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Pokemon Scarlet & Violet Switch 2 Review - More To Chewtle On
Game Reviews

Pokemon Scarlet & Violet Switch 2 Review – More To Chewtle On

by admin June 24, 2025



Switch 2 Version Update: With the launch of the Nintendo Switch 2, Pokemon Scarlet and Violet have received a much-needed performance boost. The free update adds 4K visuals while docked and a rock-solid 60 frames per second for both docked and handheld play. After several hours of testing, I’ve found both Scarlet and Violet run and play significantly better.

On the original Switch, a stormy Casseroya Lake in the northwestern part of Paldea was particularly taxing–even after a handful of updates, I dreaded going to that lake to collect items or shiny hunt. Now, on the Switch 2, it runs flawlessly regardless of where you are in the world. Additionally, the lengthy loading times have been reduced to a few seconds.

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Now Playing: Pokemon Scarlet & Violet Video Review

Despite these improvements, Pokemon Scarlet and Violet still isn’t the most visually appealing Pokemon game to date. The world feels bland and barren, and character models–outside of the wonderfully detailed and expressive Pokemon–are simplistic and wooden. Despite the 4k resolution, there are still plenty of low-quality textures and visual bugs can occur during battle. It’s a shame given how strong the visual identity is for something like Pokemon Let’s Go! Pikachu and Eevee or even Pokemon: Legends Arceus, which received a fair bit of criticism for its visuals as well.

Though, oddly enough, the number of Pokemon that can appear on-screen has increased significantly, making Paldea feel slightly more lively. This is especially good news for shiny-hunting sickos like me, as it’s much easier to spawn and spot a rare Pokemon.

The Switch 2’s horsepower also fixes a lot of issues with the menus, particularly Pokemon Boxes. If you spent a lot of time organizing your Pokemon and building different battle teams, you likely know how slow it was navigating those menus, sometimes waiting seconds for a character model to load into view. With the Switch 2, flipping through your boxes is a breeze.

I strongly recommend giving Scarlet and Violet another shot if the performance and visuals were a turn off when they originally released. Underneath all the issues and the controversy, Scarlet and Violet is one of the most interesting mainline Pokemon games in years. The unconventional structure lets players explore the world with unparalleled freedom, the Terastallization mechanics have made competitive play an absolute thrill to compete in and watch, and the Indigo Disk DLC might be the most challenging gauntlets GameFreak has added to a Pokemon game in years. Now if only they’d bring back the Battle Tower… — Jake Dekker

You can read our original review of the Switch version, published on November 21, 2022, below.

While Pokemon Legends: Arceus dipped its toes into what an open-world Pokemon game could be, Pokemon Scarlet and Violet fully embrace it. This new approach to the tried-and-true Pokemon formula reinvigorates the mainline series and delivers one of the most challenging and rewarding Pokemon adventures to date. Where they really shine, however, is in non-linear progression. Scarlet and Violet make some subtle efforts to guide you to specific locations, but ultimately, how you forge your own path through the vibrant new region of Paldea is what makes it so memorable.

Scarlet and Violet start off like most mainline Pokemon games: You wake up at home, meet your rival, pick one of three starters, and before long you’re exploring the world and catching a wide range of monsters. While the tutorial might still feel a bit overbearing for longtime fans, it moves at a brisk pace. Before long, Nemona, your peppy, battle-hungry rival, turns you loose, and you’re free to explore a hefty chunk of the map, battle trainers at your discretion, and catch wild Pokemon. It does slow down a bit as it introduces characters and the three main questlines, but soon after that, you are free to explore Paldea in its entirety.

Scarlet and Violet’s strength lies in their freedom, and that freedom extends beyond its open world. At the outset you are given three different paths to follow: The Path of Legends, which has you hunt down and defeat abnormally large Pokemon; Operation Starfall, where you deal with this generation’s Team Rocket; and the familiar Victory Road, in which you take on eight gym leaders. Unlike previous games, there is no predetermined path through the story. Although trainers and wild Pokemon get tougher the further you get from Mesagoza, Paldea’s centermost city, there’s nothing outright stopping you from marching up to one of the toughest gym leaders in the game and challenging them to a battle. In fact, Pokemon Scarlet and Violet doesn’t even tell you how tough a specific area is until you are actually there.

That lack of transparency might seem odd in a level-based RPG, but it encouraged me to travel off the beaten path and scout out areas a traditional Pokemon game would have gated off. The lack of random encounters also fosters this type of exploration. Pokemon are crawling over every square inch of the map. Pawmi, the adorable new electric-type rodent, travels in packs; Psyducks will saunter through fields, occasionally taking a dip in a nearby stream; and Pichus can often be found napping under shady trees. Like in Arceus, I often found myself chasing new Pokemon I spotted off in the distance until I ended up in an area I wasn’t quite ready for. Occasionally, these spontaneous adventures would end with a team wipe, but sometimes I’d walk away with a powerful new Pokemon to join my roster.

In many ways, it feels like Game Freak has finally taken the training wheels off of Pokemon. Throughout most of my adventure I felt like I was constantly punching above my weight against gym leaders, Titan Pokemon, and Team Star bosses. In most cases, my Pokemon were lower levels than the competition, which forced me to think beyond the familiar rock-paper-scissors type matchups. Natures, abilities, and held items–things I rarely consider during a Pokemon game’s main story–would often give me enough of an edge to narrowly beat a trainer I would have otherwise lost to.

Terastallizing adds another wrinkle to the challenge. Most key trainers you go toe-to-toe with will Terastallize their final Pokemon, which can alter a Pokemon’s typing. Every Pokemon in the Paldea region has a Tera type along with its standard type or types. In most cases, the Tera type matches one of the Pokemon’s standard types. However, some Pokemon you come across will have a Tera type different from their standard type. For example, the Grass-type gym leader Brassius uses the Rock-type Pokemon Sudowoodo, but his Sudowoodo has the Grass Tera type. Once this Sudowoodo Terastallizes, the Water- or Grass-type attacks you’d usually use against Sudowoodo won’t be very effective. Most gym leaders use Terastallizing to cover their weaknesses, making the final push a tad more difficult if you aren’t prepared or are underleveled.

Of course, you don’t have to play Scarlet and Violet the same way I did. You can seek out challenges you are appropriately leveled for and stick to safer areas while you train. This approach is still far more compelling than the traditional Pokemon structure because there are plenty of areas to explore, a wide variety of Pokemon to catch, and a handful of main objectives to complete wherever you choose to go. And even when I was underleveled for some of the tougher points of interest, I rarely felt like my only option was to grind out levels by repeatedly battling wild Pokemon.

Grinding is far less tedious than it used to be thanks to the “Let’s Go” mechanic. This allows the first Pokemon in your party to auto-battle wild Pokemon. Auto-battling doesn’t net you as much experience as a standard battle, but because auto battles are decided within seconds, you can battle a high volume of Pokemon in a short amount of time.

Scarlet and Violet make some subtle efforts to guide you to specific locations, but ultimately, how you forge your own path through the vibrant new region of Paldea is what makes it so memorable

Auto-battling also ties into TM crafting. Unlike in previous games, once you find or receive a TM, you can craft copies of it at Pokemon Centers. When you knock out a wild Pokemon, it drops crafting materials, and you can earn those crafting materials far more efficiently by auto-battling. However, while auto battles make TM crafting much easier than it would be otherwise, I’d much prefer an option to buy the ones I want. All TMs require components from specific Pokemon, meaning that you have to make an effort to track down that Pokemon and battle it a few times.

The good news is that you can swap out your Pokemon’s moves at any time. If you accidentally replaced a move, you can go into a Pokemon’s summary menu and relearn it. This is also true for TMs; if you use a TM on a Pokemon, that move will always be available in its move pool. It’s a small change, but a welcome one that makes it much easier to experiment with movesets on the fly.

Scarlet and Violet also shake up breeding for the first time since it was introduced in Gold and Silver. Although breeding the perfect Pokemon can still be a time sink, both games have done away with Pokemon Daycares entirely. Now, if you set up a picnic with two compatible Pokemon in your party, they will leave multiple eggs in a basket. Unhygienic, yes, but this saves a ton of time. Eggs collected during a picnic will automatically populate in your boxes, meaning you don’t have to frequently reorganize your party to make room for a new egg. Within 15 minutes of idle time in a picnic, I had over a dozen eggs that were automatically transferred into my Pokemon box–a much easier and more efficient method than riding a bike around a daycare and waiting for eggs to appear.

The streamlined breeding process also means it might be easier to grind for shiny Pokemon. While I haven’t figured out how to maximize my shiny odds yet, it seems like the overall process could be far less painful than in the past.

It’s hard to discuss the competitive scene without touching on battling. Terastallizing will certainly shake things up, but it’s difficult to say exactly how at this stage. In theory, a competitive team could cover far more weaknesses thanks to this mechanic. With six Pokemon to a team and potentially three different types per Pokemon–each Pokemon’s two standard types and a third, different Tera type–you could represent all 18 types in one party. My hope is it will result in a far more diverse lineup of viable competitive Pokemon and new, inventive strategies, since typing is such an important part of the team-building process.

As excited as I am to test out these strategies, Scarlet and Violet lack a Battle Tower. There are some exciting post-game challenges, but the absence of a proper Battle Tower makes it very difficult to experiment with different teams and test out new strategies in a low-stakes competitive environment.

The omission of the Battle Tower is likely due to Scarlet and Violet’s expanded suite of online features. The big addition to Scarlet and Violet is cooperative play. You and up to three friends can explore Paldea together. You can battle trainers, catch wild Pokemon, and complete story quests while your pals are on the other side of the map. If one player starts up a Tera Raid battle, every other player in the session is notified and can join with the touch of a button. It’s a welcome addition, but it feels superficial. You can’t walk up to another player and interact with them to initiate a trade or battle. Instead, you need to open up the Poke Portal menu and start a trade from there. You also can’t catch Pokemon from the other version, even if you join their game. It seems that cooperative play also opens the floodgates for bugs and glitches. My experience, apart from a few connection issues, has been smooth sailing, but that could change the more I play over the coming weeks. It’s nice seeing your friends run around in your world, but it doesn’t add a whole lot to the experience.

Fortunately, the multiplayer features from Sword and Shield return and they are better implemented here. From the menu you can connect to the servers, and access battling, trading, mystery gifts, and surprise trades with a few button presses. Pokemon games and Nintendo still have a ways to go to match the online experience of its competition, but the process is painless.

The level of freedom found in Scarlet and Violet comes at a significant cost, though, particularly in their presentation. These games look rough. There’s a moment early on where you follow your rival to the top of a lighthouse. Whether intentional or not, it feels like it’s supposed to be that moment in every open-world game where you can appreciate the vast expanse of the world before you. Unfortunately, the muddy visuals undercut the moment. Mesagoza looks like a collection of off-white shapes in the distance, the trees look more like green blobs than trees, and the rotating Poke Ball above the Pokemon Center moves at only a few frames per second.

