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Whoop MG
Product Reviews

Whoop MG review: the super-premium Whoop option falls flat at this price

by admin September 13, 2025



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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.

Whoop MG: One minute review

I really didn’t know what to make of the Whoop MG; I loved it and disliked it in equal measure. On the one hand, it’s a brilliant fitness tool, with a simple-yet-deep interface boasting comprehensive metrics. It’s got an in-app workout builder worthy of any of the best fitness apps, and an intuitive journaling mechanism. The journal entries you record feed into your recovery and strain information in a simple, clever way.

It’s really easy to use; being screenless, you hardly interact with it at all beyond taking the occasional ECG scan or switching off its haptic alarm with a few taps. Instead, all the interaction is done via the app, with the app sending through push notifications when it’s time for bed, or when the app needs a piece of information clarified with a quick journal entry.

Despite its limited interface, it’s a sophisticated tool, packing a host of heart health features including ECG to test for atrial fibrillation (the MG in its name stands for Medical Grade) and estimated blood pressure, which requires calibration with a cuff. Its new Healthspan tool gives you the Whoop Age metric, which is similar to Fitness Age on one of the best Garmin watches, or Metabolic Age on continuous glucose monitors like Abbott’s Lingo.

On the other hand, certain aspects of the tracker stop me short from recommending it for everyone. For one thing, the price for the Whoop MG – it’s only available on its premium Life subscription, with the medical-grade heart-screening features – is extortionate.

The lower-tier wearable, the Whoop 5.0, starts at a much more reasonable £169 / $199 / AU$299 per year. For this price, you can get a Whoop One subscription, which gives you the Whoop 5.0 device but locks metrics like Stress and Whoop Age behind a paywall. Instead, you get those (along with a nicer band and the wireless charger) with a Whoop Peak membership, which costs £229 / $239 / AU$419 per year. Then at the top end you get the Whoop Life subscription plan at £349 / $359 / AU$629 per year for life, which comes with the premium Whoop MG device with heart screening and ECG features. Stop paying at any tier level, and your Whoop reverts to an inert hunk of plastic at the end of your membership.

I tested the top-tier, super-premium Whoop MG, but the hardware is fiddly at times. Unbuckling the strap causes the metal clasp to come completely detached more often than not, the alarm is hard to turn off at times, while taking ECGs failed as often as it succeeded. Looking around the web, these aren’t isolated incidents.

It’s an impressive, sophisticated fitness tracker that some people will love, but I came away disliking it. While I appreciate that some people will see the subscription-based model as a monthly health investment, at this premium tier I don’t think the value is there, unless you’re very wealthy and extremely athletic or concerned about monitoring your health. Essentially, that makes it Batman’s ideal fitness tracker.

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Whoop MG: Price and availability

(Image credit: Future)

  • Whoop Life (MG): £349 / $359 / AU$629 per year
  • Whoop Peak (5.0): £229 / $239 / AU$419 per year
  • Whoop One (5.0): £169 / $199 / AU$299 per year

The Whoop MG’s value score, from the outset, is hampered by the membership scheme, especially as Whoop promised existing members free upgrades to the 5.0, turned back on that promise, then doubled back again after user outcry.

The Whoop MG device I’m testing is only available with the Whoop Life subscription, the most expensive tier.

The Whoop 5.0, without an ECG, blood pressure or Heart Screener features and more accurate, starts at the basic Whoop One tier (£169 / $199 / AU$299 per year), which offers Strain, Recovery, Sleep, VO2 Max, heart rate zones, steps, Strength Trainer, menstrual cycle insights and journal features. However, you don’t get the Whoop MG’s premium band and wireless charger, and software features Whoop Age, Stress and Health Monitor, which are locked behind a paywall.

For an extra $40 / £60 / AU$120 per year you can get Whoop Peak, which adds those hardware and software features back in. Now, all that you’re missing are the heart health features and improved accuracy for stats like menstrual cycle insights with the improved sensor array, which you get by spending another $120 / £120 / AU$210 per year on top of the Whoop Peak price for Whoop Life (£349 / $359 / AU$629 per year).

As we’re reviewing the Whoop MG, I’ll be focusing on this most expensive price tier, and to spend this sort of money on a wearable is far from unheard of – as a one-off payment, that is. To spend it annually is mad to me. Even though the app is terrific, it would have to do everything, pack GPS for better running insights, and make my coffee in the morning for me to consider this a good deal.

Things get a little better as you go down the tiers, as once you break down the cost by month, a subscription that aids your health and fitness in the way Whoop does starts to sound more reasonable. But even the best smartwatches, many of which offer excellent fitness credentials of their own, are a one-time payment – meaning Whoop will eventually out-cost them.

Whoop MG: Design

(Image credit: Max Delaney / TechRadar)

  • Excellent app user experience
  • Totally screenless
  • Poor clasp

First things first: anyone who’s seen a Whoop device before will know it’s not a smartwatch. It’s a completely screenless plastic fitness tracker with its sensor array on the underside, wrapped using a Superknit or Coreknit polyester-fabric wristband over the top of the device. A bicep Coreknit band is also available. I like the screenless design – it’s distraction-free, and very easy to wear day-to-day.

Holding it all together is a stainless-steel buckle with a crossbar on one end to hook the fabric band, and two short pins to attach to the tracking device on the other end. This was one of my main hardware frustrations: I get that you’re not supposed to take the band off that often, but when I unclipped the band the buckle came off completely maybe one out of every three times. I had to forcibly bent the metal a couple of times to get it to stay put.

The design of the app, however, is very good – it’s one of the most user-friendly fitness apps I’ve tried in a long time. It’s easy to navigate, using color and circular graphs to provide clear context for your reams of data. The workout builder and journal functionality are intuitive and feed into other metrics. The only issue I had is that when viewing detailed heart rate graphs, the app inexplicably shifts to landscape mode.

Whoop MG: Features

(Image credit: Max Delaney / TechRadar)

  • Automatic workout detection
  • Very detailed, comprehensive metrics
  • Workout builder

Whoop’s screenless ‘set-and-forget’ tracker is possible thanks to its advanced activity detection functionalities. Once the software learns what kind of workouts you take part in most often, it’s very good at anticipating your movements, tracking and logging them as the correct workouts. Towards the end of my testing, it successfully logged running and weightlifting workouts separately, without prompting.

Speaking of weightlifting, the workout builder is intuitive and fantastic to use, both as a diary of your strength-training progress and a way for the app to better pinpoint the amount of strain the workout placed on your body. I was able to create routines in advance and assign them to workout instances, and I was able to create and edit them on the fly if I had to go up or down a weight during a lift, for example.

Only a few very specific movements were missing, such as resistance band-assisted pull-ups, but for the most part its workout library was vast and comprehensive.

The Whoop Coach AI chatbot was also surprisingly useful, putting my personal statistics into context with its library of science-based advice.

The Whoop MG has an ECG feature, automatically exporting an ECG report that you can share with a doctor. Its blood pressure detection requires prior calibration with a blood pressure cuff for it to work, then estimates your blood pressure fluctuations based on other metrics. Otherwise, your step count, calorie burn, heart rate, sleep duration and more are folded into a trio of metrics, each scored out of 100: sleep, a measure of your overall sleep quality; recovery, the percentage of which your body has recovered from exertion or stress; and strain, which is how much stress you’re putting on your body during the day.

A ‘strain threshold’ is calculated based on your recovery and activity levels, indicating how strenuous your day should and can be before it veers into detrimental territory. Detailed graphs plot your stress, relation between strain and recovery, daily heart rate and more. With such a mass of information, it would be so easy for this to become confusing, but Whoop does a great job of packing a lot of information into the app without it feeling impenetrable.

Whoop MG: Performance

(Image credit: Future)

  • Battery life is excellent
  • Accurate heart rate and sleep tracking
  • Geared for optimization

I found the Whoop matched up closely during testing with other wrist-based devices such as the Apple Watch Ultra 2 when it comes to heart rate tracking: in other words, it’s as good as it gets on your wrist. The sleep tracking was also accurate, recording without fail each time I woke up in the middle of the night.

Battery life was excellent. I averaged about nine days with the Whoop MG before I needed to use the attached charger, and even then I just clipped it on while I worked at my desk, and charged the device up without taking it off.

Generally, it was a terrific device, and I enjoyed my time with the Whoop. Its metrics aren’t just detailed, they’re actionable, offering plenty of context rather than spewing forth useless numbers in a vacuum. It doesn’t just tell you your sleep score, but also how to improve it.

However, I don’t think I’m necessarily the target audience for this device – I know it’s optimal, but I do not want to go to bed at 9pm, no matter what Whoop thinks my sleep need is. As it was telling me to wind down for the night, I was ramping up: I’d worked late, cooked late, and then had to do the dishes and sort some paperwork I’d been putting off. Only changing my goals in the app from “reach my sleep need” to “improve my sleep” stopped the Whoop MG from nagging me with push notifications at 8:30pm.

Well, almost. When I did take the device off, inside of 15 minutes, and without fail, I got a push notification telling me to reattach it, which irked me to no end. This is one of the most comprehensive fitness trackers I’ve ever tried, and certainly the best option for workout and recovery tracking if you don’t care about detailed running metrics; but it’s for the optimization-obsessed, and those who can afford its exorbitant annual fees.

Scorecard

Swipe to scroll horizontally

Category

Comment

Score

Value

The super-premium Whoop Life subscription is not great value.

2/5

Design

Wonderful app UX, so-so construction.

