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Mortal Kombat 2 No Longer Coming Out In Time For Easy Halloween Costumes
Game Reviews

Report: Charlie Kirk Shooter Suspect’s Steam Gaming History Under Review By Secret Service

by admin September 18, 2025


It didn’t take long after law enforcement officials publicly identified a suspect in the Charlie Kirk assassination for people online to begin combing the internet looking for his digital footprint. One of the profiles they found appeared to be his Steam account which, according to Bloomberg, is now being investigated by the Secret Service.

That’s because 22-year-old Tyler Robinson, who was charged earlier this week with murdering Kirk at a speaking event last week, reportedly used Donald Trump’s name as an alias on the Valve-owned gaming storefront at one point. Sources told Bloomberg the reference to the president is what led to the Secret Service’s involvement despite the Homeland Security agency having no role in protecting Kirk at the time of the assassination.

The Steam account many believe to belong to Robinson shows thousands of hours spent playing games like Sea of Thieves, Deep Rock Galactic, and Counter-Strike. The handful of public Steam reviews he seemingly authored were indistinct from the thousands of others posted for those games. People have also been combing through his apparent Steam inventory, which includes hats, trading cards, and other unlockables.

Steam is among those gaming-affiliated internet platforms which have been called to Congress next month to testify about online radicalization. The CEOs from Twitch, Discord, and Reddit have also been asked to participate. Despite a reference to Helldivers 2 appearing on one of the casings left behind near the crime scene, there’s been little publicly disclosed evidence so far that gaming, memes, or any other part of the modern internet played much of a role in driving Robinson to allegedly assassinate the right wing podcaster.

“The politically motivated assassination of Charlie Kirk claimed the life of a husband, father, and American patriot. In the wake of this tragedy, and amid other acts of politically motivated violence, Congress has a duty to oversee the online platforms that radicals have used to advance political violence,” House Oversight and Government Reform Committee Chairman James Comer (R-Ky.) announced on Wednesday.

But leaked Discord chats and interviews with friends have so far offered little that would suggest Robinson’s history with gaming and the internet were uniquely worrying, or different from those of most other people his age.



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Apple iPhone 17 review: the one to get
Product Reviews

Apple iPhone 17 review: the one to get

by admin September 18, 2025


For a while now, choosing the standard iPhone has meant missing out. It’s not just that you missed out on classic “pro” features like a more powerful processor or a telephoto lens — it’s that you missed out on core make-your-phone better stuff. Stuff like the Dynamic Island or the Action Button or a screen that gets bright enough to read outdoors. Apple has slowly whittled down that list by bringing the most important features over to its standard phone, but the two biggest exclusions have, until now, remained: the always-on display and high-refresh-rate screen.

This year, they’ve finally arrived. And for the first time in a while, choosing the standard iPhone no longer means missing out.

I’ve been testing the iPhone 17 for the past week, and I can say that the addition of these two features has meaningfully improved the experience of using the base iPhone. The iPhone 17 feels faster, easier to use, and more convenient as a result of these upgrades. They’re upgrades so obvious and essential that my only gripe is how long Apple waited to make them standard.

$799

The Good

  • Always-on-display makes it vastly more useful
  • High-refresh rate makes using the phone smoother
  • The cameras are solid
  • Battery life lasts well through the day
  • The price isn’t going up
  • No redesign, but the green is nice

The Bad

  • Zoom capabilities are weak compared to the Pro
  • Gets hot during heavy gaming sessions
  • Apple Intelligence is still somewhere between useless and MIA

In size, resolution, and specs, the iPhone 17’s display is the same as what you’ll find on this year’s Pro. And the most notable thing about the change is that the iPhone 17 finally has an always-on display. The feature works exactly the same as it does on the Pro phones, too. When you set the iPhone 17 down, the screen dims, showing a faint version of your wallpaper, widgets, clock, and notifications. The whole setup is customizable: you can turn it off, change the blur settings, or hide the wallpaper entirely for a cleaner black-and-white look.

Being able to quickly glance at your phone for information is extremely handy and instantly makes the device a whole lot more useful. It was far easier to understand what notifications I had, and manage them on an ongoing basis, because I was able to regularly look over at the phone on my desk and see what had rolled in. I added a calendar widget to keep an eye on upcoming meetings. Even just being able to peek at the current time is a perpetual help.

The sage green iPhone 17 looks great, even if it doesn’t get a new design like the iPhone 17 Pro.

Leaving the always-on display enabled does use marginally more battery, and Apple allows you to turn it off entirely if you’re worried about that or find it distracting. By default, the wallpaper both blurs and dims enough that I never found the screen unduly drawing my attention. Its battery usage was in the low single-digit percentages throughout my time testing the phone. Not enough for me to care about when a single charge got me through one day of heavy usage and into the next afternoon.

What enabled Apple to add this feature was the switch to a variable-refresh-rate display, which Apple brands as ProMotion. When idle, it dips down to as low as 1Hz to conserve battery, then ramps up to 120Hz — twice the maximum refresh rate of the prior model — to present smoother animations when things start moving. If you’ve never used a high refresh rate display before, the difference may not be immediately apparent. But give it a few days, and you’ll get used to how much more fluid fundamental parts of the phone seem to feel, from opening apps to scrolling through a news story. Once you’re used to it, you’ll never want to go back.

That these screen upgrades dramatically improve the iPhone shouldn’t be a big surprise: they’ve both been present on Pro-series iPhones since 2022 and standard in the Android world — including on much cheaper phones — for just as long. They’re the kind of features that a premium device like the iPhone ought to have, and the iPhone 17 is significantly better for their arrival.

There are a few other less noticeable changes to the screen this year. It’s ever-so-slightly bigger (6.3 inches instead of 6.1 inches), owing partly to slimmed-down bezels and partly to the phone being imperceptibly taller. Apple says the screen is more scratch resistant; I didn’t deliberately try to ding up my review unit, so I can’t say how effective it is in practice. The screen also gets brighter, and it now has an anti-glare coating that cuts back reflections. The coating alone isn’t a game changer in terms of visibility, but combined with the screen’s increased brightness, it was easier to read in harsh lighting conditions.

The iPhone 17’s brighter display and anti-glare coating makes it easier to read outdoors.

The other big changes to this year’s phone are to the cameras. The ultrawide camera has been changed from a 12-megapixel sensor to a 48-megapixel sensor that’s supposed to provide more detail, and the selfie camera has a brand new sensor that allows for an assortment of automatic framing tricks to help get you and your friends all in the same photo.

The photos I took with the iPhone 17’s selfie camera weren’t materially better than ones I took with the iPhone 16’s. But the tech inside the camera has seen a major overhaul that changes how you take those photos.

Apple has given the iPhone 17 the same “Center Stage” front camera that it’s put in the iPhone Air and iPhone 17 Pro. The phones all use a square image sensor instead of a rectangular one, and they all have a higher resolution than Apple’s prior selfie cameras, 18MP instead of 12MP. These changes allow for two things: they give Apple more flexibility when cropping the frame, and they make the camera more suitable for use in portrait orientation — the way most people are going to take selfies.

When you go to take a photo with the front camera on the iPhone 17, it’ll start punched in and ready to frame up a single person. Have a friend join you, and it’ll automatically expand outward. Add even more people than the portrait shot can fit, and it’ll swap to an even-wider landscape framing, all while the phone remains upright. You can control this manually or let the phone automatically take it away. I found that letting the phone do its thing worked just fine. I wouldn’t say this hugely improved my experience taking selfies — turning the phone sideways isn’t that hard — but on a device made for tens of millions of people, many of whom just want to hold their phone out and see everyone around them, this change makes a whole lot of sense.

Keeping up with notifications is much easier when you can always glance at the display.

The quality story is similar on the ultrawide camera, which is also the same as the Pro’s. Despite the resolution bump, this year’s improvements are modest at best. In side-by-side shots with its predecessor, the iPhone 17’s ultrawide appeared slightly sharper and delivered slightly bolder colors. I was able to get some great photos with it. But in most cases, I had to look closely to see the improvements.

Apple didn’t make any hardware changes to the iPhone 17’s main camera, which has a smaller sensor than the main camera on the iPhone 17 Pro but the same 48MP resolution. It takes nice photos, even if they look slightly less rich to me than what you’d get out of the Pro camera. I occasionally got blown-out highlights in bright daylight and blurry motion in low light. But honestly, in a world of over-processed smartphone photos, I didn’t necessarily mind the imperfections.

1/13Taken in 2x on the main camera.

The biggest distinction between the iPhone 17 and 17 Pro’s camera systems — and perhaps the biggest distinction between the phones overall — is their zoom capabilities. The 17 Pro has a dedicated telephoto lens with a 4x optical zoom. But the 17 only has what Apple bills as 2x “optical quality” zoom, which is just a fancy way of cropping a photo. Pictures still look good at 2x, but they start to look flat and noisy in lower light. And photos at its 10x maximum digital zoom lack the kind of detail you’d get from a proper lens and start to get a bit of that blurry watercolor look. If you don’t take a lot of zoomed-in photos, this omission won’t be a huge deal. But if you struggle to get pics of your cat from across the room, that’s still one reason you may need to go pro.

Beyond the cameras, the iPhone 17 has a number of other small improvements. It has the new A19 processor, starts with double the storage — 256 GB — compared to last year, supports faster wired and wireless charging, and has longer quoted battery life. And in a year where prices seem to be going up everywhere, it still starts at the same $829 unlocked price as its predecessor did.

Perhaps the most obvious thing the iPhone 17 doesn’t get is the flashy new camera bar design seen on the iPhone 17 Pro and the iPhone Air. Those higher-end models look nice, but so does the sage green iPhone that I’ve been testing, even if it looks basically the same as every iPhone for the past six years. If you’re worried about your phone not looking brand new, then maybe that’s a reason to consider the other models, but I don’t think you’re missing out anything significant here.

Sage green is one of Apple’s best colors in a while.

This is one of the best years in a long time to be looking at the standard iPhone. For the same price as last year, you get twice as much storage, slightly better cameras, and an immensely better screen that makes the phone immediately more useful. Sure, there are still some features reserved for the Pro: a new design, a faster chip, a telephoto lens and larger main camera sensor. But I think there’s an argument to be made that those are features for power users, meant for those who really want more out of their phone.

If you just want a great iPhone, and you don’t want to miss out on anything major, the iPhone 17 is finally that phone.

