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FBC: Firebreak.
Product Reviews

FBC: Firebreak review: this co-op Control spin-off seems designed to frustrate

by admin June 19, 2025



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

Is FBC: Firebreak meant to be a commentary on the monotony of labor under late-stage capitalism? It’s the only conceivable reason why a developer as esteemed and talented as Remedy Entertainment would create something that’s so fundamentally miserable to play.

Review info

Platform reviewed: PS5
Available on: PS5, Xbox Series X and Series S, PC
Release date:
June 17, 2025

A co-op shooter spin-off set in the weird and wonderful universe of the smash hit Control, FBC: Firebreak seems like it was designed from the ground up to be as frustrating as possible. From its artificially padded progression and small selection of levels to the bland cast of characters and poorly designed player abilities, there’s very little to like here.

Sure, everything technically functions and seems to work as intended with minimal bugs, but that’s damning with faint praise when stacked up against the studio’s past line-up of ground-breaking experiences like Alan Wake 2.


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Out of control

(Image credit: Remedy)

I booted up FBC: Firebreak feeling optimistic, as its core concept is certainly intriguing.

You play as a Firebreaker, specialized agents in the fictional Federal Bureau of Control (FBC) tasked with venturing into abandoned districts of the bureau’s HQ to contain rogue supernatural forces, in a team with up to two other players.

I absolutely adore the portrayal of the FBC in other Remedy games and was excited to learn more about its inner workings and explore new parts of the Oldest House (the mysterious, shifting brutalist skyscraper where the events of this game and Control take place).

Unfortunately, there’s no story content in FBC: Firebreak. You’re introduced to Hank, the leader of Firebreak, and his assistant Jerry, who exchange short quips as you navigate through the main menus, but that, on top of Hank’s occasional guidance during missions, is all you get.

Worse still, the dialogue is never particularly amusing, and the slapstick tone of these interactions feels a tad out of place. Control was not a massively serious game, but FBC: Firebreak really leans into its comedy to its detriment. It’s a game that seems more like it’s trying to ape Borderlands than actually expand on what made the source material so interesting.

It’s also a shame that the playable characters are all generic, masked goons. You can pick from a handful of distinct player voices, but it’s impossible to become invested in protagonists with no other identifiable characteristics.

Even the game’s unlockable cosmetic items fail to help them stand out. There’s nothing appealing about the prospect of grinding for hours in order to unlock a red helmet that nobody is realistically going to notice in an online lobby.

It’s like the developers knew this too, as unlocking cosmetics is often mandatory in order to reveal new shop pages with more useful items.

Dead end job

(Image credit: Remedy)

This is one of many decisions seemingly made to pad out the game’s runtime, which would otherwise be incredibly short.

There are a total of only five missions, or Jobs as they’re called in-game, with each split into three stages. The first two stages are always very basic, often taking just five or so minutes to clear.

They both feel like pointless filler compared to the third, which offers similar but more substantial objectives and sometimes a big boss fight to top it all off. The first two stages are, of course, mandatory as there would be practically no reason to endure them otherwise.

The missions themselves are at least conceptually interesting, but fail to capitalize on their most unique elements in enjoyable ways. Paper Chase, for example, seems like a slam dunk with the novel idea of offices that have been taken over by swarms of supernatural sticky notes.

Sadly, the mission just boils down to mindlessly shooting surfaces covered in sticky notes as an on-screen number showing the remaining notes ticks down for around fifteen minutes.

Best bit

(Image credit: Remedy)

The hub area is home to your living quarters, a few rooms that can be extensively customized by spending a currency obtained on your travels. Placing objects to make the space your own is quite satisfying. Most can also be interacted with to see unique animations.

During every mission, waves of Hiss, humans possessed by a malevolent entity, beam in around you. I can count the number of unique enemies on one hand, with the same few enemy models popping up endlessly with no variation.

Even with the difficulty cranked all the way up, the pacing of these waves feels off-kilter, too, as there are frequent awkward stretches where there are no enemies on screen.

I would be able to forgive most of this if the guns were actually satisfying to use. They aren’t. Generic appearances and sound effects aside, there are just six to choose from.

Poor balancing means that one, the bolt action rifle, is so terrible that you wouldn’t ever want it in your loadout. The pump action shotgun and revolver, in contrast, are by far the most effective of the bunch so there’s no real reason to ever use anything else.

In crisis

(Image credit: Remedy)

Much of the game’s marketing has focused on the Crisis Kits – the three sets of abilities that you can choose in your mission.

There’s the Splash Kit, granting a water cannon that can wash off annoying environmental effects (of which there are several) or put out fires, the Jump Kit with an electrical device for quickly charging generators, and the Fix Kit which lets you quickly repair broken items by swinging a big wrench around.

You can still accomplish all these tasks without the respective kits, but the interactions take the form of highly repetitive button-mashing that gets old quickly. Every mission has some component that can benefit from a particular kit, so there’s no strategy in which one you pick. Each match has three players, so obviously you just need one of each. There are no real advantages or disadvantages of any of the individual kits, either, so it really is as simple as that.

Each kit can be upgraded up to three times to unlock new secondary and special abilities, including a powerful attack that provides a welcome break from the endless shooting.

However, this only feeds into the biggest issue with FBC: Firebreak: the fact that the first hour is unremittingly awful.

For some reason, you start out with broken gear that’s woefully ineffective. The water cannon, for example, can only blast a few drops of water at a time. Similarly, your firearms deal reduced damage. You have to grind through a game after game in this state until you have the currency required to get everything back in working order, not to mention pick up some of those abilities and some perks to boost your stats.

I don’t understand this decision at all, as it just makes for a horrendous first impression. It’s easy to imagine most players downloading the game, experiencing one or two slogging matches with their artificially weakened gear and abilities, and then just uninstalling it to play something more rewarding.

This, unfortunately, makes it very difficult to recommend FBC: Firebreak in its current state. If you could simply log on and play around with everything right away, it might be able to provide a couple of hours of co-op entertainment before the boredom sets in.

As it stands, you’ll be sick of what’s there before even getting to experience its flagship features.

Should I play FBC: Firebreak?

(Image credit: Remedy)

Play it if…

Don’t play it if…

Accessibility

There is, unfortunately, no dedicated accessibility menu in FBC: Firebreak. The controls can be fully customized on console, though, and there are a number of options that allow you to toggle actions like aiming down sights. The game features subtitles throughout.

How I reviewed FBC: Firebreak

I played almost ten hours of FBC: Firebreak on PS5 and DualSense Wireless Controller in the build-up to launch using a copy provided by Remedy Entertainment.

I experienced every mission that the game has to offer at least once, trying out multiple weapons and each of the Crisis Kits. I played both solo and multiplayer, using the game’s built-in online matchmaking to play with random players, and participated in a few matches with other reviewers.

Throughout my time with the game, I compared my experience with my time in other online first-person shooter games of a similar scope, including Wolfenstein: Youngblood, Tom Clancy’s Rainbow Six Extraction, and Helldivers 2.

First reviewed June 2025



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Heipi 3-in-1 Travel Tripod W28S folded away, in the hand
Product Reviews

Heipi 3-in-1 Travel Tripod W28S review: sturdy support for multiple types of gear in multiple ways

by admin June 19, 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.

Heipi 3-in-1 Travel Tripod W28S: two-minute review

Ask around, and most enthusiast photographers and creators are familiar with the accessory maker Peak Design, but newcomer Heipi? Nope.

Well, I have a welcome surprise – Heipi’s carbon fiber 3-in-1 Travel Tripod W28S beats the Peak Design Travel Tripod in just about every regard, plus it’s cheaper too. Three-Legged Thing’s Punks Brian 2.0, however, provides stiffer competition for standard use – I explain why, below.

The W28S replaces the W28 – which I described as one of the most relevant and best travel tripods today in my in-depth review – delivering several refinements for a virtually complete and highly versatile three-legged support, in three ways.


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Its 3-in-1 credentials cover regular tripod support for camera gear, the ability to support a phone instead via a clamp that’s hidden in the integrated ball head, plus a generously-sized removable mini tripod, which is nestled inside the main legs, and which doubles up as a center column – the novelty of this feature hasn’t worn off in this second-gen model.

Image 1 of 2

You’re not seeing double – this is the Heipi 3-in-1 tripod’s main legs (right) and mini tripod that slots inside the main legs when not in use (left)(Image credit: Future)(Image credit: Future)

Given that the main legs can tuck in between the gaps of the mini tripod legs when you’re done, there’s no wasted space and the Heipi 3-in-1 is able to pack away more compact than most, plus it comes supplied with a snug-fit carry case.

There are limitations though. I’d hesitate to mount particularly large and heavy gear – although that’s true of all travel tripods – and the Heipi tripod’s maximum height is bettered elsewhere. Also, despite its 3-in-1 party tricks, there’s no monopod built into one of the legs. Nor can you swap out the supplied ball head for a fluid head, which would provide smooth panning movements for video.

If none of the above are dealbreakers, though, then Heipi’s latest travel tripod is the complete package, with some unique features.

It’s carbon fiber build quality is top-drawer, while improved leg locks are easier to lock-off and unlock than before. Also, they lock-off with even distribution on the leg sections (rather than a clamping lock), which reduces lateral movement between sections.

The addition of a bubble-level in the base is a neat touch, even if you can’t see it properly when the center column is tucked away.

Image 1 of 6

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

Heipi also offers handy extras for accessory-laden users, such as clamp arms, which easily screw into the mini tripod legs via a 3/8-inch screw. The arms Heipi supplied to me for this review can support accessories such as an external monitor, and can even work with Heipi’s optional phone clamp, so you can support a camera and phone simultaneously.

I’ve been able to switch between using a phone and a mid-range mirrorless camera with moderate size lens, with ease. Panning movement? No problem, unlike the Peak Design which is locked off.

