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Esports

WTF is Waifu Tactical Force? A genuinely good shooter with Valorant and Titanfall inspiration

by admin August 24, 2025



At first glance, Waifu Tactical Force might seem like a joke, thanks to its name and aesthetic, but after playing it at Gamescom, I was pleasantly surprised to find there is a really polished and engaging shooter to enjoy.

Putting the Waifu thing to one side – the weapons feel great, the animations are crisp, and the map I tried had a bright, stylish look that gave off Valorant vibes.

The developers explained that their biggest inspiration for movement came from Apex Legends and Titanfall, and it shows. Sliding, double jumps, and more movement options with certain abilities keep matches fast and vertical.

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They are still debating whether to add wall-running or wall-jumping, and early access players are just as split on the idea. Whatever direction they choose, the core movement already feels tight and responsive.

Team WaifuThe movement is very Apex Legends and Titanfall-inspired.

The demo focused on small-scale, round-based matches with options for 1v1, 2v2, and 3v3. I could only play on a controller for the demo too, which wouldn’t be my preference, and the game is clearly intended for keyboard and mouse. The developers mentioned aim assist is something they are looking at for the future, and it will be necessary if controller players are to keep pace.

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Between rounds, you can spend points on upgrades, from small bonuses to faster stamina regeneration, and possibly overpowered double damage (trading off slower reloads and half the magazine size). There will be some balancing still required here, but no matter what upgrades you choose, winning definitely depends on raw gun skill – this is no hero shooter.

Weapons are grounded and familiar, with a few twists. There is a smart pistol secondary, very obviously inspired by Titanfall 2, while the red dot sight on one rifle had a heart-shaped reticle that added a playful touch. It is part of the balance the developers are aiming for, mixing the silly waifu aesthetic with a serious tactical shooter.

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Internally, they joke about calling it a “modern military shooter for people with brainrot” or simply “Wives of Duty.”

Why Waifus?

So, let’s address the elephant in the room. The demo featured three waifus, with more planned, and they are not hero characters with unique powers. Instead, abilities are tied to your loadout and chosen before matches, which keeps the focus firmly on gunplay.

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So why exactly are they waifus? Just because, really. The developers, Team Waifu, wanted to stand out, and that is reason enough. Especially with all the samey shooters out there to choose from.

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But before long, they realized they had a very talented team making a really good game – it wasn’t a joke. Oh, and they are all big anime fans, obviously.

Team WaifuDuring gameplay, I forgot I was running around as a Waifu.

Producer Bernardo Paz explained that there is also a story, and players will be rewarded for engaging with the narrative and building up their own army of waifus. It is still in progress, but it should add a layer of progression alongside the competitive matches.

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Waifu Tactical Force is planned for release in 2026, but players can already request to join the playtest on Steam.

Based on my session, you shouldn’t write it off as just a silly idea for a shooter. Beneath the anime exterior is a well-crafted shooter that’s smooth, fast, and skill-based. And it definitely has the kind of unique hook that could go viral on Twitch if the right streamers pick it up.

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But the challenge for Waifu Tactical Force will be convincing a wider audience that it deserves to be taken seriously. For now, it is one of the most surprising and genuinely fun games I’ve tried at Gamescom.

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August 24, 2025 0 comments
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Laci pretends to be a princess for two children in Royalish
Esports

The inspiration behind new doggie horror Good Boy

by admin August 23, 2025



Good Boy is a horror movies that’s told from the point-of-view of a dog, and the idea for that intriguing concept came from an unexpected celluloid source.

Good Boy is a haunted house movie in which a clever canine called Indy endeavours to save his master from a supernatural threat that only the dog can see and hear.

The horror movie has done the festival circuit and reviews have been rapturous, with Good Boy currently on a Rotten Tomatoes score of 95%.

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Director Ben Leonberg has already spoken about how he coaxed such an amazing performance out of the dog in question, who also happens to be his own pet pooch. While below you can find out how he came by the high-concept idea…

How Poltergeist inspired Good Boy

MGMThe dog in Poltergeist helped inspire Good Boy.

In and interview with Filmmaker, Leonberg revealed that the idea came to him while viewing one of the great horror movies.

“I was watching Poltergeist probably for the 100th time,” explains Leonberg. “The opening follows the family’s golden retriever who we learn can clearly perceive the ghosts before anyone else.

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“This same trope – the dog who ‘knows better’ – appears in tons of horror movies, and I thought that someone should make a movie from that dog’s perspective.”

Then it was about finding his lead, though he didn’t have to look far: “Indy, my actual dog, is the second part of the equation, and the secret sauce that makes the concept work.

“He naturally has this really intense, unblinking stare. He usually hits you with it before meal time, but on the occasions when he’s just staring at ’empty’ corners, or tracking smells only he can perceive… it’s really spooky. I think every dog owner has wondered, or worried, why their dog suddenly barks for no reason, or stares at ‘nothing.’

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Why Indy wasn’t first choice to star

IFC Films

That’s not so say Indy was a lock-in for the lead. During a conversation with Variety, Leonberg explained how the movie nearly went from short to feature without his beloved best friend.

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“There was this short film contest called The Rode Reel, which was the biggest online short film contest we entered,” says Leonberg. “We didn’t make the short with the express purpose of [adapting it into a feature], but there was a big financial prize, which was the kickstart to making this movie. We won, but then Indy was nominated for best actor.

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“When I started writing the film, I didn’t intend to make the movie with Indy, but people were reacting to him so strongly and so positively. I do think he legitimately has some quirks that make him uniquely suited to do this. It kind of forced our hand. He became my leading man.”

Good Boy is out in US cinemas on October 3, 2025, and UK theaters a week later, on October 10, while it will launch on this streaming platform first. Before then, head here to see where Poltergeist appears on our list of the best horror movies of all-time.

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August 23, 2025 0 comments
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Bubsy 4D Might Actually Be A Good Game, Seriously
Game Reviews

Bubsy 4D Might Actually Be A Good Game, Seriously

by admin August 23, 2025


When, earlier this week, Gamescom Opening Night Live kicked off with the reveal of a new Bubsy game, many online, myself included, went “Oh no…” as we shook our collective heads. But despite the last few Bubsy games being bad, it seems this new one, Bubsy 4D, might actually be…good? In fact, it might even be awesome. Really. Seriously.

Back in the early ’90s, Bubsy starred in a handful of fairly well-received 2D platformers. But then in 1996, the Bubsy series made the leap to 3D, and everything went south. People hated Bubsy 3D and to this day, it is still called one of the worst platformers ever made. Then, in the last decade, we started getting new Bubsy games. They were also bad. Really bad. But now, a few years after Atari bought the franchise, Bubsy 4D is here, and it just might turn things around for the hopping feline.