Photography by Amelia Holowaty Krales / The Verge

Agree to continue: Apple iPhone 17, 17 Pro, 17 Pro Max, and iPhone Air

Every smart device now requires you to agree to a series of terms and conditions before you can use it — contracts that no one actually reads. It’s impossible for us to read and analyze every single one of these agreements. But we’re going to start counting exactly how many times you have to hit “agree” to use devices when we review them since these are agreements most people don’t read and definitely can’t negotiate.

To use any of the iPhone 17 (and iPhone Air) models, you have to agree to:

  • The iOS terms and conditions, which you can have sent to you by email
  • Apple’s warranty agreement, which you can have sent to you by email

These agreements are nonnegotiable, and you can’t use the phone at all if you don’t agree to them.

The iPhone also prompts you to set up Apple Cash and Apple Pay at setup, which further means you have to agree to:

  • The Apple Cash agreement, which specifies that services are actually provided by Green Dot Bank and Apple Payments Inc. and further consists of the following agreements:
  • The Apple Cash terms and conditions
  • The electronic communications agreement
  • The Green Dot Bank privacy policy
  • Direct payments terms and conditions
  • Direct payments privacy notice
  • Apple Payments Inc. license

If you add a credit card to Apple Pay, you have to agree to:

  • The terms from your credit card provider, which do not have an option to be emailed

Final tally: two mandatory agreements, seven optional agreements for Apple Cash, and one optional agreement for Apple Pay.

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September 18, 2025 0 comments
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Dying Light: The Beast Review - Despite All My Rage
Game Reviews

Dying Light: The Beast Review – Despite All My Rage

by admin September 18, 2025



It wouldn’t seem to make sense to call Dying Light: The Beast a more grounded game than its predecessors. It’s a game in which you routinely shift into something like X-Men’s Wolverine, slashing at the undead with the ferocity of a preying mountain lion and carving them to shreds with what is basically an instant win button. But beyond the feature that informs the game’s title, this expansion turned standalone sequel actually leans further into horror and survival than anything in the series, making it the most fun I’ve had with Dying Light to date.

Dying Light: The Beast returns the game’s original protagonist, Kyle Crane, to the starring role, moving him to Castor Woods, a brand-new location for the series, and a lush nature reserve decorated with once-gorgeous villages that manage to feel both ornate and rustic at the same time. Like before, the game is an open-world first-person zombie game with a significant emphasis on death-defying parkour and brutal melee combat. But The Beast adds (or returns) a few other wrinkles, too.

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Now Playing: Dying Light The Beast Review

For one, guns are more prevalent than ever this time, though ammo isn’t as common. Using guns feels reliable enough but doesn’t fill your Beast Mode meter, so I frequently rejected this quasi-new toy in favor of the series’ long-held favorites: baseball bats, machetes, and loose pipes fitted with elemental add-ons that light the zombies on fire, send electric shocks through the hordes, or cause them to bleed out between my crunchy swings to their squishy heads.

Melee combat is once again a highlight of the game, with heft behind every attempt to take out a zombie, and so many different weapons and modifiers to choose from. Zombies charge at you even as you take chunks out of their abdomens, chop off their legs, or leave their jaws hanging off their faces. This damage model isn’t new to the series–Dying Light 2 added this in a patch years ago–but it remains a gruesome, eye-catching display that further illustrates the team’s dedication to making every combat encounter memorable.

In The Beast, stamina is harder to manage than I ever recall, and that’s a change I adored. It made every fight feel like one for my life. Enemies did well to scale with my character and weapons, and demanded that I frequently make stops at various safehouses to upgrade my weapons. Even my favorites wouldn’t last forever either, with each of them having a finite number of repairs before they’d break permanently. This differs from the series’ past way of letting you carry and upgrade your preferred skull-bashing or leg-slicing items with you at all times.

I distinctly recall having an easier go of things in Dying Light 2 than I did in The Beast, thanks to hero Aiden Caldwell’s expansive list of parkour and combat abilities. Kyle isn’t depicted as a lesser freerunner or fighter, but his skill tree is nonetheless smaller, causing him to feel more vulnerable in a way I hope the series sticks with going forward. There were many times when I’d have to retreat in a minor panic from a small horde of basic zombies just to catch my breath. The Beast isn’t a game where you can usually just hack up the crowd without careful consideration and stamina management.

Parkouring over, around, and even onto zombies remains fun in Dying Light’s third outing.

Of course, there’s an exception to that rule: When you build up your Beast Mode bar, you earn a few seconds of near-invulnerability, as well as the ability to tear apart zombies with your bare hands and a very cool, very high leap that collectively makes you feel like a superhero. From a narrative sense, Beast Mode leans into the stuff I still don’t enjoy about Dying Light: over-the-top action meant to fulfill a power fantasy of being the one-man killing machine in a world overrun by the undead. I love zombie fiction, but my taste in that subgenre is firmly planted in slower, spookier worlds where despair rules the day. Dying Light has never been that before, at least not consistently. Thankfully, in a gameplay sense, Beast Mode functionally serves less like a pure power fantasy and more like a get-out-of-jail-free card.

So many times in my 30ish hours with this game, I’d activate Beast Mode not to further pile on a crowd of enemies I was already dispatching with ease, but as a last-ditch effort to stay alive. Techland seems to have planned for this use case, given how receiving damage, not just doling it out, fills that bar. Beast Mode isn’t Kyle going Super Saiyan; it’s the emergency fire extinguisher, and breaking that figurative glass amid a fight for my life is a much more enjoyable gameplay loop than some of Dying Light 2’s absurdities.

Even while the story goes to some places that feel like B-horror fare–the type of thing I would fully ignore if it were a movie instead–the game remains at odds with that plot by being so tense and only giving Kyle the powers to survive, but not thrive like Aiden did. This is never clearer, nor more enjoyable, than at nighttime. One of the key pillars of this series is how the day-night cycle essentially presents two different games. When the sun is up, Kyle is empowered and capable of scraping by at the very least. But when night falls, the game’s super-fast, super-strong Volatiles take over and shift the game into a full-blown stealth horror.

Movement and combat are both totally rewritten depending on the time of day. In sunlight, you’ll scale buildings, leap across gaps, and swing on tree branches like an Assassin’s Creed hero. But at night, every step must be carefully considered, so you’ll end up crouching and spamming the “survivor sense” to briefly ping nearby Volatiles. When they give chase, the results are intense. They’ll claw at your heels as the music spikes your heart rate. The chase will inevitably invite more Volatiles to join in, and they’ll flank you, spew gunk to knock you off walls, and almost never relent until you finally–if you’re so lucky–cross the threshold of a safe haven, where UV lights keep the monsters at bay.

Nighttime is harder in The Beast than ever before, and yet that’s also where I had the most fun.

The series’ night sequences have never been this scary before, partly because of the ample wooded areas that make up the map. I love it. Night remains an XP booster too, doubling any gains you make. In past games, I’d use that boon to fulfill some side missions overnight. But in Dying Light: The Beast, I rarely tried to do more than make it to my nearest safe zone so I could skip time until the protective sun returned.

When the first game’s expansion, The Following, set the story in a mostly-flat locale, I found it an odd choice given the game is so focused on parkour and verticality. In Dying Light: The Beast, the world designers have more wisely found ways to bring verticality to those places outside of villages, with plenty of rock walls, trees, and electricity towers to scale. One of the simple, repeatable joys I have in all of the zombie games I love is approaching a building and not knowing what I’ll find inside. It’s so simple that it hardly registers as a feature at all, but to me it’s vital that a zombie game capture this specific feeling of discovery and tension. Castor Woods makes for an excellent landscape to host this repeating moment, due to its creepy cabins found all over the world. Pairing the nighttime-specific gameplay elements with a setting so unnerving gave me a sense of survival-horror unease in a way I’ve been waiting for this series to do for a decade.

This leaning into horror is capped off by an incredible reinvention of the series’ theme song by Olivier Derivere. I consider Derivere to be among the very best composers in games, and the original music he poured into this game gives it so much life. The first game’s theme always reminded me of Dawn of the Dead, with a certain layer of ’70s filth to it. Here, Derivere rethinks it with an air of 28 Days Later, getting its more modern, more haunting version stuck in my head for the past week in a way I’ve very much invited. It sounds less like an action score and more like a horror soundtrack to my ears, matching the game’s overall shift into something more up my particular alley.

Guns are emphasized more in The Beast than ever before, but I still preferred a good, old-fashioned spiked bat.

It feels like this game’s origins as a Dying Light 2 expansion helped its focus, even as it grew into a standalone semi-sequel–it’s not yet Dying Light 3, but it’s much more than a typical DLC. The open-world activities trim the fat from Dying Light 2’s more Ubisoftian world. Here, you’ll raid stores where zombies sleep, trying not to stir them. You’ll assault broken-down military convoys for their high-tier loot locked in the back of trucks, and you can hunt down rare weapons and armor with vague treasure maps. These fun, unitedly tense activities all return from past games, but for the most part, they’re not joined by the countless other things that have been on the map before.

This left me feeling like anything I did was worth my time, with the exception of some late-game racing side quests, which I didn’t care for despite how good the trucks feel to drive. Dying Light 2 adopted some live-service elements eventually, growing into yet another game trying to be at the center of players’ solar systems, hoping to bring fans back all the time for new highlights. The Beast is a tighter, leaner 20-hour story with enough side attractions to fill in the world and your time, but doesn’t waste it.

This is emblematic of Dying Light: The Beast’s strongest quality: taking the series from an arms race against itself, constantly trying to give the player extravagant new tools, to something that is a bit dialed back, leaning into horror and tough-as-nails combat. It gives The Beast a stronger identity. There’s no glider this time, Kyle’s jump is a bit nerfed compared to Aiden’s, and his parkour abilities, while many of them come already unlocked to start now, don’t top off at the same heights as Aiden’s. It may sound strange for a series to improve when it suddenly became withholding. Dying Light has always been a series that does a few things very well, but would get distracted trying to be a lot more at the same time. Finally, The Beast leans into Dying Light’s best parts, giving you a scarier, tougher, more immersive world to explore than anything in the series before.



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Dying Light: The Beast.
Product Reviews

Dying Light: The Beast review: Techland’s parkour-filled zombie-stomper heads for the highlands

by admin September 18, 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.

Alright, I’m just gonna get straight to the point: did you love the first two Dying Light games? You did? Okay, I’ll save you some time – you’re definitely going to enjoy Techland’s latest instalment in its survival zombie game series, Dying Light: The Beast.

Review info

Platform reviewed: PC
Available on: PS5, Xbox Series X|S, PC
Release date: September 18, 2025

There’s enough to set The Beast apart from its predecessors, even if it follows the same broad gameplay template and stars returning leading man Kyle Crane, protagonist of the original game and its expansion, The Following.