While the Pokemon and key characters are well-rendered, not much else is. Textures are missing, objects in the distance are pixelated and jittery, Pokemon and NPCs are constantly popping in and out due to poor draw distances, and battles on uneven terrain will frequently cause the camera to clip through the ground.

Between Xenoblade Chronicles 3 and Bayonetta 3, the Switch has really shown its age this year, but Pokemon Scarlet and Violet feel as though they are being crushed by the hardware. Pokemon Legends: Arceus had its fair share of visual shortcomings, but not to this extent. Whether you play handheld or docked, Pokemon Scarlet and Violet are difficult on the eyes.

Gallery

Fortunately, Scarlet and Violet run pretty well. Don’t expect a buttery 60 frames per second, but during my time with the games, I haven’t experienced any slowdowns or significant dips to the frame rate. Of course, a game like Pokemon doesn’t demand rock-solid performance, but it is comforting to see that, despite all of the visual rough patches, performance holds up decently.

While undercooked presentation and visual issues hold the games back, Pokemon Scarlet and Violet are still the best mainline Pokemon games in years. They build off Pokemon Legends: Arceus’s open-ended design in some thoughtful and surprising ways, and retain that same level of depth that the mainline series is known for.



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June 24, 2025 0 comments
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The Corsair Platform:4 Elevate gaming desk.
Product Reviews

Corsair Platform:4 review: finally, a top-quality gaming desk for smaller spaces

by admin June 24, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Corsair Platform:4: Two-minute review

I’ve always had one big complaint about many of the best gaming desks: namely, the fact that they’re all so big. It seems that most brands assume that if you’re willing to splash out for a premium product, it means that you’re likely to have a lot of room to put it in. That leaves those of us with smaller gaming setups and no room for the likes of the Secretlab Magnus or Cooler Master GD160 ARGB in a bit of an awkward spot.

Enter Corsair, with the Corsair Platform:4. The smaller sibling of the gargantuan Corsair Platform:6, the Platform:4 has a desktop that comes in at a comparatively tiny 40 x 30 inches / 120 x 76 cm. It easily fits in the small corner where I keep my desk and, despite the smaller size, doesn’t skimp on build quality and is absolutely overflowing with features.

It comes in three attractive colorways: a sleek Black with a laminate desk surface or, if you’re willing to pay more for the more premium wood variant, Light Pine Stain or Dark Walnut Stain options. As someone with mostly white PC peripherals, a blue gaming chair, and light color walls, the Light Pine Stain matches my setup perfectly and is a refreshing departure from the darker aesthetics of most gaming desks.


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The desk comes bundled with a modular T-channel metal rail system that is mounted across the top of the desk and supports the mounting of accessories like microphones and storage cubbies. You also get a VESA monitor arm, which attaches to the rail and frees up some room on the desktop that would otherwise be occupied by your monitor stand – definitely appreciated when you’re working with limited space.

(Image credit: Future)

Considering the high price of the Corsair Platform:4, you’re paying a hefty premium for this rail system, though, so make sure that it’s something that you’re actually going to use before making your purchase. The desk is fully functional without it attached, but there are significantly cheaper options out there (especially if you expand your search to some of the best office desks) if you don’t like using monitor arms.

Placing a monitor directly on the desk will also block access to the built-in storage cubby. It’s a little small, with only room for a few small accessories or knick-knacks, but it does have handy integrated USB ports for charging your devices. Under the desk, you can mount a cable management tray, which is fantastic for keeping things tidy or storing little accessories. There’s ample space in it, which is ideal for holding power bricks or stashing extra cables that you don’t want to lose.

I tested the more expensive Elevate version of the Corsair Platform:4, which comes with motorised adjustable legs. I appreciate how the control panel can be mounted on either side of the desktop, but raising and lowering the desk can be a tad fiddly. It feels just a little unresponsive, and sometimes comes to a stop without warning. This isn’t too unusual for electric standing desks, which tend to move very cautiously to avoid trapping cables (or worse, limbs) in their mechanisms, but is still worth bearing in mind.

Even so, it’s easy to recommend the Corsair Platform:4 if you have the budget. It’s small, stylish, constructed from quality materials, and doesn’t skimp on features.

Corsair Platform:4: Price and availability

  • Corsair Platform:4 starts at $699.99 / £799.99 / around AU$1,600
  • Corsair Platform:4 Elevate starts at $899.99 / £999.99 / around AU$2,000
  • On the premium end of the market

There’s no getting around the fact that the Corsair Platform:4 is an expensive gaming desk. It starts at $699.99 / £799.99 for the basic Black laminate version. The wooden variant is then $799.99 / £899.99 and comes in either Light Pine Stain or Dark Walnut Stain.

The Corsair Platform:4 Elevate, the standing desk version, is more expensive still, starting at $899.99 / £999.99 for the Black Laminate or $999.99 / £1009.99 for wood.

This puts it right at the top of the premium end of the market and makes the wooden version even more expensive than the likes of the $949 / £829 Secretlab Magnus Pro XL, which is a considerably larger desk but offers a similar adjustment mechanism and plenty of accessories.

When there are many cheaper standing desk options out there, like the $340 / £360 / AU$420 Flexispot E7, this is only one to consider if you have a hefty budget and want unique features like the rail system.

Corsair Platform:4: Specs

Swipe to scroll horizontally

Price

$699.99 / £799.99 or $899.99 / £999.99 (Elevate)

Height

29in / 74cm (up to 48in / 122cm Elevate)

Load capacity

330lbs / 150kg

Material

Steel, laminate / birchwood

Dimensions (with D-board)

29in / 74cm x 47in / 120cm x 30in / 76cm

Noise level

~50db

Corsair Platform:4: Design and features

  • Lengthy assembly
  • Looks and feels premium
  • Plenty of customization

Given the inclusion of the rail system and many accessories, the assembly of the Corsair Platform:4 took a fair chunk longer than I’m used to. It comes well-packaged in just one massive box, with everything clearly labelled, but the added parts of the rail system and monitor arm will add on time, even for experienced gaming furniture assemblers like me.

I also had to rely on an extra pair of hands for some key steps, namely flipping the desk once the legs had been attached. With the thick wooden desktop and solid steel legs, this is a particularly heavy desk, and for safety, I would not recommend attempting to lift it solo.

I was disappointed to find that my Corsair Platform:4 also didn’t include any printed instructions. You can find a manual on the Corsair website, though it doubles as the instruction manual for the Corsair Platform:6 as well. They’re very similar products, but it does still mean that certain steps don’t apply to the Corsair Platform:4.

To give you an example, one asked me to locate some text on each leg that tells which side they need to be mounted. I looked all over for these for about 15 minutes before an internet search eventually revealed that only the Corsair Platform:6 seems to have these labels. This isn’t the end of the world, but it stings at such a high price point. If I’m paying close to $1,000 / £1,000 for a desk, clear instructions are a bare minimum.

With everything built, it’s easy to forget all this as you appreciate the meticulous quality of everything here. The legs are like steel tree trunks, with massive bases that effectively anchor it to your floor and keep wobble to an absolute minimum. The desktop, in my case, wooden, is thick and smooth with a lovely pattern and even a subtly embossed Corsair logo in one corner.

The desk cubby is small, but quite handy thanks to its USB charging capabilities. I use mine to store my PC webcam and a few other small accessories, which would otherwise be left littered around my desk, and occasionally plug my phone or DualSense Wireless Controller in using the ports down there for a bit more juice.

Image 1 of 2

(Image credit: Future)(Image credit: Future)

The rail system is a bit bigger than I was expecting, but still surprisingly useful. I’ve never been a huge fan of VESA monitor arms, mainly because they’re tricky to secure properly to your desk and tend to add lots of awkward adjustments, but the one included here is rock solid.

I use a dinky 23.8-inch Lenovo monitor, much to my colleague Rob’s amusement, and it holds in place securely. Even an ultrawide model should also pose no issue according to Corsair, though bear in mind that the arm has a 27lbs / 12.2kg weight limit.

The monitor arm can be mounted at any point along the rail, which opens up loads of customization possibilities. As I only use one display, I have mine mounted in the middle at eye-level, but those with dual monitor setups could easily slide the mounted monitor off to one side or raise the arm to give it some extra vertical height.

If you’re looking for some more ways to use the rail, you also get a small plastic tray that can be mounted to it in the box. I didn’t use this, but it could be handy if you want to really maximise your storage space.

The Corsair Platform:4 is compatible with a wide range of modular accessories, too, with options to mount everything from microphones, webcams, studio lighting, a pegboard, and more. None of these are particularly cheap, but the rail will also fit standard t-nuts, so you can basically bolt whatever you want to it if you’re handy enough.

If you’re particularly DIY minded or a content creator willing to invest in creating the perfect setup, this alone could make splashing out for the Corsair Platform:4 worthwhile.

As I previously mentioned, I tested the Corsair Platform:4 Elevate – which comes with an electric height mechanism. You can save two presets or adjust the height on the fly between 29 – 48 inches / 74cm to 122cm. A handy LCD display alerts you to your current height and makes it easier to save exact presets.

(Image credit: Future)

Corsair Platform:4: Performance

  • Loads of cable management options
  • Rail system works well
  • Nice and compact size, friendly for smaller setups

I can’t complain about the performance of the Corsair Platform:4, as it’s exceptional across the board. Despite the compact overall size, the thick legs make this one of the most stable desks that I’ve ever tested, and the combination of metal and wood lends everything a luxurious feel. There are plastic elements here, but they’re kept to a tasteful minimum, so the whole thing looks absolutely fantastic and befitting of the price.

Even the rail system works brilliantly, holding my monitor in place very securely. Having the monitor mounted means that there’s much more space for my PC peripherals and my usual assortment of scattered documents, testing samples, and so on. This might be a small desk, but it punches well above its weight when it comes to just how much you can cram on it.

I absolutely despise cable management, especially given how much I have to plug in and out of my PC on a regular basis. Seriously, just try swapping between four different gaming microphones in a week without it quickly becoming a complete mess. I could still appreciate the wire management tray, though, which kept the most important cables firmly in one place.

(Image credit: Future)

Given the focus on accessories here, you do get a lot of spare bolts and tools that you will likely want to hang on to for upgrades down the line. I found that these all easily fit neatly into the wire management tray in one small box, which should hopefully reduce the chance of losing them.

The built-in storage cubby is also a practical addition, with a modest but still useful amount of space. You can also use it to run cables up to your desktop, with multiple slots for them to go in and out.

Although I mainly use my desk seated at a static height, I nevertheless also endeavoured to test the standing functionality of the Corsair Platform:4 Elevate frequently. Raising and lowering the desk is relatively quiet, but it does occasionally stop in the process. A quick tap of the button gets things moving again, but I could see this becoming frustrating if you intend to swap between standing and sitting throughout the day.

(Image credit: Future)

Should you buy the Corsair Platform:4?