Image 1 of 3

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

Even the design of the mini tripod, which easily rests on a table top for vlogging and is impressively sturdy with a 11lbs / 5kg max payload, has been improved. The previous version felt like it sacrificed ease of use for versatility, because it was stiff to extend and put away compared to a regular center column.

Now the mini tripod slides up and down much more easily, and when fully removed it even offers multiple leg angles to work from for a variety of shooting orientations, including close to the ground.

It can also be reversed and locked off upside down in the main legs in order to shoot from lower angles. Put simply, the mini tripod is one of the most sophisticated of its kind.

With camera gear generally getting smaller and lighter, and many creators using their phones as much as ‘proper’ camera gear, the case for the travel tripod grows as the need for bulkier supports diminishes.

And of all the many travel tripods I’ve reviewed, the Heipi 3-in-1 Travel Tripod W28S is the one I come back to most often – I reckon this is the best tripod for most people.

Image 1 of 5

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

Is Heipi’s travel tripod perfect? No. There were times that I wished I could work from a higher level than its 59-inch / 150cm maximum reach (with the center column fully raised).

However, given that it packs away with a tighter diameter than most and to just 17.7 inches / 45cm in length, while it weighs just 3lbs / 1.35kg (with ball head included), I’m happy to sacrifice any extra reach.

And one party trick it lacks, which you can find in many alternatives, is the option to remove one of its legs for used as a monopod.

If you can live with these few limitations, though, the Heipi 3-in-1 Travel Tripod W28S will be the most versatile tripod you’ve ever used, complete with a high-quality and lightweight carbon fiber build, plus tiny pack-away proportions.

If you want a lightweight support for a variety of camera gear, the Heipi would be my first recommendation.

You can discover more about the W28S’s design and features in my W28 in-depth review – the two tripods share much in common, notwithstanding the design tweaks mentioned above.

Heipi 3-in-1 Travel Tripod W28S: key specs

Swipe to scroll horizontally

Total weight

3.04lbs / 1.38kg (including ball head and mini tripod)

Max height

59.8 inches / 152cm (with center column fully raised, or 47 inches / 119cm without)

Legs sections

5

Packed length

17.7 inches / 45cm

Max capacity

Up to 44lbs / 20kg

Heipi 3-in-1 Travel Tripod W28 price and availability

The Heipi 3-in-1 Travel Tripod W28S with ball head is available now, from $399 / £325 on the Heipi website and from $399 on Amazon US or from AU$735 at Amazon AU.

There are also optional accessories such as a QR plate, and a different type of ball head in a pricer bundle. Heipi also sells clamp arms, an add-on phone clamp, plus a hammock for stowing accessories or even a weight to increase stability.

Heipi 3-in-1 Travel Tripod W28: Also consider

Should I buy the Heipi 3-in-1 Travel Tripod W28S?

(Image credit: Future)

Buy it if…

Don’t buy it if…

How I tested the Heipi 3-in-1 Travel Tripod W28S

  • I’ve used it over several months
  • I’ve extensively tested its 3-in-1 features
  • I’ve attached various mirrorless cameras and smartphones

I’ve had the Heipi 3-in-1 Travel Tripod W28S for several months, and it’s been my go-to camera gear support during this period.

It has ably supported beginner, mid-range and pro mirrorless cameras, although I’ve drawn a line at the larger sports-focused bodies and bulky telephoto lenses.

I’ve also used the phone clamp to attach a variety of smartphones, the largest of which was an iPhone 15 Pro Max, and I’ve tried out optional extras, including clamp arms for an external monitor.

I’ve tested the mini tripod as thoroughly as the main tripod legs. Generally I’ve used the gear in fair weather, but it has also withstood moderate rain and use on sandy beaches.

First reviewed June 2025



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Govee Table Lamp 2 Pro X Sound by JBL review: light up your party
Product Reviews

Govee Table Lamp 2 Pro X Sound by JBL review: light up your party

by admin June 19, 2025


The most surprising thing about Govee’s colorful smart lamp with a speaker built-in is that we didn’t get something like this sooner. We’ve had color-changing smart home lights that sync to music via an app, and we’ve had Bluetooth speakers with RGB lights — putting the two together feels like the natural next step.

The Govee Table Lamp 2 Pro X Sound by JBL ($179.99) combines snazzy lighting effects and decent sound into one fun, portable package. Unlike most RGB Bluetooth party speakers, it’s a functional lamp, and it also syncs with your smart home. And while it doesn’t pack enough power to rock a real rager, it’s the perfect size to add a little punch to your next gathering. It’s a smart light with party speaker aspirations.

$180

The Good

  • Vivid, colorful lighting effects
  • Can control the light with voice and automations
  • Can sync with other Govee lights
  • Speaker has strong mids and vocals
  • Built-in ambient sounds
  • Light supports Matter

The Bad

  • Limited bass
  • Indoor only
  • No AirPlay 2 support
  • No smart home support for the speaker
  • No handle

The speaker / smart lamp combo isn’t totally new; Ikea’s (now discontinued) Symfonisk Lamp had a Sonos speaker built in (though you had to put a smart bulb in it to have a smart lamp). Govee also has a floor lamp with a Bluetooth speaker. But its new table lamp is more practical, more portable (thanks to a 5,200mAh battery), and a lot more fun. Individually controllable RGB and tunable white LEDs offer both fabulous party effects and practical task lighting when needed.

The Govee Table Lamp does a nice job with tunable white light alongside fun, RGB effects.

An upgrade to Govee’s smart Table Lamp 2, the Pro was first announced at CES earlier this year and is now available to buy. It sits 10 inches tall, with a 360-degree LED array sitting on top of a 10W full-range 2.5-inch JBL speaker. The Pro’s big additions over the Lamp 2 are the speaker and the battery. It also has a larger base, a wider lamp, and a top speaker grille with buttons for power, volume, playback, and cycling through preset scenes.

The lamp features 210 LED beads that can display full color as well as tunable white light up to 600 lumens, bright enough for a reading lamp. The base includes RGB lights that sync with the main display.

The Lamp Pro 2 uses a standard barrel plug, but can also be powered by its internal battery.

The plug connects underneath, and there’s a cable channel. It also has squidgy “feet,” making it easy to set down on most surfaces.

The power button is a physical button; the rest are touch capacitive. Photo by Jennifer Pattison Tuohy / The Verge

It weighs just over 5 pounds and I could carry it comfortably in one hand. Photo by Jennifer Pattison Tuohy / The Verge

The lighting effects, of which there are over 100 presets as well as 16 that sync with music, are controlled in the Govee app, over Wi-Fi or Bluetooth. There are a number of built-in sound and light scenes. My favorites include Forest, with tweety bird sounds and luminescent greens and yellows; Wave, with its ocean acoustics and wobbly blue lights; and Sprinkle, which sounds like a gentle rainstorm with a lovely aquamarine light soup.

Of course, you can also stream any music you like to the speaker via a Bluetooth connection to your phone. Sadly, there’s no option to stream over Wi-Fi or AirPlay 2 support. Unlike some party speakers, only one phone at a time can connect to its Bluetooth radio. You can have it listen for music from your phone’s speaker, but that feels rather pointless.

Specs: Govee Table Lamp 2 Pro X Sound by JBL

  • Price: $179.99
  • Power: 5,200mAh rechargeable battery, barrel plug power adapter
  • Playback time: 4.5 hours on battery
  • Speaker: 10W full-range 2.5-inch speaker, with dual passive radiators
  • Light: 600 lumens, RGBICWW, 2700 to 6500 kelvins
  • IP Rating: Indoor use only
  • Dimensions: 6.1 inches in diameter, 10.1 inches high
  • Weight: 5.3 pounds
  • Connectivity: Matter over Wi-Fi, BLE (classic), Wi-Fi (2.4 GHz)

The dynamic lighting scenes roll, pop, twirl, blob, kaleidoscope, or spiral in sync with the music, and sync remarkably well to the beat (Govee claims a 32ms response time). The colors are vivid, and the effects are a lot of fun. Like a lot of Govee’s effects, some can be a bit intense, but there are several “soft” options, too. You can also create your own scenes.

When you’re done with dance parties, ambient options, such as a crackling fireplace or a soothing sunset, are nice, although the colors are still fairly intense. Settings for reading, work, and illumination make the lamp usable as a task light, too, and sleep settings with lullabies make this a nice addition to a nursery. Still, it’s too large and bright for bedside use, even at the lowest setting.

While you can use the lamp and app just with Bluetooth, connecting it to Wi-Fi lets you control the lamp through your smart home. It works with Amazon Alexa and Google Home over Wi-Fi, or you can add it via Matter to most platforms, including Apple Home. I added it to Apple Home and was able to turn it on or off, and change single colors with automations and voice — it responded instantly to Siri voice commands. There’s not currently a way to sync Govee’s scenes through Matter, though, so you’re limited to static lighting.

Smart lamp, standard speaker

The Govee Table Lamp is a similar size and shape to Apple’s HomePod smart speaker (left), but it has a smaller speaker grille and its main body is a plastic lamp.

This is a smart lamp, not a smart speaker. There’s no voice assistant, and you can’t control the speaker via smart home apps (although you can change songs with your phone’s voice assistant while connected over Bluetooth). It’s also a fairly basic JBL Bluetooth speaker. While it gets plenty loud, it has limited bass, but delivers clear vocals and decent mids — making it ideal for podcasts or radio.

Physically, it slightly resembles a full-size HomePod, but in sound quality, it’s more like a HomePod mini. It made a great exercise companion during my morning dance workouts, with Chappell Roan’s voice coming through clear and high as she hits those Pink Pony notes. Even cranked up to 93 percent volume, there was no distortion. But as mentioned, there’s hardly any bass. I tested it with Bad Bunny against a full-size HomePod; no contest.

