 1/500th
” style=padding-bottom:68%>Shot at 4:3 aspect ratio, ISO 3200, 1/125th, f/4
” style=padding-bottom:68%>4:3 aspect ratio, ISO 8000, f/4, 1/35th
” style=padding-bottom:68%>Shot at 4:3 aspect, ISO 80, 1/640th, f/4
” style=padding-bottom:68%>Shot at 4:3 aspect, ISO 2500, 1/125th, f/4
” style=padding-bottom:68%>Shot 4:3 aspect at ISO 80, 1/250th, f/4
” style=padding-bottom:68%>Shot at 4:3 aspect ratio, ISO 80, 1/420th, f/4
” style=padding-bottom:68%>Shot at 4:3 aspect ratio, ISO 800, 1/200th, f/8
” style=padding-bottom:68%>4:3 aspect ratio, ISO 80, f/4, 1/850th
” style=padding-bottom:68%>No crop, 4:3 aspect ratio, ISO 80, f/8, 1/125th
” style=padding-bottom:68%>10x crop, ISO 80, f/8, 1/125th
” style=padding-bottom:68%>Shot at 4:3 aspect ratio, ISO 800, 1/200th, f/8
” style=padding-bottom:68%>7:6 aspect ratio, ISO 80, f/4, 1/500th
” style=padding-bottom:68%>Shot at 4:3 aspect ratio, ISO 400, 1/100th, f/4
” style=padding-bottom:68%>16:9 aspect ratio, ISO 80, f/4, 1/750th
” style=padding-bottom:68%>Square aspect ratio, ISO 80, f/4, 1/90th
” style=padding-bottom:68%>3:4 aspect ratio, ISO 80, f/4, 1/950th
” style=padding-bottom:68%>Square aspect ratio, ISO 80, f/4, 1/950th
” style=padding-bottom:68%>4:3 aspect ratio, ISO 160, f/22, 1/4
” style=padding-bottom:68%>Square aspect ratio, ISO 2500, f/4, 1/125th
” style=padding-bottom:68%>4:3 aspect ratio, ISO 3200, f/4, 1/125th
” style=padding-bottom:68%>4:3 aspect ratio, ISO 6400, f/4, 1/50th
” style=padding-bottom:68%>

1 / 24

Fujifilm GFX100RF review

Shot at 4:3 aspect ratio, ISO 1600, 1/200th, f/10

As with the GFX100S II, the GFX100RF is a top performer when it comes to detail and sharpness. Colors are pleasing and RAW files retain high amounts of dynamic range, allowing for easy adjustment in Lightroom. And of course, Fujifilm’s film simulations give you colorful, nostalgic options — like Reala Ace or the dramatic black and white look of Acros — straight out of the camera.

The GFX100RF also delivers beautiful bokeh, with the f4 aperture equivalent to around f3 for a full-frame camera in terms of depth of field (but not light gathering). Like other GFX models, the large sensor produces more dramatic images than full frame for portraits, landscapes or street shots.

Like I mentioned, things fall apart when the light dims, though. With no option below f4 and no stabilization, I relied on high ISOs to boost exposure. The GFX100RF isn’t bad in this area, with controllable noise up to about ISO 8000, but that’s not high enough considering the other factors. For these reasons, the GFX100RF is less versatile than it could be.

Video

Steve Dent for Engadget

The GFX100RF can handle 4K and widescreen DCI 4K at up to 30 fps with fairly high bit rates, as long as you have a fast UHS-II SD card. It can even shoot ProRes with at much higher data speeds, but for those, you’ll need to record directly to an SSD via the USB Type-C port.

Autofocus for video is decent but not incredibly fast, so ideally your subjects don’t move too much. The AI-powered face and eye detection helps nail focus when filming people, but again, can fail if subjects dart around.

Video has a dreamy quality and bokeh that only a large sensor can offer. Like the GFX100S II, the GFX100RF captures video using the full width of the sensor in most modes, albeit with pixel binning that reduces quality. The sharpest video comes with a 1.32x crop, but that reduces the image quality benefits of a large sensor.

Video on the GFX100RF has one thing going for it that the photo side lacks: digital stabilization. This smooths out shakiness for handheld shots, but the excessive rolling shutter limits your ability to move the camera quickly.

Colors are pleasing and easy to adjust, particularly when using Fujifilim’s F-Log or F-Log2 10-bit modes to boost dynamic range. And of course, Reala Ace, Acros and other film simulations are available in video modes to create great looks straight out of the camera.

Wrap-up

Steve Dent for Engadget

Fujifilm’s $4,899 GFX100RF is a powerful camera with incredible image quality that’s hampered by a lack of low-light performance. It’s also a niche and expensive product that, unlike Fujifilm’s popular X100 VI, only appeals to a small group of photographers.