Buy it if…

Don’t buy it if…

Also consider

Not keen on the Corsair Platform:4? Here’s one cheaper standing desk to consider and a larger, but similarly premium, gaming desk option.

Swipe to scroll horizontallyRow 0 – Cell 0

Corsair Platform:4

Flexispot E7

Secretlab Magnus Pro

Price

$699.99 / £799.99 / around AU$1,600 or $899.99 / £999.99 (Elevate) / around AU$2,000

$340 / £360 / AU$420

$799 / £770

Height

29in / 74cm (up to 48in / 122cm Elevate)

22.8-48.4in / 58-123cm

25.6-49.2in / 65-125cm

Load capacity

330 lbs / 150kg

275lbs / 125kg

264.6lbs / 120kg

Material

Steel, laminate / birchwood

Steel

Steel, wood fiberboard

Dimensions

29in / 74cm x 47in / 120cm x 30in / 76cm

43.3-74.8 x 26.7 x 22.8-48.4in / 110-190 x 68 x 58-123cm

59.1 x 27.6 x 25.6-49.2in / 150 x 70 x 65-125cm

Noise level

~50db

N/A

N/A

(Image credit: Future)

How I tested the Corsair Platform:4

  • Used as my main desk
  • Tested over multiple weeks
  • Extensive work and play

I used the Corsair Platform:4 as my main desk for well over a month. In that time, I played a huge variety of games on both my gaming PC and Xbox Series X and Xbox Series S while sitting at it. I was careful to use lots of the desk’s features, including its rail system, and experiment with the included accessories. I also worked from the desk daily, spending multiple hours sitting at it at a time.

Throughout my time with the Corsair: Platform 4, I compared my experience to my hands-on testing of other desks and other gaming furniture items.

Read more about how we test

First reviewed June 2025



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

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

by admin June 24, 2025



Why you can trust TechRadar


We spend hours testing every product or service we review, so you can be sure you’re buying the best. Find out more about how we test.

Nanoleaf Solar Garden Lights: two-minute review

TechRadar Smart Home Week

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

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

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

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


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(Image credit: Chris Price)

  • Nanoleaf Solar Garden Lights at Nanoleaf for $49.99

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

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

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

Image 1 of 3

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

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

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

Image 1 of 2

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

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

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

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

Image 1 of 2

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

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

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

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

(Image credit: Chris Price)

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

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

Nanoleaf Solar Garden Lights: price and availability

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

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

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

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

Nanoleaf Solar Garden Lights: specs

Swipe to scroll horizontally

Product name

Nanoleaf Solar Garden Lights

Price

From $49.99 / £49.99

Total assembled height

37.4 inches / 950mm

Length of each stem

17.3 inches / 439mm

Solar panel dimensions (W x H)

5.2 x 5 inches / 132 x 102.5mm

IP rating

IP65

Brightness

50 lumens

Color temperature range

2,850 – 3,150K

Color channel configuration

RGBW

Charging methods

Solar, USB-C

Solar charge time

6-10 hours

Control distance

30 feet / 10m

Should you buy the Nanoleaf Solar Garden Lights

Swipe to scroll horizontallyNanoleaf Solar Garden Lights score card

Attribute

Notes

Score

Value

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

5/5

Design

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

4.5/5

Performance

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

3.5/5

How I tested the Nanoleaf Solar Garden Lights

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

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

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

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

Nanoleaf Solar Garden Lights: Price Comparison



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June 24, 2025 0 comments
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A character in a mask and hood in Dune Awakening
Product Reviews

Dune: Awakening review | PC Gamer

by admin June 24, 2025



Need to know

What is it? A survival MMO set in the Dune universe
Expect to pay: $49.99/£41.99
Developer: Funcom
Publisher: Funcom
Reviewed on: Intel i7 9700K, RTX 4070 Ti, 16GB RAM
Multiplayer? Yes
Steam Deck: Playable
Link: Official site

I’m standing in the desert scooping up big clumps of the most valuable substance in the universe, spice, when a sandworm explodes out of the dunes a few meters in front of me. I knew it was coming—it always does—but I didn’t expect it to arrive so quickly or so close to me. I yell a bad word and leap into the cockpit of my ornithopter as my entire screen fills with a gaping mouth the size of a subway tunnel.

I know I’m just sitting at my desk holding down my space bar, but in my head I’m pulling up on the control stick of my ornithopter with all my strength as bad words continue to pour out of me. If this worm swallows me I’ll lose everything: my ‘thopter, the spice in my pockets, everything else in my pockets, and even the pockets themselves. I’ll respawn in just my undies and have to re-craft my armor, weapons, tools, and vehicle. Fear is the mind-killer, but a sandworm is the gear-killer.

I gain just enough altitude to escape, but I legitimately have to take a few moments for my heart to stop pounding before I can set back down on the sand to continue my spice collecting. The prospect of losing everything to a sandworm is just one reason why even 100 hours in, Dune: Awakening is still a thrill.


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Funcom’s survival MMO is a lot of things: a compelling PvE sandbox you can play alone, a co-op survival game you can conquer with friends, and a cutthroat PvP extraction game that doesn’t even enter the mix until you’ve played for about 80 hours. Some of this Funcom pulls off successfully, some is a bit rough, but the parts of Dune: Awakening that work are great enough to justify enduring the stuff that doesn’t.

Thirst aid

(Image credit: Funcom)

The opening hours of Dune: Awakening do what every survival game should: make you feel fragile, weak, and desperate. In this alt-history version of Arrakis, the planet is in the midst of a protracted civil war between House Atreides and the Harkonnens—which helps explain why the desert is absolutely littered with spaceship wreckage you can harvest for crafting.

The only source of water in those early hours is licking dew from a few scattered plants, the sun is so scalding you have to creep between the shadows, and at night Sardaukar ships patrol the skies sending down heavily-armed assassins to waste you if you’re spotted.

(Image credit: Funcom)

It’s a suitably tough introduction to the dangers of the desert planet, but you’re not powerless for long. Within a few hours you’ll have the tools to build your first base and even craft a vehicle to begin braving the dunes and sandworms that lurk beneath it.

Dune: Awakening’s survival loop can get pretty grindy. There’s an early stage where the only worthwhile source of water is blood, and I found myself regularly stopping what I was doing just to make joyless blood runs: completing quick circuits of the same handful of NPC caves and camps to suck ’em dry. There was one NPC in a camp about 10 meters from my front door, and I must have killed and drank that dude a few dozen times alone.

(Image credit: Funcom)

More elegant water collection options eventually appear, like tools that harvest dew from plants and windtraps that capture moisture from the air, though as crafting gets more complex it requires shocking amounts of water, meaning it’s never a bad time to cosplay a desert vampire and collect a few extra liters of blood. Stockpiling other resources in the mid-to-late game grows monotonous, too: some only appear as loot in certain NPC strongholds, and only in small amounts, which means repeatedly raiding the same locations.

But there’s also the kind of grind I really enjoy. I love hopping in a buggy and driving out for a resource run, using a mining laser to extract minerals from boulders in the mountains or crystals in the murky ravines. I’m always happy to fly my ‘thopter out to the dunes to collect a resource called flour sand, dodging the angry sandworms that show up every few minutes.

When the survival systems don’t solely rely on killing the same NPCs over and over, there’s an enjoyable routine that emerges (#desertlife), which includes patching up degraded gear and spot welding vehicles to repair their components. These rituals make me feel less like a murderer and more like someone trying to carve out a life on an inhospitable planet.

Whatcha Dune?

(Image credit: Funcom)

Progression doesn’t just lead to better weapons and gear but the feeling that you’re becoming more a part of the Dune universe, and I get a little buzz every time I advance enough to craft something from the fiction.

Remember in Villeneuve’s first Dune movie when Duke Leto gets shot in the back? He’s got his shield on which protects him fast-moving blades and projectiles, but the dart slowly burrows through Leto’s shield until it incapacitates him. I’ve got a gun that does that now, called a drillshot, and it’s sick.

Even as a casual Dune fan it’s hard not to get excited when creating and using such iconic technology.

The effect even looks the same as it does in the movie, with the hovering dart turning the blue shield red as it burrows through to find the vulnerable body of whatever unlucky NPC I’ve shot it at. We also have a few Fremen deathstills (seen in Dune: Part Two) at my guild’s base that we can stick bodies in to convert them into water.

It’s gross to have corpses gently being liquified into drinking water, but also pretty darn cool. Hunter-seeker drones, ornithopters, Holtzman shields, chrysknives: even as a casual Dune fan it’s hard not to get excited when creating and using such iconic technology.

The world is genuinely impressive for its incredible verticality—in both directions. There are towering cliffs and spires between the dunes, and a ravine that stretches across an entire region that’s so deep I thought at first it must just be a bottomless void that you’re meant to avoid falling into. Nope. There’s a bottom to it, but it’s so far down you can’t even see it.

(Image credit: Funcom)

Getting around the map is a blast, too, because you can climb anything, at least as long as your stamina holds out. Throw in a grappling hook and suspensors you can yoink yourself upwards and then continue rocketing skyward, or glide hundreds of meters down without taking fall damage.

Other conveniences, like being able to store sandbikes and ornithopters inside a special tool in your inventory, are pretty silly: like your horse in Elden Ring, you can summon your bike or ‘thopter whenever you need it and pocket it when you don’t. But it’s all part of a travel system that shows Funcom wanted its world to be a playground, not a chore, to traverse.

Game over, man!

(Image credit: Funcom)

The most controversial part of Dune: Awakening (if the sheer number of Reddit posts are to be believed) is the endgame. First is the Landsraad, a vague attempt at a political framework that’s part resource-collection and crafting chores, part PvP, and weirdly, part bingo card. It’s realized with a 5×5 grid of tasks that refresh each week, which if completed by players of one faction locks out the players of the other and lets the winner vote on the enactment of a new weekly server setting, like access to unique vendors or reduced crafting costs.

To win the weekly Landsraad, one faction must make a bingo by completing a line of five tasks (up, down, or diagonally), so there’s some strategy involved in not just trying to complete your own row but block your opponents.

(Image credit: Funcom)

Hot take: I dig it. One afternoon as some Landsraad tasks appeared, my guild leader and I scurried around to fulfil them. One task was to deliver gems which are only found in buried caches, so we each mounted scanners on our ‘thopters and barrelled out over the desert to dig them up while dodging sandworms and patches of quicksand. We later mass produced a bunch of knives for another task and raced out to kill members of an NPC faction for another.

Dashing around to complete these milestones is grindy but fun, and it feels pretty satisfying to see a task completed knowing you contributed—not to mention that you earn rewards like money or gear for pitching in.

(Image credit: Funcom)

The problem with the Landsraad is that if I hadn’t logged in that day, or even during those particular few hours, I’d have missed all that fun. Even on the medium population server I play on, the Landsraad bingo board was completed barely two days into the new week. I like that just a couple of players working together can have an impact on the endgame in a relatively short amount of time, but it’s less great that the winner of the political bingo match can be determined in such a short amount of time.