Bubsy 4D is being made by Fabraz, a renowned indie studio that has made a name for itself developing fun, innovative, and colorful 3D and 2D platformers that feel amazing to play, like Demon Turf and Slime San. And since announcing the game earlier this week at Gamescom, the studio has started releasing gameplay of Bubsy 4D, and it looks wonderful!

Because a lot of people were curious: Here’s me playing the same Bubsy 4D level without trying speedrun it. pic.twitter.com/Xcm6mygpS8

— Fabraz: Demon Tides ➡️ Gamescom (@Fabrazz) August 21, 2025

In new gameplay shared from the Gamescom demo, we can see Bubsy 4D in action, and the game looks vibrant and slick. Movement and jumping look snappy, but there’s some weight to Bubsy, so it’s not too floaty. I’m also a fan of Bubsy’s personality in the videos released so far, too. Another wild fact about this new Bubsy game: It contains fully voiced, 3D animated cutscenes.

Fun fact, Bubsy 4D has fully voiced cutscenes cus’ why not! pic.twitter.com/DrL6A75f9x

— Fabraz: Demon Tides ➡️ Gamescom (@Fabrazz) August 21, 2025

I can’t believe I’m saying this in the year of our lord 2025, but I’m very excited about a Bubsy game. Everything I’ve seen of Fabraz’s Bubsy 4D looks incredible. And people who have played the demo at Gamescom seem positive about how it plays and feels, which is only making me more excited for this sequel. There’s also an outfit that blurs Bubsy’s private parts and is a reference to Sonic. Even the game’s music sounds great! So yeah, I want to play Bubsy 4D right now. But I can’t. Which makes me very sad. Damn you, Bubsy!

Bubsy 4D is set to launch on consoles and PC… eventually. You can wishlist it now on Steam. 





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August 23, 2025 0 comments
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Product Reviews

Samsung’s new $29,999 Micro RGB TV looks ridiculously good

by admin August 22, 2025


Last week, Samsung announced the world’s first Micro RGB TV and while it sounded fantastic on paper, you can never really get a good sense of what a fresh display looks like until you see it in person. But after going to Samsung’s new headquarters in New Jersey, I can attest that it is truly a sight to behold.

Now, before we get to the TV itself, it’s probably a good idea to dive into what’s going on with Samsung’s latest panel tech. In many ways, Micro RGB is a step up from current Mini LED screens. On a technical level, the Micro LEDs and the self-emissive pixels of Samsung’s The Wall probably remain the more sophisticated end goal for next-gen TVs.

At its core, Micro RGB is still based on LCD tech, the difference is that instead of using blue or white backlighting like a lot of sets today, it features individually controlled red, green and blue Micro LEDs (hence the name Micro RGB) to produce an even wider range of colors. The result is that Samsung claims this is the first TV to cover 100 percent of the BT.2020 standard. For context, that covers more than 75 percent of the visible spectrum and has an even wider color range than what you get from DCI-P3, which is one of the most commonly used high-end standards for modern filmmaking.

1 / 7

Samsung Micro RGB TV

This sort of color richness is hard to appreciate unless you’re standing right in front of it.

In person, that means the TV can produce stunningly rich and vivid colors that put Samsung’s other top-tier TVs to shame, including the new Neo QLED QN90F which starts at a whopping $26,999. Like its sibling, Samsung’s Micro RGB TV is only available in one size (115 inches) and has a similar design, while its panel features a 144Hz refresh rate and a matte glare-free coating. But that’s kind of where the similarities end, because this new flagship model features four times the number of dimming zones. Furthermore, because the Micro RGB LEDs require more computing power to manage all those pixels, Samsung had to create a new RGB Engine AI processor to properly control everything.

In short, this is a lot of words to describe what might be the best-looking TV I’ve ever seen. While I only got to view some demo footage (which admittedly is designed to make the set look its best), I couldn’t help but appreciate the sheer intensity of the hues and shades on display. When the video loop shifted to primarily blue and green scenes, the TV’s color depth was almost overwhelming. That said, due to the immense size of the panel, when you get up close, it’s easy to see individual pixels. However, when you’re sitting in its sweet spot (about 11.5 feet from the display), everything looks ridiculously sharp and overflows with detail. And even for those off-center, there appeared to be no falloff in brightness or saturation.

While Samsung’s $26,999 Neo QLED QN90F boasts a price tag that’s nearly as expensive as the $29,999 Micro RGB TV, there’s still a very obvious difference in color.

(Sam Rutherford for Engadget)

Now, of course, the major downside of Samsung’s new Micro RGB TV is that at $29,999, it makes everything but The Wall (which starts at a cool $40,000) seem cheap. But the funny thing is that when compared to the Neo QLED QN90F, which Samsung also had on display in a nearby room, the difference in quality and color was immediately obvious. This sort of makes me wonder why anyone with super deep pockets would even consider the latter just to save a few thousand dollars, because when you see them in person, there’s no doubt which set is superior.

Unfortunately, the Micro RGB’s full glory doesn’t translate across the internet due to the much more limited specs of the web. It’s one of those things you need to see for yourself to fully grasp. But if you’re the kind of person with enough money that you don’t need to care about price tags, Samsung’s latest flagship should be an immediate contender as the centerpiece in your mansion.



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August 22, 2025 0 comments
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Is This Seat Taken? Review - Good Sit
Game Reviews

Is This Seat Taken? Review – Good Sit

by admin August 22, 2025


There’s nothing I value more in a game than focus – a game with a clear vision that knows exactly what it aims to be – and Is This Seat Taken from Poti Poti Studio is a fantastic example of that. If a game is a meal, this game is popcorn: light, easy to eat, and a perfectly portioned snack. Is This Seat Taken takes a beautifully simple premise – sitting people in chairs – and iterates on it in consistently creative and exciting ways. Thanks to its cute aesthetics and clever puzzle design, it’s an experience I’d even recommend to people who don’t usually play games.

In Is This Seat Taken, your goal is to drag people (represented as anthropomorphic shapes) into their preferred seats in different environments. Each person has specific preferences about the placement of their seats or their proximity to other people, so it gets complicated quickly. On a bus, for example, some people might prefer window or aisle seats, while others want to sit at the back or the front.

To make matters more complex, some riders are kids who want to sit with their parents, extroverts who want to sit by someone who can hold a conversation, or people with bags they want on the seat next to them. The sheer variety of desires presented across the game’s 30 levels was surprising, and I always looked forward to seeing what new preferences would arise in the next areas.

Buses and trains are straightforward seating environments, but others introduce additional wrinkles to the formula. At the sports game, fans of opposing teams don’t want to sit next to each other, and some want to stand rather than sit, blocking the view of those behind them. At a concert, some might want to sit or dance while others need to play on stage as a member of the band. And the airport has you check each person’s flight to see if they should be in line to board or seated at the gate.