I tested it with Bad Bunny against a full-size HomePod; no contest

You can pair two lamps together for stereo sound, and that’s your best option if you’re looking for a party atmosphere. On its own, it’s fine for a small gathering or to add some oomph to a workout, but for some real vibes, you’ll want two. I only had one unit, so I didn’t get to test this out. You could pair two HomePod Minis or two Alexa fourth-gen speakers together and get comparable sound for less money, but without the fun lighting effects.

The lamp isn’t weatherproof, but it is portable, thanks to its built-in battery. There’s no handle, so I had to sort of cradle it like a baby, but at 5 pounds, it’s light. I took it to the patio on a dry day, and my chickens joined the dance party.

My chickens got to enjoy an al fresco dance party.

For a more permanent outdoor party solution, something like the Sonos Move ($449) is a better bet, with bigger sound, longer battery life, and an IP56 rating. Or, if lights are a must, a proper party speaker like the JBL Pulse 5 ($249), which has built-in RGB lighting, an IP67 waterproof rating, and a nice big handle — but no Wi-Fi connectivity, so no smart home control.

I set an Apple Home automation that turns on the lamp when the porch door unlocks

I ended up using the Govee lamp mostly in my screened-in porch, listening to the news with morning coffee or enjoying music with an evening tipple, safe from the elements. I set an automation in Apple Home that turns on the lamp when the porch door unlocks, so it’s ready to go when we walk out.

The lamp can also pair with other Govee lights to sync them all to the music using its Dreamview setting. I have a tunable white set of Govee’s outdoor string lights on my porch, but if I had the RGB version, I could turn my porch into a party space.

Despite its world salad of a name, the Govee Table Lamp 2 Pro X Sound by JBL is a fun, reasonably priced combo of music and lights. It’s not the best speaker out there, and it’s a shame it’s not more versatile (a handle and some weatherproofing would go a long way), but with its smart home control and impressive lighting effects, it’s a useful and entertaining gadget.

Photos by Jennifer Pattison Tuohy / The Verge





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Nexar One dash cam
Product Reviews

Nexar One dash cam review: a 4K dash cam with interior view and constant cloud connection

by admin June 19, 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.

Nexar One: One-minute review

The Nexar One is a 4K dash cam that employs a clever modular design and an always-on LTE data connection to offer automatic cloud uploads with unlimited storage, wireless video transfer, and remote streaming. It can be bought with either 128GB or 256GB of internal storage, but there’s no microSD card support. Rear and internal cameras are also available.

Unlimited cloud storage and live streaming for as little as $71.90 a year feels like good value, but the One is reliant on a strong cellular signal to work properly; if you have patchy 4G at home, this might not be the dash cam for you.

(Image credit: Future / Alistair Charlton)

Nexar One: price & availability

The Nexar One is priced from $329.95 for the 128GB model (which can hold up to 37 hours of recordings), or from $379.95 for the 256GB model (which has space for up to 78 hours). Adding the interior camera featured in this review increases those prices to $379.95 and $429.95 respectively.


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Nexar’s LTE Protection Plan costs $9.99 a month or $71.90 a year. This includes the ability to live stream from the dash cam to your phone, plus unlimited cloud storage, a 24/7 parking mode, real-time GPS tracking, emergency alerts, and rear camera compatibility.

Nexar says the One will be available in the UK soon, but hadn’t announced prices at the time of review in June 2025. The cost of the LTE Protection Plan is also unknown for now, and the One is not available in Australia.

Nexar One: specs

Swipe to scroll horizontallyNexar One specs

Video

4K resolution at 25 to 30 frames per second

Row 0 – Cell 2 Row 0 – Cell 3

Field of view (FoV)

140 degrees (forwards), 160 degrees (interior)

Row 1 – Cell 2 Row 1 – Cell 3

Storage

Internal (128GB or 256GB), cloud (unlimited, fees apply)

Row 2 – Cell 2 Row 2 – Cell 3

GPS

Yes

Row 3 – Cell 2 Row 3 – Cell 3

Parking Mode

Yes, with remote streaming

Row 4 – Cell 2 Row 4 – Cell 3

App support

Nexar Connect app

Row 5 – Cell 2 Row 5 – Cell 3

Dimensions

3.5 x 2.75 x 1.2 inches / 88.9 x 69.8 x 30.5mm

Row 6 – Cell 2 Row 6 – Cell 3

Weight

7.4oz / 210g

Row 7 – Cell 2 Row 7 – Cell 3

Battery

Yes, used to record parking events

Row 8 – Cell 2 Row 8 – Cell 3

Nexar One: Design

The Nexar One is a clever piece of design, as far as dash cams go. It doesn’t have a screen, so there’s no chance of being distracted while you’re driving, and the unit itself is relatively slim, but with the LTE data module and interior camera connected, it’s quite large.

The clever bit is how the Nexar One uses magnets. Firstly, it connects to its windshield mount with a very strong magnet. You then stick the mount to your windshield with an adhesive strip, and a power cable runs from the mount to your car’s OBD2 port for a constant power supply, even when it’s parked and turned off. Power is then sent to the dash cam itself as soon as the magnets snap it into place.

(Image credit: Future / Alistair Charlton)

There are more magnets on either side of the main unit. You can remove a cover from one end to attach what Nexar calls the connectivity add-on, which is basically an LTE (4G) antenna that gives the dash cam a cellular data connection for live streaming to your phone and cloud video storage – more on that later.

Removing the cover from the other end enables you connect the optional interior camera, which sold separately but was also provided by Nexar for this review. Overall, it’s a clever design that’s been nicely executed, and I especially like how Nexar includes an OBD2 cable in the box, rather than a USB cable and a 12-volt socket adapter.

As mentioned, there’s no microSD card slot, with the One relying entirely on internal storage.

(Image credit: Future / Alistair Charlton)

Nexar One: Performance

The setup process requires the Nexar Connect smartphone app and, for the dash cam, a decent 4G connection. Although I live in London, my street has awful cellular coverage, so it wasn’t a surprise to see the One fail to get itself online. I drove about half a mile, parked up, and the dash cam then quickly connected to Nexar’s cloud service and completed the setup process.

While video quality is the most important aspect of any dash cam, there’s more to this model than video recording. You can use either the Nexar Connect app or Nexar’s online dashboard to view every journey completed with the One installed. Your driving route is shown on a map, along with the distance and duration of your journey. It’s then easy to either view a low-resolution timelapse of a journey, or download a high-resolution portion.

(Image credit: Future / Alistair Charlton)

If you’re away from your car (and therefore not connected directly to the dash cam via Wi-Fi), you can view the mapped routes and timelapses. And, while you can request to download a high-res portion of between 30 seconds and five minutes, the download won’t happen until the next time you turn your car on. Instead, it’s best to get in your car, connect directly to the dash cam over Wi-Fi, and transfer high-res recordings to your phone.

Another feature is live streaming, where the Nexar One’s LTE connection lets you view a live feed from the dash cam on your phone. This takes about 30 seconds to start and when using LTE (instead of a direct Wi-Fi connection) you’re limited to three minutes of live viewing at a time. This is understandable, given how much data would be swallowed up by longer streams. It’s a handy way to check up on your car, and means you can view a live feed right after the dash cam detects a collision while parked, as it will automatically start recording.

Since I live in an area with patchy cellular coverage, some driving routes and timelapses failed to upload right away. This process happens after you park up, while the dash cam is powering down, but a poor data connection can stop the upload from happening. The downloads are then unavailable until the next time you turn your car on and drive to an area with better signal.

(Image credit: Future / Alistair Charlton)

If you live and mostly drive in an area with strong LTE coverage you’ll be fine, but if not – and you want to regularly use the Nexar One’s connected features – you’ll need to think twice about buying it. The Nexar One is designed to connect to a range of networks, instead of just one, so it should always hunt out the best signal. But I found it sometimes failed to connect, especially in known blackspots.

Incidents – where the dash cam detects a collision, either while parked or driving – are sorted into their own section of the app and dashboard, making them easy to find.

The app lets you pick from three video quality options, but frustratingly these use names – Basic, Standard and Premium – instead of recognizable numbers, like 1080p or 4K. Tapping on ‘Learn more’ opens Nexar’s website and explains that Basic is 720p (and 540p for the interior view), Standard is 1080p (and 720p for the interior), and Premium is 4K (plus 720p again for the interior).

Standard is the default option. These Full HD recordings look great on the phone app, but quality takes a dip when blown up onto a larger computer screen. Footage is okay, but details like the license plates of oncoming vehicles, even at just 20mph in bright daylight, are often difficult to read.

(Image credit: Future / Alistair Charlton)

Bump the Nexar One up to Premium and the 4K videos are noticeably sharper, with more legible license plates and street signs. Files are also larger, with a five-minute clip weighing in at 1.5GB from the front-facing camera and 360MB from the lower-spec interior view.

The larger size of 4K files highlights the Nexar One’s slow Wi-Fi transfer speeds. Moving those five-minute, 1.5GB and 360MB clips to my iPhone, over a direct Wi-Fi connection, took a full five minutes.

The interior camera is of a lower spec, but still provides a decent view of the driver and front-seat passenger. Since I drive a small two-seater (a Mazda Miata, or MX-5 for non-US readers), this camera manages to capture an acceptable view out of the rear windshield too. However, due to my car’s tiny front windshield, I’ve had to partially hide the Nexar One behind the mirror, which blocks some of the camera’s interior view.

If I bought the Nexar One myself, and still owned a car tight on space, I’d likely do without the interior camera. That said, if you’re a taxi or ride-share driver, having recordings of your interior (and a sign telling your passengers as much) could be useful.

Lastly, there’s a parking mode. This works when the Nexar One is connected either with the included OBD II cable, or the optional hardwiring cable that powers it from the fuse box. When a collision is detected, the camera springs into life and starts recording. These videos appear in chronological order in the app, but can only be downloaded when you next switch your car on – and so long as the camera has a good cellular connection.