Things didn’t go so great for Kyle the first time around; in the (now canon) ending of The Following, he ended up betrayed, infected, captured, and used as an unwilling test subject. The viral outbreak has gone worldwide, and 90% of the global population is dead or infected.

More than a full in-universe decade later, he breaks out of a mysterious laboratory, and we’re off to the races once again: time to bash some skulls with improvised melee weapons and parkour your way across the rooftops like a bloodlusted Sébastien Foucan. Dying Light: The Beast isn’t overly concerned with being serious or grounded; we’re here for a little bit of the ol’ ultraviolence, and boy, is it fun.

Worlds apart

The setting might be calmer, but the infected certainly aren’t. (Image credit: Techland)

Considering that Dying Light: The Beast was purportedly originally planned as extra downloadable content (DLC) to Dying Light 2, it sure as hell has a good amount of content in it. Instead of the more urban settings of the first two games, The Beast takes place in the cozy woodland resort town of Castor Woods, nestled in a valley in an alpine landscape.

Well, I say ‘cozy’ – it’s not exactly a pleasant place to be by the time Kyle breaks loose. Hordes of poor infected souls roam the cobbled streets and forest underbrush, deadly mutant variants stalk the night, and a rogue paramilitary group commanded by a villainous oligarch is attempting to seize control of the region. So far, so Dying Light.

Castor Woods is the perfect divergence from Harran and Villedor, the city settings of the first two games. (Image credit: Techland)

But the shift to a more rural setting proves to be exactly the injection of freshness this series needed. The map isn’t particularly large, but it’s big enough to make navigating on foot take a while, and the focus on urban verticality is lessened here. Yes, there are still pylons and watchtowers for Kyle to clamber up, but also more wide-open spaces, divided by trees and thick bushes that make ambushes a constant threat to the unwary explorer. The woodland environments are also beautiful, as is the primary settlement, the Old Town, crumbling in its majesty as nature begins to reclaim it.

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Parkour is still alive and well in The Beast. The Old Town is a fantastically dense environment, full of telephone poles and open windows that form a perfect obstacle course when you’re running for your life from an angry Volatile.

But even beyond the built-up areas, there are branches to swing on and rocky cliff faces to climb, and the grappling hook makes a welcome return too, helping you more rapidly circumnavigate your hostile surroundings. Sadly, the glider from Dying Light 2: Stay Human doesn’t make an appearance, but that’s understandable given the less vertical nature of this locale.

Night falls

Keep an eye on the time: once night falls, you’ll need to be extra cautious or seek shelter. (Image credit: Techland)

There’s another significant factor that differentiates The Beast’s setting from the first two games, though it doesn’t become apparent until after sunset. In the first two games, you were never that far from a light source, be it a trashcan fire or the headlights of an abandoned vehicle (or simply bright moonlight). Here, when it gets dark, it gets dark.

When the sun goes down, getting around without using your trusty flashlight is night-impossible – though of course, using it runs the risk of attracting powerful, dangerous zombies called Volatiles, who retain their mechanics from the previous titles. Alerting one immediately triggers a chase, at which point your best option is to sprint full-pelt back to the protective UV lights of the nearest safehouse; Volatiles are fast, aggressive, and very hard to kill without some serious weapon upgrades.

Best Bit

(Image credit: Techland)

The first sunset you see is truly beautiful – but any series fan will already know the terrors that nightfall heralds.

This oppressive darkness, combined with the visceral gore and bleak yet beautiful Alpine ambience, makes The Beast feel a lot more horror-adjacent than previous entries into the series. It’s a welcome shift in tone – not a full swerve into horror since Kyle remains an absolute murder machine, but definitely a darker vibe that I greatly enjoyed as a lifelong lover of the genre.

Narratively, it’s fine. The story is a fairly by-the-numbers adventure, with no huge twists that weren’t so obvious a blind man could see them a mile off. The characters are a rogue’s gallery of familiar tropes – the no-nonsense sheriff, the bespectacled physics geek, the sage old black dude, the cartoonishly evil Baron – and the dialogue is… well, the voice acting is decent, at least.

I don’t mind the predictability of it all, though; the main plot has a schlocky, B-movie feel that is actually fairly endearing. The Beast isn’t interested in telling a fantastically deep and thought-provoking tale; at the end of the day, every cutscene is just a vehicle to deliver Kyle and his huge biceps to the next group of infected or soldiers he has to brutalize.

Old dog, new tricks

Yes, that is an infected soldier bouncing off my front bumper in almost slapstick fashion. Running over zombies is fun! (Image credit: Techland)

Speaking of vehicles, you can drive cars in this one! The lack of vehicles in the second game always seemed odd to me, considering that the first game’s DLC, The Following (which also first explored the idea of a more rural setting), dipped its toe in those waters with the drivable buggy.

In The Beast, you can find abandoned forest ranger cars strewn across the wilderness, which serve as the most effective way to get from A to B outside the more densely-packed areas of Castor Woods. There’s no fast travel here – and I’ll be honest, the map is a little too large for this omission to go unnoticed. Although mowing down hordes of the infected never stops being fun, trekking back and forth from the major safehouses to turn in completed quests and sell off your accumulated loot quickly becomes a chore.

The vehicles, along with the frequent climbing sections and heavier focus on gunfights with human enemies that began in Dying Light: Stay Human, give The Beast a distinct whiff of Far Cry. I’m not complaining, to be clear; I love that series, and the gunplay and stealth elements on offer here work reasonably well.

Every weapon has unique takedown animations, most of which are quite spectacularly gory. (Image credit: Techland)

Really, the combat as a whole is a definite highlight of The Beast: from crunchy melee combat with improvised weapons like hammers and fire axes, to tense stealthy takedowns with Kyle’s trusty bow and arrows, it all feels good. The gore is spectacular – bones crack, limbs are sliced off, heads fly from shoulders in showers of blood. Stunning a group of weak Biters with Kyle’s UV flashlight before unleashing a sweeping heavy attack with a two-handed axe that knocks them all to the ground at once feels great.

There’s a wide range of melee weapons on offer, both craftable and lying around the environment, and while these weapons do degrade with use, they can be repaired multiple times before breaking and will generally last you a long time. Ranged weapons don’t degrade, meaning that you only ever need one grenade launcher or sniper rifle; any extras can be broken down for parts.

The crafting system remains largely as it was in previous games; nothing overly complex, just gather parts and break down unneeded gear, then put it together to make something great at killing stuff. Weapons must be crafted at workbenches in safe zones, but consumables and other single-use gear (like gas grenades or incendiary arrows) can be crafted from the inventory screen or quick-select menu at any time. I was particularly fond of the explosive throwing knives, which stick into enemies before turning them into a fine red mist a few seconds later.

Feeling beastly

Unleashing the beast turns Kyle into a savage zombie-killing monster, but characters hint that there may be some… side effects. (Image credit: Techland)

Another new addition is right there in the title: Kyle’s years of being an unethical bioscience guinea pig have unlocked his weird virus powers, letting him tap into ‘Beast Mode’ (yes, it’s really called that) for a short time after dealing or taking enough damage.

In Beast Mode, you regenerate health constantly, take reduced damage, and forsake your usual arsenal for some meaty infected fists that absolutely demolish all but the strongest foes in seconds. It’s fun, and the game usually auto-spawns a handful of fast-moving zombies whenever you activate it, amping up the intensity of any fight where you decide to use it. Progressing the narrative and defeating certain infected boss enemies grants skill points, which can be spent to gain extra abilities in Beast Mode, like jumping further or barrelling through enemies while sprinting. There’s also a regular skill tree that accumulates points as you level up, which lets you unlock stuff like new parkour-related attacks and weapon crafting blueprints.

Taking down particularly beefy ‘Chimeras’ will earn you points to upgrade your Beast Mode powers. (Image credit: Techland)

The enemies you face in The Beast are a mostly familiar selection for anyone who has played a game with zombies in it before. You’ve got your garden variety Biters, which are slow and weak but dangerous in large numbers, then the faster but more fragile Virals, the armored zombies, zombies who jump, zombies who spit acid for ranged attacks, bloated zombies who explode – you know, typical zombie shooter fare.

There are glimpses of more inspired designs here and there (I really like the returning ‘Goon’ enemy type, a hulking brute with a chunk of concrete and rebar gruesomely fused to its arm), but for the most part, the enemy design is fairly run-of-the-mill.

If I have one significant criticism of the enemies, it’s that they’re a bit too eager with the grapple mechanic. Let an infected get too close, and they’ll grab you, dealing a bit of damage and prompting a quick-time event to shove them away.

Now, this should be relatively easy to avoid, but the devs seem to love hiding Biters behind doorframes and corners to ambush and damage you immediately with no chance of avoiding it. Even sometimes in direct combat, I encountered infected who could seemingly slip past a melee attack mid-swing to interrupt it with the grapple QTE, or grapple me immediately as soon as I escaped from a different enemy grapple. I think there’s a reasonable argument that it’s supposed to be punishing – it can be a death sentence if you’re reckless and allow yourself to be surrounded by a swarm of enemies – but more often than not, it just felt like an annoying roadblock to the otherwise enjoyable melee combat.

Guns out

I quickly became very fond of setting enemies on fire, with arrows, flamethrowers, and Molotov cocktails. (Image credit: Techland)

Thankfully, the overall gameplay challenge feels good outside of my grapple-related woes. I switched between all three different difficulty levels during my playthrough, and found that the highest difficulty provided a stiff challenge perfect for the most masochistic player, while the lowest had me feeling almost immediately overpowered. I played most of the game on medium difficulty, where death was never too far away, but I died more times to misjudged parkour jumps than enemy attacks.

Much like the previous Dying Light games, melee is consistently reliable, while ranged weapons are something of a mixed bag. Early guns are completely feeble against infected enemies, who can shrug off multiple pistol or SMG headshots, and the bow is similarly underpowered until you unlock a skill that lets you deal bonus damage on well-timed shots. But later on, you get access to more powerful weapons like the grenade launcher and the crossbow, which can trivialise many encounters – assuming you can keep them stocked with ammo, which is scarce.

There’s a modest selection of wearable items to track down, with a transmog system so you can always keep Kyle looking his best. (Image credit: Techland)

Although the game doesn’t make you fight human enemies too often, small squads of mercenaries and bandits can be found lurking around Castor Woods, and there are several large-scale gunfights that take place over the course of the main campaign.