As players reach the endgame and start stockpiling obscene amounts of materials in their bases, I have a hard time imagining how this system will continue to be a satisfying one—especially for more casual players who mainly get time with the game in the evenings or on weekends.

Ornery ‘thopters

(Image credit: Funcom)

The highest tier resources, which are needed to craft endgame vehicles and weapons, can only be found in the deep desert, a majority PvP zone many times larger than the PvE map. That’s also where you’ll find rare blueprints for the best gear and industrial amounts of spice. Even a quick raid on an NPC base in the deep desert will quickly fill your pockets with incredibly useful loot, and after my first visit, all I wanted to do was go back. The problem? There’s a bunch more sandworms trying to eat you and a ton of other players looking to gank you.

I haven’t done a ton of PvP in Dune: Awakening, and though I’ve lost all but a single fight I still mostly enjoy it. Compared with the brain-dead NPCs, it’s exciting to see players using their skills and weapons unpredictably, even when they’re using them to ruin my day.

(Image credit: Funcom)

Take the guy I callously sniped while he was exploring a shipwreck in the deep desert: I felt bad for downing him because he had no idea I was even there, so I let him self-revive. He then proceeded to utterly wreck me with some stuns, a grenade, and then some well-delivered knife blows. (He did not return the favor and allow me to self-revive.)

This is Arrakis, after all. I don’t expect to always make it out in one piece.

The rest of PvP in the endgame zone is mostly done with choppers and rockets—which feels like an odd design choice in a game where we spend nearly a hundred hours building up skills that have nothing to do with airborne combat. It can be brutal: I’ve been chased halfway across the map while being ruthlessly pummeled by missiles from other ‘thopters, but I don’t really hate it. I like the risk of making excursions into the PvP zone, same as how I like tempting fate with sandworms. This is Arrakis, after all. I don’t expect to always make it out in one piece.

I’ve enjoyed nearly all of my time in Dune: Awakening. I like most of the survival grind, there’s tons of Dune tech that feels really cool to craft and use even if you aren’t up on 4,000 years’ worth of Duncan Idaho lore, and I mostly dig the endgame systems, even though they’re a bit oddly designed.

The best compliment I can bestow is that even after 100 hours, when I see a sandworm breach or I hear another player’s ‘thopter approaching, Dune: Awakening still makes my heart pound.



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June 24, 2025 0 comments
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Rematch screen - two kneeling soccer players celebrating a goal as other teammates run in behind them
Gaming Gear

Rematch review | PC Gamer

by admin June 23, 2025



Need to know

What is it? A 5v5 competitive football game from the team behind Sifu
Release date: Out now
Expect to pay: $30/£21
Developer: Sloclap
Publisher: Sloclap, Kepler Interactive
Reviewed on: Windows 11, GeForce RTX 3060 Ti, Intel Core i7 12700F, 16 GB RAM
Steam Deck: Playable
Link: Official site

There’s a lot going on in a 5v5 game of virtual football, but the thing I have to keep reminding myself to do is breathe. It’s easy to forget when you’re playing goalie a minute-and-a-half into overtime and three opponents are trading the ball in front of your net as they gear up for shot, but you’ll need a lungful of air so you can rejoice or curse in a way the neighbors can hear when you make or don’t make the big save. I’ve rarely thought of a sports game as immersive, but here I can practically feel the sonic boom of the crowd, the ball rocketing past a sliding tackle, and the turf whizzing by as I kick it up.

That’s because Rematch—aka Rocket League with feet instead of wheels—is as intense an arcade sports game as I’ve played in a long time, nailing that tightrope walk between depth and immediacy I associate with sports game greats like Super Mega Baseball and Daytona USA. It’s an arcadey, stylized take on soccer that trims fat like foul play and penalty cards to home in on the core of dribbling, shooting, passing, and intercepts.

The standout feature is that, unlike genre goliath FIFA (now EA Sports FC), each player controls a single team member in third person, dynamically trading roles like goalkeeper and striker as they move around the pitch.


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Developer Sloclap had already proved it could build a skill-expressive, weighty brawler with Sifu and Absolver, but despite the absence of fist fights, the studio’s take on the biggest sport in the world doesn’t feel like a left turn. Instead, it feels like a culmination of those games’ successes.

Sure, you’re pushing a ball around, curving shots past a goalie, and lobbing overhead passes instead of kicking any teeth in, but every win in Rematch is a hard-fought wellspring of adrenaline on par with any blockbuster beat ’em up.

(Image credit: Sloclap)

Making the dream work

You’re not the main character. Competitive games tend to offer a decent trick of the light, though: Going 20-0 as a safelane carry in Dota or obliterating half the lobby in Fortnite will stoke even the merest of smoldering egos. Rematch stamps out such flights of fancy beneath a fresh pair of cleats.

Shots will rarely go in the goal without some misdirection, ball hogs are always vulnerable to coordinated steals, and any one-sided stomps are called off with a swift mercy rule. It’s a PvP game, sure, but I like to think of it as a contest of co-op; a stack of excellent, selfish players will rarely beat out a competent, organized team. Whenever I put a point on the board, it was a rush—but I could never take sole credit.

In the heat of a game, this means constantly surveying the field for open teammates to lob a pass at and open opponents to mark or tackle. There’s a smorgasbord of context-sensitive inputs to mind at any given moment; with the ball, you can send a grounded pass in any direction, lob it just the same, rainbow flick the ball over your own head, push it past defenders, lightly tap it over their heads, assume a defensive stance to dash from side to side, and so on.

(Image credit: Sloclap)

It feels as though the tactics and mind games are rich enough to last hundreds of hours.

There’s a similar menu of choices when playing goalie or roaming without the ball: Do I go for a quick steal or the slower, more powerful sliding tackle? Each teammate in earshot calling for a pass multiplies your options tenfold. What results is a delicious hotbed of head games where intuition is just as critical as aim and execution. A lot of games promise action that’s “easy to learn, hard to master,” but Rematch has the goods.

Sure, you can take a blind shot past the goalie and hope they don’t react in time… or you could bound the ball off the back wall, square it to the nearest teammate, or lightly tap the ball to delay your shot just enough to trip up the defense.

It didn’t take long to get a firm handle on Rematch’s controls—there’s no simulation aspect to wrangle and no player attributes to complicate things—but after spending about a week with it, it feels as though the tactics and mind games are rich enough to last hundreds of hours. Maybe there’s a reason people are so taken with the real-life version of this.

(Image credit: Sloclap)

A Messi situation

Rematch’s action is tight as I could have hoped for, but the overall package could use some building out and spit shining.

There’s nothing to do outside of competitive multiplayer and solo practice, and given the game’s acute emphasis on teamplay, the solo queue experience might frustrate anyone hoping to channel a football obsession in a more relaxed setting. Tournaments or some sort of relaxed mode would go a long way, and those things are apparently coming soon.

There’s also no way to instantly requeue with a matchmade team—to rematch, in other words—which prematurely ends those moments where you feel remarkably in tune with new teammates.

The bigger issues could be chalked up to launch woes, but it still bears mentioning that bugs and server desync are all over this game, at least for now. While the most pressing issues have been dealt with (like a bug that caused the ball to turn into an immobile stone), I still find that sliding tackles occasionally sail through me or my target harmlessly, and that a goalie might catch the ball only for it to teleport into the net moments later. These problems are uncommon enough that I don’t consider them a grave blemish, but they can still undercut the integrity of everything at crucial, match-defining moments.

(Image credit: Sloclap)

Its love of the sport is infectious.

The overall presentation is fantastic, though. I love the way the skybox shuffles between stadiums and space stations, the thrill of weaving through a watertight defense, and the vindicating flood of ‘Good job!’ and ‘We got this!’ pings that follow a well-aimed goal.

There’s a timeless quality about Rematch. Where other sports videogames tailor their lineups to the latest rosters, laboriously recreate the broadcast spectacle, and plaster their boxes with licensed likenesses, Rematch is more enamored with the strategies and skillsets that make football tick than with football as a fixture of pop culture.

Its love of the sport is infectious, with a nearly pick-up-and-play setup that could suck anyone into a ‘one more game’ loop, whether or not they care about UEFA politics or Man United’s latest transfer news. It’s hard to imagine not getting swept up in the hype, whether you watch the World Cup religiously or have never seen a game.



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June 23, 2025 0 comments
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Death Stranding 2: On The Beach Review - Boundless Sincerity Aside Flaws
Game Reviews

Death Stranding 2: On The Beach Review – Boundless Sincerity Aside Flaws

by admin June 23, 2025


Kojima Productions has proven it is good at sequels. Metal Gear Solid 2: Sons of Liberty was an incredibly impactful game that remains my favorite from director Hideo Kojima and his team. As a result, I went into Death Stranding 2: On the Beach with high expectations. Continuing the story in this fascinating world while iterating on the delivery mechanics of the first game seemed like an inevitable recipe for success. Mechanically, the sequel is absolutely an upgrade over the first. Improved tools and better options make exploring and connecting Australia and Mexico more fun, despite some frustrations persisting. The narrative, however, is where I was sometimes left cold.

 

Death Stranding 2 picks up shortly after the events of the first game, with protagonist Sam living in self-imposed isolation while he raises his child without the influence or demands of the government. Being a stay-at-home dad doesn’t suit him for long, though, and he is quickly pulled back into the porter life. I won’t go into detail about what happens, but the story picks up quickly, planting many narrative seeds primarily focused on the new cast of characters and their history in the world.

Kojima Productions has set a high bar of unexpected twists and revelations throughout its gameography. Death Stranding 2 delivers plenty of twists, especially during its final hours, when I was most engaged in the story, but save for a few moments, I was rarely surprised and often left wanting more. Mostly, I stared ahead stone-faced while characters explained everything with detailed monologues at varying degrees of performance quality. Some effortlessly demanded my full attention, but the underwhelming performances felt like bored teachers giving the same lecture for the third time that day. Also, to be blunt, despite admiring the performance, I didn’t find Higgs to be a compelling villain in the first game, and I am disappointed he survived into the sequel.

 

I am a proponent of what I lovingly refer to as “Hideo Kojima bulls—“.” I am always eager for the cart to go off the rails, but the thing I have always admired about previous Kojima Production games is their ability to, for better and sometimes worse, fully justify the narrative insanity in which you’re participating. There are at least a few instances in Death Stranding 2 that simply felt weird for the sake of being weird, as though a quota of odd moments needed to be met. These instances felt forced, but thankfully, some bizarre moments meet the target of being ridiculous with explanation.

For all my complaints about not feeling strongly about the narrative or not enjoying some of its strangest moments, I was still far more engaged in the story than the average video game narrative. Even with its shortcomings, it is a story I will continue to think about for some time, and I am eager to see and participate in discussions about its larger meanings, as well as the parts I didn’t enjoy.

