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There's Good And Bad News For Star Trek: Strange New Worlds
Game Reviews

There’s Good And Bad News For Star Trek: Strange New Worlds

by admin June 14, 2025


In a streaming world where new series are decreasingly unlikely to get a second season (let alone a third) even if they appear to perform incredibly well, it’s something of a treat that Paramount keeps giving its various incarnations of Star Trek five season runs. The company has recently announced, ahead of the start of the third season of the best of all those shows, Strange New Worlds, that it’s to get a fourth and a fifth season too! Woo! Although that fifth run will be truncated, and be its last. Boo!

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The experiments in the final frontier have had mixed results over the last decade. Beginning with the very promising Star Trek: Discovery in 2017, the long-abandoned television franchise returned from a 12-year hiatus since the (merciful) demise of Star Trek: Enterprise in 2005—a period that had otherwise only been populated by J. J. Abrams aimless and soon-abandoned reboot movies. This was then followed in 2020 by Picard, quickly accompanied by animated comedy Lower Decks, kids animation Prodigy in 2021, and then in 2022 the beginning of Strange New Worlds.

Now, clearly making judgement on anything Star Trek is a surefire way to get a person in all manner of trouble, but who cares: Discovery’s five seasons offered diminishing returns, its fourth series reaching a nadir of utter dreadfulness that was only mildly improved upon in its fifth meandering final run. Picard was so excruciatingly bad as to have been ruled illegal under the Geneva Convention, although its third and final season—while still rubbish—delivered joyfully silly fan-service as it reunited as much of the The Next Generation crew as would agree to stagger onto set. Lower Decks was utterly brilliant for five glorious years and you should watch it immediately. No one, not even the people who wrote and drew it, watched Prodigy. And Strange New Worlds has made the entire roller coaster worthwhile.

The mistake both Discovery and Picard made was to believe Star Trek was ever supposed to be more than people in pastel colors exchanging sci-fi gobbledegook, blowing up a spaceship, and then learning a jolly nice lesson in time for the credits. Presumably attempts to capture the lightning-in-a-bottle moments from the earlier series, like “The Best of Both Worlds” or “In The Pale Moonlight,” they failed to understand these only worked because they stood out from the usual amiable chatter. Both series just felt morose, hopeless, and as such, distinctly un-Trek.

Strange New Worlds (and Lower Decks for that matter) understands the brief. Set before the events of the original 1960s Star Trek TV show (well, in between the events of the pilot and the rest of the series, nerds), it span off from one of Discovery’s finer moments, as we see Captain Pike faced with a vision of a gruesome accident that would ruin his life. But, put that aside, because now we’re off to enjoy the voyages of the Starship Enterprise before Kirk gets into the captain’s chair, and it’s going to be so much fun.

Screenshot: Paramount / Kotaku

The previous two seasons of Strange New Worlds have brought us some of the best Star Trek ever. It’s bright, and positive, and features an incredibly capable crew driven to be a force of good in the galaxy. They are very much on a five-year mission to explore strange new worlds, to seek out new life and new civilizations, and to boldly go where no humans have gone before. And if that means getting trapped in a fairy tale, or a space creature causing the entire crew to communicate in musical numbers, then dammit they’ll do that so flipping well. And they’ll do it with impeccable haircuts.

As such, when things do get more serious, they’re mostly earned, and you know aren’t going to end in inescapable doom. (Although, let’s be fair, S02E10’s “Hegemony” was an embarrassing miss in its attempt to suddenly turn into Alien.) So, it is with absolute delight that I greet the news that Paramount is letting it serve its full five-year mission.

It’s vanishingly rare for any TV series, let alone streaming ones, to get guaranteed episodes for a further two seasons in advance. It means that on top of season three’s 10 episodes, we’re promised another 10 for season four, followed by an abbreviated six-episode run for season five. And yes, admittedly, the 26 episodes this assures us of is the same number as a single-season order for Trek in the 90s, but times have changed, and honestly, I’m grateful we get any.