All these variables are arranged in a wonderfully paced sequence, where you never stay in one locale too long, and there are very few repeat environments. Whenever you get comfortable, you’re introduced to something exciting and fresh, making it an incredibly engaging puzzle game. Complete every level in a city without messing up a seating request to unlock bonus levels, like a wedding or a beach, that each showcase level-specific mechanics.

The whole journey is presented through a loose story starring Nat, a rhombus who wants to be an actor, on their journey through several cities around the world. Much like the puzzles, it’s all about Nat trying to fit in, and I found it charming and effective; just present enough to be a pleasant throughline, but not so distracting that I felt the need to skip through dialogue.

With my 100-percent playthrough clocking in at about five hours, Is This Seat Taken is a satisfying snack of a game. Complete with a chill soundtrack and a cute art style, it felt like a breath of fresh air. While I played it on PC, it would feel right at home on the go on its other platforms, Switch and mobile. It’s an easy recommendation for anyone even slightly interested in puzzle games.



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August 22, 2025 0 comments
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Bitcoin
GameFi Guides

Are Bitcoin Treasury Companies Good Or Bad? Analysts Expand On Skepticism

by admin August 22, 2025


Trusted Editorial content, reviewed by leading industry experts and seasoned editors. Ad Disclosure

The rise of Bitcoin treasury companies has sparked an intense debate over whether they add stability or new layers of risk to businesses. Analysts from the global credit rating agency, Morningstar have expanded on the skepticism, pointing out that using cryptocurrencies such as Bitcoin as a primary reserve currency may weaken, rather than strengthen the stability of corporate treasuries.

The Dark Side Of Bitcoin Treasury Companies

The adoption of cryptocurrencies for treasury functions has become one of the most trending topics in the financial industry. In a commentary published on August 21, Morningstar analysts noted that while Bitcoin and Ethereum are increasingly used for payments and investments, the shifts toward employing them for treasury functions introduce risks that could outweigh potential benefits. 

According to the commentary, Bitcoin treasury companies are likely exposing themselves to elevated levels of financial instability. One of the biggest drivers of this risk is the absence of clear regulatory oversight. Morningstar analysts highlighted the lack of a global regulatory framework for cryptocurrencies, with countries like the United States and Canada adopting differing approaches, while others, such as Egypt and China, impose outright bans.

This fragmented environment reportedly creates unpredictability for corporations that must manage compliance and financial stability. For treasuries, where certainty and legal clarity are vital, the analysts caution that such uncertainty may heighten credit risk and weaken confidence in long-term planning. 

Morningstar further stressed that cryptocurrency markets lack the depth of traditional asset markets, making liquidity unreliable. The analysts warn that this can cause companies to incur losses or face delays when attempting to access capital. They also note that such disruptions undermine the efficiency expected of corporate treasury management.  

Morningstar’s report also highlighted security risks for Bitcoin treasury concerns companies, noting that reliance on third-party custodians and exchanges such as Coinbase or Binance exposes them to operational failure, cyberattacks, and regulatory disputes. It added that the dual role of these exchanges as both trading platforms and custodians increases counterparty risks, weakening the stability of treasury reserves. 

Further Warnings Issued Over BTC Treasury Firms

In the commentary, Morningstar analysts further stated that volatility remains the most striking weakness of Bitcoin treasury companies. Their research underscored that Bitcoin is nearly five times more volatile than the S&P 500 in the short term, exposing companies to sudden valuation swings that can severely destabilize operations. 

Morningstar also noted that the materiality of crypto holdings is another central concern of Bitcoin treasury companies. The analysts caution that when digital assets make up a significant portion of a company’s reserves, the treasury begins to function more like a speculative portfolio than a financial safeguard. 

The report pointed out that firms like Strategy Inc., which holds over 629,000 BTC, are particularly exposed to this imbalance. With the top 20 public companies controlling 94% of total public Bitcoin treasury holdings, the sector also faces significant concentration risks. Furthermore, Morningstar warns that Bitcoin treasury companies may also be vulnerable to technical failures, exchange insolvency, liquidity crises, and weakened creditworthiness, even with insurance and security measures in place.

BTC trading at $112,928 on the 1D chart | Source: BTCUSDT on Tradingview.com

Featured image from Pixabay, chart from Tradingview.com

Editorial Process for bitcoinist is centered on delivering thoroughly researched, accurate, and unbiased content. We uphold strict sourcing standards, and each page undergoes diligent review by our team of top technology experts and seasoned editors. This process ensures the integrity, relevance, and value of our content for our readers.



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August 22, 2025 0 comments
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Metal Gear Solid Delta: Snake Eater Review - You're Pretty Good
Game Reviews

Metal Gear Solid Delta: Snake Eater Review – You’re Pretty Good

by admin August 22, 2025



There’s a good chance that, at some point in your life, you’ve been so enamored of a piece of media that you’ve considered what it’d be like to experience it for the first time again. Watching Terminator 2, hearing Enter the Wu-Tang, and reading The Dark Knight Returns shaped who I am and, as a result, I remember the moments I experienced them with crystal clarity. Over time, however, those memories have become divorced from the emotions they stirred and what’s left in their place is a longing for those lost feelings.

Video games are the only medium that I think are capable of making that first-time-again fantasy a reality–or as close to one as we’re going to get. Time puts distance between us and the emotionally significant moments we cherish, but it also brings us closer to exciting technologies that can make the old feel new. In the right hands, those technologies can create opportunities to stoke those profound emotions again, even if it’s just a little. Metal Gear Solid Delta: Snake Eater does exactly that.

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Now Playing: Metal Gear Solid Delta: Snake Eater Review

Before getting into what’s new, what can’t be overlooked in making Delta such a good game is the fact that Metal Gear Solid 3: Snake Eater remains a compelling, well-told story that has strong characterization and deals with some heavy subject matter. It approaches this with a strange mixture of self-seriousness and complete irreverence that is uniquely Metal Gear Solid and, for my money, balances both parts better than any other entry in the series. The stellar stealth is supported by systems that feed into the fantasy of surviving in the jungle and braving the elements, whether that be hunting for food or patching yourself up after sustaining injuries. Delta replicates it and, in my opinion, is better for it. The excellent work that the original Metal Gear Solid 3 dev team did remains the heart and soul of Delta, and it continues to shine.

Visual changes are the most noticeable contributor to elevating MGS3. While its fresh coat may have been painted on in the most clinical manner possible, that shouldn’t take away from the fact that it makes Metal Gear Solid 3–a third-person stealth-action game about sneaking through jungles, taking out soldiers, and uncovering vast, interlocking Cold War conspiracies–feel alive again.