(Image credit: Future / Alistair Charlton)

Parking mode, unlimited cloud storage, live streaming and other functions – including emergency alerts, GPS tracking and rear camera compatibility – are all part of a subscription plan. This is priced at $9.99 a month or $71.90 for a full year. Although the Nexar One works like any other offline dash cam without this fee, storing footage locally, not subscribing removes much of its functionality. If you don’t want to pay for a subscription, you’d be better off buying a different dash cam.

That said, I can see the value here – especially if you live in an area with solid cellular coverage. Having videos available online, through the app or any computer browser, takes away the usual dash cam pain point of having to eject the microSD card and transfer footage manually. I also like the idea of being able to check in on my car while I’m away from home, but my local cellular coverage made that tricky.

The dash cam occasionally sent phone notifications, promising more information when tapped. But doing so simply opened the app and showed me the home screen. It also sometimes told me a recording was in process (while the car was parked and switched off), then saved a five-minute journey in the Activity page of the app. Tapping on this brought up a page full of error messages, a map with no indication of where the car was, and the promise of a timelapse and high-res clip being “available shortly”.

Nexar told me it has had some issues with a recent firmware update, but after reinstalling the latest firmware I still experienced connectivity problems. The One connects to multiple phone networks, but it seems that none could provide the coverage it needed to function where I live. It worked fine elsewhere, but poor signal at home takes away a chunk of the One’s functionality.

I asked Nexar if it can be connect to home Wi-Fi for video uploads and firmware updates but, and was told that while this is on the roadmap, there’s no timeline for launch.

(Image credit: Future / Alistair Charlton)

Nexar One: Sample videos

Front camera

Interior camera

Should you buy the Nexar One?

(Image credit: Future / Alistair Charlton)

Buy it if…

Don’t buy it if…

How I tested the Nexar One

  • I installed the Nexar One in my own car
  • I used the dash cam during multiple journeys over the course of a week
  • I downloaded footage, adjusted settings and experimented with the live streaming function.

I installed the Nexar One in my car and used it as my dash cam for about a week. I used it on numerous journeys, and recorded footage every time I used my car. I then downloaded (and uploaded) footage from the dash cam to check its recording quality, and used the live streaming function to see how well that worked.



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Framework Laptop 12 review: plastic fantastic
Product Reviews

Framework Laptop 12 review: plastic fantastic

by admin June 19, 2025


Framework finally made a touchscreen laptop, and the convertible 2-in-1 is one of the coolest-looking computers ever made. It doesn’t have top-tier specs, but its two-year-old 13th Gen Intel Core i3 processor isn’t on its last legs just yet. Like Framework’s Laptop 13, the new Laptop 12 has modular ports and fully repairable innards. And you should be able to upgrade it to a newer chip eventually, given Framework’s business model of selling new parts for older laptops.

But charm aside, you’re still paying extra for repairability and upgradability. The Laptop 12’s $799 starting price, along with its middling webcam, keyboard, and chunky bezels still make it feel like a laptop for the true believers; others may have a hard time turning down similarly priced laptops with little to no repairability but better specs.

$799

The Good

  • Easy repairs and potential upgrades
  • Fun design
  • Rubberized TPU edges make it more resilient for kids
  • Modular ports with internal “child locks”

The Bad

  • Not exactly cheap, especially with more RAM and storage
  • Aging processor, starts with 8GB of RAM
  • Chunky bezels
  • No Windows Hello unlocking

The Laptop 12 is one of the most striking laptops I’ve ever seen. Its pink and blue “bubblegum” color scheme is particularly fantastic. The pastel colors are vibrant and the gray-on-gray keyboard pulls it together nicely, with left-aligned keycap legends giving it a slightly retro look.

  • Screen: B
  • Webcam: C
  • Mic: C
  • Keyboard: C
  • Touchpad: B
  • Port selection: A
  • Speakers: C
  • Number of ugly stickers to remove: 0

The exterior is plastic, with edges clad in thermoplastic polyurethane (TPU) for added resistance to dings and scratches. It feels well built with minimal flex, likely due to its rigid metal internal frame. I described its overall feel to a colleague as “thoughtful plastic.”

As with the Framework 13, I recommend the DIY Edition (which is how you get the more fun color options). It’s easier to assemble than the 13, with the keyboard connecting via pogo pins like the Laptop 16 instead of a delicate ribbon cable. You don’t even need a tool to install or replace the M.2 SSD. I had our unit assembled and installing Windows 11 off a USB flash drive in about 30 minutes.

Fire it up and you’re treated to a 12.2-inch screen that’s bright, crisp, and very responsive to touch or an optional stylus. Though, it has massive bezels on all sides. While the 1920 x 1200 resolution and 60Hz refresh aren’t anything special, the dead-simple replacement procedure is. Screen replacements this easy could be clutch for classroom deployments, or for giving it to a teen. The trackpad feels better than the one on the Framework 13, and nearly as good as the excellent mechanical one on the Surface Laptop 13-inch, only lacking the Surface’s satisfying ka-chunk sound.

Few laptops turn heads in public like this bubblegum color combo does.

The keyboard looks amazing, but I’m less enthused by its typing feel. Its tactile feedback is slightly muted, and on rare occasions, it missed a letter I thought should have registered. It has the same 1.5mm key travel as the Laptop 13, but it doesn’t have the same juice. It isn’t backlit.

The side-firing stereo speakers and built-in mic are serviceable. I didn’t mind listening to music or playing videos on the Laptop 12, especially with the convenience of kickstand tablet mode to prop it up with the keyboard out of the way. But the webcam is mediocre, looking nice in good lighting but smeary and bad in any indoor setting that isn’t bright.

Its biggest omission is support for Windows Hello; there isn’t even a fingerprint sensor, so get used to typing your password or PIN every time you wake it like it’s 2014. Framework confirmed this was a cost-saving measure, but dang, do I sorely miss it. As for battery life, it can get you through a full school day or even a lengthier, eight-hour work day of light use, though a lengthy video call or two can noticeably shorten that.

Matching ports are the way to go.

Though the new transparent ones are a close second.

I wanted to test the entry-level configuration of the Laptop 12, but the review unit I received had 16GB of RAM instead of 8GB in its single DIMM slot and a 1TB SSD to go with the base Intel Core i3 1315U chip. With all the included expansion ports and a Windows 11 Home license, our config costs $1,086 — significantly higher than the $799 starting price. The 13th-Gen Intel chip is still a solid performer for light loads but it occasionally shows its age. You can hear the Laptop 12’s fan working pretty frequently — not at an annoying volume, but just a noticeable one (and a couple of times while the lid was closed for some reason). It isn’t difficult to bog the Laptop 12 down multitasking across many Chrome tabs while on a video call. I just fear what that 8GB entry-level might be like.

System

Framework Laptop 12 / Intel Core i3 1315U 6C / 16GB / 1TB

Framework Laptop 13 (2025) / Ryzen AI 7 350 8C / 32GB / 1TB

Microsoft Surface Laptop 13-inch / Snapdragon X Plus 8C / 16GB / 512GB

MacBook Air 13-inch M4 / 10C / 10C / 16GB / 512GB

Geekbench 6 CPU Single2243289924373775Geekbench 6 CPU Multi6810135681142714899Geekbench 6 GPU (OpenCL)1030724981939130701Cinebench 2024 Single93116109171Cinebench 2024 Multi267832682736Sustained SSD reads (MB/s)5276.385279.213840.782910.04Sustained SSD writes (MB/s)4944.674967.273476.622115.57

This isn’t my laptop of choice for heavy photo editing, but folding it into tablet mode and processing images in Lightroom with a stylus is an enjoyable way to work on a handful of pictures casually. Though, high-resolution RAW files are painfully slow to import, and the keyboard deck inverted on your lap gets a little warm when the laptop is under load. Framework’s color-matched styluses are coming later, so I used a Metapen M2 sent with the review unit, which worked great.

1/9The TPU borders offer added protection, but the textured plastic everywhere else feels fairly resilient too.

I love that the modularity of its four ports allows me to choose a full-size SD card reader, something you don’t normally find on modern thin-and-light machines. Plus, if you opt to load it up with four USB-C ports (which can be matched to the colorful chassis), each one is capable of charging the laptop. And if you fear a child may fidget with the expansion cards by popping them in and out, there are internal screws you can tighten to prevent external tampering.

Our DIY Edition review unit, pre-assembly. The matching screwdriver is a nice added touch.

It’s hard not to love the Framework 12, but its drawbacks, like low starting RAM, an okay processor, and a slightly soft-feeling keyboard, are hard to swallow when it costs $799 and easily ramps up to over $1,000 with upgrades. At that price, it competes with much more powerful laptops such as the M4 MacBook Air (which, to be fair, lacks a touchscreen) and both the Surface Laptop 13-inch and Surface Pro 12-inch. The Framework could one day be upgraded to surpass those machines, but there’s no guarantee. The Laptop 13 has turned out to be the shining example of repairability and upgradeability, but the big-boy Laptop 16 is currently in a weird spot.

If Framework delivers on the Laptop 12’s upgrade path like it has on the 13, then it could be worth the price, either for a student who can grow with it or for just about anybody who wants a tinker-friendly touchscreen 2-in-1. The Laptop 12 has the potential to become more than a quirky experiment for kids. It could be one of the best examples of a laptop in this form factor.

Framework Laptop 12 (as reviewed)

  • Display: 12.2-inch (1920 x 1200) 60Hz IPS touchscreen
  • CPU: Intel Core i3 1315U (13th Gen)
  • RAM: 16GB DDR5
  • Storage: 1TB
  • Webcam: 1080p (with privacy switch)
  • Connectivity: Wi-Fi 6E, Bluetooth
  • Ports: 2x USB-A 3.2, 2x Thunderbolt 4, HDMI 2.1, 3.5mm combo audio jack
  • Weight: 2.87 pounds
  • Dimensions: 11.3 x 8.42 x 0.73 inches
  • Battery: 50Wh
  • Price: $1,086

Photography by Antonio G. Di Benedetto / The Verge





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To A T review | Rock Paper Shotgun
Game Reviews

To A T review | Rock Paper Shotgun

by admin June 19, 2025


To A T review

An episodic, child-friendly TV show in videogame form, with lots of colourful minigames and all the comedic warmth you expect from the designer of Katamari Damacy.