Also, while I’d love the idea of the show running for as long as the cast and writers are willing, it does make a lot of sense to give SNW a termination date. As much as the joy of things as daft as seeing cartoon characters from Lower Decks appear in this live-action show distracts us, the reality is we are heading toward Pike’s accident, determined not only by his earlier vision, but also by August 23, 1969’s episode of Star Trek, when the disfigured post-accident Pike appeared, sealing his fate some 56 years ago. They can’t keep putting it off forever.

But, we’ve got a solid 20 episodes before we need to worry about any of that! And the trailer for the new season, which starts July 17, suggests it’s going to be fun times. Including Patton Oswalt as a Vulcan! And, thank goodness, it doesn’t look like Nurse Chapel is going anywhere.

It’s all on Paramount Plus, which can more conveniently be accessed through Amazon Prime, along with all the episodes of the other mentioned shows. But honestly, just watch this and Lower Decks.

.



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June 14, 2025 0 comments
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With Outer Worlds 2, Xbox Continues Abandoning Physical Games
Game Reviews

With Outer Worlds 2, Xbox Continues Abandoning Physical Games

by admin June 13, 2025


While Microsoft is publishing more games than ever before, fewer and fewer of them are getting physical editions on its home turf. Microsoft-owned Oblivion’s The Outer Worlds 2 will get a standard disc option on PlayStation 5 but only a code in a box for Xbox Series X owners. It’s the latest example of a growing preservation nightmare for Microsoft’s current generation of consoles.

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The company’s big summer showcase made that clear last week, as game after game that was shown was later revealed to not be getting a physical version on Xbox. Koei Tecmo’s Ninja Gaiden 4, published by Microsoft, will also be just a code in the box there. So will Tony Hawk’s Pro Skater 3 + 4. Gears of War: Reloaded doesn’t even have a box of any kind listed for Microsoft’s platform, despite a physical version coming to PS5. The Spanish gaming news site Vandal reports the PlayStation version will be completely playable from the disc.

Fans started to become concerned about the shift back from physical media in 2023 when a leak from the FTC Activision trial suggested Microsoft had explored plans for a mid-generation console refresh that would be digital-only. Then, in the first half of 2024, Microsoft’s big first-party exclusive Senua’s Saga: Hellblade II didn’t get a physical release. Pictures shared online showed the Xbox sections at big retailers were shrinking, with most boxed products being replaced by digital codes. There were rumors that retail teams at Microsoft were cut in recent downsizing. Hellblade 2 is now coming to PS5, but a physical edition will only exist because of Limited Run Games.

“We are supportive of physical media, but we don’t have a need to drive that disproportionate to customer demand,” Microsoft Gaming CEO Phil Spencer told Game File in February of 2024. “We ship games physically and digitally, and we’re really just following what the customers are doing. And I think our job in running Xbox is to deliver on the things that a majority of the customers want. And right now, a majority of our customers are buying games digitally.”

Dyed-in-the-wool fans took heart in at least one part of the executive’s answer: “But I will say our strategy does not hinge on people moving all-digital,” he added. “And getting rid of physical, that’s not a strategic thing for us.” Is that still the case? It certainly doesn’t feel like it. Microsoft didn’t respond when Kotaku reached out for comment about the recent flurry of codes in boxes for Xbox first-party games.

Indiana Jones and the Great Circle now stands as an exception that increasingly proves the rule. While it has a disc version for both platforms, Obsidian Entertainment’s Avowed didn’t get a boxed version at all. Doom: The Dark Ages, meanwhile, offered discs, but less than 1GB of the entire game was stored on it, making it useless without a download. Call of Duty: Black Ops 7 will be in a similar boat. If it’s anything like other entries in the franchise, the disc will essentially only be a DRM key to unlock the digital version.

It aligns quite nicely with Microsoft’s all-digital, subscription-based, PC-centric, play-anywhere future. If you’re on Xbox, why pay $80 for an Outer Worlds 2 code when you can just access it for $20 a month with Game Pass Ultimate? Who needs a physical version of Ninja Gaiden 4 when the console code will get you access to the PC version as well? It’s great for someone on a PC gaming handheld like the forthcoming ROG Xbox Ally that doesn’t have a disc drive, but a shame for physical fans and preservation advocates. How much more would it cost to simply do both?