These dips into conventional cover-shooter gameplay certainly feel a bit less engaging than facing savage zombie hordes, but thankfully they don’t outstay their welcome – the infected might eat bullets like nobody’s business, but a single headshot is enough to take down most human opponents, so most fights are over quickly provided you have the ammo to spare (which you usually will, because the game is quite generous with placing supplies before large scripted battles).

Squishing bugs

The Beast isn’t quite the prettiest game I’ve ever played, but it’s up there – sometimes I simply had to stop and admire the scenery. (Image credit: Techland)

Playing through the main campaign (with a bit of time spent exploring and completing side-quests) took me just shy of 22 hours, but this was by no means an exhaustive playthrough: I could easily sink another 20 hours into The Beast to complete everything.

There’s a good amount of safehouses to unlock and secrets to uncover, and while the list of sidequests is perhaps a little sparse, they’re more fleshed out than simple fetch quests – you’ll be hunting a particularly dangerous infected in the woods, or clearing out a series of power substations across the map to help a band of survivors.

In terms of performance on PC, I was able to get a good framerate at 1440p Medium settings with my RTX 5070 desktop, and 1080p Low on an RTX 4060 gaming laptop. DLSS resolution upscaling is helpful at higher resolutions, but I found that Nvidia’s frame-generation was rather wonky, creating too much blur in busy scenes to make the improved framerate worth it.

The roof is fully intact, and yet it appears this safehouse has sprung a magical leak. (Image credit: Techland)

There’s also a small amount of visual and physics jank here, which I remember being present in the other Dying Light games; think loot items occasionally falling through the floor or Kyle’s hand distorting weirdly while trying to climb the side of a building. At one point, I found it raining inside one half of an abandoned diner (pictured above). It’s nothing game-breaking and rarely actually intrusive, but I do hope that some early patches help remedy these issues, because otherwise the game runs fine for the most part.

It did occur to me about halfway through my playthrough that The Beast might be coasting on players’ foreknowledge from the previous games – I personally didn’t have any issues with un- or under-explained mechanics, but I would note that a completely fresh player might struggle a bit to understand certain elements of the game, since the tutorials here are pretty bare-bones and have a tendency to either over- or under-explain specific gameplay elements.

Overall, I had a blast with Dying Light: The Beast. It’s not reinventing the wheel: Techland has a solid formula that mixes traditional open-world action sandbox elements with a solid parkour-based movement system and high enemy density, so it’s understandable that The Beast wouldn’t be too much of a deviation from the norm. Still, the new setting is a breath of fresh air, and it still feels fantastic to dropkick a zombie off a roof.

The dynamic weather is surprisingly a highlight of the setting, with heavy rain and wind adding excellently to the immersion. (Image credit: Techland)

Should you play Dying Light: the Beast?

Play it if…

Don’t play it if…

Accessibility

On the topic of accessibility, we’ve got the usual suite of options I’ve come to expect in any major game: motion sickness reduction, directional audio indicators, and colorblind presets are all present and accounted for, and the subtitles can be customized as well.

How I reviewed Dying Light: The Beast

I spent a while tinkering with the various gameplay, graphical, and accessibility settings in order to get a complete feel for the game, as well as playing through the main campaign at a reasonably fast pace. Of course, I also spent some time checking out the side-quests and just exploring the world, while also being sure to use every new piece of gear I encountered (in case any of them were extremely under- or over-powered – the grenade launcher definitely falls into the latter category).

I played the majority of the game on my gaming PC, with an AMD Ryzen 7 5800X3D and Nvidia RTX 5070, using an Asus ROG Strix Scope RX II keyboard and Logitech G502 Lightspeed mouse or a Hyperx Clutch controller. Audio was a combination of the HyperX Cloud Flight S headset and the SteelSeries Arena 9 speakers.

To see how the game would perform on different hardware, I also loaded it up on my RTX 4060 gaming laptop to test out performance on a lower-spec system.

First reviewed September 2025

Dying Light: The Beast : Price Comparison



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Sonic Racing: CrossWorlds Review - A New Dimension Of Kart Racing
Game Reviews

Sonic Racing: CrossWorlds Review – A New Dimension Of Kart Racing

by admin September 18, 2025


The Sonic and Mario franchises have been intertwined since the dawn of Sega’s flagship series, so it’s only fitting that Sonic’s kart-racing return occurs the same year as Mario’s. However, much like how Sonic brought a different flavor to the platforming genre in the ‘90s, the Blue Blur approaches the kart-racing genre from a different angle than Nintendo’s mascot. The result is a much more streamlined, yet still ambitious product that sits alongside Mario Kart World as the best the genre has delivered in 2025.

Sonic Racing: CrossWorlds delivers a trimmed-down arcade-style racing experience; there’s no open world or story mode, just a series of races and some peripheral events. Taking control of an expansive roster of Sonic and crossover characters, you sprint through 24 courses in three-lap races. I loved seeing some classic locales return, playing to Sonic’s nearly 35 years of history. True to the main series’ pedigree, the races are fast and chaotic; power-ups blast you at the most inopportune moments, shortcuts let you get the upper hand over your rivals, and your vehicles transform into boats and planes. 

Sonic Racing: CrossWorlds Video Review:

 

However, the main agents of chaos are the CrossWorlds rings that let the lead racer choose a different course to teleport the entire field to for the second lap. This mechanic, which doles out secondary tracks from a pool of 15 additional levels, injects incredible variety into each race. Each of the CrossWorlds are fully featured with a ton of action and obstacles; I was always excited to see which course would pop up.

The respectable power-up collection also aids in keeping the experience fresh, but the items themselves are underwhelming, even to a long-time fan such as myself. Some of them are based on the series’ Wisps or obscure items from past Sonic games, but many feel like generic knockoffs from other racers. That doesn’t make them any less effective or fun to use, but it took me several races before I understood what each did.

 

Every character is sorted into one of five classes: Acceleration gets off the line fast, Boost gains better speed bursts, Handling can better navigate corners, Power bullies other racers, and Speed excels in straightaways. You can modify each racer’s stats by selecting different machines, which are highly customizable. I was particularly excited for the return of the Extreme Gear hoverboards from Sonic Riders, even if they have the highest skill ceiling. I enjoyed tinkering with the visual aesthetics of my karts, but it doesn’t take much to make them look ridiculous, so my tweaking was minimalist. However, I do appreciate how you can mix and match unlocked parts from different karts to create one that vibes with you.

Instead, I relegated much of my customization to the Gadgets system, which lets you add modifiers to build out your character. I created an equippable Gadget Plate that let me hold three power-ups instead of two. Then, I finished the loadout by equipping smaller Gadget that don’t take up as much space, like increased frequency of defensive power-ups and one that grants an automatic boost to help you recover after falling off the track. These allow you to truly build a racer to suit your playstyle. I often debated leaning into a character’s existing strengths, like making Sonic even faster, or trying to bolster a Boost character like Jet’s power to round him out.

 

The Grand Prix puts you through a series of four races with the goal of beating an assigned rival. I enjoyed this twist, particularly during a few memorable, heated rivalries. However, it’s disappointing that the final race of each Grand Prix is just a single lap of each preceding course. Outside of Grand Prix, you can race online against your friends via cross-platform play, take part in Time Trials, or compete in special-rules races in Race Park. Whether you’re doing custom rules matches or using pre-set events like one where you get bonus points for collecting rings or boost when you collide with teammates, these are fun diversions. However, unless I have friends on my couch, I don’t see myself revisiting them very often.

Sonic Racing: CrossWorlds offers some exciting twists on the tried-and-true kart-racing formula, making for a streamlined experience that wastes no time getting you into the action. Though there’s substantially less content and replayability than its primary contemporary, Sonic Racing: CrossWorlds is concise and effective in its mission, offering the most well-rounded kart racer of the year.



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Auk Mini Review: Start Your Own Seeds, Scandinavian Style
Product Reviews

Auk Mini Review: Start Your Own Seeds, Scandinavian Style

by admin September 18, 2025


In my ongoing quest to put as many of the popular indoor hydroponic garden systems as I can through their paces, I have noticed something irritating.

Many, if not most, of these systems require—or at minimum, strongly suggest—ordering proprietary seed pods, inserts, or capsules from the company itself. You can jury-rig, of course, but usually at your own hassle and failure risk. If you order through the companies, not only can the excess packaging be wasteful, the costs add up quickly (competitor Click & Grow’s pods, for example, are almost $5 each).

When I saw the Auk (pronounced “owk”) and its four little pots of coconut coir advertised on my social media feed, I was immediately intrigued. Finally, an open-system indoor garden where you can grow your own seeds! There’s got to be a catch, I thought. But there isn’t. After testing it for six weeks, I can report that the Auk fully delivers on its promise of “herbs made simple.”

Just the Basics

Although its ads make it seem like a newcomer, Norway-based Auk has actually been in business since 2021. It’s perhaps best known for its original Auk 1 hydroponic garden, which features a more complicated water reservoir, nutrient mixer, and lighting setup that garnered mixed reviews online for inconsistent light cycles and watering. The herb-focused Auk Mini, on the other hand, is not that.

Released in May 2024, it features four oval pots with slotted bottoms that sit atop a 3-liter reservoir. This 17.5 x 8.5 x 14.5-inch base is flanked by two wooden poles, which hold a tension-set full-spectrum light bar. A little wheel on the side indicates the water level, with a red dot indicating when it’s empty.

Courtesy of Auk; Photograph: Kat Merck

Simply fill the pots with the included coconut coir (fibers from the exterior of coconuts), plant your seeds, add squirts of the included nutrients (the bottles say how many on the side), plug in the light bar, and position it 4 inches above the pots to start. That’s it. There’s no pump, and the light bar will stay on for 17.5 hours—hold the button underneath the light for five seconds to set the “sunrise” time. Finish options include oak or walnut, with white or black pots.



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Sonic Racing: CrossWorlds Review -- An Arcade Kart Racer For Gearheads
Game Reviews

Sonic Racing: CrossWorlds Review — An Arcade Kart Racer For Gearheads

by admin September 18, 2025



As a dyed-in-the-wool Nintendo Kid, Mario has always been the yardstick by which I measure competitors. When Sonic the Hedgehog broke out on the Sega Genesis, I couldn’t help but compare it to Mario’s platforming to measure the similarities and differences. So I have to admit that it’s difficult to approach an arcade kart racer like Sonic Racing: CrossWorlds without Mario Kart in the back of my head–especially since that series just had a new entry this summer. But it’s that contrast that really makes CrossWorlds stand out in some positive ways. Whereas Nintendo’s latest racer excelled due to its simplicity, CrossWorlds offers a massive wealth of options and customization to help you find and craft your own style. There is a lot going on, and it can be a little overwhelming, but ultimately the level of depth rewards experimentation.