3.5/5

Features

Varied and comprehensive.

4/5

Performance

Detailed and usable metrics produce actionable advice

4/5

Whoop MG: Should I buy?

Buy it if…

Don’t buy it if…

Also consider

We’re currently testing the Polar Loop and Amazfit Helio Strap, both screenless fitness trackers new for 2025 pitched as Whoop competitors. Check back soon for our full reviews on both devices.

How I tested

I wore the Whoop MG for 21 days, testing its medical ECG feature, building workouts, wearing it almost constantly, asking questions of its chatbot, and exploring the app in detail. I compared it against the Apple Watch Ultra 2 on a hike, wearing one device on each wrist.

First reviewed: September 2025



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Product Reviews

Hollow Knight: Silksong review | PC Gamer

by admin September 13, 2025



Nothing prepared me for the Sisyphean exercise that is playing Hollow Knight: Silksong. Part of that is my bad for skipping the original Hollow Knight—I thought I’d have plenty of time to try it before Silksong ever actually came out. But now it’s here and I’ve spent over 25 hours with the videogame equivalent of sticking your hand into the Dune pain box.

Need to Know

What is it? A 2D action game with challenging combat and platforming
Release date: September 4, 2025
Expect to pay: $19.99
Developer: Team Cherry
Publisher: Team Cherry
Reviewed on: RTX 5090, Intel Core i9 12900K, 32GB RAM
Multiplayer: Yes
Steam Deck: Verified
Link: Steam

Silksong may be one of the most painful 2D action games I’ve played, and the worst part? I inflicted that pain on myself by pressing forward until I’d seen just about every inch of the bug-inhabited land of Pharloom. And that’s saying something; despite being a 2D game, Team Cherry has stuffed enough levels, characters, and quests into Silksong to fill a 3D world. It never ends: Lift up a rock and you’ll find a boss eager to be your newest archnemesis or an obstacle course of spikes and blades that are about as rewarding as scratching a mosquito bite.

Silksong makes you feel like a fool for playing it in the first place. From the moment you start a new game and bring Pharloom into existence, it’s agony for everyone involved. Every bug is out to get you or struggling to eke out their own hardscrabble existence.


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This diabolical commitment to knocking you on your ass in a world where everyone’s been knocked on their ass for the last few decades is what impresses me the most about Silksong. Not even a game as punishing as Elden Ring outright refuses to loosen its grip around your neck. There comes a point in every FromSoftware game where you earn the right to play with your food, often by finding a character build that works for you. Silksong, on the other hand, will let you upgrade your weapon so that eventually you might deal out as much damage as the enemies have been doing to you since Act 1.

I may be bruised and sore from the experience, but I’m happy to say that for all the pain Silksong put me through, it was worth it. Team Cherry made a whole game about getting to your car without your keys and it’s phenomenal, unflinching in its vision to fully consume you until you can see the mazes of Pharloom when you close your eyes.

Harmony

(Image credit: Tyler C. / Team Cherry)

I will kill anyone who dares complain about precious Sherma and his calming lullaby.

As much as I find the term inadequate for describing what’s truly special about Silksong, calling it a soulslike has some merit. Combat-wise it doesn’t quite fit, but the construction of Pharloom rivals (and echoes) that of Lordran in Dark Souls. Not only is it intricate and interconnected, but it’s warped by its tragic history. You can open the map and draw a line from the golden citadel all the way down into the stagnant, maggot-infested pools of Bilewater to understand exactly where the rot began.

Every shortcut and secret area contextualizes the horrors you face in the bigger, sadder picture. A pristine dining room in the upper chambers of the citadel hides a kitchen caked in dust and decay, and just below that, in a secret room, lies the tangled corpse of a centipede pontiff. There’s always something just out of view or lingering in the background that draws your eye, and those details always kept me hungry to see more. By the end of the game, I couldn’t tell what was more exciting: the fact that I somehow dug my way into an entire zone I hadn’t explored yet or the questions that new place raised about what’s really going on with Pharloom’s biggest mysteries.

There are plenty of bright spots on the journey through hell, like the little towns you can help rebuild and the bugs you meet in them. I ran so many errands for the group of bugs living in giant bells that they gifted me one of my own. I will kill anyone who dares complain about precious Sherma and his calming lullaby.

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

(Image credit: Tyler C. / Team Cherry)

Hornet, and the characters she runs into, are a splash of cold water in this gloomy dream. There are bugs of all shapes and sizes who welcome you with warm greetings, sweet melodies, and sometimes a bit of deception. I met a whole caravan of nomadic fleas with french mustaches, a bartender beetle, and a ladybug carny who charged me for target practice.

The wide cast of weirdos kept me sane when I was losing my grip from being repeatedly squashed by a metallic bug with a bell chained to her arm. Hornet’s tendency to soften from cold-blooded warrior to empathetic survivor when confronted with a bug-in-need or a fluffy flea added a tender counterpoint to the most abrasive moments. Even the fact that she speaks at all helps Silksong temper its overwhelming despair and it made me eager to talk to every bug I could find.

The thrill of playing as Hornet is what really anchors Silksong as a brilliant action game above all else. Skipping and dodging around enemies becomes a delicate dance that grows more and more intricate as you pick up new moves. I was merely poking at enemies in the first few hours of the game and by the end I was tossing out spike traps and silk missiles while bouncing between bugs like a pinball. When I wasn’t getting clobbered, it felt like the tables had turned and suddenly I was the boss with the unfair, unpredictable attacks. Silksong sets the bar for mastery so high that you can only reach it for short bursts, but it’s a carrot worth chasing when pulling it off is so unbelievably satisfying.


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In those glorious, fleeting moments, I was able to take a step back and appreciate how creative Silksong’s boss fights can be. I almost wanted to stall during a duel with a glitzy butterfly on a stage full of explosive fireworks and spotlights so that I could enjoy the absurdity of it just a few seconds longer. And despite my waning patience when I was locked in a room with two mechanical dancers who mirror each other’s moves, I had to admit it was a clever way to learn how to stay focused on a single target while making me feel like I was part of the dance—which would prove useful for many bosses down the line. Again and again its commitment to cruelty had a purpose. This phenomenon continued until the final hours of the game.

Stubborn

(Image credit: Tyler C. / Team Cherry)

Most of Silksong is fair despite being unrelenting, and I suspect playing it in a compressed amount of time exacerbated the moments of pain. At the same time, there are sections, particularly the ones you’re forced to repeat every time you attempt a boss, that threaten curdling. One of the worst ones shows up near the beginning and forces you to pogo your way past rabid worms and flies with sniper rifles just to have a chance at seeing the boss again.

Silksong doesn’t always get the balance between effort and reward right. Some games will make you find an access code to unlock a safe with a key in it—Silksong will make you fight with your bare fists through four waves of flies with crowbars to get a key that unlocks a door leading to more flies with crowbars. You’re not even guaranteed to get anything after defeating a boss. For the first half, you’ll be lucky to find a bench to rest on that isn’t trying to kill you or take your money.

It’s an evocative choice to fill the game with checkpoints that you have to pay for to underline the disparity between the upper and lower halves of Pharloom, a clever bit of friction tied to the bleak state of the world. It’s also a choice to stack that on top of a system that empties your wallet if you die too much—and you will when just about every enemy and spike trap can knock out your health bar with a few mistakes. For as beautifully drawn as its tunnels and cathedrals are, not all of them made the climb worth it. Silksong, especially in the first half, requires you to take a blood oath on the promise that experiencing the entire thing will pay off.

(Image credit: Tyler C. / Team Cherry)

Silksong will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world.

I may be bruised and sore from the experience, but I’m happy to say that it does, in fact, pay off. There were frustrating points in Silksong where I was reluctant to hand it to Team Cherry, but I’m still processing the shock that it managed to exceed my expectations after listening to people scream about Hollow Knight over the last seven years. I can’t tell you if the hype was worth it, because that hype exists on message boards and YouTube channels and Discords, not in the game I booted up on Steam every day for the last week. But I can tell you that Silksong glows with a level of precision and imagination that’s hard to find anywhere else.

It’s too good to let the brutal difficulty hold it back, or to hold me back from seeing all of it—even if I wish there were at least some options to tone down the nastiest punishments. Silksong will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world, confident the sight will elicit a bloody, jagged-tooth grin. When that happens, the pain will fade away and you’ll press forward into the unknown, ready to endure whatever it throws at you just to stick around a little longer.



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Rippling website screenshot
Product Reviews

Rippling employee management review | TechRadar

by admin September 12, 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.

Rippling is a one-stop software solution that lets businesses manage their HR needs along with providing a series of add-ons that can help improve efficiency.

This particular piece of software, Rippling HCM, is Rippling’s HR software. It does everything it says on the tin, from keeping tabs on worker stats to handling time off and timesheets.

Alongside HR, there are several benefits administration features within this all-in-one platform augmented by payroll and talent management tools.

Adding wider appeal is the way that Rippling lets you expand the feature set to include IT products, with the option for managing employee apps such as Slack and Gmail.

    Rippling Employee Management Platform subscription options:

  • 12 month plan – $8 per month ($96 total cost)

The IT aspect of Rippling gets an extra boost from the ability of the software to handle device management. Employee computers, software and security can all be administered using this innovative software package.

On a practical level, Rippling offers lots of flexibility as you can scale it up to include as many add-ons as you think your business needs, with pricing that adjusts accordingly.