In some ways, it’s the opposite of what’s going on with the Switch 2. While Nintendo is releasing its games on cartridges, many third-party publishers are resorting to controversial game key cards to save money. In Microsoft’s case, it’s doing that to its own games for its own fans on its own platform.

2026 is shaping up to be a massive year for Xbox nostalgia with the 25th anniversary seeing the planned release of a new Fable, Forza, Gears of War: E-Day, and rumored Halo: Combat Evolved remaster. Will any of them get physical releases? Unless something changes, probably not. At least not until they come to PS5.

.



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June 13, 2025 0 comments
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Strange New Worlds will end with a truncated fifth season
Product Reviews

Strange New Worlds will end with a truncated fifth season

by admin June 12, 2025


Star Trek: Strange New Worlds will only visit around 26 strange new worlds before shuttling into that cancellation sunset. The show will end with a truncated fifth season of six episodes, according to reporting by Deadline.

This news is relatively surprising, given that Strange New Worlds seems like the most popular and successful show of the modern era. However, not a single newer Trek series has made it past five seasons, so maybe that’s just the way things go now. It’s worth remembering that Captain Kirk’s narration in the original 1960s Star Trek spoke of a five-year mission.

“We’re deeply grateful to Paramount+ for the chance to complete our five-season mission, just as we envisioned it, alongside our extraordinary cast and crew. And to the passionate fans who’ve boldly joined us on this journey,” executive producers Akiva Goldsman, Henry Alonso Myers, and Alex Kurtzman said in a joint statement provided via press release.

This is a bummer, as Strange New Worlds is a fantastic watch, but it’s not the end of the world. The show is about to premiere its third season on July 17. A full fourth season is already in production, and the shortened fifth season will ramp up sometime in the next year. So there are still 26 episodes left to watch. That’s a good amount of Trek.

It’s also not the end of live-action Star Trek on television screens. The upcoming Starfleet Academy has already been renewed for a second season, though that’s the only new show on our radar. There have been rumblings of movies, but we aren’t sure what’s actually being made. A film chronicling the formation of Starfleet was announced around 18 months ago, but there hasn’t been any news since then. Patrick Stewart has been openly campaigning for a Captain Picard movie, but, well, he’s 84 as of this writing.



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June 12, 2025 0 comments
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Obsidian's The Outer Worlds 2 looks to fix the problems it always knew the original had
Game Reviews

Obsidian’s The Outer Worlds 2 looks to fix the problems it always knew the original had

by admin June 11, 2025


Brandon Adler, The Outer Worlds 2’s director, tells me the team at Obsidian knew exactly what would and wouldn’t go down well with the original. “Before the first game even shipped, I did a full breakdown of: here’s what I think people are going to like and dislike about the game,” he says. “And here’s what I think the press is going to like and dislike. And I think we should address these things in the next one.”

The studio, then only freshly acquired by Microsoft and still publishing the original game via 2K’s Private Division, actually had plans for how a sequel might fix those issues from the off as well. “Before even The Outer Worlds one shipped, we knew we wanted to do a second one. We knew we wanted to plan for that. I knew I wanted to be a part of it,” Adler says, speaking during a roundtable chat at an Xbox event during Summer Game Fest.

He’s open about what those predicted issues were. “Just the worlds themselves were a little small. And some of that was the size of the map,” he explains, with the studio having now made the world – a new mining colony setting called Arcadia – approximately 50 percent larger. Some of it was more intricate: the way the game laid out its sight lines, for instance, or how it now doesn’t “hard load” when you go into buildings. Adler offers an example from The Outer Worlds: “In the very first area, there’s a volcano, and it looks really cool. And you’re like, ‘I’m gonna go to that volcano, it looks cool.’ And you go to the volcano, there’s nothing there.”

We got a good, long look at The Outer Worlds 2 after the Xbox stream the other evening. Jump to one-hour-forty to get to where it begins.Watch on YouTube

“We can’t do that,” he says. “If something looks awesome, the player needs to be rewarded for going there. And now the player feels like the world is bigger because they’re actually exploring.” Other anticipated complaints were more fundamental – the guns didn’t feel great, he and the team rightly identified, and so “gunfeel” has been heavily tinkered with here. (Having played a short mission out here at SGF I can say the guns – at least those available in this limited case – do feel at the very least perfectly fine.)