What impressed me in the original PlayStation 2 release was how the jungle felt like it was teeming with life: numerous species of frogs hop about, snakes slither through grass, the distant sounds of birds, and the too-close buzz of agitated bees, not to mention thickets so dense that I felt like I was lost in an open-world as opposed to being deftly guided through a linear one. After years and countless playthroughs, the child-like wonder it initially inspired faded away, but Delta restores it using the brute force power of the Unreal Engine.

Delta looks absolutely stunning–jaw-dropping at times. In the jungle areas, the environments have the vibrancy and life that you’d expect to come from the naturality of green grass, towering trees, thick mud, decaying bricks, and worn wood, but it never feels artificial and, in fact, feels like it makes good on the Cold War-era, Soviet Union-set vibe in the same way the original did. I have no doubt that there will be discussions about the game’s visuals looking like a dispassionate implementation of Unreal Engine. Despite the fact that games like Fortnite prove it’s a misnomer at this point, Delta at times can look like it has the muted, greyish, brownish industrial footprint that people criticize the Unreal Engine for. But upon closer inspection of both individual details and how all of it coalesces, it becomes evident that skilled artists with a clear vision and direction have poured time and effort into elevating Delta above that.

The Unreal Engine sheen is replaced with touches that come together to give authenticity to the muddy floors, wet stone walls, and metal rusted-looking enough that you worry about Snake getting tetanus. And much of that is reflected on the character models too. Snake’s body–whether you’re wearing clothes or not–will pick up the dirt and grime of whatever he comes into contact with; sometimes even foliage in the environment will stick to him. In a similar fashion, damage is accurately represented on his body and can lead to scars or marks becoming visible. Counterintuitively, playing the game so that you rarely take damage robs you of the opportunity to see this impressive level of detail.

Nevertheless, the takeaway here is that there has undoubtedly been a great deal of work put into the character models. Every single character in the game, from key players like Snake, Eva, Ocelot, and Volgin to less present ones like Sokolov and Granin, or the rank-and-file GRU and Ocelot Unit soldiers, look intricately detailed and, I daresay, lifelike at times. Original MGS3 director Hideo Kojima’s flare for cinematic framing benefits from the new visuals since there are a number of up-close shots of faces or slow-motion movements to intensify action sequences. If you didn’t know that this is exactly how it was in the original, you’d think that Konami was doing all this to show off how good the graphics are in Delta.

If you’re a Metal Gear Solid fan, you’ll be aware of the infamous pachinko machine that gave us a look at The Boss rendered with a level of detail we’d never seen her in before. That elicited a fan response that I’m willing to bet was a factor in getting this remake off the ground–Delta betters that by a considerable margin. The character models look improved and, in particular, the lighting is spectacular. The game takes Snake through a variety of different times of day and cycles through different types of weather, and it’s genuinely impressive how the terrain is impacted and how the overall atmosphere and feel changes. Stepping out into the open in broad daylight when the sun is bearing down left me feeling exposed and desperate to quickly throw myself into nearby grass or behind a wall to cut off sightlines. Sneaking through a jungle at night, with surroundings illuminated only by moonlight and the threat of soldiers suddenly popping up because of limited visibility, was tense, even though I had a good memory of enemy locations and patrol patterns. When the game moves to internal locations such as labs and enemy bases, things become a little less interesting, but still impressive in their visual fidelity. It’s just that, next to the jungle, the interior environments provide fewer opportunities to be wowed as they’re more uniform and predictable.

There are so many details that I want to talk about in Delta, but getting to see just how thorough Konami has been with the visual overhaul is genuinely one of the joys of playing the game. Seeing micromovements of The Fear’s eyes accentuated his reptilian, animalistic nature; Snake’s reflection in The Fury’s glass helmet as he begins his fiery climactic ascent gave me a new level of appreciation for a lot of the character work that Kojima and the team did on the PS2, and there are instances of these kinds of details in every scene. What the limitations of old hardware left to the imagination, the power of modern technology now depicts in glorious detail.

Visuals have taken up the vast majority of this review, and for good reason. Not just because it’s where the most work has been done, but also because, for longtime fans, they’re what is going to be most impactful–those are the people that I think will have the strongest response to what they’re seeing and playing. A great deal of appreciation for what Delta achieves comes from my intimate familiarity with Metal Gear Solid 3–I have played this game so many times that every screen of it is burned into my mind, so seeing what I’m so familiar with but with a level of detail that was simply impossible in the 2000s and, by modern standards, is best-in-class, was often arresting. I’m sure that almost everyone can objectively agree that Delta looks great, but for people like me, the effect of and appreciation for the new visuals goes far beyond. Metal Gear Solid has never looked this good.

What’s more uniformly appreciable for everyone, however, is the new control scheme and the gameplay tweaks implemented to accommodate them. A big part of modernizing MGS3 has been switching to smoother movement and aiming. For the former, Konami has implemented animations and transitions that bring the game closer to the fluidity of Metal Gear Solid 5. Instead of jarringly switching from standing to crouching and then crawling, Snake now naturally moves between the different states and can transition while in motion, which makes navigating environments while using obstacles and hiding opportunities frictionless. Similarly, the way Snake moves his body when laying down and aiming is smooth. It’s not quite as robust as what you can do in MGS5 and crawling can sometimes still feel a bit unwieldy, but it’s vastly improved to the point where it shouldn’t be a stumbling block for anyone new, as it would be if you fired up the original version.

Complementing the freer and more fluid movement is a tighter viewpoint that brings the camera close to Snake, adopting the familiar over-the-shoulder perspective for aiming in third-person. This means you can be far more precise with shots, since Snake, his aiming trajectory, and what you’re aiming at are always in view. Those who haven’t played it may be shocked to hear that wasn’t the case in the original, which had a restricted isometric viewpoint and then more of a controllable camera in the Subsistence version. In both cases, it made for some awkward gameplay moments.

The one trade-off with all this is the fact that this Snake’s newfound efficiency in movement and proficiency with firearms does trivialize a lot of the boss fights, which make up the bulk of the coolest parts of the game. If you’re new to the game, you’ll still find they present a good challenge since each one has quirks that need to be figured out. However, if you know what you’re doing, you can tear through them very quickly. It doesn’t feel like I was able to dispatch them considerably faster than I could if I tried on the PS2 today, but being able to see more, get around more easily, and shoot better means that members of The Cobra Unit feel even more like pushovers now. That is, except for The End; that old geezer is still a geriatric menace.