Rippling: Pricing

Rippling is a bit cagey about pricing, which can often be perceived as a red flag.

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You can take one of many approaches, beginning with the Rippling Platform. This is an all-in-one solution to workforce, payment and compliance management.

There are Core and Pro tiers, but most functionality is generally covered in the Core option unless you need advanced reporting and custom workflows.

Unlimited workflows, custom apps and Rippling’s API platform to connect with over 600 third-party apps and integrations are three separate add-ons, but like the subscriptions, the company won’t actually disclose how much they are.

Other than that, you can pick different modules within Rippling HCM, IT and Spend, so if your business may be on the smaller side and you need to piece together the important bits that you can afford, this is the way to go.

Of course, once you get to the point that you’ve included most features, you’ll be better off bundling them together into the Rippling Platform subscription.

(Image credit: Rippling)

Rippling: Features

Rippling’s software suite is mostly targeted at larger companies with bigger turnovers – it has a whole range of finance and people-related tools, and as such, costs can climb.

In terms of its HR software, it handles all the core elements that you’d expect from good HR software, like employee onboarding and offboarding, document management, leave and time off tracking, scheduling with support for clocking in and out, and time sheets.\

Its automation tools are particularly strong compared with other similar software, promising to speed up repetitive processes like onboarding.

Rather handily, Rippling HR also has an employee self-service portal, which helps ease the burden on HR teams who can make workers responsible for their own tracking.

The Employee Management Platform sits at the heart of Rippling and comes armed with a variety of tools, while also providing a unified employee database structure. Admins can carry out task management from here, keep tabs on workflow and approvals, perform reporting chores and customize other areas such as fields and alerts along with position management.

(Image credit: Rippling)

Move on through the HR management aspect of Rippling and you’ll find the capacity for carrying out full service payroll too.

In the US, this means federal, state and local tax filing, W2, W4, 1099 and new hire filing are all covered.

In addition, benefits administration chores are covered, with management of medical, dental, vision and 401K areas all capable of being handled. Employees can also be given the option of utilizing online self-service features.

Where Rippling’s software stands out against many others in this space is just how much it has to offer across the whole board. For example, HR and IT can work together on device management for better inventory, access permissions and general device management.

It also works with Rippling’s payroll software for expense management, corporate card issuance, bill paying and more.

Rippling: Ease of use

Everyday employee management tasks are easy to handle thanks to the lean, almost minimalistic interface, which offers speedy performance even when you’re navigating more complex data heavy areas such as running payroll and collating detailed reports.

Rippling also benefits from its easy integration with over 400 different apps, allowing you to add in extra functionality and speed up workflow with very little effort.

Full marks should go to the team who developed the Rippling interface as it’s got a great look and feel – customers often praise its intuitive design.

The overall design is slick, easy to use and feels bang up to date. This makes working with the feature set very easy indeed, with a central dashboard area that lets you dip into core features instantly.

(Image credit: Rippling)

The main menu offers quickfire access to key areas of Rippling, such as people, apps, tasks and reporting, while the central work area offers up a reassuringly straightforward overview of the task in hand.

We also love the single sign on option, which lets users pick from their list of apps in one location. Add it all together and the Rippling user experience proves to be wonderfully fuss free.

Once you’re in, setting up automations take a bit of thinking, but they’ll save you plenty of time in the long run.

The mobile experience seems pretty solid for everyday tasks carried out by workers, but admins will definitely want to access the full desktop version.

Rippling: Support

There are all of the usual support options available to customers of Rippling, with subscribed users being able to log into a dedicated help center.

The support pages also include useful guides, webinars and documentation, so if you’re happy with self-service then you should be able to find the answer in Rippling’s comprehensive library.

You’ll find that the support is basically divided down the middle, with an option for administrators who handle all things Rippling for a company able to get help via the center mentioned above.

Meanwhile, employees who make use of Rippling’s features and functions and who need support are encouraged to contact the designated Rippling administrator at their place of employment.

Getting hold of support could be a bit easier, in our opinion. Th4ere’s an online chat pop-up and a form, but no email address or phone number.

(Image credit: Rippling)

Rippling: Final verdict

Rippling is a great proposition if you’re a business that’s looking to streamline your HR workflow along with other administration tasks. With its slick interface, flexible package options and keen pricing there’s plenty to like about Rippling.

In recent years, we’ve seen plenty of investment into the platform, with genuinely useful improvements like automation and even new tools altogether.

While the costs might start to add up as you add on features, including the likes of the payroll and app management aspects of the software, the resulting increase in productivity looks like it could produce a decent return on your investment.

We think it’s a strong choice for medium to large organizations, or smaller ones that expect to scale. It offers the most value to those who want to centralize administrative tools and have them work with each other without barriers.

The best bit about this arrangement is that you’ll only end up paying for the features that you need, with the provision for adding more easily if you find your business needs them further down the line.

Rippling Employee Management Platform deals



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Where's our Borderlands 4 review?
Game Reviews

Where’s our Borderlands 4 review?

by admin September 12, 2025


Hello! We’re back already – it’s another one of those blogs telling you where our review is, but let’s be honest you can probably guess by now. Here goes: you might’ve spotted some Borderlands 4 reviews going live around about now, but unfortunately we won’t have a review for you here on the site today – or indeed on the game’s full launch when it comes out tomorrow.

This is because at the time of writing, we haven’t been provided with advanced review code by Borderlands 4’s publisher, 2K Games – and at this point it’s time for me to run through all the usual caveats to just keep in mind.

The important one, as always, is that we are absolutely not entitled to early review code. How many codes are handed out for a game and when is entirely at the publisher’s discretion – it’s their game, they can handle access to it how they like. Instead, please just see this is another “PSA” to go along with similar ones we’ve published in the past in similar situations, such as those for games like No Man’s Sky, Watch Dogs 2, Borderlands 3, Cyberpunk 2077, Starfield, Suicide Squad: Kill the Justice League, MindsEye, and most recently, Mafia: The Old Country.

We’ve not had a chance to look at Borderlands 4 in advance for other preview coverage, so here’s an official trailer to give you a basic outline.Watch on YouTube

As usual here, we’ll do our best to bring you a review as soon as is feasible. In the meantime, you can see what we thought of the previous entry in our Borderlands 3 review – and what we made of the most recent game from developer Gearbox, in Tiny Tina’s Wonderlands.



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Lexar NM1090 Pro 4TB SSD
Product Reviews

Lexar NM1090 Pro 4TB SSD Review: A ‘Budget’ High-End Drive

by admin September 12, 2025



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Lexar needs no introduction. The previous-gen NM790 changed the landscape for capacious, budget SSDs when it came out at 4TB with an affordable price. The company also has other great memory products, but arguably the NM790 put them on the map in the PC storage space. We didn’t like the NM800 Pro quite as much, as it really wasn’t a budget drive, and the controller had issues in the long run. Now it has a successor: the NM1090 Pro, also available at that tasty 4TB point. Is this another winner, or will this drive end up forgotten?

We’re happy Lexar went for 4TB out of the gate on this one, and that’s the capacity we’re reviewing today. However, the drive is pretty well-priced at 2TB, too, and we can recommend either capacity. This drive has DRAM, unlike the NM790, following in the footsteps of the NM800 Pro. However, given the other high-end drives released recently, the NM1090 Pro has one foot on the budget side of the line. It uses older flash and is priced competitively, which works in its favor. This is not the only drive in this category – the Acer Predator GM9000 has the same hardware – and more competition is due from performance DRAM-less drives like the Biwin Black Opal X570, too.

This means you have to shop around. The NM1090 Pro, in our opinion, makes the most sense as a secondary drive at higher capacities. It’s not really the best option for laptops, and there are certainly faster drives out there. If your system has two or more PCIe 5.0 M.2 slots, though, this could be a roaring games drive that saves you some money without any real deficiencies for that type of usage. It also drops the drawbacks of high power consumption, including at idle, and poor power efficiency that early PCIe 5.0 drives had.

  • Lexar NM1090 Pro 4TB SSD at Amazon for $359.79

Lexar NM1090 Pro Specifications

Swipe to scroll horizontally

Product

1TB

2TB

4TB

Pricing

$139.99

$199.99

$379.99

Form Factor

M.2 2280 (Double-sided)

M.2 2280 (Double-sided)

M.2 2280 (Double-sided)

Interface / Protocol

PCIe 5.0 x4 NVMe 2.0

PCIe 5.0 x4 NVMe 2.0

PCIe 5.0 x4 NVMe 2.0

Controller

SMI SM2508

SMI SM2508

SMI SM2508

DRAM

LPDDR4x

LPDDR4x

LPDDR4x

Flash Memory

Micron 232-Layer TLC

Micron 232-Layer TLC

Micron 232-Layer TLC

Sequential Read

14,000 MB/s

14,000 MB/s

14,000 MB/s

Sequential Write

10,000 MB/s

13,000 MB/s

13,000 MB/s

Random Read

1,650K IOPS

2,100K IOPS

2,100K IOPS

Random Write

1,800K IOPS

1,800K IOPS

1,700K IOPS

Security

N/A

N/A

N/A

Endurance (TBW)

700TB

1,400TB

2,800TB

Part Number

LNM109P001T-RNNNU

LNM109P002T-RNNNU

LNM109P004T-RNNNU

Warranty

5-Year

5-Year

5-Year

Today’s best Lexar NM1090 Pro 4TB SSD deals

The Lexar NM1090 Pro is available at 1TB, 2TB, and 4TB with current prices at $139.99, $199.99, and $379.99. This makes the 4TB the best deal and that is what we’re reviewing today. Peak performance can be hit at 2TB, though, with sequential reads and writes up to 14,000 / 13,000 MB/s and IOPS up to 2,100K / 1,800K for random reads and writes. Lexar offers a standard 5-year warranty with 700TB of writes per TB of capacity, which is more than the typical 600TB, but not a significant enough difference to be meaningful.