Adler’s also open about the studio’s relationship with Microsoft – who he calls a “great partner” – and its role in giving Obsidian more freedom with the sequel. The first reveal trailer’s joke, that The Outer Worlds 2 took about twice as long to make, is actually not far off the mark, according to him. Likewise the team had “more resources” this time, both in a blunt financial sense and in other ways. He cites the ability to go and speak to Microsoft’s user research team for easy playtesting as one example. “We were not hurting for resources and time,” as Adler put it when I asked if he could be a little more specific on the difference. “Any time we asked Microsoft for more, or we said we really want to do this thing, they’ve been great partners in being like, ‘Yeah, let’s do this, let’s figure out how to go do this.'”

“We were not hurting for resources and time,” says game director Brandon Adler about The Outer Worlds 2. | Image credit: Obsidian

Beyond the basics of scale, The Outer Worlds 2 also seems to just be generally more intricate, more thoughtfully assembled and more generally involved than its predecessor. There are more Perks – an idea Adler says he essentially took straight from Obsidian’s Fallout: New Vegas because the team liked it so much – with over 90 now available. The stealth is more elaborate and viable as a real option, with newly added distraction devices for lobbing at gormless foes, or disintegration gadgets that make enemy bodies disappear. There are more, and more silly, flaws this time, which are offered to you after certain playstyle thresholds are triggered. I was desperate to try out the Bad Knees one featured in the showcase, which lets you move much faster, a boon for stealth, but also means your knees loudly pop and crack whenever you stand up, alerting everyone nearby, though sadly it wasn’t triggered in my quick runthrough.

The other big push Obsidian has made, which Adler is also keen to emphasise during our conversation, is the attempt to make The Outer Worlds 2 more reactive to your decisions. During my playthrough – a mission where you and a companion shoot, blag, or sneak your way through a dodgy research facility – the main example was a conversation with a side character hanging out in some room slightly off the main path. With the right dialogue choices you could take on a side mission for her, digging into some workplace politics and eventually leading to a final showdown between her and her shady colleague. The sense I got from the conversations in-game, though I couldn’t confirm it at the time, was that she may or may not actually end up confronting her rival in person at all. It certainly seemed to be true that she died in doing so because I completely ignored her requests to stay hidden and instead just lobbed a grenade at him the first chance I had (whoops).

“We want to respect people’s time,” says Obsidian. | Image credit: Obsidian

Adler is keen to explain there are also much bigger consequences, of the kind Obsidian fans, raised on the likes of Fallout: New Vegas, might be familiar with. “Typically, with most Obsidian games, there are lots of story points where things change, but we tried to go a lot further on that,” he says. “Even things like: how do you treat your companions? Do you treat them poorly? Well, there are points in the story where that’s going to matter, and they will push back at you, or they won’t listen, or they’ll back you because you were there for them and you kind of helped them out when something went wrong, or something like that.”

Likewise, there are moments of major consequence for the wider world. Some decisions will lock out factions that you could otherwise work with (and bringing a companion from one faction into a rival’s HQ will probably lead to a fight, he adds). “Even in the very first region, there’s a decision towards the end that really kind of affects large portions of the map itself.”

My hands on itself was maybe a little too brief, especially with only time to play with one playstyle, to give a really clear idea of just how much these things have improved. The slightly grating corporate-motivational-poster humour is still there, for better or worse according to your tastes. But also the physical humour, the slightly more subtle or silly things like those popping knees, feel like they’ve been dialled up a little more too.


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The mission I played felt curiously like one of Starfield’s better quests: a branching path of larger rooms and smaller side vents, environmental hazards and locked doors. I mean that in a good way – some of Starfield’s better quests are genuinely good quests – and the hazards are another sign of all the little details, along with the many layers of submenues, seem to be adding up to genuine depth. A defeated mech spilled a load of toxic grease that almost did me in when I went to loot it; one of the rifts I needed to close also just killed me on the spot when I rather naively walked straight into it.