  • Developer: Uvula
  • Publisher: Annapurna Interactive
  • Release: May 28th, 2025
  • On: Windows
  • From: Steam
  • Price: £15.50/$20/€18.50
  • Reviewed on: Intel Core-i7-11700F, 16GB RAM, Nvidia GeForce RTX 3060, Windows 10

You are a thirteen year old stuck in the shape of a T, arms aloft forever – what do you do? Well, in To A T, you simply go on living your everyday life. This kid-friendly town explorer is both a low-stakes comic adventure and a commentary on living contentedly with a disability despite daily struggles. As the only T-posing kid in school, you are also the target of three bullies, whose mockery and mimickry give your teen pause before heading out the door to school. This is mainly a story of how those bullies come to understand your troubles and appreciate some of your more far-fetched abilities (turns out spinning very fast allows you to fly, like a helicopter – who knew!) But it also takes a dip into truly silly territory, becoming more of an outlandish movie and less of an actual “game” as things go on.

Watch on YouTube

Mostly what all this looks like is a third-person walkabout with a lot of minigame-style movement challenges. Many of which encourage playfulness even in mundane tasks. You could spit your toothpastey water straight into the sink after rinsing in the morning. Or you could rotate your head around and splash it everywhere. You could point the TV remote at the telly to “spin it up” (the magical TV literally spins until it turns on) or you could direct the dooter’s beam of energy at the bookshelves and knock down all your mum’s photographs and novels. Up to you.

In school you might be asked to combine chemicals in science class, which’ll take you tilting arms into the air with the joysticks, or hitting shoulder buttons to shake up the beakers. In gym class you might have to follow rhythm game inputs, or run as fast as you can across the football field by holding down a button to charge up speed. There’s no penalty for not being able to complete some task, and the game often asks if you want to keep trying, or just continue and skip the minigame in question.

Your pet dog always leads the way to the next objective. | Image credit: Rock Paper Shotgun / Annapurna Interactive

Some freedom quickly opens up – you get a unicycle to wander around town more speedily. The coins scattered in bushes and hidden in corners can be spent at clothes shops, shoe stores, and hairdressers to kit your teen out with new pairs of asymmetrical jeans, dungarees, stripey socks, and trendy shorts.

The structure is not as open as an equivalent cosy game, mind. You’re free to explore some days, yet more often confined to follow the story. It never blossoms into freeform antics of a day-by-day kid’s summer. This isn’t Persona for pre-teens, or some modern Boku no Natsuyasumi. It fits squarely into a mould of a pre-ordained adventure with side activities, clothes shops, and haircut collecting (you go around observing people’s unusual hair styles and cataloguing them for a crustacean barber on the beach – he is called “Crabbiano”).

The pause menu will see birds alighting on your teens arms, each feathery friend representing a different option. | Image credit: Rock Paper Shotgun / Annapurna Interactive

It’s also a story told with the episodic rhythms of a kid’s TV show. Characters, including your teen, will repeatedly look straight down the camera and address the player. Everyone speaks with Simlish-style wibbletalk. The action will sometimes break to repeat a catchy ditty by a dancing giraffe. Every episode starts with the game’s theme song, and gets its own title emblazoned in bubble writing. “A Day To Practice” or “A Fun Day At School” or “A Day For Dog’s Adventures”.

Games made expressly for kids like this are rare. And even rarer are ones with this kind of unexpected warmth and humour. There are some joyful musical variations, from a funeral organ that plays during your teen’s first heel-dragging march to school (black crows lining the way) to that jazzy giraffe’s sandwich song. Familiar melodies repeat themselves throughout in a variety of instruments and styles in a way that gives each lil bop new energy.

You can often press a button while walking around to summon a thought bubble from your teen. | Image credit: Rock Paper Shotgun / Annapurna Interactive

The episodes throw small tasks and adventures at you constantly. You’ll race trains, ride your talking unicycle, eat a giant corn on the cob, and visit a forest full of magical mushrooms. But there’s also an ongoing mystery from episode to episode. Something strange is happening in town. And exactly why are all the hand-me-downs from your teen’s absent father so endowed with magical abilities? The answers come, although later episodes get so caught up in giving you those answers that they forget to let you play a game at all, becoming instead one long animation of backstory.

Still, it’s a friendly, warm game for kids, or for fans of Keita Takahashi’s style of playfulness (the lead designer here is the same person who made Noby Noby Boy and Katamari Damacy). It is often unfair to you on purpose, putting people in your way during a race, forcing failure upon your T-posing kid in a way that can still be overcome with some patience. It has myriad little touches. Like the way your teen’s hand will bend at the wrist when your arms collide or drag along any surface. The pause menu – in certain places – is a lovable sight. Hit pause and birds will swoop in and perch on your arms, each bird representing a different option on the menu. At various moments in each episode, a chorus of three invisible onloookers will show up to comment on your ongoing antics.

Aaah! | Image credit: Rock Paper Shotgun / Annapurna Interactive

Edwin recently wrote a preview about fumblecore third-person waddler Baby Steps, in which he talks about how a game’s controls can remind us of our bumbling bodily reality, rather than abstracting it to the point of acrobatic superhumanity. “In most games,” he wrote, “the player is permitted only to savour the ‘hero moves’, like punches and dodges, and rarely the smaller or less purposeful idiosyncracies of the flesh, the fumbles and frolics of inexpertly wielded matter.”

I’ve been thinking about this idea a lot as I finished To A T (it clocks in at about 4-5 hours). It is full of moments when the controls change, and you must move them in some new way to brush your teeth, eat food, or whirl like a ballerina. The immediacy of game controls is something that necessarily gets lost the further this game travels into it’s almost entirely non-playable final episode. But it otherwise resists the trappings of modern games that remove us from that body-to-button feeling. There’s no cluttered UI or silly systems of meta-progression. Like other games by the same creators, To A T understands that the most basic unit of wonder games can offer is still: press button to move shapes.



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FBC: Firebreak Review - Controlled Chaos
Game Reviews

FBC: Firebreak Review – Controlled Chaos

by admin June 18, 2025



Remedy is a team known for its story-driven single-player games, and though it has tried other kinds of games over the years, FBC: Firebreak is its most prominent detour to date. Built as a three-player co-op PvE first-person shooter set in the Oldest House–the same setting as 2019’s Control–Firebreak manages to transpose Remedy’s signature strangeness onto something new, and the more I played it, the more I enjoyed it, though it has its fair share of issues.

The story casts players as formerly pencil-pushing Federal Bureau of Control (FBC) employees who have no choice but to create makeshift weaponry and gear to combat the Hiss threat they’re trapped in the Oldest House with. This premise gives the game a colorful and comedic tone, where expendable player-characters chirp about needing to fill out workplace forms and worry about overtime pay despite the chaotic circumstances they find themselves in. Firebreak sits at the intersection of the FBC’s inherent bureaucracy and its impromptu DIY, punk-rock showdown with supernatural monsters. It’s a tone that feels decidedly Remedy-like, and its class-based combat does well to match that weirdness.

Three “Crisis Kits” make up the game’s classes. There’s the Fix Kit, which is equipped with a giant wrench and can repair things like lighting, breaker boxes, and healing showers. The Jump Kit, which comes with an electro-shocking contraption that would look at home in Ghostbusters, can be used to shock enemies and power various electronic devices, like broken fans in the game’s earliest mission. Lastly, the Splash Kit comes with a big water gun that can shoot bubbles of water to put out fires or dilute negative status effects from one’s self or teammates. Naturally, this one pairs well with the Jump Kit, too, as soaking and then shocking enemies can be an effective way of reducing their numbers.

The class-based, elemental co-op combat is a solid foundation, albeit with some pain points to iron out.

On paper, this elemental combat is a clever touch to what could’ve been a less dynamic gameplay loop. Firebreak is not a shooter in which you can simply point and shoot and be okay. The class-based items matter, which is why it’s a bit awkward when, in the game’s early hours, they all feel so underpowered. The wrench, for example, doesn’t actually dispatch enemies well, so if you think you’re selecting the melee role, you are, just not an immediately effective one. That weapon can be enhanced down the line by selecting (and even better, stacking) various perks that you can unlock as you go deeper down the game’s progression tree. But when you’re first starting out, all three classes feel a bit weak, as do their more typical firearms.

This is especially true of the Jump Kit’s shock weapon, which doesn’t provide enough audiovisual feedback to make it feel strong in your hands. There’s a teaching language that games tend to employ to get the player to feel what they’re meant to feel, and Remedy’s shooter sometimes lacks that. It’s not just the fix or charge meter on the HUD that should tell me when I’ve performed my class duty to its fullest. The items I’m using and the targets I’m using don’t clang and zap in a well-defined manner to make me feel like I’m altering the environment, so they can feel ineffective.

Missions, called Jobs in-game, can exacerbate these early-hour woes. Each Job is split into three clearance levels, which play out as increasingly harder sections, eventually ending in a boss fight or some other finale-style event. Early on, you’ll need to complete levels on their first and then second clearance level to unlock subsequent clearance levels. But the first-level-only runs can feel uneventful and very brief, to the extent that if you decided to ditch the game based on that first impression, you wouldn’t really have seen what it does so well. At the same time, that signals the game needed to do those introductory missions better as well.

Firebreak’s enemy hordes quickly overwhelm players who don’t work together as a team, which is why its lack of in-game voice chat is frustrating. Using something like Discord or a platform’s own voice chat features resolves this easily enough for a group of friends, and that’s certainly the best way to play it, but many will jump into groups with strangers. The ping system can only do so much, and sometimes in Firebreak, it can’t do enough.