If the NM1090 Pro is to succeed, it needs to be priced right, and at the time of review, it mostly is. It offers a discount over the most common new high-end Gen 5 drives, such as the Crucial T710 and the WD_Black SN8100 from SanDisk, and the only drive that really comes close to it is the Samsung 9100 Pro. It’s bound to outperform the slower Phison E26-based drives, like the Crucial T700, and it’s also more efficient than the faster ones like the Crucial T705. This makes it an interesting “budget” high-end drive at 2TB and 4TB, possibly offering a second-drive solution for enthusiasts

Lexar NM1090 Pro Software and Accessories

Lexar has two downloads available for the NM1090 Pro: Lexar DiskMaster and Lexar DataShield. DiskMaster is your standard SSD toolbox application with S.M.A.R.T. disk health information, performance testing, diagnostics, firmware upgrades, a secure erase function, and data transfer functionality. This is pretty standard stuff but it’s nice to have convenient downloads. For alternatives we recommend CrystalDiskInfo for health tracking and MultiDrive for Windows-based cloning or imaging, or Clonezilla for a bootable imaging solution.

Lexar NM1090 Pro: A Closer Look

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(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)

We regret to inform you that the Lexar NM1090 Pro is not single-sided, although that’s not as big a deal these days. Especially for high-end drives like this. Using more NAND flash packages means fewer dies stacked per package, which can be easier to manufacture. Signal integrity and timing can become issues with large die stacks, which are often alleviated by using specialized chips within the packages. Typically, the maximum is 16 dies per package (16DP), although 8 dies (8DP/ODP) is much more common. The possibility of stacking up to 32 (32DP) does exist, but is not something we’ve seen yet in consumer drives. The NM1090 Pro is using 1Tb TLC flash drives so, at 4TB, requires 8 dies per package.

Get Tom’s Hardware’s best news and in-depth reviews, straight to your inbox.

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(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)

The NM1090 Pro uses the excellent SMI SM2508 controller. For more technical details, please refer to our original preview. It’s an eight-channel controller with 4 chip enable signals per channel, which means it should handle up to 8TB of flash without a problem and up to 16TB with 2Tb dies. It does have DRAM, which in this case is Foresee LPDDR4x. Using this type of DRAM can reduce power consumption.

The flash appears to be 232-Layer TLC from Micron, which is a generation behind at this point. This flash was used to good effect on the popular Crucial T705 and Crucial T500. Micron has since gone up to 276 layers with an iterative improvement, which, with this same SM2508 controller, has proven to be very power-efficient on the Crucial T710. We’ve seen this controller with older flash on the Acer Predator GM9000 as well, and the result was a drive that falls somewhere between the original Phison E26 and newer, higher-end controllers and flash, including the Phison E28 with BiCS8 TLC. The NM1090 Pro should perform similarly to the Acer, but the capacity change mixes things up a bit and is worth careful consideration if you’re looking for the largest drive possible.

MORE: Best SSDs

MORE: Best External SSDs

MORE: Best SSD for the Steam Deck

Lexar NM1090 Pro 4TB SSD: Price Comparison



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September 12, 2025 0 comments
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Hollow Knight: Silksong review - beautiful, thrilling and cruel
Game Updates

Hollow Knight: Silksong review – beautiful, thrilling and cruel

by admin September 11, 2025


Pretty and charmingly mean-spirited, this is a game filled with revelations and genuine personality.

Metroidvanias are the games where I’m allowed to get stuck in several places at once. Head upwards and there’s a boss that I can’t beat. Try going down the stairs instead and there’s an environment that kills me just for stepping into it. Left and right are dead ends that I don’t have the tools to navigate yet. Stuck on all four points of the compass! That’s a Metroidvania.

Hollow Knight: Silksong review

Hollow Knight: Silksong is a Metroidvania. It’s a Metroidvania with rare poise and – this is crucial, even after a recent patch – a fearsome sense of conviction. It casts you as an elegant and swift-spirited bug, a hornet, who’s been kidnapped and left to explore the kind of close-up worlds of wonder and horror that Robert Hooke once revealed with his microscope. What a place, or series of places! Down in the moss and dewy earth, the merest ant is suddenly a monster, while a bedbug is a hulking battletank bristling with weapons, and bristling with bristles.

Let’s pause here for a second, before the carnage begins, and just ponder how beautiful this hand-drawn universe is. Here are grottoes, caverns, and passageways carved from the living earth. Here are complex factories filled with spinning saw-blades and steam vents, and abandoned coastal towns scaled for inhabitants no bigger than the lint that gathers at the bottom of your pocket. Here are cursed churches and battlements and palace attics and whole communities that seem to live inside addled jewelry boxes, their streets encrusted with loose gems and shards of copper and solder, the mineral air thick with petals and pollen. All of this complemented by a score that’s haunted, playful, and endlessly beckoning: the perfect soundtrack for a collection of spooky short stories you’ve stumbled across by accident in a wonky old bookstore.

Here are 12 great tips for Hollow Knight: Silksong, courtesy of Eurogamer.Watch on YouTube

It’s all filled with life, too. As with the first Hollow Knight, Silksong’s world is fairly rattling with shopkeepers and cartographers and all kinds of neglected artisans and explorers. They’re filled with charm, and the art style’s fully able to switch things up from one area to the next. All of this without warping the game’s own sense of internal coherency. There’s always something of Mucha to the swoop and curve of branch and brass in this place. There’s always something of Méliès to the flickering world and its alien inhabitants, all glimpsed a touch more sharply in the gentle iris of grainy light that surrounds the hero. If there was ever a game to play on a magic lantern, it’s this one.

This is all artful stuff, in other words, and sure enough there is an art to everything in Silksong. Even, since this is a Metroidvania after all, to the act of being stuck. So let’s talk about getting stuck. It’s a big part of Silksong, for a player of my abilities at least.

Here’s what I’ve learned over the last week: you have to learn how to get the most out of being stuck in Silksong. You have to see it as an opportunity. After all, here is a game in which you can get stuck at almost any point, doing almost anything. Bosses? Sure. But also kill rooms. Combat gauntlets. Those particularly tricky platforming sections involving spike walls and untrustworthy flooring that only 2D games can conjure. I’ve yet to get stuck in a menu, but, hey, give me time and I’m sure I can manage it.

Image credit: Eurogamer / Team Cherry

With all these ways of getting stuck, what to do next when you are stuck in Silksong becomes a question of self-expression. You’re not moving forward, so what now? I drift through different moods in this regard, through different ways of being in this hazardous world. In one early difficulty spike – it was a kill room filled with all manner of hideous scarecrow beasts, several of which brandished huge scissors – I just kept at it. I got my head down. It took me all day to power through, each fight a little better, a little better, and then a lot worse as my attention wandered and I got exhausted. I finished those scarecrows off in the end, but as the straw settled I felt like I had approached things all wrong. This was very early on in my Silksong journey, and I was starting to realise that I needed a better Stuck Strategy.

A few hours later (actual Progress Hours later; in human terms it had probably been a day and a half) and a ceiling-hugging boss was really doing my head in. This is the only real thing I’ll spoil in detail in this review, so skip forward if you don’t fancy it.

Sister Splinter. She’s a sort of mole witch, I think. She hangs from the ceiling and pummels you from above with massive clawed fists. These attacks are actually pretty easy to avoid when you get the hang of it after a few deaths, and I also got the hang of removing the vines she’d place to stop me from dashing away from her fists. All friendly stuff, by the wider standards of the game. But then she spawns these horrible floating stinger things in her second wave, and those things? Those were the one thing that was one thing too much for me to cope with. They were the deadly eighth digit in the telephone number that stopped it from slotting into my memory.

Image credit: Eurogamer / Team Cherry

So I decided to try something new. I left. I wandered. I started to play speculatively, heading back and forth across Silksong’s tight clusters of interconnected maps. What was I looking for? A secret I had failed to spot. A health boost or a silk boost, both of which would make me hardier. More rosary beads, Silksong’s gorgeous ever-scattering currency, to buy new things at the shop, that’s always nice. Side-bosses I might have missed. (I am always searching, fruitlessly, for a disarmingly easy side-boss who leaves me with something comprehensively overpowered as a reward; it hasn’t happened yet.)

What I was really looking for as I wandered (and wandering, speculatively, like this has since become my defacto Stuck Strategy, the way I most like to play the game) is the confidence, often wildly misplaced, that I had learned enough, grown enough, and that I could now return to the Sister and pummel a way through her and her mobs. In a game with so little hope to it, I wandered its Gormenghastly corridors and intestinal chambers in search of a new way to believe in myself.

Right: this all sounds very annoying. And at times, stuff like this is very annoying. But the Sister Splinter saga has a happy, albeit convoluted, ending that gets at everything I’ve come to realise that I properly love about this game. Eventually, while wandering and pondering, I had moved so close to the game, I was so deep in its world in a way that I wouldn’t have been if I hadn’t been aimlessly moving through it, that Sister Splinter came into focus. I realised I needed an attack just for those flying mobs, something localised and quick, something one-hit to swat them away. I’d heard on TikTok of a sort of area attack that I could have earned way across town in a rainy aviary, a place I’d already been, but where waves of birds had been too brutal for me so I’d given up and done something else.