That sense of ever so slight prickliness – in a good way; dare I say it a kind of cheeky way – is also carried over into other decisions too. Admirably, Adler says he wasn’t interested in watering down the RPG experience to accommodate an influx of newcomers via Game Pass, for instance. “It’s probably not a popular thing for me to say, but like, that’s just not as important,” he says, of wanting to keep even more players on board. “That doesn’t come into the calculus of the cool fun game I want to make. Yeah, we want to make a game that people want to continue playing for a long time, obviously, but I’ll tell you: not every game is for every single person, and sometimes you just have to pick a lane and choose that.”

Not allowing players to “respec” is one example of that, and perhaps Adler and Obsidian’s approach in microcosm, which at least from this early impression and conversation seems to be one of genuine vision, and determination to have a proper crack at realising a fuller idea of the game with The Outer Worlds 2.

“We want to respect people’s time,” he says, “and for me, in a role-playing game, that is saying: your choices matter, so take that seriously, and we’re going to respect that by making sure that we give you cool reactivity for those choices that you’re making.” If that’s not for you, it’s understandable, he says, “and we hope that we can convince you that it is. But I’m also not going to make a game for literally everybody, because then I feel it waters down the experience.”



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June 11, 2025 0 comments
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I don't know how good Mario Kart World's Free Roam actually is, but it's perfect for me
Game Updates

I don’t know how good Mario Kart World’s Free Roam actually is, but it’s perfect for me

by admin June 10, 2025


A caveat here first, explaining why my thoughts on this are probably irrelevant, and then some thoughts on this. Caveat: I don’t think I’ve ever truly loved Mario Kart since one magical evening at university in which a bunch of us played Mario Kart 64, then newly released, on split-screen all night long and into the morning. I loved that game so much – each moment was such a hectic joy. And it used me up a bit. I haven’t really been able to engage with the series with quite the same thrill since.

I appreciate that makes me a terrible person, and an idiot, since I gather Mario Kart 8 is a game for the ages. (The last Mario Kart I properly got to know, incidentally, was the GBA version, so again, please feel free to write off everything I’m about to say.) Anyway, I fired up World and played a few races, and they were pretty and imaginative and gently non-thrilling to me, and I thought again: what’s wrong with me, idiot? Everybody loves this. Why don’t you?

Then I dropped into Free Roam and suddenly? Well, suddenly I was genuinely in love.

Here’s a look at Mario Kart World.Watch on YouTube

Here’s the thing: I don’t know how good Free Roam genuinely is, but I do know it’s absolutely perfect for me and all my personal weirdnesses. Free Roam positions every Mario Kart track on a kind of open world, with lots of gaps and spaces between them so you can just take off and do whatever you like. You ride around, brush up against tracks, lose your way, skate down the back of a dinosaur, rush through a few temples and generally zone out.

Does it feel like Mario Kart? Kind of. But what it really feels like is that special moment I love in an open world game when the campaign is done, and the map is pretty much cleared out of big ticket things to do. But you don’t want to stop playing, so you just groove around, a podcast on, and take pleasure in movement, the surroundings, and any final stuff you’re mopping up. Free Roam in Mario Kart gives you P buttons to track down, for example, each of which fires up a tiny micro-mission. All great. But also great if you don’t find them. It’s fun just to be here, moving and having very little going on in your brain. A landscape of movement, not monument, to quote the great Reyner Banham.

Mario Kart World. | Image credit: Nintendo

There’s more, though. Photo mode is absolutely fabulous. You can pause the action, bring up camera options, move in on a frozen image, tilt the camera, change the player’s expression and do all sorts of weird jazz like that. I have already spent at least two hours just doing this – finding a Banzai Bill, say, and trying to get the most terrifying and dynamic picture of it, blasting past a billboard and trying to make it all look a bit like Jet Set Radio. I enter a new area and a buffalo hops past or birds scatter and I try to catch it all. You could play this Mario Kart exactly as if you’re a wildlife photographer and it would still be great. In fact, I think I probably will.