Delta isn’t completely free of issues. Alongside the new perspective, there is a cover system that has a certain stickiness to it that can be frustrating. It’s not quite the Gears of War glued-to-the-wall level, but more of a gravitational pull towards walls, particularly the corners. That meant that I would accidentally snap into cover when I didn’t intend to, particularly in smaller rooms where the camera is close and there are boxes around Snake. On the one hand, intentionally going into corner cover is appealing since it’s much easier to pop out and fire a shot off with the new over-the-shoulder aiming system, but on the other, I didn’t find myself using that method very much since I could now reliably shoot from the hip or quickly swap into first-person mode and fire off a shot, so all in all, the system ends up getting in the way for me.

When it comes to the other new additions, for the most part they make sense and don’t drastically alter the gameplay experience, instead enhancing it. One is the introduction of a specific button that can be held to enter into a stalking mode that slows Snake’s movements down and makes him much quieter. It can be used when walking, crouch-walking, or crawling. Think of it as the slow-walk that you’d get from tilting the analog stick on the PS2 slightly. Initially, I didn’t really understand why this was necessary and felt it wasn’t that useful since it was so slow. But then I realized it was crucial if you want to sneak up on an enemy to hold them up or get them in a CQC move. The enemies in Delta have better awareness and perception, so if you slow walk or crouch walk behind a soldier without holding the stalking button, they will hear Snake and chaos will quickly erupt. Truthfully, I never got comfortable with getting up close to the extent that I relied on it as a frequent method of engagement like I would in the original; it felt far more risky, which meant when I was attempting a grab or hold-up, I felt more stressed out than I expected. I haven’t felt my palms get sweaty while playing MGS3 in many years, but I was wiping my hands on my pants frequently while playing Delta.

Enemies can now see much farther and have better awareness of what is above or below them. I was surprised to find that I aroused suspicions from positions that I know for sure are safe in the original game, so veterans shouldn’t underestimate soldiers in Delta–they’ve got some new tricks up their sleeves. On top of that, some of the weapons behave a little differently. In particular, as someone who prefers the non-lethal play style and relies on the MK22 for it, physics come into play and bullet drop is more severe, so you can’t easily send tranq darts into heads from long distances. Even at close range, you need to account for changes in trajectory. I went in thinking I could carry on running rings around enemies and putting them to sleep quickly, but found myself burning through ammo reserves and silencers due to the changes in gun behavior. The same goes for recoil on assault rifles and sway on the RPG during the escape sequence–careful where you’re firing those rockets.

The remaining differences come largely as quality-of-life tweaks. A new compass that is accessed from the equipment menu will pop up in the corner and point the way to the next objective when equipped; the life, stamina, and camo index have been moved to the bottom middle of the screen, freeing up the rest of it so you can soak in the visuals; the camo and face paint swap feature can be accessed through a shortcut assigned to the D-pad but uses pre-determined combinations, so there’s still value in going into the full menu and individually selecting your desired outfits. The codec can also be accessed through a D-pad shortcut, which makes getting to the save screen much easier, and you can also tune the radio to specific frequencies from the shortcut too. Finally, when enemies become suspicious or are alerted, an on-screen indicator where the enemy with eyes on you is located. You don’t get the last-chance shot from MGS5, so it’s mainly just a good way to improve situational awareness for the player and, if you’re quick enough, get out of sight.

There are other aspects of Delta that didn’t land for me. For some reason, Konami felt the need to re-record the Snake Eater vocal theme. Admittedly, I don’t dislike it–in fact, Cynthia Harrell’s vocal performance remains top notch–but it just feels… wrong. Again, a lot of that is because of my familiarity with the original and how jarring it is hearing a different version of it. However, it does throw the timing of the iconic ladder climb off slightly. And while the visuals are high-quality, there are moments where blemishes become far more noticeable. At times, there is artifacting around strands of hair when they’re up against certain backgrounds. Eva and The Boss can sometimes look like they’ve got a jumble of pixels stuck to the sides of their heads. And occasionally, there are stutters during cinematic sequences when a lot is going on, as the game lurches to get all the visuals and effects going after a cut.

But these are small idiosyncrasies in a game that has otherwise been made with a clear reverence for the source material. There has been a lot of toxicity around the Metal Gear Solid franchise for a while now, and some of that no doubt lingers and will color the sentiment around Delta. After all, Kojima isn’t involved in Delta and fans of Metal Gear Solid have a longstanding animosity toward Konami because of the high-profile break-up between the two parties, as well as the reported impact the dissolution of the relationship had on Metal Gear Solid 5.

However, it can’t be denied that Konami has done right by Metal Gear Solid 3 with Delta. There’s love put into the project and, at times, it feels like an appeal to fans from likeminded fans at the studio. It’s evident in the details that only longtime Metal Gear obsessives will appreciate: the fact that the game can be played in its original form with the new visuals through the Legacy control options; the various new camos from post-MGS3 titles that are available (though admittedly as DLC); the inclusion of extras such as the new secret theater; the food, camo, and model viewer, as well as Snake Vs. Monkey; or that the Guy Savage minigame, which has been omitted from various HD collections, making its return. It’s legitimately awesome in the new version, which is unsurprising since Platinum Games developed it.

Delta isn’t the first instance of Hideo Kojima’s beloved classic being updated and re-released, but it is the first complete rebuild of MGS3. It successfully modernizes visuals, tweaks game design, and updates controls so that the game sits comfortably alongside its action game contemporaries. From a content perspective, Konami has played it incredibly safe, using the same voice work and music, and leaving the story completely unaltered–effectively making Delta a one-to-one remake. But I can’t fault that, especially when I found myself once again enraptured by Snake’s tortuous mission to pull the world out of nuclear danger and fight for survival in a dangerous jungle. The impact of Konami’s efforts was such that, for eight hours, I wasn’t an adult yearning for the lost feelings that made me love Metal Gear Solid 3; I was the teenager living them for the first time again.



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August 22, 2025 0 comments
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Microsoft’s Xbox handheld is a good first step toward a Windows gaming OS
Product Reviews

Microsoft’s Xbox handheld is a good first step toward a Windows gaming OS

by admin August 21, 2025


The first thing I did when I got my hands on the Xbox Ally was reboot it. I wanted to see exactly how Microsoft manages to hide Windows beneath the Xbox interface that’s debuting on these handheld devices.

After a short startup, I was met with the standard Windows login prompt. But I could use the controller to input the PIN code, an immediate improvement over what’s available right now. And as soon as Windows 11 loaded up, the interface immediately disappeared. The Xbox PC app took over and went full-screen — and for the most part, I didn’t have to leave.

I’ve spent enough time with Microsoft and Asus’ Xbox Ally devices this week to get a better understanding of how Windows and Xbox are moving closer together. Microsoft has created what it calls an Xbox full-screen experience for these new handheld devices, which essentially takes over for Windows and hides the OS away. It’s exactly what I’ve been wanting for Windows-powered handheld gaming PCs for years now, but it still feels like a small first step in a grand next-gen Xbox plan.