Image credit: Eurogamer / Team Cherry

So wait: could I take on those birds now? Birds vs mole-fisted hanging witch: which was less tempting? I figured the birds were worth a go. And so I did it. I trekked all across the map on my own side quest, I eventually kicked those birds to pieces, I got the power-up – which involved an additional bit of deeply annoying parkour – and then I went back and splattered the Splinter Sister’s mobs before doing her in double-quick. In the end I didn’t take a single piece of damage.

Spoilers over. The original Hollow Knight had moments of these, of course. But Silksong, as you may have heard, is pretty much nothing but them. The world is brutal. Even the simplest of enemies will occasionally cough up an attack that does two points of damage rather than one, while most bosses lop off two points as standard. Then there’s the wider world, which is massively expanded, more ambitious in its scope, its size, and the horrors it wants you to navigate as you slowly gain the powers to access more and more of it. But for me, I started to enjoy all this stuff, to engage with it, to truly see the beauty and the potential and the fun in it, when I was wandering around and looking for something to do while stuck somewhere else.

Much of the changes to the world of Hollow Knight are because of Hornet, the new main character. Hornet is faster and more nimble than Hollow Knight’s protagonist, so there’s a learning curve from the very off. Relatively quickly she earns a dash, but it’s an endless dash rather than Hollow Knight’s timed boost, and this encourages you to tackle things at extreme speed and to be geographically ambitious. She can also mantle, so mere traversal has an accelerative pace to it too – go back to the first game and I guarantee the newly realised absence of mantling will provide the hardest readjustment. And, again, fairly early on she gets the ability to float gently to the ground. Texture! Fast and fast then slow. A little change in tempo to work into your attacks and escapes.

Image credit: Eurogamer / Team Cherry

Hornet also attacks at an angle, her down-strike busting out on a diagonal that takes a little time to get used to. In combat, this means you need to put in the work to understand how distant from a foe you should be in order to land a strike on them from above. When it comes to movement, and a pogo-ing downstrike move the game wants you to do an awful lot, it means that lining up paths through rebound spots is a little like being the knight from chess, let loose on a bouncy castle that is itself rumbling around on a storm-struck ferry. There is a lot to learn, in other words.

But there are rich pleasures to all this, not least when you know what you’re doing and you become a darting rapier, able to exploit the sharpest of angles and the tiniest of openings. Bosses and tricky enemies will also encourage you to make the most of your wider arsenal. In point of fact, they will really punish you for not doing this. And so we head into the new menus where you typically have a few slots to pick between specials, a few slots to pick between passive items and a few for new offensive items like throwing knives or traps like the universe’s most painful tacks. Choosing what to go with in these menus can change a battle, and then there are crests, which can fundamentally transform your attack approach, and which bring their own slots with them. You can change all this up at rest spots, which is also where you’ll regenerate after a brutal pummeling. Experimentation is the true name of the game, and after a few hours you’ll probably have favourite load-outs for specific kinds of challenges.

(A little note here: one of those early crests makes a lot of Hornet’s moves a lot more familiar to fans of the first game. It’s a temptation, and I succumbed to it, but I still sort of wish I hadn’t.)

Image credit: Eurogamer / Team Cherry

Hornet also heals slightly differently than players coming from Hollow Knight might be used to. Hornet uses silk to heal, which is commonly generated through attacks. You build it all up until you have enough, and then you cash it in for three masks-worth of health. Trade-offs, though! You’re vulnerable when you heal, and then you’re vulnerable right afterwards too, because the silk you use for healing is also used for powering special attacks.

Into this vulnerability the game builds potential strategies, like bosses where you’re safe if you heal in the air at just the right moment. And it builds complexity. Early on I had two in-game items related to healing. One allowed me to gain silk whenever I was hit. Another granted me invulnerability while I was healing. But they both belonged in the same item slot, so it was one or the other. Which was better? It took me an age to work out that they’re both better, depending on what I’m up against next.

Stopping at a bench and retooling yourself, as well as healing, is crucial to Silksong, then. And that’s because as the game moves from swamp and forgotten homestead upwards and upwards to its glittering cathedrals and mountaintops, it’s constantly mixing up what it wants of you. There are devious, maddening pogo-stretches where you dash between rebound points and cling to walls. There are those kill rooms where the doors come down and the waves come in, which are often harder than the bosses. There’s a narrative that is happy to thread you back and forth through new areas and neglected aspects of very old areas until you feel like a sewing needle stitching the whole map and all its parts together. There are the new quests, called wishes, which are there to tempt you off the main path with the promise of a cool new gadget.

Image credit: Eurogamer / Team Cherry

Enemies are beautiful and deadly, scaling in size and complexity as you move back and forth through the world. I love the dopy sack-covered cultists who attack with intricate staffs that look like old weather vanes and often miss. I hate the fluttering hornets and the birds and anything that flies essentially, because I am unskilled in the air and need to use up specials to bring them down. Then there are the bosses, which allow Team Cherry to offer the kind of choreographing complexity you’d expect from a Busby Berkeley number.

There are loads of these bosses, and while the worst can feel like slogfests with over-powered attacks, the best foreground Hornet’s ability to dance around danger. These bosses go for delight over sheer challenge, from the robot ant who swipes you away with a brisk glissandos of lava, to a pair of tragic ballet partners you face later on: a boss battle not just with storytelling but a bit of pathos to it. The very best of these bosses feel like team efforts, too. They’re joint performances undertaken between the developer and the player, as you find a space for yourself within an established routine.

Even the worst can be weirdly enjoyable. There are cheesing strategies for some of them, but they all eventually respond to thought as much as nimble fingers. It’s not uncommon for me to head into a boss for the nth time muttering the various things I have learned to do and not to do. Dash from attacks. Hold back until certain. Don’t jump too high. Again: there is a lot to learn here.

Image credit: Eurogamer / Team Cherry

Bosses, kill rooms, platforming gauntlets: all these things thrown in together get to a truth about Silksong. It is at least a handful of different games in one. And my favourite of these – and perhaps the one that’s both most obvious in theory and the hardest to truly spot – is a game of tiny glittering details that speak to a long, love-bombed development. Example: you buy your maps in Silksong, as you did in Hollow Knight. Fine. And if you want to read the map at any point you squeeze a trigger and it comes up on the screen. Also fine. But if you’re standing in water, the map won’t appear, and the reason for this is obvious: your character can’t hold up a map while they’re in water. The developer noticed. The developer followed this through and added this tweak.

And one of the games, yes, is both brutally hard, but also often gleefully, provocatively cheap with it. Silksong is filled with giggling cruelty that provides a wonderfully tart counterpoint to the haunted dreaminess of the characters and their world. It’s a confrontational kind of difficulty. It seems to want to make you ponder why the game treats you the way it does – the harsh damage, the general absence of vulnerability, the epic pile-ons, the endless churn of bosses, many of which come with elaborate and soul-sapping runbacks because the benches are sparse and most of them you have to pay to unlock and some of them are trapped or even broken! Deep breath. Yes: it’s not uncommon to fight your way through hell in Silksong, only to find a rest area and discover that you can’t actually afford the rest.

Granted, difficulty is a nightmare to think about and write about because it’s ultimately subjective. What I find difficult in a game I readily expect most other people would not. But Silksong isn’t just difficult to me, it’s purposefully and creatively cruel in its design at times, and this feels like a more objective observation. It wants to surprise and frustrate and occasionally make you really angry. I once witnessed Dark Souls developers playing their own game and laughing at its sheer unreasonableness, and I think you’re meant to laugh here too at times. It’s perverse, or maybe I am. I hate games that are thoughtlessly difficult, but it turns out some awful part of me can find enjoyment in a game that is needlessly cruel very much on purpose, that does it with wit and elegance and leaves you with something to think about.

Image credit: Eurogamer / Team Cherry

(Example: there’s a shop in Silksong with a door that automatically shuts whenever you leave – and you need to pay to open it again! Who would design something this horrible? But think about it for a second: is there maybe more to this? Is there a trick for keeping that door open if you just pay attention? This one moment feels like Silksong’s philosophy and its sense of humour in perfect microcosm.)

What is all this sweet work worth? Silksong’s very nature frequently suggests that difficulty isn’t just an aspect of the game. It’s not just a symptom of the design, as it were. Even with the first softening patch arriving, difficulty feels like a central preoccupation here. There are moments where Silksong is really trying to be as unkind as possible. And so to play Silksong isn’t just to navigate the difficulty but to kind of interrogate it – to try and work out why it is the way it is, and what it wants to achieve.

“I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much…”

It’s a choice, in other words. So what does Silksong lose through all this? A certain degree of goodwill, certainly. Social media is already filled up with fans who just can’t take any more of this kind of bullshit, and I can’t help but salute every one of them. Those runbacks! The platforming gauntlet that comes after a boss but before the next bench and any kind of reward! The paying and paying for the most basic things in the game! Our time on earth is short. Don’t spend it on things you hate. Difficulty like this ultimately means that fewer players will see everything this team has made. Lost delights abound.

(And I think, for me at least, that story is another victim. I’m sure Silksong tells a fascinating tale, but I haven’t noticed much of it, as I’ve just been clinging on and trying to stay alive.)