From the start, Sonic Racing: CrossWorlds offers three main offline modes, two of which need little introduction: Grand Prix and Time Trials are your tried-and-true staples, and then there’s the more inventive Race Park. More on that in a bit. Grand Prix is where most players will start, with a suite of seven Grand Prix to master. These are listed as three races apiece, but each one also consists of a fourth grand finale race that remixes parts of the three prior tracks.

And that’s where CrossWorlds gets its unique twist, as well as its name. Seemingly inspired by the Sonic the Hedgehog movies, in which rings act as portals to other planets, the tracks in Sonic Racing: CrossWorlds are not just straightforward point-A-to-point-B affairs. Instead you’ll regularly cross a threshold through a giant ring and into a new world. The race leader chooses a destination, between one known option or another random selection. You hop into another world to visit for a little while, and then portal your way back to the main track you were in.

It’s a neat trick and has the effect of making races feel unpredictable. You can’t really sleepwalk your way through a track after memorizing every curve and bank, because before you know it you’ll be warped to a tight-turn candyland, a bouncy mushroom forest, or an airborne stunt show. As you progress through the races, you’ll certainly come to learn the general outlines of all the worlds you might warp to, but never knowing which one is coming feels exciting and dynamic. On a base PlayStation 5, at least, the world-changing effect is fuzzy and looks visually rough, but the impact it has on races makes up for it.

Adding to the variety is the transforming vehicles aspect, borrowed from Sonic All-Stars Racing: Transformed. You’ll regularly swap between car, boat, and plane forms, and they’ve been tweaked to make them feel noticeably different from one another. Car mode operates as you’d expect, as a traditional kart-racer with boosts and drifts. You can also do stunts when your car catches air, and the more you do, the bigger a boost you’ll get once you land. Plane mode gives you full vertical control, and often those segments encourage you to pull aerobatic stunts by crossing scattered boost rings. Boat mode trades the car’s drift functionality for a charged jump, letting you leap out of the water to reach power-ups or boosts that are hovering in mid-air. This might have been the hardest for me to wrap my head around, since you need to charge to the highest level to reach the best rewards and it requires some foresight instead of the typical arcade racer instincts, but it felt that much more rewarding when I would hit it just right.

To me, the core racing mechanics themselves felt fairly awkward at first. Not knowing the tracks, I would frequently run into walls, and CrossWorlds punishes you with severe slowdown for doing so. It didn’t feel great bouncing along the edges of a tight curve as the other racers passed me by, and I couldn’t get the standard karts to cooperate with my drift-heavy style of hugging turns. Once you’re bumping along a wall, it feels hard to course-correct. That problem was largely solved once I started leaning more towards racers and vehicles with a high Handling rating, though, so it really came down to finding a style that worked for me. The vehicles are also visually distinct, so being in a high-boost hoverboard is easily recognizable versus a hulking monster truck from a Power character, or a zippy sports cart from one of the Speed types.

On top of the racer and vehicle types–both of which are classified by Speed, Acceleration, Power, Handling, and Boost–there are tons of ways you can tweak both your ride and your racing style. Every base vehicle you unlock can be customized with parts you purchase with tickets, which change its stats in mostly lateral ways–a little more handling, a little less boost, for example–along with paint jobs and decals as cosmetic options. New parts cost quite a bit, so the game economy is obviously meant to sustain long-term play if you want to collect all the parts and options. The other major customization options are your gadgets, which are determined by your gear plate. Your plate upgrades as you complete more races, unlocking more slots, for up to six slots in all. Gadgets can give you a particular item at the start of the race, help you charge your drift dash more quickly, or prevent slipping on ice. There are tons of options, but in my tinkering I didn’t find anything particularly overpowered, especially since some more powerful gadgets take up two or even three slots. But the whole system is remarkably flexible, and I was able to consistently build toward my own playstyle and experiment with new ideas. Upgrading your gear plate marks most of your progression at first, after which your reward is more gadgets.

This being an arcade kart racer, there are loads of items to use during a race, and they’re not always self-explanatory. I still don’t know if I fully grasp which Chao item has which effect. But items are by far the weakest element of the racing mechanics overall, since there are just too many items that feel like they have almost no counter. The game helpfully prompts you if you happen to be carrying one of the few items that can stop an almost-unblockable attack. But otherwise, when you see a ring hovering over your head, something is about to come out of it, and it’s going to be bad news for you. That can make races feel frustrating, especially when you crash out inches from the finish line. To put it in Mario Kart terms, Sonic Racing: CrossWorlds has an overabundance of blue shells.

Race Park, the second main offline mode, is recommended for couch co-op or competitive multiplayer, and pits teams against each other with specialized objectives. One might challenge you to use the most offensive items against opponents while another will reward you with bonus points for using the most boost pads. You still get points for your rank in the race as usual, but these bonus objectives can make a big difference. When you rack up enough wins against a rival team, you get rewarded by unlocking their vehicle.

The rival element is also threaded throughout the Grand Prix races, as you’ll be randomly assigned a Rival at the start of each set of races. You can choose to upgrade to a tougher Rival for a harder challenge, and beating your Rival gives you progress toward a meta-goal with a reward that only gets revealed after you’ve completed all the Grand Prix races. The Rival is also generally your toughest competitor, so while you’re racing against 11 others, beating your Rival usually means you’ll usually win the race too. That has the impact of making it feel a bit too one-on-one, but it also leads to some funny interactions. At one point when my rival was Cream the Rabbit, passing her would lead to an adorable voice prompt asking, “please let me catch up!”

Sonic Racing: CrossWorlds

Gallery

Meanwhile, the course design itself is top-notch. There’s a ton of visual variety, thanks in part to the courses exploring a variety of Sega-inspired worlds, and the swapping between vehicle modes means you always have to stay on your toes. The main courses seem mostly if not entirely inspired by Sonic games, spanning from the retro to the recent Sonic Frontiers. The crossworld mechanic lets you play tourist to other Sega locales and those act as fun surprises. Suddenly you’re in Afterburner, or wait, is that a Columns reference? Even after you’ve seen all of the tracks, it’s fun to play spot-the-homage.

Online play works well enough and will likely be the mode that grants the game the most longevity. You can tweak your customized ride and gear while you wait for a match, and then players vote on a track. You progress up letter grades for matchmaking, and you can join the lobby with friends to stick together. Other than that, though, it’s fairly no-frills. There’s no option to match into a set of Grand Prix races or turn on optional bonus objectives like in Race Park. It works, but there’s certainly room to grow and add more variety in the online environment.

Altogether, Sonic Racing CrossWorlds is a solid package. The single-player modes, meta-goals like collecting gear and vehicle parts, and wealth of customization options to experiment with different play styles, make it easy to recommend for players who like their kart racing with a little more mechanical complexity. Even with slightly underwhelming online offerings, it’s easy to see how Sonic Racing: CrossWorlds has plenty of road ahead of it.



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The AKG N9 on a wooden floor.
Product Reviews

AKG N9 Hybrid review: feature-packed headphones with a high price that’s almost justifiable

by admin September 18, 2025



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AKG N9: Two minute review

As someone who tests headphones for an income, I’ve got a roster of “X headphones” for specific tasks. I’ve got my best headphones for music, my running headphones, a gaming headset, a pair of the best earbuds when it’s too hot for headphones, and a set-up for movies and TV shows too.

The new AKG N9 from Samsung’s sub-brand’s sub-brand, AKG, didn’t slot into this line-up as much as they replaced half of them, and it’s largely down to one handy feature which we also saw in their contemporary earbuds equivalent, the AKG N5.

I’m not going to do that clickbait headline thing of alluding to a feature and then dancing around the topic, only specifying it 20 paragraphs in: this feature is a dongle which comes build into the AKG N9, and if you plug it into any USB-C slot, it overrides that device’s audio output into the N9.

Borrowing a partner’s laptop for a quick video call? Dongle it. Don’t want to play games out loud for fear of annoying a flatmate? Dongle it. Really can’t be bothered to set up Bluetooth on every device you own? Dongle it. That’s not to mention that this dongle has a higher quality connection than Bluetooth, affording higher-quality music and entertainment.

Within days of me realising the potential of this dongle, I’d begun using the N9 for a range of tasks that I usually afford to bespoke speakers or headphones; I was watching movies from my iPad, playing video games on my PC and taking calls on my girlfriend’s tablet. And now you can take a break from reading the word ‘dongle’ for a bit.

A handy way to instantly and temporarily connect to any device is a killer feature, but it’s not the only one the AKG N9 offer. The AKG Headphones app is full of extras like dynamic EQ, spatial audio, L-R panning and a hearing test to create you a bespoke audio profile.

There’s also a battery life that stretches up to a staggering 100 hours if you listen on Bluetooth with noise cancellation off, but lasts for over a day even if you turn on all its power-hungry features.

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Of course, I wouldn’t be commending headphones like these if they sounded bad; they don’t, with AKG’s staple neutral audio mix delivering detailed music and an expansive sound stage.

I’m not used to writing so many positives in an introduction, so it feels weird to keep going, but one more thing: the AKG N9 are some of the best-designed headphones I’ve ever tested. Not only do they look premium but lots of the features are smartly incorporated into the design, with the dongle nestled in a little nook in one cup and volume being controlled by easily twisting one side of the cans. AKG clearly treats design as an important part of the headphone-making process, instead of an afterthought to hold a few drivers and buttons together, and it’s appreciated.

Unless you’re Sir Mix-a-Lot, you probably don’t like big “but…”s, and unfortunately the AKG N9 have a major one: the price. There’s no two ways about it: these are premium headphones and many buyers’ budgets won’t come close to reaching them. That said, they’re expensive, but they’re not four-figure-cost expensive like many of the true best headphones are, so perhaps sales will bring them within reach if you’re interested.

Since I have to list three ‘cons’: I also feel like the Active Noise Cancellation (ANC) could have been a little bit more robust, as it doesn’t compare with top dogs on the market right now. Plus, you can’t fold up the headphones for increased portability, which made transporting them in my bag a risky proposition.AK

AKG N9 review: Specifications

Swipe to scroll horizontally

Component

Value

Water resistant

NA

Battery life (quoted)

100 hours (ANC off) 55 hours (ANC on)

Bluetooth type

Bluetooth 5.3

Weight

281g

Driver

40mm

AKG N9 review: Price and availability

(Image credit: Future)

  • Announced in October 2024
  • Priced at $399 / £299 / AU$499
  • Expensive… but competitive to rivals

After making their debut in October 2024, the AKG N9 went on sale that same month. They’ve been on sale for roughly a year, by the time of this review.