The resonance mechanic means shields don’t recharge if you drift too far away from teammates, but it’s easy to overlook that this is how the game is behaving. Games have often put shield recharging on cooldowns, and Firebreak’s shield mechanic can be misunderstood as behaving similarly. Likewise, status effects are as easy to pick up as flu-like symptoms at the airport, and players haven’t shown an understanding of some simple, universal truths: If I’m on fire, please extinguish it. Some of these pain points are left at Remedy’s doorstep to resolve, as Firebreak doesn’t always demonstrate its core elements of combat well. Players need to synergize and look out for one another. Often, I’ve seen players who are on fire or sick from radiation, and the Splash Kit player who could cure them with a few shots of water has no idea they hold such powers.

Note to my Splash Kit teammate: Please cure me.

Luckily, there’s always a Plan B, both for players who are lacking a class or two from their group and for players who just can’t rely on their teammates to save them. For example, many rooms in any of the game’s five Jobs have sprinklers in them, so you can always shoot at those and receive the same benefits you’d get if your teammate were cognizant of how fire works.

All of these factors mean Firebreak’s first impression can be a rough one, but I found myself really glad I stuck around for longer, because there comes a point where it turns a corner and it ends up being a ton of fun. Perhaps most important is how the guns feel. Though the low-tier guns feel underpowered–much like the low-tier anything else in the game–they at least point and shoot in a way that feels well designed. The SMG has an erratic kick to it; the revolver packs a massive punch. Eventually, some heavier armaments like machine guns and rifles can be had too, and each provides its own feel in your hands, giving the expected level of weight, power, and accuracy.

I’ve mainlined the SMG for the most part, and improving that weapon has been super satisfying, as I’ve watched the recoil dwindle away, allowing me to reliably melt hordes with a single clip. Remedy has mostly made shooter-like games, but never have those mechanics been as much of a focus as they are here. Its past games were more like action-adventures with lots of shooting. Firebreak is a first-person shooter through and through, and it benefits from actually feeling like a good one.

Its best attribute, however, is the attention paid to class builds. The huge perk tree offers a few dozen passive perks, such as faster reloading, heftier melee attacks, longer throw distance, and a lot more. Each perk also has three unlockable tiers, taking them from “weak” to “strong” and eventually to “resonant,” thereby giving your nearby allies the benefits of the perks, too. I’ve found these perks to be massively game-changing and chasing the smartest, most beneficial builds–or sometimes just experimental ones–has resulted in the game really digging its hooks in me over the course of the last several hours I’ve given it.

I created a melee monster of a Fixer who can get through levels without ever firing his gun. I made a Jumper with superspeed and awesome throw distance, making her an absolute all-star on the Ground Control mission, in which you’re collecting supernatural “pearls” and delivering them to a mobile payload device. It feels like I’ve left the game’s rougher parts well in my rear-view mirror now, and even when I jump into a game with strangers who might be new to it and liable to mess up, my characters are often overpowered enough to backpack them to the finish line. I move through the Oldest House like a Prime Candidate, to use a term from the Remedy Connected Universe.

A towering monster made entirely of sticky notes is the kind of Remedy weirdness I hoped for in this game.

Unlocking the max-tier guns, equipment items, and grenades is key to discovering Firebreak’s strengths in a gameplay sense, but that’s not all it excels at. The game is gorgeous and loaded with visual effects, much like Control and Alan Wake 2. Remedy’s in-house Northlight engine is capable of some incredible displays, and Firebreak uses everything in its toolbox. In what is perhaps the game’s best bit of VFX, the Jump Kit’s ultimate ability is a lawn gnome that can be launched from the shock weapon’s barrel to create a massive electric storm, decimating anything within its radius. It feels like X-Men’s Storm has descended from above to rain down on the Hiss every time it’s deployed. Other ultimates, like the Splasher’s water cannon switching to firing gobs of lava and the Fixer’s exploding piggy-bank attachment to the wrench come with their own eye-catching displays, too. Unlike some other aspects of the game that can leave you unclear as to what is going on, you always know when an ally is using an ultimate because they command your attention like a fireworks show.

The strong enemy variety of Control is a boon here, too. From squishy melee flankers to armored brutes, flying enemies, and demons that go invisible for a time before they reappear and explode near you, the Left 4 Dead-like hordes of enemies are varied and demand focus and cooperation. Though Firebreak sometimes hides away details it should share more openly with players, I also feel like there’s a good sense of discovery in the game at times. For example, learning how to incapacitate the enemies who can only be shot in their backs (you first need to shock them to make them kneel down for a moment) introduces another layer of strategy to the game’s minute-to-minute combat. Similarly, discovering that the black gunk that leaks out from the pearls on Ground Control also serves as a protective barrier from their radiation poisoning is literally life-saving. Knowing this one sooner would’ve eliminated some early frustrations, but it’s also been fun to play the role of a teacher, showing new players how it works.

Things like the placement and specifics of objectives, and the size, timing, and makeup of hordes change each round, but Firebreak adds a clever, Remedy-colored spin to missions with Corrupted Items. These act as gameplay modifiers and can really alter how you approach any level. When the Corrupted Items setting is turned on, you’ll need to hunt down an item–say, a crowbar, a lantern, or even a traffic light, among many more–and destroy it to wipe the zone of its modifier. The thing I’ve enjoyed about these is that some of them are actually beneficial, or at least they can be. The modifier that results in shielded or super-fast enemies is only an obstacle, but I’ve found myself pushing for the group to spare the items that bring about low gravity and even one that makes defeated enemies explode. The chain reactions you can pull off with this one are immensely helpful, provided you’re not in the blast zone yourself. Like so much else in FBC: Firebreak, Corrupted Items make the later hours of the game stronger and more exciting, provided you can get past what could be a lackluster first impression.

FBC: Firebreak’s most refreshing attribute comes in its metagame. It does have some live-service intentions; Classified Requisitions are paid cosmetic-only reward trees akin to battle passes that will release periodically as the game goes on, and the deep build system really encourages players to make superhero-like characters to bring into the highest difficulties over the long haul. However, its demands as part of the attention economy pretty much end there. Firebreak is a game you can play a lot or a little, but you won’t ever have to play catch-up. There is no daily or weekly challenge system, and Remedy promises no event-locked rewards that some players will miss out on simply because they weren’t when the rewards were available. It’s not asking to be your next part-time job like virtually every other multiplayer game now does, and this ends up feeling like an addition by subtraction.

The more I played Firebreak, the more I enjoyed it, as many of its best features are not immediately apparent in just a few rounds.

The best part of all this is that I’ve been compelled to play the game a lot anyway. Yesterday afternoon, I felt prepared to write this review, but then I found myself staying up late last night, jumping into rounds with random players and showing them the proverbial ropes. I was a tour guide through the Oldest House, suddenly obsessed with perfecting my next builds, enhancing my perks to the fullest, and improving each kit to its maximum level. I’ve previously written about how battle-pass systems sometimes attach me to games I’d rather move on from, so it’s been great to play Firebreak purely for the fun of it. I’m sure as the game adds more Jobs, like the two coming this year, I’ll be hopping back in to check those out.

As the game has launched on two different subscription services, I expect some players will likely try it, only to be quickly turned away by a subpar first impression and write Firebreak off without the lack of investment that might keep them around for longer. Hopefully, those who enjoy co-op PvE games do stick around past the early roughness, because there’s something really fun to uncover. Sometimes the game gets in its own way by not tutorializing key points, like how to best deal with status effects and play roles dependably. But once you’ve gained that institutional knowledge, FBC: Firebreak is an enjoyably chaotic power fantasy, and an interesting experiment for Remedy between its bigger, weirder projects.



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A screenshot from Raidou Remastered showing the protagonist, Raidou, dashing down a Tokyo street with his cat companion Gouto
Gaming Gear

Raidou Remastered: The Mystery of the Soulless Army review

by admin June 18, 2025



Need to know

What is it? PS2-era Megami Tensei JRPG starring a kid detective in early 20th century Tokyo
Release date June 19, 2025
Expect to pay $50
Developer Atlus
Publisher Sega
Reviewed on RTX 3060 (laptop), Ryzen 5 5600H, 16GB RAM
Steam Deck Playable, with some small in-game text
Link Steam

When Raidou Kuzunoha vs. the Soulless Army released for PlayStation 2 in March 2006, Persona 3 was only four months away from making its debut in Japan. The latter, inarguably a classic, introduced Atlus’ now-iconic social link system, thus sealing the studio’s fate as one of the most beloved 21st century RPG creators. Raidou, though? Most people have forgotten about it, if they’ve heard of it at all.

And yet here we are with a remaster, and a high-effort one at that: the combat has been revamped, and every line of dialogue voiced. It belongs to the Devil Summoner strain of Shin Megami Tensei games, which are distinguished by their detective fiction leanings (the most recent was Soul Hackers 2). It didn’t receive particularly glowing reviews at launch: it was fine. But with the benefit of hindsight it’s kinda interesting. Not only is its early 20th century Tokyo setting unique for a series that loves to hang around in the present and near-future, but it also features one of Atlus’ only dalliances with real-time combat.

Raidou Kuzunoha is a teen detective working for the Narumi Detective Agency, which has a special interest in the supernatural and occult. He’s well-suited to the job because he’s also secretly a Devil Summoner, working for an organisation dedicated to the protection of Tokyo against the wrath of supernatural forces. A seemingly routine quest to save the daughter of a local magnate eventually blossoms into the usual absurdly meandering anime fare, touching on superweapons, time manipulation and, of course, Russian mystic Grigori Rasputin.


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Raidou is another voiceless and expressionless teenage protagonist, though given his situation—Raidou is an investigator, and not a hapless student—some of the weirdness of other SMT games has been sanded away. The sense of young people being thrown into a malignant alternative world only just hidden beneath their own doesn’t hit quite as hard when the hero is reporting for duty as a ghost detective every morning.