But what does it gain? For one thing, community. Back to social media again where Silksong truly is everywhere. And it’s not just people complaining. More often it’s people sharing tips, pointing out ways to get more of a handhold on this awful world, telling strangers how to have a slightly better time of it out there. This is free publicity of course. To finish the game many people will pretty much have to engage with the community; you make progress by word of mouth. But it’s not just publicity. It’s a bunch of people coming together to help one another, to explore something together, and sometimes to endure it together and vent about it together.

Image credit: Eurogamer / Team Cherry

Oh yes, and it also gains identity. I think I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much, trading mechanical difficulty for brilliant conceptual puzzles. I was delighted – and intermittently horrified – to find that Silksong’s firmly on its own path. Again, it’s not difficulty per se, more like a winningly brisk jerkishness. It’s that mean streak that can make you laugh even as it strikes you. This game has character.

Hollow Knight: Silksong accessibility options

Options to reduce camera shake and alter HUD appearance and remap controls.

I’m surprised and somewhat ashamed to say all of this worked for me. I was halfway through the slog, whining about locked benches, losing rosaries by the dozen, returning to bosses who I already knew would kill me in seconds even if the road back to them didn’t kill me first, and I suddenly realised I was having fun. Why? Because this was all intentional. The cruelty was part of what the team wanted to offer players. They’d found a way to make a lot of it entertaining.

And this came into focus when I learned just how small the team is that made this. This is the work of a small group of people making a game absolutely for themselves – and I mean that in the best way. Even with the patches rolling in, they made the game they wanted to make, without much obvious compromise or fretting over trends. In a world of Netflix algorithms telling film directors they have to have a fight in the first five minutes, and of ingratiating AI, and of endless producers who just have a few notes guys, it’s so good to see this kind of thing in all the instances where it happens.

So while I don’t always like Silksong I’m not sure I’d want it any other way. And when I really don’t like it, I know I can break off from what I have to do next and just explore speculatively, bringing this rich world back into focus with my roving attention.

A copy of Hollow Knight: Silksong was independently sourced for review by Eurogamer.

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September 11, 2025 0 comments
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Borderlands 4 Review - Cathartic Chaos
Game Reviews

Borderlands 4 Review – Cathartic Chaos

by admin September 11, 2025


Following Borderlands 3, I had a hard question to ask: Has one of my favorite series passed me by? That 2019 release made me realize that the last Borderlands game I truly enjoyed – outside of Telltale’s excellent Tales from the Borderlands – was Borderlands 2 in 2012. I initially approached Borderlands 4 with skepticism for that reason. However, Gearbox evidently agreed with my criticisms, as Borderlands 4 introduces and recalibrates myriad elements to deliver what could very well be my new favorite in the series. 

Watch Game Informer’s Borderlands 4 Video Review:

 

Borderlands 4 plays all the familiar refrains for which the franchise is known: You control one of four Vault Hunters as you gun down thousands of masked maniacs and mutated monsters. Taking down these hordes of enemies not only grants you valuable experience for leveling your character, but also millions of guns to loot. True to its pedigree, these weapons are a highlight; every encounter holds the potential to yield your new favorite weapon, a rush I never grew tired of during my 50-plus-hour playthrough. Though upgrades to my existing loadout were ultimately rare, I lived for when I got something unique, like a sticky-bomb sniper rifle or a singularity-spawning throwing knife.

I always looked forward to the loot each battle would deliver, but Borderlands 4’s gunfights are as chaotic and fun as ever. Though some drag on longer than my liking, wide ranges of enemies from disparate factions elevate the variety of foes in any given fight, and I often caught myself leaning in to focus when the dynamic music shift signaled the arrival of a strong “Badass” enemy variant. I loved picking off foes with my single-shot assault rifle before storming in with my corrosive shotgun. Throwing a knife to deliver the final blow while trying to reload never ceased to make me feel like an action star. 

 

The world of Kairos is under the oppressive thumb of the Timekeeper, who values order above all else. Gearbox has crafted an appropriately intimidating antagonist that shines distinctly from the series’ past villains, and in the process delivers my favorite big bad since Borderlands 2’s Handsome Jack. If you want the more unhinged villain type for which the franchise is known, you’ll find plenty of that through his supporting cast.

To combat the Timekeeper, this entry delivers arguably the strongest class of Vault Hunters yet, each with multiple distinct skill trees to develop, as well as character-specific Action Skills. Rafa’s an agile damage-dealer; Harlowe can apply a status ailment that spreads damage across multiple targets; Vex can summon support phantoms; and my personal favorite, Amon, can throw elemental axes or call upon a fiery barrier. Thanks to wider skill trees and a ton of unlockable cosmetics, you can customize your characters more than ever before.

Each character has access to all-new traversal mechanics like gliding and grappling. I always enjoyed gliding onto the battlefield, ground-slamming an enemy from above, and sprinting into a sliding shotgun blast before zipping out of danger. These improved movement mechanics add a ton to each combat encounter, and I genuinely think it would be difficult to go back to older Borderlands games where you don’t have these moves at your disposal. However, having the same button perform dodge, ground-pound, and crouch caused me more than a few upsetting deaths.

These traversal elements come in handy as you make your way through the largest world in franchise history. Kairos, which is fast to explore thanks to a summonable Digirunner vehicle, is full of fun diversions like safe houses, world bosses, and compelling side missions. You can also discover Vaults, which house wave-based combat punctuated by intense boss battles, but it’s disappointing to have some of the most fun content hidden behind a cryptic “hot/cold” meter that doesn’t work well with so many layers in the world.

Though the most rewarding moments of my playthrough came during exploration, the open world can be laborious, as I sometimes struggled to find the best route to my destination. Thankfully, the new Echo-4 robot companion can help navigate to your waypoint, but its guidance can be hit or miss. 

 

Borderlands 4 generally scales with your level the entire game, which makes the steep level spike in the final stretch jarring and frustrating. That skyrocketing difficulty deflated the momentum I had going into the final act, but the story as a whole is much more even than prior entries. Borderlands 4 better balances the comedic elements and offers more memorable gags, characters, and set-piece moments.

In fact, the worst thing I can say about Borderlands 4 is that some things just go on for too long. Some fights are too prolonged, some missions feature too many chaining objectives, and some bosses have way too much health. When those bullet-sponge bosses have multiple forms, they become exercises in tedium and frustration rather than the adrenaline-fueled encounters they’re designed to be. But when the game is this much fun to play, that’s only a minor annoyance and is often alleviated through the series’ excellent co-op, which is even better in this entry, thanks to easy-to-join sessions, enhanced fast travel, and replayable boss encounters. However, by the time I reached the final boss, it was evident that some parts of the game are not appropriately tuned for single-player action.

Though many of the series’ core elements remain intact, Gearbox has refined and reconfigured them in such ways that Borderlands 4 rises beyond anything the series has accomplished to this point, making for a chaotic looter-shooter worthy of the series’ sterling early-2010s reputation. It’s simultaneously a poster child for excess and restraint, which sounds paradoxical, but for a series named for existing on the border of seemingly opposed concepts, it feels right at home. 



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Borderlands 4
Product Reviews

Borderlands 4 review: Gearbox’s looter shooter gets its groove back

by admin September 11, 2025



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Looter shooter Borderlands 4 is the first mainline game in developer Gearbox’s series that I’ve genuinely loved playing since 2012’s Borderlands 2.

While The Pre-Sequel, Borderlands 3, and spin-off Tiny Tina’s Wonderlands all had their own strong elements, something always felt like it was there to hamper overall enjoyment – be that poor pacing, agonizingly bad writing, or a lack of compelling endgame elements.

Review information

Platform reviewed: PC
Available on: PS5, Xbox Series X and Series S, Nintendo Switch 2, PC
Release date: September 12, 2025 (October 3 for Switch 2)

  • Borderlands 4 (PS5) at Amazon for $69

In many ways, Borderlands 4 feels like a fresh start for the series, and it’s packed with the kind of confidence that made the first two entries so endearing to me.

Chiefly, Borderlands 4 greatly tones it down on dated meme humor. It still doesn’t take itself too seriously, but characters know to read the room during the story’s more dramatic turns, while much of its comedy actually does land, and I had far more hearty laughs than I was expecting during my playthrough.

But of course, Borderlands’ story and style of humor are just the foundations, and I couldn’t recommend Borderlands 4 if its lootin’ tootin’ and shootin’ gameplay loop wasn’t up to code. And if you come to the series for the near-constant changeup of your guns, augments, grenades, and such, you’ll still find that superbly enjoyable loot chase here.

The biggest divergence in Borderlands 4 is its move to an open world. Outside of dedicated instances like vaults and end-of-chapter fortresses, the map is almost entirely seamless – the planet Kairos’s three major biomes connected in circular fashion. It’s impressive, even if the reduction in load screens leads to its own performance hitches, but I’ll get to that in a bit.

With a well-paced main story and plenty of side missions and activities on offer, there’s loads to do on your first Borderlands 4 playthrough. And while I did find the juice wasn’t always worth the squeeze with its optional diversions, I had a Torgue-sized blast with the game, and I feel the series has regained much of its edge and personality with this latest entry.

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Killing time

(Image credit: 2K)

Borderlands 4 takes place on the planet Kairos. Following the events of the third game, the planet has been thrown into disarray after the Siren Lilith forcibly transported the moon of Elpis into Kairos’s orbit. This completely shattered the flow of time and has allowed a dictatorial figure known as the Timekeeper and his underlings to seize control and keep the populace firmly under his control.