The narrative ultimately makes up a small but important part of the larger game. Between cutscenes, you must continue your mission of uniting the world by making deliveries. Sometimes, it’s delivering pizza to a scientist, VTuber, while other times, it is life-saving medical equipment for a collective of pregnant women. Each delivery is treated with the same importance, and the tools to do so are greatly expanded. Alongside nearly every tool from the first game, there is a whole new suite of unlockable options, like monorails that make deliveries fun and weird. I also much prefer the layout of Australia (where the majority of the game takes place) to Death Stranding’s United Cities of America. The environment is more varied and generally more amenable to porters like me who prefer driving a three-wheeled motorcycle over hoofing it on foot.

 

Death Stranding 2 can be frustrating, though. The common video game complaint of just doing fetch quests is undeniably the core design of Death Stranding and its sequel, and sometimes it feels like that is exactly what it is. It can be exhausting to ferry boxes back and forth, and getting stuck in the middle of nowhere without the ability to charge your battery just feels bad. Getting interrupted to randomly fight a tar-covered boss on the way to complete a simple delivery can also be rough because it ruins your pacing. Thankfully, compared to the first game, these instances are much less frequent and more fun to complete thanks to vastly improved gunplay. It can still hurt, though, when you just need to get over that hill to drop off a package and take a shower. Alternatively, it can also feel triumphant to finally make it to your destination just as your shoes are about to wear down and the batteries on your robotic legs are knocking on death’s door.

Death Stranding 2 is a game with faults and annoyances, but it also makes big, expensive swings and is trying to establish its own unique genre, often successfully. I’ll happily take the misses alongside the hits. The world is bizarre and beautiful and impressively thought out, from the overall design of the world down to the UI of its fictional phones. What keeps me coming back the most, though, and the reason I will continue to make deliveries after publishing this review, is Death Stranding 2’s boundless sincerity. The cast is fighting for connection and the future, and I am rooting for them, even when I think they’re being a little weird.



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June 23, 2025 0 comments
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AMD Radeon RX 9060 XT 16GB/8GB review: both are a good value
Product Reviews

AMD Radeon RX 9060 XT 16GB/8GB review: both are a good value

by admin June 23, 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.

AMD Radeon RX 9060 XT: One-minute review

Having missed the initial AMD Radeon RX 9060 XT review cycle earlier this month for logistical reasons, I wanted to do more with this review than just try to play catch-up with my peers who got to review the 16GB card prior to launch.

Fortunately, doing this post-launch meant that I was able to get my hands on both 16GB and 8GB versions of the RX 9060 XT for a single review, and I’m honestly glad I waited.

Both AMD RX 9060 XT cards bring a compelling value, with the 8GB version starting at $299.99 / £269.99 / AU$569 and the 16GB versions starting at $349.99 / £329.99 / AU$689. This puts it roughly in the middle of the price pack for the best cheap graphics cards of the current generation.


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(Image credit: Future / John Loeffler)

Spec-wise, the only difference between the two cards is really the amount of GDDR6 video memory available, either 16GB or 8GB.

This matters, as that extra 8GB VRAM does improve the performance of the RX 9060 XT (and even makes modest 4K gaming possible), but the difference between the two isn’t so large that it overrides any consideration of the additional cost.

However, Nvidia’s RTX 5060 Ti 16GB and RTX 5060 (an 8GB card) offer better performance vis-à-vis the RX 9060 XT 16GB and RX 9060 XT 8GB, respectively. In the case of the RTX 5060, there’s no difference in price with the RX 9060 XT 8GB, so that is a much tougher call between the two for reasons I’ll dig into in a bit.

On the other hand, the RTX 5060 Ti 16GB offers better performance over the RX 9060 XT 16GB, but not so much better that it justifies the much higher price.

In the end, the AMD Radeon RX 9060 XT 16GB strikes the best balance of price and performance in this class, making it easy to recommend as the best graphics card in this segment for most people, and both are two of the best AMD graphics cards the company’s ever put out.

AMD Radeon RX 9060 XT: Price & availability

(Image credit: Future / John Loeffler)

  • How much is it? $299.99 / £269.99 / AU$569 for 8GB, $349.99 / £329.99 / AU$689 for 16GB
  • When can you get it? Now
  • Where is it available? Available in the US, UK, and Australia

The AMD Radeon RX 9060 XT starts at $299.99 / £269.99 / AU$569 for the 8GB version, with the 16GB version starting at $349.99 / £329.99 / AU$689.

There’s a much more direct comparison between the AMD Radeon RX 7600 XT 16GB and the RX 9060 XT 16GB, as both are very comparable spec-wise. In that regard, the RX 9060 XT is a slight price increase over the RX 7600 XT (about $20 in the US), but it’s not really large enough to ding its score.

The RX 7600 XT and RX 7600 are very similar, but there are differences beyond just their memory pools, so the RX 9060 XT is not quite as comparable to the RX 7600, meaning even though the RX 9060 XT is slightly more expensive (about $30 in the US), it’s much more reasonable given the comparably faster clock speeds.

Nvidia’s competing cards, the RTX 5060 Ti 16GB and RTX 5060, are more expensive ($429 / £419.99 / AU$799 for the RTX 5060 Ti 16GB) or about the same price or slightly more expensive ($299 / £269.99 / AU$599) for the RTX 5060.

Neither RX 9060 XT version has an AMD reference card, so you’ll need to buy one from a third-party manufacturer, such as Asus, Gigabyte, or XFX.

The same is true for Nvidia’s RTX 5060 Ti and RTX 5060, though, so it’s hard to knock the 9060 XT cards too hard for this, especially as we’ve seen fairly wide availability of MSRP cards for sale online that you can actually buy.

Fortunately, we also haven’t seen any real stock shortages of the RX 9060 XT cards, so finding stock at MSRP is fairly easy right now.

AMD Radeon RX 9060 XT: Specs

(Image credit: Future / John Loeffler)

  • PCIe 5.0
  • 16GB and 8GB VRAM

Swipe to scroll horizontallyAMD RX 9060 XT SpecsHeader Cell – Column 0

RX 9060 XT (16GB)

RX 9060 XT (8GB)

Process Node

TSMC N4P

TSMC N4P

Transistor Count (Billion)

29.7

29.7

Compute Units

32

32

Shaders

2,048

2,048

Ray Accelerators

32

32

AI/Matrix Processors

64

64

Render Output Units

64

64

Cache (MB)

32

32

Base Clock (MHz)

1,700

1,700

Boost Clock (MHz)

3,130

3,130

Memory Clock (MHz)

2,518

2,518

Memory Type

GDDR6

GDDR6

Memory Pool (GB)

16

8

Memory Interface (bits)

128

128

Effective Memory Speed (Gbps)

20.1

20.1

Memory Bandwidth (GB/s)

322.3

322.3

PCIe Interface

5.0 x16

5.0 x16

TGP (W)

160

150

Recommended PSU (W)

450

700

Power Connector

1 x 8-pin

1 x 8-pin

Both versions of the AMD Radeon RX 9060 XT have effectively identical specs, other than different memory pools and the slightly higher TDP for the 16GB version to account for powering the additional memory.

Otherwise, they use the exact same GPU die with identical clock speeds, so your decision between the two is really about whether that 8GB of additional GDDR6 VRAM is worth the extra investment.

The number of compute units, ROPs, and available cache on the RX 9060 XT is unchanged over the RX 7600 XT and RX 7600, so the RX 9060 XT is effectively an upgraded version of those cards using the new RDNA 4 architecture and faster game and memory clock speeds.

There’s also the issue of whether 8GB is enough for a modern graphics card, even at a sub-$300 price point. Given the performance I found while testing, an 8GB card can perform well right now, even at 1440p, on many games, so long as you don’t go anywhere near ray tracing. How much longer will that be the case? It’s hard to say, but 8GB cards are already starting to struggle, so even a 10GB card would have been better, much less a 12GB version for the lower-end 9060 XT.

Add to this AMD’s maddening decision to stick with a 128-bit memory bus for these cards, which unnecessarily constrains memory bandwidth and inevitably limits the potential performance of the RX 9060 XT. This alone knocks some points off, because if the Intel Arc B570 can use a 160-bit memory bus, there’s no reason why AMD or Nvidia continue to do so on their 60-class cards.

That simple widening of the bus could noticeably improve gaming frame rates, and it’s something neither AMD nor Nvidia has been able to explain to me beyond vaguely gesturing at cost constraints. If Intel can afford a 160-bit bus, so can AMD, and it makes me wonder how much better these cards might have otherwise been.

OK, end of rant.

  • Specs & features: 3.5 / 5

AMD Radeon RX 9060 XT: Design

(Image credit: Future / John Loeffler)

  • No AMD reference card
  • Good for SFF cases

There is no AMD reference cards for either of the RX 9060 XT versions, so the design of the card you get will depend on the manufacturer.

The two cards I tested, the Sapphire Pulse Radeon RX 9060 XT 16GB and the Asus Dual Radeon RX 9060 XT 8GB, are both fairly slender and compact cards.

Neither have any RGB lighting, so if you’re looking for something with more bling, other cards can definitely offer that.

Also, there are some cards from some manufacturers that use triple-fan designs, which seems overkill to me, but if you want a bigger-looking card for a specific build, you’ll definitely have that option.

AMD Radeon RX 9060 XT: Performance

(Image credit: Future / John Loeffler)

  • Big difference between 16GB and 8GB versions
  • RTX 5060 Ti 16GB and RTX 5060 offer slightly better performance than the two RX 9060 XT cards

A note on my data

The charts shown below offer the most recent data I have for the cards tested for this review. They may change over time as more card results are added and cards are retested. The ‘average of all cards tested’ includes cards not shown in these charts for readability purposes.

As far as performance goes, there’s a lot to like about both AMD Radeon RX 9060 XT cards, from their modest power draw to their solid 1440p gaming performance.

It’s not all positive though, as there are several points where Nvidia’s competing cards outperform AMD’s latest offerings, making the final assessment much closer than I initially thought it would be when I began testing these cards.

Across synthetic benchmarks, the RX 9060 XT and RTX 5060 Ti are more or less tied across resolutions, with Nvidia’s card only edging out AMD’s in ray tracing performance. The RX 9060 XT 16GB is only about 15% slower than the RTX 5060 Ti 16GB in synthetic ray tracing performance. While this is expected, it’s not as wide as it’s been in previous generations.

The RX 9060 XT 8GB, meanwhile, outperforms the RTX 5060 in 1080p (about 4% better), in 1440p (about 10% better), and in 4K (about 10% better), though the RTX 5060 does hold a slight lead in ray-tracing performance (about 3%).

In creative benchmarks, the RX 9060 XT cards are largely competitive against Nvidia’s GPUs in everything but 3D model rendering. Unfortunately, I can’t say more about this since Blender Benchmark wasn’t able to run on either RX 9060 XT card, so I can’t say how they’d fare against the Nvidia RTX 5060 Ti 16GB.