The Game Bar drives a lot of Microsoft’s Xbox full-screen experience.

The main interface on the Xbox Ally is similar to what can be found in the current Xbox app on Windows 11, Microsoft’s Steam competitor on PC. This app integrates with the Game Bar, Microsoft’s PC gaming overlay, to form this full-screen Xbox experience. Just like an Xbox console, you activate this Game Bar from a single tap of the Xbox button, and it’s what keeps you far away from the complexities of the Windows desktop hidden underneath.

Microsoft doesn’t load the desktop wallpaper, the taskbar, or a bunch of other processes that you don’t need for gaming. It’s essentially not loading the Explorer shell and saving around 2GB of memory by suppressing all the unnecessary parts of a typical Windows 11 installation. It’s surprisingly easy to get back to a regular Windows experience on these Xbox Ally devices, though.

You can exit out of the Xbox full-screen experience through the Game Bar or hold the Xbox button down to access the task switcher and a shortcut to the Windows desktop. Microsoft warns that you’re exiting to the Windows desktop and that you should use touch or a mouse and keyboard “for the best experience.”

The new Xbox task switcher lets you get to the Windows desktop quickly.

The Windows desktop experience is exactly the same as any regular handheld, and the Xbox team hasn’t done much additional work here to improve this side of the Xbox Ally. You’ll still have to use this part of the device to install and configure Windows apps like Discord and Steam, but once they’re up and running, you can mostly stay within the handheld-optimized confines of the Xbox full-screen experience. It’s easy to connect to Bluetooth devices or Wi-Fi networks here, and if all you’re doing is gaming, then Microsoft has nailed most of the basics, thanks to the widgets in the Game Bar.

Switching back and forth between Windows and Xbox modes is relatively quick, but after switching into the Windows desktop mode just once, you’ll need to fully reboot the device to regain the 2GB of allocated RAM. You also have the option to keep switching between both modes without those performance savings.

While the handheld-optimized Xbox UI on the Xbox Ally devices is a great improvement over what exists today, I still fear the complexity of Windows will creep through during daily use. This is still a Windows 11 device after all, which means there are OS updates and notifications from other apps or storefronts to install that might break the immersion.

For example, while the Xbox app takes over the left-hand swipe gesture to activate the Game Bar, the right-hand swipe still activates the Windows 11 notification center, which looks out of place in the Xbox UI. The Xbox team is working to improve this, but it highlights the challenges of trying to hide Windows beneath a console-like UI.

You can switch between the Xbox and Windows modes easily.

There’s also an interesting setting that suggests you’ll be able to set something other than the Xbox app as the default boot experience on the Xbox Ally devices, potentially opening the door for Steam or other launchers to become the home app here. Microsoft wouldn’t comment on what this setting is for just yet.

Due to my limited time with the Xbox Ally devices, it’s difficult to judge just how much switching between the Windows desktop and this full-screen Xbox experience you’d have to do on a daily basis. If you install Steam, then Microsoft brings any games you install from Valve’s store into the library interface of the Xbox app, making it a launcher for these PC games and keeping you in the handheld-friendly UI. But I did play some Gears of War: Reloaded on one of the demo units on the floor and noticed the game crash, leaving me with a broken game app window instead of a more gracious home screen like you see when games crash on an Xbox Series X console.

I also ran into a UI bug switching into the Windows desktop, which Microsoft assures me will be fixed by the time these devices ship on October 16th. Asus’ own devices on the Gamescom floor also had some weird bugs, including not being able to use the Xbox button at times. There’s clearly some work needed ahead of release.

Unfortunately, I didn’t get a chance to fully test how Windows standby and hibernation work with games on the Xbox Ally. I love the experience of turning my Xbox Series X off and then being able to immediately resume a game hours or days later, and Microsoft doesn’t have the equivalent of Quick Resume on Windows devices.

This experience feels like a first step in Microsoft’s plans for the next-gen Xbox, and seeing it in action makes it even clearer to me that Windows will be at the heart of the next Xbox console. Microsoft still has a tremendous amount of work ahead to blend all the best parts of Windows and Xbox together, but it’s about to ship some improvements that will hopefully lead to a gaming-optimized Windows operating system that spans across handhelds, consoles, and PCs.

  • Microsoft is finally improving Windows 11’s dark mode. Nearly a decade after a full dark mode was introduced in Windows 10, the latest preview build of Windows 11 now includes even more darkened UI elements. If you’re copying files or deleting them, these file operation dialogs will finally have a dark mode instead of light-themed prompt. Hopefully this signals that more dark mode improvements are coming with the 25H2 update to Windows 11 later this year.
  • Microsoft employee arrested at headquarters while protesting Israel contracts. Microsoft employee Anna Hattle, a software engineer in Microsoft’s cloud and AI team, has been arrested at the company’s headquarters during protests against Microsoft’s cloud contracts with Israel. Hattle’s arrest was part of 18 arrests by Redmond Police, including former Microsoft employees who joined the protest for a second day. The No Azure for Apartheid group continues to protest Microsoft’s cloud contracts with Israel, calling on the company to cut ties after reports emerged that the Israeli government uses Azure to power a surveillance network of Palestinian phone calls.
  • Microsoft hints at “more affordable” Xbox Cloud Gaming plan. Microsoft has dropped hints about a potential dedicated Xbox Cloud Gaming plan multiple times before, but it feels like we’re getting closer to an announcement. Jason Ronald, Microsoft’s VP of Next Generation, appeared on the company’s official Xbox podcast earlier this week and hinted that Microsoft wants to make its Xbox Cloud “much more affordable” and accessible to players. Microsoft is currently building a next-generation Xbox console and cloud network, so not having to buy Xbox Game Pass Ultimate just for cloud gaming access would certainly be a welcome move.
  • Microsoft Excel adds Copilot AI to help fill in spreadsheet cells. Microsoft has started testing a new AI-powered function in Excel that can automatically fill cells in spreadsheets. It’s similar to the feature that Google Sheets rolled out in June, and allows you to call up a “COPILOT” function to generate summaries, create tables, and more.
  • Indiana Jones and the Great Circle is heading to Nintendo Switch 2. I’ve been patiently waiting for Microsoft’s first Switch 2 game, and at Gamescom this week, the company announced that it’s bringing Bethesda’s Indiana Jones to Nintendo’s latest console in 2026. It’s one of the first PC games to require ray tracing, so it’ll be interesting to see what Bethesda does with the Switch 2 port.
  • Windows 11 test brings AI file search to the Copilot app. Microsoft has started testing the ability to use AI to search through your files and images directly from the Copilot app on Windows 11. The test is rolling out to Windows Insiders on Copilot Plus PCs and allows you to use more descriptive language when conducting your search. Microsoft is also making it easier to jump into “guided help” sessions with Copilot Vision.
  • Microsoft Teams is getting a microphone volume indicator. I can’t be the only person who asks “Can you hear me?” on a Microsoft Teams meeting, but that might be a thing of the past soon. Microsoft is adding a volume indicator to Teams on macOS and Windows that makes it easy to see if your microphone is working. This new feature is currently in testing before it rolls out to Teams users in the coming months.
  • Microsoft’s AI chief wants to “build AI for people, not to be a person.” Microsoft AI CEO Mustafa Suleyman has written a blog post where he shares his concerns about AI models becoming too humanlike to the point where people will believe they are conscious entities. “My central worry is that many people will start to believe in the illusion of AIs as conscious entities so strongly that they’ll soon advocate for AI rights, model welfare and even AI citizenship,” says Suleyman. “This development will be a dangerous turn in AI progress and deserves our immediate attention.”
  • Microsoft and Asus’ new Xbox Ally handhelds launch on October 16th. We finally got a date for the new Xbox Ally handhelds this week: October 16th. Weirdly there was no price or preorders, though. That didn’t stop Best Buy from accidentally listing the Xbox Ally at $549.99 and the Xbox Ally X at $899.99. I do wonder if Asus and Microsoft can subsidize this hardware a little further to bring those price points down, and we’re going to find out if that’s possible in the coming weeks.
  • Xbox on PC is getting a highlights reel and Auto SR. Alongside the Xbox Ally release date announcement, Microsoft also revealed this week that it’s bringing Automatic Super Resolution (Auto SR), which uses an NPU to upscale games, to the Xbox Ally X in early 2026. It will be joined by a new highlights reels feature that uses AI models to automatically capture gameplay moments and make them easily shareable with friends or on social networks.
  • Microsoft is improving the game shader experience on Windows. The DirectX team at Microsoft is working on a new “advanced shader delivery” system that’s designed to preload game shaders during download on the Xbox Ally devices. It’s launching on these handhelds first, to make games launch faster and run a lot smoother without stutters. It’s similar to Valve’s own efforts to improve the shader situation, and Microsoft says it will eventually expand this to more games and more devices over time.