The devils Raidou can summon will be familiar to anyone who has played a Shin Megami Tensei game, and they’re utilised in fun ways here. Each has a couple of different uses outside of combat, which bleeds into some of Raidou Remastered’s curious point ‘n’ click trappings. For example, Jack Frost can freeze water to create new paths, while Azumi can fly. Neko Shogun can use force to move large objects around, and Lilim can read people’s minds. These powers can only be used in the right context, and whenever they’re called for in puzzle scenarios it’s usually extremely obvious, even when Raidou’s cat companion Gouto doesn’t blurt out the solution.

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(Image credit: Atlus)(Image credit: Atlus)(Image credit: Atlus)

On the flipside, some late game “puzzles” are surprisingly obtuse, so much so that I had a form of gamer whiplash: Am I just meant to sit here and wait for Gouto to explain what I’m meant to do? Or am I meant to, uh, think about it?

These elements exist because Raidou is ostensibly a detective, but they feel less like puzzles and more like a series of chores doled out by an especially patronising boss. The story has Raidou investigate, but I don’t investigate: I just move our hero around and click on things. It’s a missed opportunity, both in 2006 and now, to feel out a more investigative style of play in a game about being an investigator. This sense of wasted potential extends to mission design, which generally involves going back and forth between characters for information, while occasionally dipping into the Dark Realm—a bleak and mysterious parallel world full of demons—to nip the present episode’s big baddie in the bud.

Thankfully the combat and demon hunting keep things interesting, and the former has been completely reworked. The original’s static camera angle is now free roaming in combat, and Raidou is much more nimble on his feet, with a long dodge and double jump at his disposal. He can now summon two demons rather than one, to help alongside his own melee weapon and gunfire.

(Image credit: Atlus)

Compared to the syrupy combat of the original, it’s very fast and fluid, mixing light tactical complexity with dexterity-focused hack ‘n’ slash. Raidou can specialise along magic or raw damage paths (I built a mix between both) while also following upgrade trees for swords, spears and axes.

The combat is as close to the SMT Press Turn system as it can be in a real time format: using the right elemental attack against an enemy will weaken or stun it, all the better to bolster your sword attacks, while using the wrong elemental attack will usually buff an enemy. Familiar SMT conundrums inevitably arise: what if one enemy needs a fire attack, but you’ve only got an AOE fire attack and another enemy on the field is buffed by fire? Then it’s time to dive into menus, fine-tune your demon loadout, and carry on. What if a volt-weak enemy keeps charming my healers into healing them? And what if my healer is the only demon I have with a volt attack? Damn: it’s time to go find another volt demon.

Collecting demons and trying them out in battle is as fun as ever, even if they all feel more flexible and thus less special than in other contemporary SMT games. Jack Frost is an ice creature, but if I have him inherit a volt or fire attack it’ll still serve to weaken an enemy if they’re susceptible to those elements.

(Image credit: Atlus)

I found myself using early game demons well into the 30-hour story, mostly because the strength of their elemental attacks didn’t really matter so long as Raidou himself was capable of doling out high damage (and also, because Neko Shogun is my favorite). Similarly, I was about three-quarters into the game before I really had to think about what demons I wanted to keep and which I wanted to sacrifice via demon fusion: in other SMT games, including Persona, demons that can buff and debuff feel essential, leading to frequent stops to fuse together demons towards stronger and better-equipped ones. That isn’t so much the case here, though I did play on normal; things may become trickier at higher difficulties.

This may all sound unpromising but the truth is I enjoyed Raidou Remastered, and I think anyone into monster collecting, action-focused SMT games will too. By all reports Raidou was a 7 out of 10 JRPG in 2006, and with a complete renovation of its combat system—and the merciful removal of random encounters—Atlus has ensured it remains a 7 out of 10 JRPG now. I’m not sure why they decided to remaster this instead of any of the other SMT games stuck on the PS2, but it’s definitely worth playing, especially if you’re curious to see what might happen if (gulp) Persona 6 goes the way of Final Fantasy 16 and ditches turn-based combat.



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FBC: Firebreak review | Rock Paper Shotgun
Game Reviews

FBC: Firebreak review | Rock Paper Shotgun

by admin June 18, 2025


FBC: Firebreak review

This co-op Control spinoff isn’t without some mad science laughs and decent FPS boomsticking, but grindy unlocks and tedious objectives make it fleeting fun at best.

  • Developer: Remedy Entertainment
  • Publisher: Remedy Entertainment
  • Release: June 17th 2025
  • On: Windows
  • From: Steam,, Epic Games Store, Game Pass
  • Price: $40/£33/€40
  • Reviewed on: Intel Core i9-10900K, 32GB RAM, Nvidia RTX 3090, Windows 10

Well, you can’t say Remedy don’t have range. After the screeching survival horror of Alan Wake 2 comes FBC: Firebreak, a three-person multiplayer FPS spun off from Wakeverse stablemate (and excellent action game in its own right) Control. Perspective isn’t the only thing that shifts, either, as Firebreak reframes Control’s eerie, New Weird-influenced setting as a backdrop for comedy co-op shenanigans. There will be gnomes creating lightning storms.

Back in the Oldest House, the illogically vast and currently invaded headquarters of the Federal Bureau of Control, Firebreakers – volunteer office drones turned underqualified field agents – gear up to do battle with whatever outdated guns and jerry-rigged tools they can find. The Firebreak initiative is as haphazard and cobbled-together a task force as you’re likely to see, and ultimately, a reflection of the game it stars in: one that’s plucky and capable of impressing, yet never quite comes together as a cohesive prospect.

Your opponents are, once again, the Hiss, Control’s resonance-based baddies who take up residence in the warped bodies of less prepared FBC staff. Deprived of that game’s desk-chucking superpowers, Firebreak’s Anti-Hiss toolbox is more mundane, with most of the firepower coming from simple firearms. The satisfaction of their shooting experience varies wildly, depending on the precise flavour of gun in use; shotguns and the hunting rifle are great fun, being boomy, weighty blasters that stagger chunkier enemies and send weaker ones airborne. The assault rifle and SMG, though? Awful. These deal about as much damage to a Hiss as a rude email, and with the pre-upgrade models especially, only fire off slightly faster.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Livening up these gunfights are Crisis Kits, Firebreak’s take on player classes, which include one unique tool, a helpful deployable, and an Altered Augment – an ultimate, basically – apiece. The latter play into the FBC’s mission statement of containing and researching artifacts that defy natural law, and conveniently, they often prove useful in a scrap. Chuck a spooky teapot on top of the Splash Kit’s water-spewing Ejector tool, for instance, and its harmless payloads become globs of melty magma; that gnome, meanwhile, is the hateful star of the electricity-focused Jump kit, whose obsession with following the nearest live creature makes it as likely to smite its user with summoned lightning as the Hiss.

That said, the tools are mainly utilities, designed to speed up janitor work like fixing machinery or extinguishing fires. That sounds boring, and it often is. But sometimes, these tools come good: at least some of the fires will be the ones engulfing your teammates, so timely dousing with the Ejector could save a life. Much of the wire-fiddling work also needs doing under the pressure of a Hiss assault wave, turning simple wrench whacks into genuine clutch plays.

The ability to apply shock and wetness at will also ties into the elemental interactions that grant Firebreak’s action a much-needed third dimension. Intentionally setting these up can be tricky, unless you’ve got teammates on mics, but the first time you lethally zap a gang of drenched Hiss with conduction-boosted chain lightning feels like you’re outsmarting the paranormal as well as out-shooting it. And I wanted to reach through my screen and hug the teammate who, seeing that our whole squad was about to perish from the heat of a possessed furnace, had the presence of mind to shoot out an overhead sprinkler, rescuing the run with an improvised shower.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Firebreak is usually content to let players discover these interactions for themselves, though the very start of your Firebreaking career arguably would benefit from a firmer helping hand. The onboarding process is not kind: with only the briefest of tooltips offering advice, it’s all too easy to launch into the opening mission (or job, as the game calls them) with little to no understanding of how all these magical contraptions work. And, just to make an even worse first impression, said job is a deflatingly straightforward matter of fixing some electrical boxes and leaving.

That’s because at first, you’ll need to not just unlock each of the five jobs by completing the preceding one, but also the full length of each job – they’re split up into three sections, or Clearance Levels – by beating the shorter, lower-level versions in order.

The idea behind this structure is that the availability of shorter missions makes Firebreak more accessible to busy types, who might not have the time or inclination to settle down for 45-minute slogs in the vein of Left 4 Dead’s campaigns or Deep Rock Galactic’s weekly Deep Dives. Noble in concept, and technically successful in practice, with most Level 1 jobs clearable in a couple of minutes and Level 2s doable in around ten.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Sadly, not all Clearance Levels are created equal. The first two are always and exclusively based around the workmanlike maintenance tasks – fixing generators, tossing radioactive orbs into a cart, shooting sticky notes and suchlike. That leaves only the third to ever offer a meaningful twist or dramatic climax, like battling an ogre made of Post-Its or launching a waste disposal rocket into space. These are invariably the highlights of any job, and so to stick to the lower Clearance Levels isn’t just to play a faster game, but a duller one as well.

Corruption effects, where an escaped artifact plays havoc on anything from player shields to gravity, could spice up the handyman simulation. My personal favourite? An anomalous snare drum that forces enemies to move and attack at hilariously exaggerated speed, as if Sam Lake accidentally sat on a Fast Forward button over at Remedy HQ. Except these too are strictly limited to Level 3 runs, hollowing out further the promise that Firebreak would be a less time-intensive take on live service.

As does, it turns out, the entire progression system. Pretty much everything requires XP tokens to unlock: perks, guns, upgraded perks, upgraded guns, and most gallingly, the deployable and Altered Augment for each kit. You don’t even get these as standard, making those early missions even more stripped-back. And, because weapon and kit upgrades are gated behind tiered pages – think the battle passes in Helldivers 2 – you’ll often end up wasting points on gear you might not even want, just to spend enough for the next page to open up.