The RTX 5060, interestingly enough, couldn’t run Blender Benchmark either, so this will have to be an issue I’ll investigate further and update my results once I have them, but given that Blender Benchmark Cycles renderer is optimized for Nvidia CUDA (as is nearly all 3D modeling software), I am very confident that the RX 9060 XT cards aren’t going to be competitive on this workload, it’s really just a matter of how far behind the RX 9060 XT cards land in the end.

(Image credit: Future / John Loeffler)

Creative workloads aren’t what AMD Radeon cards are most known for, though. PC gaming is where these cards really compete, and in this regard, the RX 9060 XT 8GB comes in about 4% slower than the RTX 5060 in 1080p overall, while the RX 9060 XT 16GB comes up about 9% slower than the RTX 5060 Ti 16GB at 1080p overall.

Gen-on-gen, though, the RX 9060 XT 16GB outperforms the RX 7600 XT by about 44% at 1080p, overall, while the RX 9060 XT 8GB similarly comes in about 46% faster than the RX 7600 at 1080p overall.

At 1440p, the story is similar for the RX 9060 XT, with it coming in about 9% slower than the RTX 5060 Ti, overall. For the RX 9060 XT 8GB, the gap widens a bit as it comes in about 8% slower than the RTX 5060, overall.

At 1440p, the gen-on-gen performance improvement is even greater, with the RX 9060 XT 16GB outperforming the RX 7600 XT by about 53% overall, while the RX 9060 XT 8GB outperforms the RX 7600 by a massive 62.5% overall.

In terms of power consumption, the peak power consumption of the RX 9060 XT cards are in line with where the RTX 5060 Ti lands and slightly above the listed TDP for the two cards. The RTX 5060, meanwhile, comes in a good bit lower at peak, in my tests.

Temperature, meanwhile, will largely depend on the model card you end up buying, as they will all have different cooling systems. That said, the Sapphire Pulse RX 9060 XT 16GB stayed a few degrees cooler than the Asus Dual RX 9060 XT 8GB in my tests, buy your mileage may vary.

(Image credit: Future / John Loeffler)

In the end, the RX 9060 XT cards kept things pretty close to their respective competition from Nvidia, though couldn’t quite overtake them, even considering that I didn’t factor Blender Benchmark’s results into the final creative score for any of the cards tested, given that I wasn’t able to run it on three of the cards in question.

Had those tests run successfully and been factored into the final scores, the two Nvidia cards would have pulled further ahead, most likely.

But would they have pulled far enough ahead to justify buying them? In the case of the RX 9060 XT 8GB, the RTX 5060 simply offers you a better value given that both can be purchased for MSRP right now, but if you don’t want to give Nvidia your money, you’re not really losing anything by going with the RX 9060 XT 8GB instead.

For the RX 9060 XT 16GB, though, it comes within just a few points of the RTX 5060 Ti at a much lower price, making it the one I’d recommend to anyone shopping for a GPU in this price range.

Should you buy the AMD Radeon RX 9060 XT?

(Image credit: Future / John Loeffler)Swipe to scroll horizontallyAMD Radeon RX 9070 XT Scorecard

Category

Notes

Score

Value

Both RX 9060 XT cards offer great value for their price.

4.5 / 5

Specs & features

While the 16GB option for the RX 9060 XT is great, 8GB is just too little for a modern GPU.

3.5 / 5

Design

Since there’s no AMD reference card for either version of the RX 9060 XT, your design will vary depending on which card you get. The ones I tested were fine, but nothing spectacular.

3.5 / 5

Performance

Both RX 9060 XT versions are capable cards with fantastic gen-on-gen performance, though Nvidia’s competing offerings edge them out slightly.

4.5 / 5

Final score

While both RX 9060 XT cards don’t quite overtake Nvidia’s competing cards, they offer a very compelling value for gamers, especially those who are getting tired of what Nvidia has been offering lately.

4 / 5

Buy the AMD Radeon RX 9060 XT if…

Don’t buy it if…

How I tested the AMD Radeon RX 9060 XT

  • I spent about three weeks with the RX 9060 XT 16GB and 8GB versions
  • I used my complete GPU testing suite to analyze the card’s performance
  • I tested the card in everyday, gaming, creative, and AI workload usage

Test System Specs

Here are the specs on the system I used for testing:

Motherboard: Gigabyte X870E Aorus Elite WiFi 7 ICE
CPU: AMD Ryzen 9 9950X3D
CPU Cooler:
Gigabyte Auros Waterforce II 360 ICE
RAM: G.SKILL Trident Z5 Neo DDR5-6600 (2 x 16GB)
SSD:
Samsung 9100 Pro 4TB SSD
PSU: Thermaltake Toughpower PF3 1050W Platinum
Case: Praxis Wetbench

I spent about three weeks with both RX 9060 XT cards, using my standard suite of benchmark tests with industry standard tools like 3DMark, PassMark, PugetBench for Creators, and more.

For gaming, I use built-in benchmark tools in games like Black Myth: Wukong, Cyberpunk 2077, and F1 2024.

I also used both cards for about a week each as the GPU in my own PC at home where I used it for work, content creation, and gaming outside of formal testing.

  • Originally reviewed June 2025



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Rematch Review - Unbelievable Tekkers
Game Reviews

Rematch Review – Unbelievable Tekkers

by admin June 23, 2025



After cutting its teeth on melee combat and kung fu action with Absolver and Sifu, I don’t think anyone expected Slocap’s next game to be an arcadey alternative to EA Sports FC. But that’s precisely what the French developer has crafted with Rematch: a football game that embodies the spirit and chaotic energy of having a kick-about with friends. From the wayward passes and the goalkeeper who decides he’s now a striker, to someone popping up with an incredible goal out of absolutely nowhere, Rematch constantly reminded me of my childhood and the countless hours spent playing football. When I was at school, I would forego food just so I could play for the entire hour-long lunchtime; when I was off school, I would inevitably get together with friends and head down to the local park, using jumpers as makeshift goalposts. Other games have done this kind of five-a-side style of football before, but none have come as close as Rematch does to capturing the essence of my footballing heyday.

Rather than taking control of an entire team, Rematch puts you in the boots of a single player in 3v3, 4v4, and 5v5 matches. There’s a short prologue and some training minigames to play on your own, but beyond this you’re always playing with and against other human players. Each match lasts six minutes, and there’s a mercy rule that immediately ends the game after one team has taken a four-goal lead (I guess Slocap never saw Newcastle vs. Arsenal circa 2011). The only stoppages occur when a team scores; otherwise, Rematch plays fast and loose with the rules. There are no fouls, offsides, or handballs, and throw-ins, corners, and goal kicks are nonexistent due to the pitch being surrounded on all four sides by giant transparent walls. This quickly establishes a chaotic pace. Sometimes it’s messy, while other times you feel like Messi. There’s also no progression or skill points to help improve your player’s attributes. Everyone is on a level playing field, so only the most skillful will rise to the top.

Gallery

There’s a fairly steep learning curve to overcome in Rematch. Part of this derives from its tactile, physics-based design, which, among other things, prevents the ball from sticking to your feet when sprinting down the field. Another part is related to the game’s perspective. In EA Sports FC, for instance, there’s a camera option that follows closely behind your player in either Pro Clubs or its player career mode. I’ve never known anyone to actually use this view, though, as being able to see the full pitch from the classic sideline angle is much more effective. Rematch doesn’t give you this option. You have full camera control, similar to most third-person games, but it’s always positioned just behind your player, placing you directly in the thick of the action. The presence of a mini-map ensures that you don’t need to have your head on a swivel like a Premier League midfielder, but it’s still an uncommon way of playing a football game. Couple this with an enclosed playing field and futuristic stadiums, and there’s more than a little Rocket League about Rematch. If Rocket League is football with cars, then Rematch is Rocket League without them.

Like football, it’s a relatively simple game, but one that’s incredibly difficult to master. Even if you’re a veteran of games like EA FC and Pro Evolution Soccer, Rematch’s control scheme takes some getting used to, as it breaks from the familiarity other games have codified over the past 20 years or so. Just look at shooting as a prime example. In order to get off a shot, you need to pull the right trigger while aiming a reticle with the right stick–something more akin to firing a gun than kicking a football. If you’re waiting to receive a pass or a cross, your natural inclination is to watch the ball, but hitting the target requires you to turn your player’s head and aim directly at the goal. If you’re looking at where the ball is coming from, you’ll simply hit it back in that direction. Fortunately, there are indicators that make shooting without looking at the ball possible, and it also feels intuitive to consider your positioning to ensure you can see both the ball and the goal when preparing for a shot. It’s something that takes time to adjust to, but is all the more rewarding once you start scoring with some regularity. Plus, some of the outrageous volleys you can score look like they were pulled right out of Shaolin Soccer.

Passing isn’t quite as tough thanks to a slight hint of aim assist, but that doesn’t mean you’ll be pinging the ball around like you would in EA FC without a degree of prowess. There’s still skill involved in applying just the right amount of power to thread a through ball to one of your teammates, just as careless aiming will result in plenty of misplaced passes and angry teammates. However, sometimes accuracy isn’t needed. The walls surrounding the pitch give you the option to potentially deflect the ball to a teammate or even set yourself up for a shot. Nothing befuddles the defence and goalkeeper more than an intentionally mishit shot that rebounds back to you for a surprise volley. Slick passing moves are still the most satisfying to pull off, but trick shots aren’t too far behind. I just wish there were an in-game way to save or rewatch replays.

Alternatively, you can also dig into a repertoire of skill moves to try and bypass defenses with some Brazilian flair. Whether you’re rolling the ball to one side to sidestep a slide tackle or using a rainbow flick to knock the ball past a hapless defender, these moves are flashy and can be effective… in the right circumstances. A successful rainbow flick might give you breathing room from a single opposition player, but it also slows you down enough that another is probably right on top of you. There’s a time and a place for skill moves, but this isn’t something everyone understands. As such, one of the most significant detriments to your enjoyment of Rematch will be the people you’re playing with.

This isn’t uncommon in team-based multiplayer games, but at least early on, Rematch is full of people who think they’re the hero. To be clear, I’m not completely innocent in all of this. Just like in my school days, there are times when I think I’m Thierry Henry and not an oaf who’s better suited playing closer to his own goal. But my occasional one-man crusades aren’t nearly as bad as the players who refuse to pass at all costs, shoot from the halfway line with no hope of scoring, and completely abandon their goalkeeping duties altogether.

There are no set goalkeepers in Rematch. A new player is cycled into the role each time a team scores, but it also utilizes “rush ‘keepers,” so you can swap goalkeepers at any time. Cycling through players is a solid idea as it ensures that no one player is stuck in goal for an entire match, but I’ve also lost count of the amount of times my team has conceded because the keeper decided to run up the pitch or started trying skill moves just outside their own box. The hope is that this kind of ball- and glory-hogging will fade away over time. I’ve already seen much less of it in ranked matches (which you can play after accumulating enough XP to reach level five), so the early signs are encouraging. Playing with friends is obviously still the best option, although cross-play’s delay makes this more difficult than it should be. It’s also a shame there isn’t an option to party up if you manage to find a match with good teammates via the game’s matchmaking.