As one of four Vault Hunters, we’re captured by the Timekeeper but promptly escape from one of his facilities. From here, we travel to each of Kairos’s three biomes to free the people from his clutches and fold them into our Crimson Resistance.

It’s a simple plot, but one that serves the looter shooter action perfectly well. The Timekeeper himself isn’t exactly a villain to write home about, but I can understand that developer Gearbox Software probably wanted something a little safer after the disastrously ineffective and endlessly annoying villains of Borderlands 3.

On that note, as mentioned above, Borderlands 4’s writing is much stronger than its direct predecessor. Each playable Vault Hunter has bags of personality, while many of its side characters are surprisingly likable. Returning characters from previous entries are all winners, too, feeling better-written here than ever before. Yes, even Claptrap.

A rip-roaring good time

(Image credit: 2K)

Not much has changed in terms of the overall gameplay loop in Borderlands 4. Despite the shift to an open world, you’ll still encounter plenty of camps of baddies (the main two factions being Psycho-like Rippers and the Timekeeper’s robotic Order), and plenty of hives of fauna like flying Kratches and skittering Creeps.

There are plenty of variants therein, too, including tougher ‘Badass’ enemies, enemies with behavioral modifiers (including status changes and on-death effects), and powerful world bosses.

Best bit

(Image credit: 2K)

It should come as no surprise that the meat and potatoes of Borderlands 4 – its core looter shooter gameplay loop – is its strongest element. Guns and their modifiers are more impressively varied than ever, thanks to them being made up of individual parts that all offer their own unique quirks and perks. Finding synergy between your Vault Hunter’s skills and your preferred weapon types is seriously satisfying when you find a winning combination, too.

Traversal does have some new quirks, though, and movement in Borderlands 4 feels better than it ever has in the series. Your grapple is a huge new addition, letting you quickly assail to higher points via grapple nodes, or for grabbing and tossing various explosives at your foes. A new glider, quick-dodge, and air dash are also really welcome, and add plenty of dynamism to both combat and traversal.

You also have quick access to a speedy hover vehicle, which can be spawned at any time (provided you’re not in a zone that doesn’t allow you to drive). I much prefer this over having to trudge to garage locations as you had to in the older games, and it makes getting around the massive Kairos map a breeze. Though fast travel locations are also available at large quest-giving outposts and after clearing certain zones of goons.

There is plenty to do throughout the open world, including side missions, and optional challenges like finding hidden vault symbols, clearing outposts, and finding vault key fragments. Though I never felt particularly incentivized to go full completion mode here, especially as the bulk of challenge rewards simply provide you with storage deck upgrades for expanding ammo capacity and backpack space. A useful upgrade for sure, but a pretty unglamorous one.

It’s not his vault

(Image credit: 2K)

The stars of Borderlands 4 are of course its playable Vault Hunters, and we’ve got a memorable cast this time around. I completed my first playthrough (as I typically do with the series’ games) with the Siren class, Vex. She’s easily my favorite Siren in the series to date, packing a delightfully smug and edgy personality with some truly devastating action skills, such as summoning copies of herself to distract enemies and deal elemental damage to them.

Harlowe is another superb addition to the roster. While her action skills can lean towards support and crowd control, my favorite has to be her Chroma Accelerator – the Vault Hunter equivalent of a massive nuke. Action skills like this and those found on other characters can of course be further modified through skills (you still get one skill point per level), and respeccing is inexpensive, allowing you to experiment to find a build that feels right for your playstyle.

Naturally, you’ll be swimming in guns, grenades, and other glorious forms of destruction. The rarity system is still in place, with rare, exotic and legendary guns offering increasingly more stats and modifiers. What’s great about equipment in Borderlands 4 is that guns can be made up of parts from multiple manufacturers.

For example, a Jakobs gun can pack a mighty punch, but a Maliwan underbarrel may give it access to an elemental alt-fire, like a corrosive gas cloud or electrical taser. A Tediore attachment might also let you lob the gun at enemies instead of reloading it, causing more damage the more ammo it has in the chamber.

Grenades have seen a massive upgrade, too, and now come in several forms. Jakobs ‘grenades’ for example are now devastating throwing knives. You can also equip an Ordnance in your grenade slot, effectively replacing the rocket launcher weapon type from prior games. Oh, and better yet, grenades are now replenishable on cooldown as opposed to being their own ammo type.

Glitch in the system

(Image credit: 2K)

I have greatly enjoyed my time with Borderlands 4, but there are definitely a few bugbears to make note of, particularly when it comes to performance. Having a big open world is nice, offering plenty of variety from verdant forests and snowy peaks to arid Pandora-like deserts and dilapidated factories and high-tech bases.

There is a cost to the world’s more seamless nature, though. Performance, at least on PC, could be much better. Frame drops and hitches were a constant annoyance over the course of my playthrough, even with one of Nvidia’s current-generation graphics cards. DLSS and frame generation are supported and do help to smooth things out to a degree, but the overbearing issues certainly remained.

Another issue I ran into was that my graphics settings would slightly alter sometimes when I booted the game. Usually, this was DLSS disabling itself or changing preset, but sometimes the entire graphics preset would increase or decrease, leading to some fiddling around when I noticed performance was worse than usual. Hopefully this is something that gets addressed soon in post-launch patches.

Gameplay-wise, I think some of the enemy modifiers could do with a bit of tweaking, at least for a first-time normal mode playthrough. Enemies with regenerating health or additional health, armor, or shield bars weren’t particularly interesting to fight, mainly acting as irritating bullet sponges.

But to end on a high note, I really enjoyed Borderlands 4’s music. It’s never been something that particularly stood out to me in the other games, but here, it sets the stage for combat very well. Engaging Rippers, for example, will be accompanied by a fast-paced punk rock sound. While the robotic Order troops prefer a more techno-driven soundscape. It’s genuinely great stuff.

Should you play Borderlands 4?

Play it if…

Don’t play it if…

Accessibility

Borderlands 4 is teeming with accessibility options. Robust subtitle options are featured, including size, color, and background opacity. There are several audio presets for those who are hard of hearing, as well as protanopia, deuteranopia and tritanopia colorblind settings for user interface elements. Oh, and if you really can’t stand Claptrap, there is a dedicated volume slider for him, too.

How I reviewed Borderlands 4

My first playthrough of Borderlands 4 lasted 40 hours for this review. That included a complete playthrough of the main campaign, while also ticking off several side missions, objectives, and vault challenges. Having poured hundreds of hours into previous games in the series, I went out of my way to compare the quality and quantity on offer here in relation to other Borderlands titles, and came away satisfied with this latest entry.

I played on my new gaming PC, powered by an Nvidia GeForce RTX 5060 GPU and Intel Core i5 14400F CPU, via Steam, primarily using the 8BitDo Ultimate 2 Controller, with some time also spent playing the game with mouse and keyboard. While my main playthrough was with Vex, I also tested the other Vault Hunters including Harlowe, Rafa, and Amon.

First reviewed September 2025

Borderlands 4: Price Comparison



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Borderlands 4 teaser image
Product Reviews

Why we don’t have a Borderlands 4 review yet

by admin September 11, 2025



Borderlands 4 launches today, and reviews from critics have started appearing online.

We look forward to playing and reviewing Gearbox’s latest co-op shooter ourselves, but for PC Gamer, that work will start after the game’s public launch. 2K Games provided early review copies of Borderlands 4 to a number of media outlets, but PC Gamer was offered access at launch only.

We’ll be digging into Borderlands 4 as soon as it unlocks and will publish our review when we’re ready.


Related articles

One thing we’re particularly curious to investigate is its PC performance, as the minimum specs somewhat surprisingly call for an eight-core CPU (“or equivalent”). I also want to know what the “emotional” Claptrap moment we’ve been promised is.

In the meantime, see whether you agree with Harvey’s recent ranking of the top five Borderlands games, and if you’re also jumping into Borderlands 4 at launch, check out Rory’s speculative theorycrafting for ideas about how to build your first character.



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Borderlands 4 Review - Too Much Of An Overcorrection
Game Reviews

Borderlands 4 Review – Too Much Of An Overcorrection

by admin September 11, 2025



A direct sequel to Borderlands 3, Borderlands 4 aims to rectify the various issues of its predecessor–namely, the overreliance on cringe jokes, overly talkative main villains, and bullet-sponge boss battles. And while these issues are addressed, it may have been an overcorrection as Borderlands 4 is cranked so far in the other direction that the resulting game feels like a strange imitation of the series. The core bread and butter of the franchise–rewarding looting and satisfying shooting–remains the same, delivering hours of solid first-person shooter gameplay. The narrative elements, however, are weaker than ever.

Like its predecessors, Borderlands 4 sees you embody one of four playable Vault Hunters, outlaw mercenaries willing to do pretty much whatever, whenever, for money and a chance to uncover one of the many treasure-filled Vaults left behind by a long-dead civilization. Each Vault Hunter possesses unique skill trees and abilities, allowing you to flavor your approach to the game the way you want. Vex the Siren is a summoner who can create ghostly visages of either herself or a fanged beast to attract enemy fire away from her, for example, while Amon the Forgeknight uses advanced tech to create elemental axes, whips, or a shield so he can wade into melee combat.

This feels like Borderlands’ strongest assortment of Vault Hunters to date. While no past Vault Hunter has been a truly bad choice, this is the first time that each Vault Hunter feels incredibly useful in all aspects of play, whether it’s dealing with groups of everyday enemies, cutting away at larger bosses, or aiding allies in co-op while they focus on doing most of the damage. While I played as Vex in my main playthrough, I didn’t dislike my time with other Vault Hunters on new save files.