The AKG N9 don’t come cheap. They’ll set you back $399 / £299 / AU$499, which firmly cements them as premium cans that you need to consider carefully before you buy.

They cost more than some of our favorite rivals including the iconic Sony WH-1000XM4 and Cambridge Audio Melomania P100, but then again, they undercut (to a decent extent) the B&W Px8, Dali IO-8, the Sony WH-1000XM6 and Bose QuietComfort Ultra.

I should point out that a year on shelves seemingly hasn’t affected the headphones’ usual price (outside of sales)… except in Australia, where they were easy to find for as little as AU$309 which is an absolute steal.

AKG N9 review: Design

(Image credit: Future)

  • Premium-looking sleek cans
  • Features incorporated into design
  • Doesn’t fold down and no IP rating

On the surface, the AKG N9 might look like any old pair of headphones, but there are a few refinements and polishes that go a long way in making these look both premium and feel ultra-functional.

I’m talking about the soft fabric of the headband (either leather or a close imitator), the comfortable earpads, the sparkling sheen of the speaker covers, svelte fashion of the headband connectors. It all comes together to make it obvious to onlookers just how much you paid for these cans. They come in either white or black.

The headphones weigh 281g so despite some option extras that we’ll get to, they’re on the lighter side of things, and I found them comfortable to wear for long music bouts and entire movies. There’s no IP rating, as far as I can tell, but they felt sturdy enough that I wasn’t worried wearing them out and about.

I also had no qualms in wearing them for long periods of time, as they’re comfortable and lightweight.

Evidence of how easily-bendable the hook is. (Image credit: Future)

The headband connectors are extendable by about two inches each, letting you change your headphones’ size. One thing to note is that the headband can’t be folded, so you can’t reduce the size of the N9 to fit in a bag. Instead they can be transported in a rather large carry case that comes included in the price.

As with all the best headphones, each cup provides some useful controls. On the right side we’ve got a slider which lets you turn on the headphones as well as put them into Bluetooth pairing mode, as well as a pause/play button and USB-C charging port – and, in one of my favorite implementations of a volume rocker, the entire headphone cover can be rotated clockwise or anticlockwise to change the volume. This was incredibly easy to use, to save me fiddling with small buttons on the headphone.

The left cup has a 3.5mm headphone jack and a toggle for Ambient Aware noise cancellation, and I thought that was it at the beginning of my testing… until I realized that you can partially slide the headphone cover off to reveal a USB-C dongle underneath. Some may be annoyed that they’re carrying the extra weight of this dongle on the head but it’s only a few grams, and these are still nice and lightweight headphones.

AKG N9 review: Features

(Image credit: Future)

  • Hugely long battery life
  • App brings loads of features
  • Useful dongle connector

The dongle is one of my favorite features of the AKG N9; you can plug it into any device with a USB-C port to instantly (and, vitally, temporarily) connect to said device without having to go through the laborious pairing method.

I used this to connect to my iPad, my laptop and my PC at various times in order to quickly watch a video, take a call or do some work, and it’s incredibly convenient – in fact, for a while during testing the N9 became my go-to gaming headset. One thing to note is that once during testing the connected device still played music out of its speakers instead of using the N9, and I never really worked out why – like the N5, it worked 90% of the time, but there were a few teething problems.

Another thing I absolutely love is the battery life of the AKG N9, which if you play your cards right lasts for an entire 100 hours. ‘Playing your cards right’ involves listening via Bluetooth with ANC turned off and if you want ANC on, that figure drops by 45 hours; likewise using the dongle cuts about 15% of your listening time over Bluetooth.

(Image credit: Future)

However AKG’s lowest battery expectation, specifically talk time over the dongle, is still 30 hours, which beats quite a few competitors. So the battery life is great whatever you do, and it’s fantastic that people who need a lot of listening time on one charge have the option of dialling down the features to get that fantastic figure.

Let’s touch on that active noise cancellation, which so dramatically affects the battery life. AKG has given the N9 a range of ANC modes: Ambient Aware which cuts out ambient background sound but allows in important nearby ones, TalkThru which does the same but just for voices, and a standard ANC mode which has extra modes for Adaptive ANC which changes the noise cancellation strength depending on your surroundings and Auto Compensation which does the same based on how you’re wearing the N9.

It’s a pretty overwhelming array of options for non-audiophiles but it does let you get into the nitty-gritty of what you can and can’t hear. However even at its strongest tier the ANC is only good, never great, and quite a few rivals are better for removing background sound.

Those aren’t the only overwhelming options in the feature set, because the AKG Headphones App has an absolutely huge roster of perks, including the ability to balance your sound to the left or right, change how voices sound on calls and play with a 10-band equalizer.

As in the AKG N5, the app lets you choose between listening to high-res audio, or enabling a few other features including spatial audio, dynamic EQ for low volumes and Personi-Fi. This latter is a hearing test that provides you with a custom audio mix.

AKG N9 review: Sound performance

(Image credit: Future)

  • 40mm drivers
  • Balanced sound profile
  • Textured audio in high-res mode

The AKG N9 pack 40mm dynamic drivers with what the company calls “liquid crystal polymer diaphragms” which are designed to improve the detail and clarity across the board.

It works because the N9 have a beautifully balanced sound profile, which doesn’t dominate your mix with too much treble or overblown bass (though it also gives you a nice springboard to use the equalizer to change this if you like a wonky sound mix).

Instead you’re getting a detailed glimpse across the bow of an entire orchestra or band, full of texture and detail. You can hear the scoop of a bass guitar string, the strike of fingers on piano keys – I almost felt like I could tell which guitar strings were being strummed during chords.

There’s an audible sound spread too, and I noticed mids in several songs holding a distinct space that many rival cans lose. It’s an effect that makes these just as great for movies and gaming as for music, and I went so far as to use these headphones instead of my gaming headset during the testing period.

At times I did feel like songs lacked a an extra ounce of energy, with the bass in particular missing a touch of momentum, but these aren’t huge issues – I’m only nit-picking here to justify the score below not being a full 5 out of 5.

  • Sound performance score: 4/5

AKG N9: Value

(Image credit: Future)

If you’ve read the price section already, you’ll know that the AKG N9 have an uphill battle in proving themselves in the value department (and if you didn’t read that section, they cost $399 / £299 / AU$499).

Basically no headphones costing that much present a real value proposition, not when you can get great alternatives for a third of the price, but for what it’s worth the AKG N9s come closer than most.

The inclusion of the dongle, the useful cup controls, the range of features and high-quality audio all come together to make it clear that AKG is giving you some value for money… just not as much as if you’d paid a lot less money.

I will say, though, that these are primed for deals in Black Friday and Amazon Prime Days. So if you don’t think you can afford them, it could be waiting to see how low the price goes.

AKG N9 review: scorecard

Swipe to scroll horizontally

Category

Comment

Score

Value

AKG goes some way in justifing the price of the N9, but they’re easily beaten in this department.

4/5

Design

Not only do the cans look great, but the design neatly incorporates many of the headphone’s features.

4.5/5

Features

From the Bluetooth dongle to the range of app features to the long-lasting battery, everything’s working here.

5/5

Sound

The N9 has a nice balanced sound profile that will please most listeners, if not owners of the real top dogs.

4/5

AKG N9: Should I buy?

(Image credit: Future)

Buy them if…

Don’t buy them if…

Also consider

Swipe to scroll horizontally

Component

AKG N9

Cambridge Audio Melomania P100

Sony WH-1000XM6

Water resistant

NA

NA

NA

Battery life

100 hours (ANC off) 55 hours (ANC on)

100 hours (ANC off) 60 hours (ANC on)

40 hours (ANC off) 30 hours (ANC on)

Bluetooth type

Bluetooth 5.3

Bluetooth 5.3

Bluetooth 5.3

Weight

281g

330g

254g

Driver

40mm

40mm

30mm dynamic

How I tested

I tested the AKG N9 for two weeks, doing so alongside their contemporary siblings the AKG N5 (which are earbuds).

As you’ll know from reading this review I tested them on loads of devices: Bluetooth from my smartphone, 3.5mm on an iPod Classic and 2.4Ghz dongle on a Windows PC, Windows laptop, iPad and Android tablet.

This was done for a range of functions; mainly listening to music and streaming audio but also gaming, movies and video calls. I tested at home, in the office and around my neighborhood, including on a several-hour-long trip.

Read more about how we test

  • First reviewed: September 2025



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Assassin's Creed Shadows: Claws Of Awaji DLC Review - Same Old, Same Old
Game Reviews

Assassin’s Creed Shadows: Claws Of Awaji DLC Review – Same Old, Same Old

by admin September 18, 2025



Assassin’s Creed has long focused each of its stories on a central theme. Almost every aspect of Odyssey’s main campaign and dozens of side quests deal with legacy, for example, while Valhalla’s lengthy story largely centers around fate. Assassin’s Creed Shadows is far less defined, with protagonists Naoe and Yasuke’s journey across 16th-century Japan primarily being about found family, but delving into revenge and honor as well. Thematically, it’s been the weakest narrative theme of the larger, more RPG-focused Assassin’s Creed games, muddied by the main story’s aimless second act.

Those same problems persist in Shadows’ first major story-driven expansion, Claws of Awaji. And while a few changes to the cat-and-mouse formula of pursuing and eliminating targets do make for a more engaging gameplay loop, the persisting narrative issues leave the ending to the DLC, and Naoe’s arc specifically, feeling barebones.

Claws of Awaji takes place after the events of Shadows’ main story. So if you haven’t finished Shadows’ campaign and don’t want to be spoiled, turn back.

Shadows’ main story doesn’t really have an ending. Well, it does, but it’s bad–the worst the franchise has ever had. Naoe learns that her mother, who disappeared 14 years earlier, is a member of a group known as the Assassin Brotherhood and is actually still alive. Yasuke discovers the same Templar Order that originally enslaved him has plans for Japan and declares war on them, and both protagonists succeed in only finding two of the three MacGuffins necessary to ensure the protection of the country.

And that’s where the credits roll. There’s no search for Naoe’s mother. Yasuke does not finish his hunt for the remaining Templars in Japan. And the final objective remains two-thirds finished. The game just abruptly ends, concluding with a surprising and deeply unrewarding cutoff to what’s otherwise a decent story.

Claws of Awaji takes Naoe and Yasuke to the titular island.