I’m much more sympathetic to goalkeepers who concede while at least attempting to keep a clean sheet. Successfully getting your hand on a shot feels like a crapshoot at times. There’s no way to control your dive, other than choosing which direction you’ll go, and even then you’ll inexplicably dive the opposite way on occasion. The ball also has a habit of tricking underneath your flailing body or sailing over your head, giving goalkeeping a more luck-based feeling than anything else. Sometimes you’ll make a bunch of saves, other times you’ll completely miss shots you think you should’ve reached. It can be disheartening.

Defending is in a similar state due to Rematch’s wonky netcode. There are times when you’ll attempt to make a tackle and phase through your opponent, or successfully win the ball back, only to see it teleport straight back to the opposition’s feet. When it works, tackles feel suitably crunchy, but lag and desync issues are a hindrance. Slocap has already fixed a few issues, so it seems like it’s on top of things, though that hasn’t prevented me from entering matches with uneven teams or experiencing the odd crash to desktop on PC. It also needs some kind of reporting function to penalize intentional griefers, otherwise it’s far too easy to ruin a match for everyone without any repercussions.

Gallery

There’s also the matter of longevity. Slocap has already announced new features coming in the future, including a tournament system for ranked games and new quick-play game modes. Obviously, it’s impossible to judge these additions at this point, but the current hook of leveling up your rank to unlock cosmetics in a battle pass isn’t particularly engaging. Whether it’s a new tattoo, hairstyle, or jacket to wear, the cosmetics look good, and the game’s painterly art style is gorgeous, but it’s difficult to overlook the fact that it just wants more of your money. Alongside a premium battle pass, individual cosmetics are also available for purchase, including a Ronaldinho skin at launch. Presumably, more players will be added over time, but it’s a FOMO approach to microtransactions that feels just as gross here as it does in other games.

With missing features, server issues, and some gameplay quirks that need to be ironed out, in many ways, Rematch feels like an early-access game. Its foundation is strong, though, capturing the chaotic energy of playing football with your school pals. It’s disorganised at times, and the people you’re playing with might be frustrating, but there are very few moments when you’re not having fun. It’s a different kind of football game, yet it’s intuitive, and the allure of improving your skill level is captivating. If Slocap can sand off its rough edges, Rematch could be something special. But even in its current state, saying “no” to one more match is a challenging proposition.



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Death Stranding 2 Review - Tied Up
Game Reviews

Death Stranding 2 Review – Tied Up

by admin June 23, 2025



After its predecessor served as a beacon of novelty amidst a sea of stagnation, Death Stranding 2: On The Beach had a big challenge to overcome. Death Stranding’s absurd nature, encompassing everything from urine grenades to gently rocking your controller to calm a distressed baby, was coupled with a rich new setting to unravel. Step by step, Sam Porter Bridges connected a post-apocalyptic America to a network by making dozens of deliveries from one point to another. Its slow and methodical pace made it somewhat of an outlier in the AAA space. The sequel follows suit in most ways that made its predecessor stand out. The core foundation remains unchanged–planning and executing each delivery requires strategy and improvisation, and they’re still satisfying to pull off. But this second iteration doesn’t feel as arresting as it mired in familiar story beats, a disappointing lack of friction, and an obsession with doubling down on the weaker aspects of Death Stranding.

Gallery

The story begins with Sam living a reclusive life near the Mexico border with Lou, the now-grown baby from the first game. A familiar face inevitably finds Sam and, once again, asks for help connecting an array of facilities to the network. This time, your destinations are fictional depictions of Mexico and Australia, and the journey involves collaborating with a growing crew of characters that cruise around with you in the DHV Magellan, a Metal Gear-shaped ship serving as the base of operations.

Throughout the 33 hours it took me to reach the end credits, which included a few side activities along the way, the story focused on the effects of connecting the United States to the Chiral Network, while uncovering the whereabouts of returning characters. Sam’s new tale is told sporadically, which feels like watching a very slow season of a TV show. Completing main missions grants enough parcels of story here and there to keep you engaged, but I spent a lot of time longing for a cutscene or conversation that might shed a little clarity or answers to mysteries introduced early on, as cutscenes sometimes fail to deliver relevant information or any character development. That being said, while some of the eventual revelations weren’t as impactful as I had hoped, my interest in seeing the story through didn’t wane.

It doesn’t help that the new cast of characters, with the exception of a handful of touching scenes and well-choreographed fights, isn’t as compelling as the old crew. Fragile, one of the returning companions, becomes a Charles Xavier-like figure, slowly recruiting new members of the crew to join the ship and offering support in harnessing their signature powers. Characters like Rainy and Tomorrow have their spotlights during cutscenes, and you learn more about their backstories in the form of flashbacks, albeit in short bursts. Rainy can, well, manifest rain, while Tomorrow’s abilities include being able to move inside Tar, a black liquid from which Beached Things (BTs), Death Stranding’s trademark enemies, manifest. Their arcs, however, merely consist of introducing the character and their motivations to “join the cause” and help Sam, as opposed to the likes of Heartman or Deadman, who already seemed established in the world by the time you met them in the previous game.

There’s also a surprising lack of dialogue outside of cutscenes, with the crew being less prone to calling Sam like in the first game. They instead use a social media-type app to post updates, usually pointing to places of interest or providing follow-up context to certain milestones achieved during the main story. During your travels, Dollman, a literal doll and recurring companion who delivers occasional commentary from Sam’s waist does most of the talking. The remaining cast feels almost sidelined as a result, especially if you aren’t fixated on main missions, where they usually are confined to. Dollman can be thrown to the air to survey the target area and both tag enemies and distract them, so he’s usually a mainstay. The rest of the crew, aside from a very late game mechanic, don’t provide much support.

The moment-to-moment structure remains largely the same. You interact with a terminal inside a facility or a bunker to grab a delivery order, make a plan by preparing your inventory and crafting any necessary equipment you might need, and off you go. After the first handful of hours, however, a different focus becomes increasingly apparent, doubling down on a post-launch revision on the original experience. 2021’s Death Stranding: Director’s Cut indicated an intention to downplay Sam’s vulnerability in the original version, in which he was a simple porter who had to make do with tools and non-lethal weapons to fend off BTs while making sure that the cargo on his shoulders remained intact. Even outside of combat, cruising through different terrain demanded careful consideration of weight and stamina. The Director’s Cut, however, empowered Sam by increasing the available tools to defend himself and navigate the world more easily. It favored more action, introducing more weapons, a firing range, and vehicle races. It also included gadgets that could simplify some of the terrain hardships, thereby reducing the challenge of traversal. A cargo catapult, for example, could be used to shoot packages large distances, and delivery bots introduced some automation.

At first, it seemed as if Death Stranding 2 was aware of these additions and the repercussions, providing commentary about their role in its fictional world. The delivery bots, for example, are now used en masse, largely eliminating the need for actual human porters like Sam, who build connections in a world of isolation. The presence of weapons, however, has much bigger implications. In an early confrontation, Sam’s first reaction is to grab a knife. He then grabs a bigger blade and immediately gives it up in favor of a pistol inside a kitchen drawer. For a moment, he glances at Lou, looks at the gun, and ditches it for a pan instead.

The scene with Lou showcases that, even in a world surrounded by strange beings that manifest themselves from the land of the dead, Sam deems it important to avoid being a bad influence on Lou. Yet, the sequel is constantly pushing for the use of weapons. From a story perspective, it’s an intriguing parallel with the presence of the new villain, who commands a group of military skeletons carrying fire weapons. During his introduction, characters promptly mention that the United States used to have a prominent gun culture, which is now being perpetuated by the evil actors in the story.

Most orders you complete reward you with new firepower. In the first Death Stranding, I spent most of my playthrough avoiding weapons, as using different grenades and other tools was a more interesting solution than just shooting at weak points. With the sequel, I wasn’t as inclined to do so. It became apparent that it was more efficient to carry grenade launchers before a boss fight. Toward the latter half of the story, multiple missions present Sam with large groups of enemies to contend with, in which stealth isn’t an option. There are still plenty of opportunities to approach combat with a far more methodical pace, or to avoid combat altogether by quietly hacking terminals or retrieving cargo from enemy outposts and quickly bursting out of the area. Stealth is still a viable option with plenty of tools to use, such as the rope for quiet takedowns from behind, the Bola gun to tie up enemies at range, and grenades to incapacitate foes or conceal yourself. Navigating the environment, too, has an impact–it’s easier to remain undetected if you infiltrate a hideout during the night and avoid making noise. But the main story forced my hand more often than not and, as a character tells Sam, “change my rope for a stick.”

The sequel retains [the tension of] executing a plan while overcoming hurdles as smartly as possible, but there’s a clear intention to provide high-end tech early on, which in turn undermines some of [its] unique core mechanics

Death Stranding’s design stood out because a miscalculated step during a hike resulted in a fall that damaged your cargo, which was always disheartening to see unfold in real time. It hurt to see packages tumbling down a mountain or being carried away by the rapid waters of a river, forcing fast decision-making to try and salvage the delivery. Moments like this created tension through the looming threat that a 20-minute delivery could crumble at any point before reaching your destination. This aspect of the original game felt more impactful than, say, failing a boss fight, which you could simply retry by reloading a checkpoint.

The sequel retains this tension in executing a plan while overcoming hurdles as smartly as possible. But there’s a clear intention to provide high-end tech early on, which in turn undermines some of those unique core mechanics. In the first game, access to vehicles– especially trucks that can carry tons of cargo and push through most terrain with ease, or exoskeletons to improve Sam’s stability and overall agility–were tantalizing goals you had to patiently work towards. After the first few dozen main orders of the sequel, I already had access to them, diminishing the need for carefully placing tools like ladders. It’s still possible to progressively build shortcuts for myself and others. You can also just create a truck and upgrade it over time, adding battery packs to increase its use, a turret that automatically targets enemies, and a tool that picks up nearby cargo without stopping. The altruism that was at the core of Death Stranding feels less vital. Although this makes the game more immediately playable, the loss of friction also diminishes something really cool the series was doing. Of course, you can choose to ignore these “shortcuts” if you want something closer to the original.

Dynamic weather conditions are added into the mix alongside Timefall, a rain that quickly ages and erodes everything it touches–another naturally occurring obstacle that poses new challenges and considerations. Sandstorms impact visibility and push Sam toward the direction of the wind, which is a dangerous predicament without an exoskeleton or a place to hunker down until they pass. Crucially, moving during periods of strong winds decreases Sam’s stamina considerably. Avalanches can ruin a hike attempt across snowy regions with ease if you happen to be in the way, while earthquakes can disrupt your balance if you don’t firmly hold onto your cargo on time for their impact. Depending on your playstyle, weather conditions can significantly slow you down.