And here’s the other thing. Mario Kart World is made for Nintendo’s GameChat, in which a prod of the C button – a free service until 31st March 2026, after which it will require that you have an online sub even if you only play F2P multiplayer games – drops you into video chat with your pals, allowing you to play together, drop in and out of games and stick together and generally hang together. It’s wonderfully agnostic about activities, and after setting it up – a welcome bit of security, given the nature of the thing – I was soon chatting to my friend Stu while we played Mario Kart World, together, not together etc.

Mario Kart World. | Image credit: Nintendo

Here is the glory of GameChat, a thing which I thought initially I would not like at all. Stu is an old friend of mine and when it comes to Nintendo games we go way, way back. But he’s moved away, we’ve both had children, we both have jobs (sort of, in my case) and life, as Becky Hill says, has been lifing.

But for an hour this morning we noodled through Mario Kart together and I heard about his new passion for making pizzas, his new pizza oven, his new stamp for making his own pizza boxes, the way he makes his dough. We talked about everything in exactly the way we struggle to do on a phonecall, because we’re both tail-end of Gen X and hate the phone almost as much as Millennials do. If I get to meet up with Stu every few weeks as we play Mario Kart or whatever? I will be very happy.

Actually, the more I think about it, the more we did talk about Mario Kart, too. Because Mario Kart World tells you almost nothing before you start. When I first launched it and saw there was pretty much no tutorial I thought: well, it’s Mario Kart innit? Immediacy is key. But then I started to play Free Roam, and I started to talk to Stu and compare notes, and I feel like Nintendo has applied a bit of Dark Souls thinking to Mario Kart.

Mario Kart World. | Image credit: Nintendo

Just a little. Amongst the many things Stu taught me was that turbo hop you can do by holding down a button and waiting for the sparks and I could have found out about that in the manual. Fine. But then he also talked about how he had been unlocking things, and told me a dazzlingly complex story about travelling between in-game food trucks scattered about various areas.

Then, spoiler, he told me about a UFO on the map, and I told him about a time I got stuck in a boat for a bit and genuinely didn’t have a clue what was going on. GameChat allows you to explore the kinds of secret-filled games that you really need a lunch break to talk about in the real world. It reminded me of coffee with Simon Parkin when he talked about the first Demon’s Souls, or, going back even further, it reminded me of discussing strategies for Impossible Mission on the C64 in my primary school playground before the bell rang.

All that, and it’s so lovely to hear that Stu is really into making pizzas now.

A copy of Mario Kart World was provided by Nintendo.



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June 10, 2025 0 comments
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Outer Worlds 2 is first Xbox Game Studios title to retail at $80
Esports

Outer Worlds 2 is first Xbox Game Studios title to retail at $80

by admin June 9, 2025


The Outer Worlds 2 will be the first Xbox title to retail at $80 following Microsoft’s planned price rises announced last month.

Published by Xbox Game Studios, the Obsidian Entertainment title will launch on October 29, 2025, just as the holiday window starts.

This is the time frame Microsoft previously confirmed for consumers to expect pricing to climb for its first-party titles, as well as consoles, controllers, and headsets.

“We understand that these changes are challenging, and they were made with careful consideration given market conditions and the rising cost of development,” it said.

“Looking ahead, we continue to focus on offering more ways to play more games across any screen and ensuring value for Xbox players.”

The rise in price of Xbox games came after Nintendo announced its flagship title Mario Kart World would retail at $80 for both its physical and digital versions.

This decision received major backlash from consumers. Nintendo of America president Doug Bowser said the $80 price tag “equal[s] the value of the gameplay experience”.

“We look at things such as the content, the extended amount of play that would be provided through the gameplay experiences, and the number of different factors as we consider what the pricing may be,” Bowser explained.

GamesIndustry.biz also spoke with analysts about why Nintendo game prices are so high, citing global inflation and development costs as major factors.



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June 9, 2025 0 comments
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Vivo’s telephoto extender makes the world’s best phone camera better
Product Reviews

Vivo’s telephoto extender makes the world’s best phone camera better

by admin June 8, 2025


When Xiaomi and Realme both rocked up to February’s Mobile World Congress with concept smartphones featuring attachable camera lenses, Vivo’s executives must have had a quiet chuckle knowing they were ready to launch the real thing just two months later.