I’m always keen to hear from readers, so please drop a comment here, or you can reach me at [email protected] if you want to discuss anything else. If you’ve heard about any of Microsoft’s secret projects, you can reach me via email at [email protected] or speak to me confidentially on the Signal messaging app, where I’m tomwarren.01. I’m also tomwarren on Telegram, if you’d prefer to chat there.

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Photos by Tom Warren / The Verge

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Ghost of Yotei's gamescom Opening Night Live trailer is good, but it's made better by that Legends teaser
Game Reviews

Ghost of Yotei’s gamescom Opening Night Live trailer is good, but it’s made better by that Legends teaser

by admin August 20, 2025


We were promised a new look at Ghost of Yotei at this year’s gamescom, and Opening Night Live indeed kept that promise. The Geoff Keighley-hosted show was full of updated looks at previously-announced games, as well as some fresh game reveals.

Sucker Punch was among the developers in attendance, and the team brought something special for fans of the upcoming Ghost of Tsushima sequel.


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Today’s trailer was actually one of Yotei’s best so far, blending quick cuts of the game’s action combat with a couple of menacing moments with the game’s villains. Nothing too unexpected here – except, of course, for that tease at the end.

Legends, the online co-op mode that came to Tsushima in a free update, will return in Yotei. It won’t be available at launch, however, and will instead arrive in a free update in 2026. Legends will feature new story missions for two players, alongside four-player survival matches.

There’s going to be four playable character classes, and some of the bosses you’ll come up against will be fantastical, demonic versions of the game’s Yotei Six gang of outlaws. We didn’t get to see much from Legends in today’s reveal, but the news will definitely make a lot of people happy.


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For a game coming out in about six weeks, we actually haven’t seen all that much of Ghost of Yotei. Gameplay was kept under wraps practically since the moment Yotei was initially announced. It wasn’t until July that the game got its own, dedicated State of Play presentation from Sony.

Today’s showcase certainly helped keep that hype train chugging, even if we still like to see more of the open-world action RPG. That said, it continues to appear as a fairly straightforward sequel, so there may – understandably – be not much more to show.

Ghost of Yotei arrives October 2 on PS5.



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August 20, 2025 0 comments
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Groov-e's Wave Glow with illuminated ELD lights on it's end, lying on its side in a garden
Product Reviews

Groov-e Wave Glow review: a portable, budget Bluetooth speaker that sadly doesn’t sound good enough to make the grade

by admin August 19, 2025



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Groov-e Wave Glow: two-minute review

The Groov-e Wave Glow is a very affordable portable speaker and one with sound quality to match that price tag. Yes, this is one that will infuriate the ears of audiophiles sounding somewhat tinny at times and slightly lacking any oomph across the course of my listening.

On the other hand, it has some funky looking lights which I found rather endearing, a comfy to grip strap, and some surprising ways to connect it to your music. Besides Bluetooth, you can also plug in a USB flash drive, slot in a TF card (both admittedly with a tight 64GB limit), and there’s an aux port. It’s not often you see these features in a tiny speaker any more. Granted, not everyone will need these but if you do, well, your options are limited making this more tempting.

Of course, don’t count on it rivalling the best Bluetooth speakers. This is a decidedly cheap speaker. It feels a little cheap to the touch and there’s that dodgy sound quality. I say dodgy; it’s reminiscent of buying a cheap radio or speaker years ago, before good speakers were affordable for the masses. It’s not hideous, exactly, but it’s also fairly ‘blah’.

Away from that disappointing audio quality, the Groov-e Wave Glow has some chunky, tactile buttons for play/pause, volume, and adjusting the lights, and the ports are all hidden behind a pull-out protective shell. Then there’s the lights up top and down bottom, and the elastic strap.

The Groov-e Wave Glow is priced at £23.99 and at the moment is only seemingly available in the UK, but that would make it under $35, or around AU$50. For that price, it’d be silly to expect too much, but if you can stretch further, you will find better options – more on those later. If money is that tight, however, or you’re looking for a cheap gift, the Groov-e Wave Glow still has some appeal.

(Image credit: Future)

Groov-e Wave Glow review: price and release date

  • Released May 2025
  • £23.99 at launch
  • Limited availability

The Groov-e Wave Glow was launched in May 2025 and is currently available to buy in the UK. It’s already seen some modest discounts but is generally available for £23.99.

That makes it one of the cheaper speakers around. The recently released Tribit Stormbox Mini Plus is close but is still usually priced at £39.99. If you’re able to increase your budget to that, there are a few other options like the JBL Go 4, but few as cheap as this one.