Over time, you can also gain the ability to get a weather forecast. This is a great pairing for the returning map feature, which allows you to manually plot delivery routes by dropping pins and tracing a path. During your actual trek, you’ll see them as markers in the distance, with a wave of lights that stretch into the sky tracing the path, allowing you to stay on track. Still, it serves more as a visual reference than an actual, carefully planned route, as the map isn’t entirely clear about ravines, the depth of certain bodies of water, and so on, until you’re actually on the spot. But it can come in useful to discern which paths present visible threats, like enemy outposts.

Death Stranding 2 struggles to add new novelty to an already-distinct foundation set by its predecessor. Additions, such as dialogue choices, player stats, and skill trees, are introduced as promising mechanics at first. For dialogue options, there are ways in which the game subverts your picks during conversations, which are fun to see, but don’t expect them to have ramifications in the story. The stats and skills are tied together–depending on your actions during deliveries, you gain points toward upgrades related to, say, stealth or map navigation. This introduces a layer of character progression, but the changes aren’t significant. These are interesting additions or small enhancements to Sam’s mobility and the capabilities of certain tools that are nice-to-haves more than being a significant shakeup for the sequel, especially if you lean on the high-tech tools you can get early on, sidelining most of these upgrades. At the very least, they add just a smattering of variation to the gameplay template. It’s still satisfying to roam around and see how the environment begins to be populated by signs, holograms, and structures built by other players, as well as logging into the game and getting notifications about everybody who liked the creations you left behind while you were offline. But unless you skipped the first game, there isn’t much about the sequel that feels new.

In fact, Death Stranding 2 basks in familiarity. The villains are both a returning character who, after the initial introduction, theatrically spews basically the same speech in every encounter with Sam since that point. The new antagonist, meanwhile, follows an established archetype, albeit with quieter narrative impact. Some key scenes and confrontations play out almost the same as they did in the first game, too. There are some meta moments involving characters communicating by breaking the fourth wall and purposefully gamified conversations, all reminiscent of the past work from Kojima Productions, but they’re few and far between. Even more clear are the many homages to the Metal Gear Solid series, at times evoking iconic scenes. There are too many winks and nods, sometimes as direct as an actual quote, that place key scenes in distracting fan service territory, rather than allowing the world of Death Stranding to flourish on its own.

This obsession with honoring past legacy also carries the baggage of some of the series’ worst tropes, particularly around the portrayal of women, which the first game was also guilty of. While I can’t speak with authority about some of the sequel’s plotlines, including one involving a phenomenon around childbirth, some scenes caused an exhausting déjà vu; there’s an unskippable photography minigame featuring three women posing in front of the camera, as well as a central character who often takes her shoes off as crew members make a running commentary about this habit. The camera pans during cutscenes aren’t as excessive as, say, the treatment around Quiet in Metal Gear Solid V: The Phantom Pain, but it all feels unnecessary. And since you’re witnessing photo-realistic depictions of real-life actors, it can slip into being a bit weird.

Hitting the end credits came with the painful realization that Death Stranding 2 can’t rekindle the novelty of its world and characters as effectively the second time around. Ironically, it feels like a more ordinary experience, which makes sense as a sequel that isn’t looking to be as disruptive with new ideas as it was the last time. While some may enjoy the more action-oriented approach, I found the focus on weapons and easier access to tools clashed with the meditative experience of doing deliveries on foot and trying to avoid danger that was present in its predecessor, especially with more missions that purposefully pit you against enemies with all sorts of high-end weapons.

Gallery

Hideo Kojima, head of the studio, has said in interviews that he wants the sequel to be divisive to avoid falling into the entertainment category of being “easy to chew, easy to digest.” Despite that intention, Death Stranding 2 tries to be amicable to players who might have had difficulties with the learning curve of the first game, both in terms of lore exposition (adding a codex that is updated every time someone mentions a new noun) and gameplay standpoints (giving you more tools to make things easier early on). Toward the end of the story, I began to see Death Stranding 2 as a commentary on how even novel ideas can reach a little further if presented via a more hospitable experience. There’s an emphasis on repetition that permeates the story, both in the routine involved in preparing yourself for deliveries, and Sam being a Repatriate who can resurrect after dying. Seeing familiar narrative beats and character archetypes repeat themselves in the sequel feeds into this reading, but also puts constraints on its potential.

The first Death Stranding was eerily prescient. Releasing in 2019, it was impossible to divorce it from the COVID-19 pandemic that followed a year later, the parallels between preppers living in bunkers and people struggling to find ways to connect with others reflecting a period of quarantine and uncertainty about the future. By contrast, Death Stranding 2 is less precise and clear about what it wants to say; it seems committed to making you ponder many things at once, inviting different takeaways. Its story touches on topics like the increasing harms of climate change, how our everyday actions are being automated with each passing day, the damaging presence of guns, the clash between governments and privately owned entities, and the importance of helping others in any way we can. If the sequel is prescient of anything, it is that fixation on the past binds us to repeat history, no matter how much we try to pretend otherwise.



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AdGuard Mail secure email review
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Zoho Mail review – feature-rich professional email hosting

by admin June 23, 2025



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As its name suggests, AdGuard is best known for its ad-blocker services. However, the organization has also expanded into other security and privacy services, including VPN and DNS services.

Its latest offer, still in beta at the time of writing, is AdGuard Mail, which provides security by offering email aliases and temporary email addresses – so you can keep your mail email addresses and services protected.

Aliases and temporary email addresses can be helpful in a wide variety of scenarios. You might want to sign up for a service or trial to acquire a discount code without signing up for spam, or you could just want to avoid subjecting your mail email address to the risk of phishing attacks or data breaches.


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You may need temporary addresses for testing during software development, accessing a webinar or accessing services you don’t fully trust.

AdGuard Mail: Plans and pricing 

At the moment, AdGuard Mail is completely free – which instantly places this product ahead of many competitors.

Bear in mind that AdGuard says that Mail is free “for now”. Given that users have to pay for AdGuard’s other products, we’d expect AdGuard Mail to become a paid product once it leaves beta testing. Indeed, AdGuard’s FAQ says they plan to add paid features and customization options in the future.

Happily, AdGuard’s other products offer competitive pricing, so we’re not concerned about AdGuard Mail having extortionate pricing once it does leave beta.

For instance, the central AdGuard ad-blocking product costs $2.51/£1.99 per month if you pay annually, the VPN’s monthly costs are similar if you stick to an annual deal, and the DNS service has a basic free service.

AdGuard Mail: Features

AdGuard’s concentration on aliases and temporary email addresses gives users several privacy and security benefits.

By using an alias instead of your personal email address, you can avoid using anything identifiable if you want to send or receive messages. Instead, any emails sent to your aliases are then forwarded to their linked mailboxes, providing a layer of protection between you and the sender.

If you use temporary email addresses instead, you can avoid sharing your details and subscribing to any unwanted spam or services.

Ultimately, AdGuard’s aliases are ideal for ongoing communication without using your real addresses, and temporary emails are better for short-term activities.

This helps you avoid spam, phishing attacks, data breaches and privacy issues because you won’t have to use your own email address.

This approach differs from many other secure email providers, which give users their own, permanent email address, but AdGuard still promises robust security.

AdGuard cannot access your messages when using AdGuard Mail, and AdGuard uses secure SMTP connections whenever possible to protect your emails from unauthorized access.

The firm inspects email and website content before they’re loaded to check for any threats – and does so without retaining any information about the content. AdGuard’s thorough filtering protects you from fraudulent websites and websites that are known to distribute malware, and the firm’s filters are updated regularly – so you’re protected from the latest threats.

AdGuard’s reliance on aliases and temporary addresses protects your personal addresses, and that’s not the only area where AdGuard Mail impresses.

Once created, any emails forwarded from your alias are marked in your email client with a special header, so you can easily see AdGuard’s emails. Multiple aliases can be used for single email addresses, and multiple recipients can receive emails from single aliases.

Attachments are also supported for aliases, although temporary email addresses do not currently support attachments. Also consider that you can’t reply to emails forwarded by your aliases – to send replies, you will need to reveal your email address.

Ultimately, AdGuard’s method is simple and effective: use aliases to add a layer of protection so you can enjoy ongoing communication without compromising your email address – and use temporary emails to enjoy the same protection in short-term scenarios.

Of course, it must be noted that AdGuard Mail is markedly different from other secure email providers. This is a secure forwarding service rather than an actual email client, where you can create your own address and access a new, fully featured inbox.

That’s not necessarily bad, though, especially if you want to keep using your primary email address while adding extra protection. And if you combine AdGuard Mail with AdGuard’s other services, like its ad-blocking, VPN, or DNS, you can build a robust and versatile security package.

AdGuard Mail: Interface and in-use

(Image credit: AdGuard Mail)

AdGuard Mail excels thanks to its simplicity and versatility. It’s available as a desktop app for Windows and Mac, as an Android and iOS app, and it can also be accessed using a web interface.

If you want to create a temporary email address for one-time use, you can also just use AdGuard’s website to make and then copy a new address. Once you’ve used it to register for a service or input into a registration form, the reply will actually appear in a temporary inbox that’s right there on the same website. It’s a very clever service.

(Image credit: AdGuard Mail)

No matter what platform you use, AdGuard Mail is straightforward. Open the app for the first time, and it’ll guide you through the main features and launch a simple Wizard dialog that will help you create your first alias.

To create more, it’s just a matter of opening a panel, picking a random address and choosing its forwarding address. You can tag your aliases to make organization more manageable and add a description so you don’t forget its intended use.

(Image credit: AdGuard Mail)

The app includes an option for adding more recipients, a basic inbox for accessing emails sent to your temporary addresses, and a settings menu where you can choose Light or Dark modes, block senders and customize how the app functions on your system.

(Image credit: AdGuard Mail)

AdGuard Mail: Support

Right now, the support options for AdGuard are basic – no surprise given its beta status. Most support queries can be answered by browsing the FAQ section, and users can email AdGuard’s support address to access help.

There’s also a web form where users can give feedback about AdGuard Mail, with options for suggesting features and reporting bugs.

AdGuard also maintains active Telegram, Reddit and GitHub communities if you’d like to talk to other service users or troubleshoot using these methods.

AdGuard Mail: The competition

AdGuard Mail has no shortage of competition when it comes to email aliases. Many secure email providers offer this as part of their broader service, like Mailbox.org, Soverin and several others.

Those are paid providers, though, and, at the moment, AdGuard Mail is free – and judging by AdGuard’s pricing elsewhere, it’ll still be a very affordable product in the future, too.

One of the only secure mail rivals that offers aliasing using a free account is Proton, which includes ten aliases in its free product alongside a new email address and 5GB of cloud storage. So, while you do have to maintain a whole new email account, it’s arguably a better deal.

If you just want email aliasing, consider Apple’s Hide My Email feature, Firefox Relay, or even DuckDuckGo Email Protection.

AdGuard Mail: Final verdict

There are plenty of other services beyond AdGuard Mail that offer email aliasing and temporary email addresses.

That said, AdGuard is currently free, it works very well for both aliasing and temporary emails, and it’s certainly worth using – even more if you’re already a keen user of other AdGuard products.



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