Its primary rival in this space is Leica’s Q3, which has a smaller 60MP full-frame sensor and higher $6,735 price tag. However, the Q3 has a much faster 28mm f/1.7 lens, less rolling shutter, a single SD UHS-II card slot and up to 8K video. It also has the Leica brand cachet, which does mean something to people spending this kind of money.

The GFX100RF is fun to use, though, and introduces several innovations like the aspect ratio dial. Though it may never have a huge market, I think products like this push the industry in new directions and create conversations that draw new people into photography. So even though I’d never buy one, I’m glad the GFX100RF exists for those reasons.



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May 29, 2025 0 comments
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A Fun But Barebones Adventure
Game Reviews

A Fun But Barebones Adventure

by admin May 24, 2025


Teenage Mutant Ninja Turtles: Tactical Takedown isn’t like most other TMNT games. Usually, in games featuring the famous turtle crimefighters, you punch and kick a ton of goons in real-time, either alone or with some buddies. That’s not the case in TMNT: Tactical Takedown, which is instead a turn-based tactics game. Thankfully, the shift to turn-based mostly works for the Turtles, even if the game is a bit barebones.

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In TMNT: Tactical Takedown, battles play out on small maps covered in grids. Each mission features one turtle fighting his way through these maps turn-by-turn, while enemies spawn throughout, also moving on their own turns across the grid. Your goal is often to clear out the baddies while reaching the end of the level.

At first, I was worried that this tactical and slower-paced turn-based gameplay wouldn’t feel TMNT-enough, that it would lack the kinetic excitement of most of the Ninja Turtle games and shows. But, developers Strange Scaffold (of Witch Stranding, El, Paso Elsewhere and Creepy Redneck Dinosaur Mansion 3 fame) did a great job infusing the strategic gameplay with flourishes and ideas that make it feel plenty exciting and fast-paced.

One significant way TMNT: Tactical Takedown makes the action feel exciting is ensuring that you don’t hang out in one area during missions. Instead, you are pushed forward every few turns as the levels grow ahead of you and fall behind you. For example, during one mission, I entered some subway trains and as the train started, the grid outside of the train turned red—a visual warning it was about to vanish—disappearing along with some goons. Then, once the train reached its station, and I had beaten up another dozen or so Foot Clan members, I exited before the carriage itself fell into the void, taking more baddies with it.

Having levels change every few turns means I had to keep moving forward, similar to an old-school beat ‘em up. And you can even take advantage of the levels changing by kicking back enemies into the red areas and watching them fall into nothing on your next turn. However, it’s even more fun to kick them off the edge of the maps, something I did a lot.

Another design choice I appreciated is that most of the Turtles’ moves encourage you to be aggressive, and then reward it. A lot of times in Tactical Takedown, I was taking out multiple enemies in one turn by chaining attacks in satisfying ways, although given this also means the game is designed around you defeating tons of enemies quickly, it leads to some missions quickly filling up with Foot Clan soldiers who can too often overwhelm your Turtles if you make a mistake. I wonder if, for those hoping for a more arcade-like experience, Tactical Takedown might prove too tactically challenging.

Of course, any TMNT game is going to star the Turtles themselves, and this is easily the best part of the Tactical Takedown. The Turtles are separated for the entire game, mostly, and that’s a bit strange—sure, if you do enough cool shit you can pull off a team up move—but most of the time you are playing as each turtle separately.

Screenshot: Strange Scaffold / Kotaku

But while they don’t fight side by side throughout most of the game, they do talk to each other via cutscenes, and the writing here is excellent. I won’t spoil too much, but the conflict between the brothers is the core of the tale, and it’s shocking how invested I got in the rather simple, but well-delivered story of four mutated turtle warriors dealing with grief, loss, and trying to pick up the pieces together.

Sadly, too much of TMNT: Tactical Takedown feels barebones. Levels look fine, but are very simple, rarely featuring varying locations or details. The Turtles all play differently, with various moves that reflect their personality, but so many sound effects are reused. Couple that with simplistic, stiff combat animations and levels that go on for too long, and Tactical Takedown can often feel like a game that is trying to trick you into thinking it’s more than it is.

Still, I’m happy Teenage Mutant Ninja Turtles: Tactical Takedown was made, and that I played it. It’s a unique spin on the franchise, and the turn-based combat is frenetic and fun. I also love the way the Turtles are depicted in cutscenes. It’s a shame that there’s not much else here, but what is there is good and feels like a solid foundation for future DLC or sequels that could add more.

Teenage Mutant Ninja Turtles: Tactical Takedown launched on May 22 for PC. It is available now on Steam and runs great on Steam Deck.

.



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May 24, 2025 0 comments
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