Claws of Awaji aims to rectify that by concluding all three lingering plotlines. This makes it feel less like an optional expansion that fans can pay for to see more of a game they enjoy, and more like the actual ending of the game that you must pay for if you want to know how Naoe and Yasuke’s tale concludes. I don’t know what was going on behind the scenes of this game’s development, but how Naoe and Yasuke’s stories were ultimately told feels weird. Ending a game’s story on a cliffhanger isn’t bad. Heck, some of the best Assassin’s Creed games have followed their satisfying endings with a brief and exciting tease of what’s to come, but Shadows’ ending doesn’t feel like a thrilling cliffhanger–it feels like it was unfinished. And to see a conclusion arrive months later as paid DLC feels predatory, regardless of the development team’s original intent.

Those feelings aside, based on its own merits, Claws of Awaji is a decent expansion. Upon finally getting a lead on her mother’s whereabouts, Naoe heads to the island of Awaji with Yasuke close behind. They quickly discover Naoe’s mother alive, but captured, held by the daughter of one of the Templar agents that Yasuke killed in the final hour of the main game, having inherited her father’s station within the Order. The Templar has been torturing Naoe’s mother for over a decade, eager to uncover where she’s hidden the third MacGuffin that Naoe and Yasuke have been looking for.

To get at the Templar who controls the island, Naoe and Yasuke must kill her spymaster, samurai, and shinobi.

To get at the Templar, Naoe and Yasuke must dismantle her control of Awaji, which she maintains thanks to her three lieutenants: a spymaster, a samurai, and a shinobi. Taking each one down resembles the open-ended Act 2 of the main game, in that you can pursue them in whichever order interests you, but aspects of the hunt have been greatly improved.

Each of the three Templar lieutenants controls parts of Awaji and has been assigned to hunt Naoe and Yasuke to stop them from helping Naoe’s mother. For as long as the spymaster lives, for example, his agents will hide among the populace in villages and towns, surprising Naoe and Yasuke with blades hidden away in unassuming clothing. In addition, if Naoe or Yasuke send agents into any area to scout for objectives or enemy defenses, the spymaster will take notice and flood that zone with reinforcements, making getting around undetected very difficult. Similarly, for as long as the samurai lives, he’ll send battle-hardened soldiers out to patrol the main roads and set up roadblocks to make getting from place to place harder, and the shinobi has ambushers with smoke bombs, poisoned blades, and tripwires making sure Naoe and Yasuke can’t sneak around via side roads or hide in the wilderness.

Nowaki the shinobi is one of the best boss fights Assassin’s Creed has had.

Essentially, the enemies in this game are the three pillars of Naoe (stealth, combat, and parkour), and they’re designed to counter her (and by extension, Yasuke) with the skills and strategies that you’ve been honing over the course of Shadow’s runtime. When you’re trailing a target as Naoe and leaping from rooftop to rooftop, you need to take care that no one down below is tracking you, setting up an ambush the moment you descend and try to hide in the crowd. As you ride across the island as Yasuke, you must take care to be wary of the same tall bushes you’d use to hide as Naoe and stand ready to counter when you cross under a tree or ledge that looks like a perch you’d normally air assassinate from.

It’s awesome. It does not rise to the same level of cat-and-mouse thrill that the player-versus-player multiplayer had in the Assassin’s Creed games back in the day, but it comes close to emulating that sensation, and the back-and-forth nature of being both the hunter and the hunted creates some of the most enjoyably tense moments I’ve had in Shadows. And your hunt feels more meaningful this time around, because there’s concrete proof of your efforts. Take out the samurai, and it’s easier to ride your horse on the main road, for instance; kill the shinobi, and you no longer have to worry about being randomly ambushed by her agents. Narratively, you’re actively making the island safer for its citizens and mechanically, you’re actively making the island safer for you–you can feel what you’re doing. This system would have drastically improved the moment-to-moment of Shadows’ gameplay in the main story, and it’s a shame to see it reserved for the much smaller and shorter DLC.

Yasuke’s inclusion continues to negatively affect Shadow’s story.

However, the actual boss fights against the Templar and her three lieutenants falter, save one. Two are straight-up duels, one in which you’re forced to play as Yasuke and the other in which you’re just heavily encouraged to do so. They’re unexciting after having done the same type of fight half a dozen times in the main game already, and are even more of a slog this time around because Yasuke’s opponents have tons of unblockable combos and huge health bars. So much of both fights is dodging and dodging and dodging and getting in one or two hits before repeating for almost 10 minutes. And that’s on the Normal difficulty!

The boss fight against the spymaster is a little more interesting, as it’s focused around Naoe going undercover and collecting information to bamboozle him, but it’s trivially easy to do–over a decade later and new Assassin’s Creed games still can’t do missions that focus on using disguises as interesting or as well as 2012’s Liberation managed to do.

The boss fight against the shinobi is very good, though. It sees Naoe contending with a rival with her same skillset. Hidden in a murky swamp, the enemy shinobi taunts Naoe and tries to shoot her with a rifle. Meanwhile, as Naoe, you can focus your senses to get a general idea of the direction of the enemy shinobi’s voice (but only when she speaks), and purposely setting off her traps can trick her into shooting where she thinks you are, potentially revealing her position. The arena is filled with statue decoys, tripwires, and traps, as well as perches for Naoe and the enemy shinobi to move along and bushes to hide in. You have to deduce where the enemy shinobi is hiding, sneak up on her without being noticed, stab her, and repeat when she drops smoke bombs and scurries off. It’s the highlight of the entire DLC, and the closest Assassin’s Creed has come to a good stealth-focused boss fight.

Naoe also has a new tool in her arsenal in the DLC: the bo staff. The staff can be held in three different stances, with a neutral stance for normal strikes; a low stance for slow, sweeping strikes that can potentially trip an enemy; and a high stance for quick, jabbing strikes that can potentially interrupt an enemy’s attack. It doesn’t change combat in any fundamental way, but the bo staff is loads of fun for the simple reason that ending an enemy’s life with a couple of well-timed and satisfying thwacks is cool. It’s my new favorite weapon in Shadows for that reason alone. There are no new tools for Yasuke, who feels even more secondary in Claws of Awaji than he did in the main storyline.

This DLC once again affirms my belief that Shadows should have always exclusively been Naoe’s game, especially with how the two new major characters, Naoe’s mom and the Templar holding her, are written. It’s both surprising and disappointing to see how wooden Naoe and her mother’s conversations are. They hardly speak to one another, and when they do, Naoe has nothing to say about how her mom’s oath to the Assassin’s Brotherhood unintentionally led to her capture for over a decade, leaving Naoe thinking she was completely alone after her father was killed. Her mother evidently has no regrets about not being there for the death of her husband, nor any desire to rekindle anything with her daughter until the last minutes of the DLC. Naoe spent the final moments of Shadows grappling with the ramifications that her mother was still alive, and then upon meeting her, the two talk like two friends who haven’t seen each other in a few years. And Naoe has nothing to say about or to the Templar that kept her mother enslaved so long that everyone assumed she was dead.

It’s all very odd until you remember that so much of Shadows has to assume that the player might be primarily playing as Yasuke instead of Naoe. The conclusion to Naoe’s arc has to be emotionally cheapened so the experience is the same for both the samurai and the shinobi. The ending of Claws of Awaji is at least more conclusive than that of Shadows, but it’s unfulfilling and inadequate in a different way by failing to live up to the cliffhanger of Naoe’s arc.

Claws of Awaji is a difficult recommendation, but I do recommend it. The DLC wraps up the three lingering narrative threads of the main game’s story, while transforming the main gameplay loop into a more enjoyable cat-and-mouse formula where the hunter becomes the hunted. Yasuke continues to drag this experience down, and is now impacting the emotional payoff of Naoe’s story, but at least Naoe’s shinobi fantasy is still one of the best Assassin’s Creed experiences to date.



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Oxylabs website
Product Reviews

Oxylabs Review: Pros & Cons, Features, Ratings, Pricing and more

by admin September 17, 2025



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In 2015, the proxy software market growth was in full swing, so Oxylabs came into being to answer the need for IPs in different locations. It was born in Lithuania and has developed to have more than 175 million IPs in 195 countries (that’s practically the whole world), with the US, the UK, and Germany becoming home to its largest networks.

Through Oxylabs, users can gain access to residential, mobile, datacenter (regular and dedicated), and ISP proxies, as well as a web scraping API and comprehensive datasets (all scraped ethically from publicly available sources) required for various businesses.

On top of that, it supports the SOCKS5 protocol, making its proxies ideal for threat intelligence and cybersecurity, as well as the web unblocker for real-estate scraping and travel fare aggregation.

With this in mind, Oxylabs has a separate tier that targets businesses that need proxy services for their operations. Say you want to scrape data from e-commerce sites – you can do this with the provider’s proxy servers and a price comparison app.

Thanks to its cooperation with renowned data centers and the cyber insurance service, if you suffer damage due to a lapse in the proxy network, clients can feel safe and well taken care of by a capable proxy service platform.

    Oxylabs subscription options:

  • 1 month plan – $210 per month ($210 total cost)

Oxylabs: Plans and Pricing

Oxylabs’ pricing structure depends on the type and bandwidth of IPs on offer.

Residential has two plans: Regular and Enterprise.

The Regular option comes in the pay-as-you-go, no-commitment variant that starts at $4/GB and offers up to 50GB of traffic per month, as well as Micro at $3.87/GB for 13GB of traffic, Starter at $3.75/GB for 40GB of traffic, and Advanced at $3.49/GB for 86GB of traffic.

As for the Enterprise option, it includes Premium ($3.01/GB for 133 GB of traffic), Venture ($2.75/GB for 318 GB of traffic, plus a dedicated account manager to boot), Corporate ($2/GB for 1TB of traffic), and Custom + (starting at $2,500/month for over 2 TB of traffic) tiers.

ISP proxies start at $16 monthly for 10 IPs (i.e. $1.60 per IP). The higher the number of chosen IPs, the lower their unit cost. For example, 100 IPs cost $130/month ($1.30 per IP), 1,000 will set you back by $1,150/month (that’s $1.15 per IP), and if you need more than 1,000 IPs, you can contact Oxylabs’ sales team for a tailored quote.

Mobile proxies (4G, 5G, or LTE rotating IPs) have a similar price structure as their residential counterparts.

Hence, there are two tiers – Regular and Enterprise. The former charges $5.4/GB under the pay-as-you-go variant (1GB of traffic and up to 50GB available top-ups), $4.92/GB for the Micro option (12GB + up to 12GB top-ups), $4.74/GB for Starter (38 GB + 38 GB top-ups), and $4.5/GB for Advanced (80GB + up to 80 GB top-ups).