Image credit: Rock Paper Shotgun / Remedy Entertainment

In effect, you’ll need a lot of XP to get beyond the weakest guns and perks, once again disadvantaging those who only fancy dipping in now and then. Folk who put the hours in will indeed be rewarded, but then even with a full set of maximum Clearance levels, there are still only five job types for now. Corruption or not, Firebreak soon ends up repeating itself, quietly slipping into the grinding habits that it simultaneously claims to reject.

All of that is not to say that Firebreak is devoid of fun. There’s actually an hours-wide sweet spot, between that iffy start and the point where job fatigue kicks in, where it’s very enjoyable indeed, a gloriously “Why not?” mess of exploding piggy banks, skin-of-the-teeth monster containment, and glowing men in floating chairs hurling masonry at you. I wish it lasted longer, but it’s there.

It also helps that Firebreak inherits certain charms from Control, particularly the Oldest House itself. This was already a great vidjamagame fightspace back when we were aggressively levitating through it as Jesse Faden, and from the first-person perspective of these nameless FBC mooks, its imposing sense of brutalist enormousness is even stronger. It sometimes even pulls one of its lore-established spacial shifts, like cheekily putting a safe room on a ceiling and forcing poor Firebreakers to climb a debris ladder to open it.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Regretfully, genuine oddities like this are rare, which together with the marked tonal shift makes the Control relationship feel like a surprisingly distant one. I get why this was attempted – co-op shooters are inherently disorderly, so a lighter tone makes sense on paper. And some of the ways in which Firebreak communicates this intent are likeable in themselves, such as how the ammo station refill animation has your combat-inexperienced character frantically grabbing handfuls of loose bullets. Or how Firebreak’s version of a mobile turret is just a big pneumatic tube sat on a desk chair. That’s good design language, in a vacuum. But at least for me, a seasoned Control liker, it perhaps strays far enough from the original vibe that I can never draw too deep from a shared well of excitement.

As for the techy stuff, the public matchmaking is reasonably reliable at finding comrades to play with, especially if you’re willing to hop into Quick Play rather than fine-tuning a lobby for yourself. I have been put into a few laggy games, but that was when the matchmaking pool was comprised solely of journalists and influencers – it seems to have an easier time finding low-latency hosts now it’s been released in the wild.

Image credit: Rock Paper Shotgun / Remedy Entertainment

Whether Firebreak can maintain a healthy supply of volunteers, however, may depend as much on its post-launch overtime work than on the game itself. As it stands, its successes are at risk of being overshadowed by a weak introductory phase and a general lightness of activities once you’ve unlocked all the jobs’ Clearance Levels. At least two more jobs are due for later this year, though those alone won’t address Firebreak’s investment-heavy progression system, weak weapons, or lack of effective onboarding.

Still, they could serve as an opportunity to de-boring the lower Clearance Levels, by replacing the simple repair tasks with more unique and substantial objectives. That would both sweeten the deal of replaying jobs for XP, and steer Firebreak back towards to the ideal of shorter deployments that are still worth playing. Would such an approach risk overstuffing a full, three-stage job? Maybe, but then this is the studio that made We Sing and the Ashtray Maze, and I’d very much like to see Firebreak gain some of that confident maximalism. Right now, it’s lacking, and not just in musical numbers.

This review is based on review code provided by the publisher.



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Keychron V6 Max mechanical keyboard during our review
Product Reviews

Keychron V6 Max customizable mechanical keyboard review

by admin June 18, 2025



Why you can trust TechRadar


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In my twenty years as a professional writer, I don’t think I’ve ever looked forward to using a keyboard before. Some are good, some are bad, some, like the ones on modern ThinkPads, are easily the best you can get on a laptop and offer very comfortable typing experiences.

In fact, I’ve always hated changing to a new keyboard, with the inevitable typos and finger-slips as muscle memory goes right out the window and the brain tries to relearn the new key placement.

But never, ever, have I wanted to find excuses to type something, anything on a keyboard, or just pressed a few keys as I passed the desk for the thrill of it all.


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Until, that is, I got my hands on the Keychron V6 Max mechanical keyboard. And if I could, I’d sit at my desk all day and all night just to feel that pleasing feedback, listening to the satisfying clackety-clack as my fingers depress the keys. It might just be the best office keyboard I’ve ever used.

  • Keychron V6 Max at Amazon for $119.99

Keychron V6 Max: Price & availability

This is no budget keyboard – but that’s expected with this sort of design and the features packed in here. It’s a definite ‘investment’ product for those who will be using it day in and day out.

It’s available via the official US Keychron site for $120, while at time of review, it’s currently discounted from £124 to £112 over on the Keychron UK site. In Australia, it’s priced at AU$159 via Keychron.

You can also pick up from Amazon.com and Amazon.co.uk and other online retailers, where it’s going for the RRP.

Keychron V6 Max: Design

Image 1 of 4

(Image credit: Keychron)(Image credit: Keychron)(Image credit: Keychron)(Image credit: Keychron)

This little beast is beautifully designed, with its carbon black frame and light and dark blue keys. To me, it really looks the business, eye-catching but professional.

Unlike some Keychron keyboards, like the Q6 Max we reviewed, this model is built from a hardened ABS plastic rather than dense aluminum. It’s still pretty heavy, though, and not suited to portability. On the other hand, the weight also made it very stable, refusing to whizz across the desk under the slightest provocation while I used it. So, pros and cons.

The V6 Max comes in a range of configurations – first off, you can select between a barebones version and one that’s fully assembled.

In the US, you’ll get the double-shot OSA PBT keycaps, while in the UK, you can choose between PBT and ABS keys, with the latter allowing the backlight to shine through.

You can also choose between a few different mechanical switches (Gateron Jupiter Red, Brown, and Yellow), which will subtly adjust your experience (you can see the full differences between each by clicking here). In this review, I’m looking at the PBT version with Gateron Jupiter Red linear switches.

Image 1 of 4

(Image credit: Keychron)(Image credit: Keychron)(Image credit: Keychron)(Image credit: Keychron)

Along the top row, nestled between F12 and Print Screen, is a sturdy volume knob that can be clicked to mute/unmute. It’s really useful if you want easy access to volume controls, and easily ignored if you don’t.

Around the back are two switches for changing compatibility between Windows, Mac, and Android devices, and alternating connectivity (2.4GHz, cable, and Bluetooth). Over to the right is a nub which houses both the USB and USB-C receivers.

In the box, you’ll also find a wealth of tools – a charging cable, keycap and switch puller, screwdriver, screws, hex (Allen) key, extension adapter for the receiver, and eleven replacement keys.

Keychron V6 Max: App

Image 1 of 3

(Image credit: Keychron )(Image credit: Keychron )(Image credit: Keychron )

One of the big highlights of the Keychron V6 Max is its near-total customizability, both physically and while using the app at launcher.keychron.com. You’ll need to run Chrome, Edge, or Opera, and connect the keyboard with the wire. I found the app found the keyboard pretty quickly – not instant, but quick enough. And I was pleasantly surprised by the host of options on offer here.

Arguably the most useful here is the keymap, where you can alter what each key does when pressed. It’s very straightforward to use. Then, alongside this, there’s a key test to make sure everything’s running smoothly, an option to create macros, which will be essential for coders, firmware updates and bug reporting, and backlight selection.

To my mind, this backlight tab is where every user should head first. To manually change the keyboard’s backlight, you’ll need to turn it on with Fn + Tab, then cycle through each option using Fn + Q. There’s loads of presets here, but let me tell you, it takes ages to find the one that’s right for you – and one wrong press and you’ll need to cycle through them all over again. In the app, on the other hand, you can quickly find your preferred style, and adjust the color using the palette. Job done.

All in all, I thought the app was a nice extra that gives you much more control over layout and style to fit how you want the keyboard to perform.

Keychron V6 Max: In use

Image 1 of 5

(Image credit: Keychron)(Image credit: Keychron)(Image credit: Keychron)(Image credit: Keychron)(Image credit: Keychron)

This keyboard is an absolute delight to use. Typing feels natural, comfortable, I used it for hours and hours at a time and never once had any issues. Every keystroke registered quickly and accurately, and there’s a pleasing softness to each one. What more could you want from a mechanical keyboard?

Of course, it helps that it’s incredibly customizable to suit your work, and the desk boasts a gasket mount design with sound-proofing foam under the hood. Saying that, it’s in no way silent during use. As a mechanical keyboard, it has a muted clack that will remind readers of a certain age of busy offices and typist pools.

Personally, I quite enjoy the sound it makes when in full writing flow- it’s somehow soothing. However, it won’t be ideal for those looking for a super low-profile keyboard, where a scissor-switch or rubber-dome keyboard will offer a quieter experience.

Keychron also claims the V6 Max has a polling rate of 1000Hz, which has a theoretical latency of 1ms. So, while it should easily handle competitive gaming, it isn’t strictly designed for this.

For me, it’s one of the best keyboards around, perfectly positioned for productivity-minded professionals, students, programmers – effectively anyone who’s going to be spending a lot of time at their desk. On that score, it delivers an awesome experience.

Should I buy the Keychron V6 Max?

Buy it if…

✅ You want comfort when typing
I can’t fault the overall performance of the V6 Max when it comes to general typing, even at speed.

✅ You want to customize your set-up
This keyboard can basically be configured any way you want, from switching out keycaps to redefining the key map using the app.

Don’t buy it if…

❌ You don’t type much
For the price and the specs here, it’s going to be overkill for sending the occasional email or replying on Teams – although it’ll feel good while you’re doing so, at least.

❌ You want a silent keyboard
As a mechanical keyboard, this isn’t exactly quiet in use, which you may want in shared workspaces.

Keychron V6 Max: Price Comparison



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