There’s no way to truly know if all four Vault Hunters equally stack up until folks have had time to put a substantial amount of hours into playing as each one, but for once, I don’t feel the need to dissuade first-time Borderlands players from one or two of the options. Each Vault Hunter is fun to play because they all feel powerful and can stand on their own or make meaningful contributions to a team, and it feels rewarding to learn and master each of their respective abilities.

It feels like Borderlands 4 has the best starting roster of Vault Hunters.

Like past Vault Hunters, they don’t contribute all that much narrative-wise, however. This usually isn’t much of a problem as the main characters of Borderlands have regularly been those around the Vault Hunters–long-time fans likely remember the likes of Angel, Tannis, Scooter, Handsome Jack, Tiny Tina, Mad Moxxi, and (unfortunately) Claptrap. As part of the clear plan to distance Borderlands 4 from the last entry, this game does not focus on these characters. Borderlands 3 had a familiar face popping up what felt like every 30 minutes, while Borderlands 4 only has a handful of returning characters, and they’re on screen for only a few minutes, save for a couple of exceptions.

Subsequently, it’s on the new cast of characters to create any semblance of an emotional connection. Unfortunately, they’re all very boring. Rush is your typical strong guy with a heart of gold, for instance, and Zadra is a dubious scientist with a shady past. It’s difficult to connect with these people because the game doesn’t give them any characterization beyond simple generalizations, and few feel consequential to the plot. I knew Borderlands 4’s characters had not grabbed me when I was playing through a mission where–had I been fast enough–I could have saved the life of one of the Vault Hunters’ allies. I was not fast enough, failed the optional objective to save him, and he died. But I didn’t feel anything for that loss, and the game continued with other characters fulfilling that character’s role.

A few familiar faces pop up, but Borderlands 4 is primarily a brand-new cast of characters.

For as much as I hate Claptrap, at least he evokes some type of emotional response from me. I see him and I wish to do all in my power to make him suffer, and I laugh with glee when he’s forced to confront something uncomfortable or traumatic–especially when it’s something optional that I can choose to do to him. A decent character makes you feel something, and has some sort of presence in the story they’re a part of. That’s something Borderlands has routinely been good at–pretty much every main character of the past games has been someone’s favorite, but also someone else’s most hated. They evoke strong reactions.

But Borderlands 4 seems to do everything in its power to make sure that its characters cannot be hated. In doing so, the game overcorrects and centers its plot around a cast that’s so two-dimensional and bland that, after meeting anyone new, I was tuning out what they were saying within minutes. This does mean the complaints about the humor being cringey or the characters being annoying are gone. But instead, now there’s no one to love, so Borderlands 4’s story and characters are just dull.

You’ll spend a lot of time driving around and completing side quests.

It’s never quite clear what your emotional investment in Borderlands 4 is supposed to be. In the first two games, you were hunting a Vault to get money, and (especially in Borderlands 2) there was an easy-to-hate asshole goading you into killing them the entire way through. In Borderlands 3, you’re a freedom fighter trying to protect the characters you’ve met over the previous games from twisted livestreamers.

Borderlands 4 is messy, though. Your character wants to find a Vault, but they’re sidetracked when the resident big bad, The Timekeeper, sticks them with an implant that lets him track the Vault Hunter and control their actions for a brief period of time. And so you think, “Oh, I gotta get this out of me!” and that would be a strong adventuring hook, but then almost immediately, you get a little robot companion that can block The Timekeeper’s signal, so he can neither track nor control you, and it’s like the implant isn’t even there. But your character still listens to Claptrap on first meeting him, and puts Vault Hunting on indefinite hold to instead rally together a group of resistance fighters to take down The Timekeeper and his three lieutenants. You become instantly loyal to a cause you heard about mere moments prior, and the far more compelling motivations of getting revenge or gaining independence are left behind.

The gunplay in Borderlands 4 is so good.

So why keep playing? Because, for as poor as Borderlands 4’s story is, the gameplay is pretty freaking good. The moment-to-moment gunplay is ridiculous fun, complemented by each Vault Hunter’s extraordinary class abilities like boomeranging double-bladed axes, bouncy-ball black holes, heat-seeking missiles, and ghostly wildcats. Enemies explode into glorious viscera and multicolored loot, each flashy bauble a chance to acquire a new favorite firearm or grenade or throwing knife or rocket launcher. I loved poring over the dozens of items I would loot with each mission to carefully curate what could be scrapped for cash and what deserved to rotate into my loadout.

Even if you can’t change your Vault Hunter without starting a new save file, each possesses three distinct skill trees that allow you to change their playstyle in substantial ways. One of Rafa the Exo-Soldier’s trees focuses on using elemental blades to wade into melee, for example, while another gives him auto-aiming shoulder turrets that can fire bullets, missiles, or bombs. His entire kit is based on doing a lot of damage with hit-and-run tactics, but you have agency in deciding how that damage is primarily dealt. Reallocating skill points isn’t free, but once you’re a few hours into the game, you’ll be finding enough excess loot that you can regularly sell what you’re not using to afford a respec.

Over a decade later and Borderlands still can’t deliver a big bad on par with Handsome Jack.

There’s a similar level of customization involved when it comes to equipment. Early on, I designed a build for Vex that focused on ricocheting bullets and throwing knives off enemy heads to nail multiple critical hits in a row, and I figured that would last me the rest of the game. It paired well with her ability to summon carbon copies of herself armed with firearms of their own. But then I found a grenade that created black holes and made everything sucked into it susceptible to elemental damage, and suddenly the shotgun that could switch between Corrosive and Radiation damage that I had found minutes before seemed pretty good, and I reallocated Vex’s skill points to focus on her stacking multiple elemental effects and wading into melee. It was just as much fun as my previous build, and I’d go on to make plenty of others for Vex over my playthrough. Borderlands 4 regularly rewards experimentation, and with the abundance of loot keeping your money reserves high, you’re encouraged to pay for the skill reallocation fee to jump into new builds without fear.

Borderlands 4 also has excellent movement mechanics. Sliding and climbing–both of which were added to Borderlands in the third mainline game–are faster than before, and new gliding and grappling-hook opportunities open up new ways to travel. While gliding, you can soar over large gaps or hover and shoot in midair, whereas the grappling hook gives you the option to grab and pull explosive containers to you (giving you a makeshift bomb to throw at enemies), rip away enemy shields, reach faraway platforms, or swing around different levels. The grappling hook is limited in that it can only connect to certain points and objects, but almost every level has an opportunity to use it in some way, and adding momentum to your strategy in a firefight can present some fun options.

Borderlands 4 takes place on a world affected by the moon that teleported away at the end of Borderlands 3.

My favorite example of this has to be when I found a shield for my Vault Hunter that would explode a second after breaking, damaging all enemies around me. I equipped it and later ran into a fight where one pesky flying enemy was proving extremely difficult to hit with my loadout that was focused on methodical marksmanship, not spraying and praying. So I used the grappling hook to pull myself away from the enemies on the ground just as they broke my shield, sending me soaring through the sky in the split second it took for the shield to explode–I killed the flying enemy with the subsequent area-of-effect explosion, then quickly turned around in midair and nailed the remaining enemies still on the ground with a few headshots. I had somehow turned myself into a makeshift catapult where I was the bomb!

That particular situation never happened again, but for that one glorious moment, I felt like a genius that had somehow cheated the game. I chased that feeling, and even if the exact circumstances of it never reappeared, I did replicate that sensation, just with other abilities and weapons in other various scenarios. Those were the moments in which I enjoyed Borderlands 4 the most.

Another Borderlands game, another badass-looking Siren.

But this all occurred early into Borderlands 4–probably the first 10 or so hours. This joy lessens the further into Borderlands 4 you go, as you run into pretty much every enemy type about halfway through the story, and the new ones you run into after that are mostly variations of what came before. This repetition eventually leaves combat feeling stale, stretching out the game beyond its welcome.

Borderlands 4 is full of side quests too, ranging from absurd tasks–like helping a woman who’s losing her mind perform unhinged experiments on other people, or participating in a triathlon around a whole section of the map that ends with you carrying a bomb towards the finish line–to collectible hunting. It’s clear that the game expects you to do some of them, as you don’t level up fast enough to remain on par with the enemies you encounter in the story without doing several optional tasks to grind for extra experience.

This can slow progression quite a bit if you avoid the optional tasks for too long, and unless you’re ready to play Borderlands 4 on the easiest difficulty, it’s extremely difficult to do any meaningful damage to an enemy that’s four or more levels higher than you. All of which would be fine if the side quests weren’t so boring or at least possessed some humor–a traditional Borderlands tentpole that’s missing from this entry. As a result, the only incentive to do any optional quest is to level up high enough to get back to the main quest–the side activities are frustrating, time-filling fluff, not meaningful narrative experiences.

All in all, if uncovering loot, crafting builds, and unleashing chaotic mayhem is what you’re looking for, Borderlands 4 has you covered. It’s the most mechanically sound Borderlands game to date, and the various Vault Hunters each present an entertaining opportunity to tackle the game in a different way. Just maybe find a good podcast or video essay to fill the moments between the shooting and looting. The game’s story and characters aren’t strong enough to hold your attention on their own, and the game’s combat begins to drag once you’ve seen all the enemy types there are to see.



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