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Groov-e Wave Glow review: specs

Swipe to scroll horizontally

Weight

645g

Dimensions

13.7 x 8 x 7.5 cm

Connectivity

Bluetooth 5.3, aux-in, USB-C (charging)

Battery life

8 hours (quoted)

Speaker drivers

10W

Waterproofing

n/a

Groov-e Wave Glow review: features

  • AUX port, microSD slot, and USB flash drive support
  • LED lights
  • 8-hour battery life

The Groov-e Wave Glow is a fairly typical looking little Bluetooth speaker but with some surprising features. The highlight is its plethora of connections. Sure, you’ll be mostly using its Bluetooth connection, but it has other options. You can use its aux port to connect to other devices (and the speaker actually comes with a 3.5mm jack), while next to it is a TF (read: microSD) card slot, and the USB connection allows you to plug in a USB flash drive. Admittedly, both microSD and USB have a limitation of 64GB so you might have to search around for a compatible option, but it could be that specific situation that fits you perfectly.

There are no mics for speakerphone duties (although few speakers seem to offer that, these days) and battery life is a very unremarkable 8 hours. I’d have liked to have seen more here, especially as it takes 2 hours for a full recharge. Its Bluetooth 5.3 connectivity works fine and I had no issues using it with my iPhone 14 Pro but there were occasional dropouts on my PC – usually when I moved the speaker around.

Elsewhere, the LED lights are my favorite thing about the Groov-e Wave Glow. They visually bounce away while playing music and look suitably vibrant and exciting. They’re potentially more exciting than the audio quality, but I’ll get to that. It’s a neat touch either way and makes up for the lack of app support and thus in-app customization.

(Image credit: Future)

Groov-e Wave Glow review: sound quality

I didn’t expect much of the Groov-e Wave Glow but I have to be honest, it actually sounded a little worse than anticipated. It’s functional, of course, but pretty tinny at times. There’s no bass to speak of, but my word, do the lights try to atone for that. You’re encouraged to feel like it’s doing its best, happily bouncing along. However, it’s pretty tame stuff.

Listening to spoken word – a podcast or YouTube video, say – is fine, but when you switch over to your favorite music, the limitations are much more noticeable. The volume can go pretty high, but that weakens the experience even more. I went for my cheesy favorite, Robbie William’s Let Me Entertain You to start, knowing exactly how it’s meant to sound and there was no urgency or strength in the mids.

I went bold then and loaded up some Muse and sighed as it sounded somewhat pitiful. The soundstage is weak but more importantly, the bass and general ambience is underwhelming.

(Image credit: Future)

Groov-e Wave Glow review: design

  • Comfy elasticated strap
  • Tactile buttons
  • Well hidden ports

The Groov-e Wave Glow is certainly exactly how you expect a speaker to look, but there are a few highlights. I’m a big fan of its buttons being attractive but tactile too, so anyone with visual impairments can find what they’re wanting to press. There are buttons for play/pause, volume, and for toggling the lights on or off.

There’s a chunky section for the ports too which blends in well and feels suitably snug. On another side is the strap which is elasticated but held in quite tightly. The idea is that you can easily hold it through the strap but also attach it to something like a hook. It feels nice in your hands which is the main thing here.

As with other similar speakers, the Groov-e Wave Glow is pretty lightweight to carry around. Up top and down the bottom is the lighting so you can place the Groov-e Wave Glow sideways as well as upright.

What lets it down in this section – and why not go higher than four stars? Well, any discussion on the design has to include the audio architecture under the hood, and as you’ll know if you’ve read this far, this area is where the Wave Glow struggles. Also, unusually for a speaker in 2025, there’s no mention of an IP rating for water or dust ingress – so it won’t be joining the ranks of our best waterproof speakers buying guide any time soon.

(Image credit: Future)

Groov-e Wave Glow review: value

  • Very cheap
  • Sturdy design
  • Useful for a specific situation

The Groov-e Wave Glow is certainly cheap but its sound quality demonstrates exactly why it’s so cheap. Having said that, the aux port, USB flash drive support, and TF card slot could make it exactly what you’ve been looking for. For those people, there’s not much else to rival the Groov-e Wave Glow at this price.

However, if you’re looking for good audio, it’s a smart move to spend a little more on the JBL Go range or something from Anker Soundcore. The Groov-e Wave Glow definitely isn’t the best choice for music lovers, but it is super cheap and for many, that’s the priority.

(Image credit: Future)

Should I buy the Groov-e Wave Glow?

Swipe to scroll horizontally

Attributes

Notes

Rating

Features

No app, but there are a few notable extras not on other models

4/5

Sound quality

The weakest element by far when considering the Wave Glow: tinny and lacking in low end

2/5

Design

Useful straps, fun lights and tactile buttons

4/5

Value

It’s cheap, but given the sound quality, spending less doesn’t always mean value

3/5

Buy it if…

Don’t buy it if…

Groov-e Wave Glow review: also consider

Swipe to scroll horizontallyRow 0 – Cell 0

Groov-e Wave Glow

Tribit Stormbox Mini Plus

JBL Clip 5

Price

£23.99; limited availability in other markets

$39.99 / £32 / AU$65 (approx.)

$79.95 / £59.99 / AU$89.95

Weight

645g

545g

285g

Dimensions

13.7 x 8 x 7.5 cm

90.9 x 90.9 x 118.9 mm

86 x 134.5 x 46 mm

Connectivity

Bluetooth 5.3, aux-in, USB-C (charging)

Bluetooth 5.4 (SBC, AAC codecs), AUX-in, USB-C (charging)

Bluetooth 5.3, USB-C (charging)

Battery life

8 hours (quoted)

12 hours (quoted)

Up to 12 hours

Speaker drivers

10W (dimensions not stated)

48mm

Integrated class D digital amplifiers x 1

Waterproofing

n/a

IPX7

IP67

Groov-e Wave Glow review: how I tested

  • Tested over 14 days
  • Used with Spotify, Apple Music, YouTube, and Twitch
  • 15 years of audio equipment reviewing experience

I used the Groov-e Wave Glow across 14 days in a wide range of ways. I connected it to my PC initially and listened to Spotify, Apple Music and Twitch using that as a source device, then moved to my iPhone 14 Pro.

That meant a solid mixture of spoken audio and also music. My music taste is fairly varied so it went from Robbie Williams to Muse to Chet Baker to various pieces of classical music. I also checked how good battery life appeared to be and monitored how long it took to recharge.

I have 15 years of experience testing audio equipment, specialising in portable, affordable products just like the Groov-e Wave Glow.

Groov-e Wave Glow: Price Comparison



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