Enterprise pricing for mobile proxies ranges from $3.9/GB under the Premium pack (123GB + up to 123 GB available top-ups) to $3.6/GB under Venture (292 GB + up to 292 GB top-ups) to $3/GB for Corporate (600 GB + up to 600 GB top-ups). Need more? You can get it starting at $3,000/month for over 1TB of traffic, custom top-up options, and a dedicated account manager – an option also available with Venture and Corporate.

For datacenter IPs, you can choose regular or dedicated proxies.

If you want regular datacenter IPs, the choice of payment is yours – pay per IP or GB. The IP-based pricing (with unlimited bandwidth) ranges from the free tier for 5 IPs (no credit card required) through $12 per month for 10 IPs to $750 monthly for 1,000 IPs. On the other hand, bandwidth pricing starts at $50 per month for 77GB and ends at $2,200 for 5TB (no extra IP cost). If your needs surpass these packages, you can arrange for a custom deal.

Should you require IPs from a dedicated proxy server instead of a shared one, Oxylabs offers plans ranging from $6.75 per month for 3 IPs to $3,600 monthly for 3,000 IPs (unlimited bandwidth, with fair usage, which is up to 100 concurrent sessions and a a monthly data threshold of 100 GB per IP), with custom options available if your needs exceed 3,000 IPs.

The platform also has web scraping APIs on offer – regular and enterprise options – the former offering a non-committal free trial for up to 2,000 results, and paid options ranging from $49/month for up to 98,000 results to $249/month for up to 622,500 results. The latter starts at $499/month for up to 1.35 million results and ends at $2,000/month for up to 8 million results, with custom options starting at $10,000/month.

Finally, the web unblocker feature, an AI-powered proxy solution for block-free web scraping at scale, also offers regular and enterprise pricing alongside a 7-day trial. The regular pricing starts at $75/month for 8 GB of traffic and ends at $660/month for 88 GB of traffic. Enterprise options start at $900/month for 128 GB of traffic and a dedicated account manager, ending at $3,500 for 700 GB of traffic and a higher rate limit, with custom options available starting at $5,000/month.

All the packages (Regular and Enterprise) have a 10% discount if you sign up for the yearly subscription. Oxylabs accepts payment cards, wire transfers (both in US dollars and euros), AliPay, and PayPal.

Oxylabs: Features

A user’s journey with Oxylabs begins with registration. You can sign up with your email address or an existing Google account. After signing up, you’ll be redirected to a dashboard where you can access all features. Whether residential proxies, mobile proxies, a web unblocker, or a scraping API, this intuitive dashboard makes it easy to find what you want.

(Image credit: Oxylabs)

Let’s dive deeper into the features Oxylabs offers:

Residential proxies

Residential proxies are real IP addresses offered by Internet Service Providers (ISPs). They’re tied to real devices in physical locations, allowing you to bypass geo-restrictions for different purposes.

For example, price comparison sites need to scrape localized data from different websites to offer good deals to users. However, retailers are often against price scraping and use geo-restrictions to prevent their sites from being scraped.

A residential proxy lets price comparison sites bypass these geo-restrictions and harvest the required data. Because the residential proxy is tied to a legitimate device, the price comparison site operator can visit a website like any normal user.

Retailers also often have different prices for different locations. Residential proxies let price comparison providers visit localized versions of a retail website. Oxylabs provides access to over 175 million residential IPs across 195 countries, including over 10 million in the US, more than 5 million in China, 3.5 million+ in Germany, and roughly the same amount in the UK.

You can precisely target IPs by country, city, state, ZIP code, and even geographical coordinates, making it easy to get localized data. Oxylabs’ developer-friendly documentation and integrations make integrating these IPs into your app as smooth as possible.

Oxylabs’ IPs are legitimately sourced, which is important in a proxy sector that constantly grapples with illegitimately acquired IP addresses that expose customers to risks. It gets its residential IPs from consenting device owners who agree to join the network in exchange for a benefit, e.g., a VPN service.

ISP Proxies

Residential proxies are reliable for many use cases, but they have limitations regarding large-scale data scraping. Usage restrictions, such as bandwidth limits and available time per day, make them unsuitable for scraping massive amounts of data.

Oxylabs mitigates this situation by providing proxies leased directly from ISPs like British Telecom, Comcast, Lumen, Orange, and Frontier. You can request a shared ISP proxy (shared by up to 3 users) or a dedicated proxy, which is more expensive.

Oxylabs provides ISP proxies for enterprises with unlimited duration sessions or dynamic IP rotation. These ISP proxies are well-suited for heavy traffic loads, such as mass data scraping, app testing, and ad verification. The tradeoff is their high cost, starting at $1.60 monthly per shared IP.

Mobile proxies

Oxylabs provides access to a massive mobile proxy pool with 20 million+ addresses in 140 or so countries. You can filter these IPs by country, state, city, and coordinates to find precisely what you want. Its largest proxy pools are available in the US, Germany, France, Canada, the UK, and Mexico.

Mobile proxy servers act like mobile devices, enabling users to bypass geo-restrictions and general website blocks. For example, many websites use CAPTCHA to prevent web scraping bots from accessing their data. But with Oxylabs, you can use real mobile IP addresses to bypass CAPTCHA and scrape the needed data.

A mobile proxy is also an excellent tool for ad verification. Companies use them to monitor whether their ads are displayed to real traffic rather than bots. Likewise, businesses can combine Oxylabs’ mobile proxy service and scraping API to gather and respond to real-time reviews.

Data center proxies

Oxylabs offers datacenter proxies that aren’t sourced from ISPs. Instead, they come from secondary cloud service providers, offering anonymity and private IP authentication.

(Image credit: Oxylabs)

Datacenter proxies are high-speed and perform well, making them a great option for massive data scraping. You can buy them in bulk for a cost-effective sum, starting at $1.20 monthly per IP (a pack of 10 IPs), compared to $4/GB for Oxylabs’ residential proxies and $5.4/GB for mobile proxies.

Oxylabs provides shared and dedicated datacenter IPs, the latter of which is more expensive. Shared IPs have unlimited bandwidth, while the bandwidth for dedicated IPs varies by your chosen plan. For both types, you can connect to your proxy servers via the HTTP, HTTPS, and SOCKS5 protocols.

Web Unblocker

Oxylabs offers a Web Unblocker that specializes in bypassing anti-bot systems. Many websites use sophisticated systems to prevent scraper bots, but Oxylabs enables you to bypass these systems and scrape the data you require.

It uses dynamic fingerprinting to simulate human-like browsing, with the same headers, cookies, and JavaScript rendering of a web browser. You’ll use a proxy, but the websites think it’s a legitimate user, and it serves the required content without hassles.

The Web Unblocker also uses machine learning techniques to select and rotate proxies, deciding what works best on a specific site. If your scraping request fails, the Web Unblocker automatically rotates proxies to send another request. This process occurs until the request is finally fulfilled.

Scraping APIs

Data scraping is a common use case of residential, ISP, mobile, and datacenter proxies. Companies use them to scrape data manually, a process that gets cumbersome when dealing with massive amounts of data. But Oxylabs solves this problem by offering APIs to automate data scraping.

You’ll select the type of data you want to scrape (text, images, prices, ads, social media likes, etc.) and choose your target website. Then, the API goes to work, scraping the data while you focus on other tasks. You’ll be alerted once your data scraping task is complete. Oxylabs offers distinct APIs for scraping search engines, e-commerce, or other public websites.

(Image credit: Oxylabs)

Other scraping solutions currently offered by Oxylabs include its unblocking browser, which is a ‘maintenance-free and anti-bot-ready headless browser,’ OxyCopilot, an AI-powered assistant for generating web scraping and parsing requests, video data API, and an AI studio with a smart crawler, scraper, browser agent mimicking human behavior when navigating, web search interpreter, and a website mapping tool.

Oxylabs: Ease of Use

Oxylabs offers an intuitive interface that’s easy to navigate. All features are neatly arranged on the dashboard, with the menu on the left and the viewing pane beside it. The interface sports a white background, purple and black text, and contrasting colours that look visually appealing.

This platform put considerable effort into its proxy integrations, making them easy to understand and deploy. If user friendliness were the only criterion for this review, Oxylabs would get a perfect score.

Oxylabs: Customer Support

Oxylabs provides 24/7 support for customers. You can start a live chat with a support agent or send an email and expect a response within 24 hours. Oxylabs’ support team was active and highly willing to solve inquiries during our test.

Customers can also access complementary support resources, primarily extensive documentation for its features. On Oxylabs’ website, you can find detailed guides and user manuals for all types of proxies, making them easier to configure.

There’s a ‘Scraping Experts’ section on Oxylabs featuring web scraping video tutorials. This section provides valuable knowledge from the Beginner to Advanced levels, teaching the ins and outs of website scraping with Oxylabs’ proxies. It is continuously updated with new videos and includes on-demand Q&A sessions to learn directly from scraping experts.

However, we noticed a drawback. There is no telephone support for customers, which is an inconvenience when paying for an expensive tool.

Oxylabs: The Competition

The proxy software industry is very competitive, with no shortage of rivals to Oxylabs. The main competitors we’d like to highlight are Bright Data, Decodo (formerly Smartproxy), and SOAX.

Bright Data is excellent for residential, mobile, and datacenter proxies. It also offers web scraping APIs like Oxylabs. The difference is that Bright Data offers more customizability and is a costlier solution.

Decodo is another reliable proxy server provider, with its datacenter proxies supporting the SOCKS5 protocol just like Oxylabs. However, Oxylabs has a larger IP pool of 175 million+ proxy addresses.

SOAX provides a massive proxy IP pool as well, and it has web scraping APIs and a Web Unblocker like Oxylabs. However, it outshines Oxylabs in terms of user-friendliness and customizability.

Oxylabs: Final verdict

All things considered, Oxylabs’ reputation as one of the best proxy providers in the industry is well deserved. Not only does it offer a 175 million-strong pool of proxy IP addresses for data scraping and other business tasks, but it also throws in a bunch of useful tools for good measure. This includes a sophisticated web scraping API, unblocking capabilities, an AI assistant, a video data API, and an AI studio.

As such, it’s not just great for individual users with demanding proxy requirements, but also for any business looking for a proxy provider that can serve its needs at scale. That said, it might be a bit expensive, especially if you’re a high-level user. Still, all the advanced features listed above certainly justify the price mark.

We’ve also highlighted the best proxy and best VPN



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September 17, 2025 0 comments
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