Its flagship X200 Ultra went on sale in China a few weeks ago. Even by itself, it’s probably the best camera phone in the world right now, but it’s made even better by a unique accessory: a custom-made 2.35x telephoto extender lens, which attaches to the phone’s existing 3.7x telephoto for a total of 8.7x optical zoom, or the equivalent of a 200mm lens. It sounds (and looks) absurd, but it’s arguably a natural move for Vivo, which has built its brand around a long-running partnership with Zeiss and a growing reputation for crafting some of the best camera systems in any Android phone.

$399

The Good

  • Compact and quick to disassemble
  • Captures detail at range that no other phone can
  • Excellent for video too

The Bad

  • It looks pretty silly
  • Build quality for everything except the lens isn’t great
  • Photos show a slight sheen from heavy post-processing

From a design standpoint, Vivo has split the difference between the two concepts I saw in Barcelona earlier this year. Realme imagined attaching full-size DSLR lenses on a phone’s existing camera, and Xiaomi pitched a custom, compact lens with its own built-in sensor that could magnetically snap onto a phone’s back.

The X200 Ultra fits in the mold of other Android “Ultra” flagships.

It even has an iPhone 16-esque take on a dedicated haptic camera button.

It has a serious rear camera in its own right.

Vivo echoed Xiaomi in creating custom hardware — co-engineered with Zeiss — but followed Realme by piggybacking on the sensor and other hardware already in the phone. This sits on top of the 200-megapixel telephoto, mirroring its f/2.3 aperture, but as a result has to make do with its 1/1.4”-type sensor, which is large for a phone, but undeniably small by camera standards. The cynic might say this is a more extravagant version of the clip-on lenses companies like Moment have been selling for years, or that Nothing sells as cheap add-ons to its budget CMF Phone 2 Pro, though neither operates on quite this scale.

The X200 Ultra is an outstanding camera in its own right, just edging its closest rival, the Xiaomi 15 Ultra, and that’s before you strap on this extra lens. With the extender, I’ve taken photos and filmed videos I scarcely believe came out of a phone, and made my peace that I’m going to get some stares while doing so.

1/13At 200mm, shots are vivid, detailed, and have a great natural bokeh effect.

It excelled at taking shots in conditions ranging from bright sunlight to the variable lighting of a Feeder concert, with natural depth and impressively accurate colors. It has limits, and performance drops in proper darkness — street scenes at night looked better without the lens attached, especially when moving subjects like people and traffic were involved.

There’s also a slightly artificial sheen to some shots, signs of aggressive sharpening and other post-processing. The closer you zoom in, the more obvious that is, and pushing shots to the app’s maximum 1600mm option creates all the telltale signs of heavy digital zoom. But that still doesn’t detract too much when you’re taking photos that show off each hair on a bumblebee’s back, or the translucent texture of its wings.

That’s one reason I’m more impressed with the video capabilities, which lack most of that artificiality but are no less detailed. Excellent stabilization plays its part here, keeping output steady even at zoom levels where the slightest hand movement could ruin a shot.

The camera grip works even without the telephoto extender, and includes a 2,300mAh battery.

It includes a two-stage shutter, zoom / exposure dials, and video button.

The full kit includes two straps and multiple lens rings.

You can’t get away from how silly the lens looks attached to the phone.

The X200 Ultra is already a big, heavy phone, and strapping a telephoto lens to one end does nothing to help its weight or balance. It’s better than you might think, though, so long as you use it with the rest of the camera kit it’s sold as a part of, which includes a clip-on camera grip, filter ring mounts, and both wrist and shoulder straps, all for CNY1,699 (about $240) including the lens, though US importers like Giztop are offering it for $399 all in.

Vivo has taken more than just inspiration from Xiaomi’s photography kits for its Ultra flagships, shipping an almost identical camera grip, right down to the button layout and included battery, so that it doubles as a compact power bank. It may not be original, but it’s a good enough design to be worth stealing, and all the more important when paired with the add-on lens, balancing the weight and helping to keep this comfortable to use. Without the grip, this feels awkward and weighty, unnatural to hold; with the grip, it just feels like a slightly odd camera.

Vivo outsourced most of the kit’s design to PGYTech, and the quality has suffered. After just a few weeks of use, my case has fractures in each corner, the kickstand feels flimsy, and the quick-release button for filter rings and lens mount occasionally gets stuck. That’s a problem given the lens can’t be mounted without the case — I’d be pretty worried that the case will break before too long, leaving the lens entirely useless. A minor peeve is that the lens mount is capital-U Ugly, so I refuse to leave it on the phone 24/7. That means I can’t swap the lens on and off without changing the mount at the same time, adding just a little bit more friction to the process.

Without the telephoto attached, the lens mount isn’t exactly a looker.

You access the telephoto extender from its own shooting mode within the camera app.

Compared to other lenses, it runs pretty small, but the proportions are certainly odd.

And friction, or lack thereof, is essential to this telephoto’s appeal. It lives and dies by the idea that it’s more convenient (and often cheaper, even counting the phone itself) than a fully fledged camera. I’ve met a lot of people who seem skeptical about that, but it’s already won me over in just a few weeks. I don’t carry a digital camera around by habit, but I bring an old ’70s film SLR when I travel. It’s bulky, heavy, and takes up half my backpack, or it has to hang around my neck all day. I love it, but I can’t help but resent it a little, too.

Carrying this around feels different because it’s easy to disassemble. I’m already carrying the phone and it’s only a few seconds’ work to slip the lens and camera grip off. They’ll fit into my sling bag with room to spare for sunglasses and earbuds. And at the risk of a few “Is that a Vivo X200 Ultra telephoto lens in your pocket or are you just happy to see me?” jokes, I’ve even managed to stuff the whole set inside my jeans. You can’t do that with a DSLR.

It basically looks like a camera, if you squint a little.

And yeah, of course, a DSLR would take better photos. So would a mirrorless, and maybe even the Canon PowerShot G7 X Mark III that TikTok has been strangely obsessed with. But that isn’t the point. Because this might not be as good as a camera, but it’s for sure better than any phone out there at the same zoom distance. It’s a midway point, a half-step beyond the phone and toward the full camera, whether for a budding enthusiast considering investing in a larger setup or an experienced photographer who wants something lighter.

This isn’t a camera, but it’s not trying to be — it just wants to meet photographers in the middle.

Photography by Dominic Preston / The Verge





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Outer Worlds 2 Is Xbox's First $80 Video Game
Game Reviews

Outer Worlds 2 Is Xbox’s First $80 Video Game

by admin June 8, 2025



Image: Obsidian / Xbox / Kotaku

Today’s Xbox Summer Game Fest showcase was a solid hour of big and small announcements, including a new Call of Duty trailer and the reveal of Xbox’s handheld PC device. But it also brought us our first $80 Xbox game.

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The Outer Worlds 2, Obsidian’s next big open-world RPG following this year’s excellent Avowed, kicked off Xbox’s showcase with a new trailer. And after the event, Xbox and Obsidian showed off even more of the upcoming space RPG sequel. It also opened up pre-orders, and that’s when people discovered that Outer Worlds 2 is $80.

While reactions to this news were mostly negative, it isn’t surprising. We knew Xbox was going to start charging $80 for games this year, as the company confirmed this was the plan in May. It announced last month that it was raising prices on all hardware and accessories, too. And it confirmed that by the holidays, some of its new first-party games will see a price jump from $70 to $80. Unfortunately for Outer Worlds 2 and developers Obsidian, the upcoming RPG is the first Xbox game to be priced at $80.

When Microsoft announced its plans to raise prices on games and consoles, it didn’t specify why. But it’s not hard to connect the dots. Xbox is raising prices due to President Trump’s ongoing tariff war against other countries. While it is true that prices for Xbox consoles and accessories are increasing all around the world, the difference is far greater in the U.S.

Of course, Xbox isn’t the first video game company to charge $80 for a video game. Nintendo famously broke the internet when it announced that Mario Kart World on Switch 2 was going to be priced at $80. And I’d bet my next lunch that GTA 6 will cost at least $80 when it arrives in May 2026.

It wasn’t that long ago that people were getting used to $70 games. And now that Xbox has finally made the leap, it’s only a matter of time until other companies start charging $80 as one of the most expensive hobbies around, gets even more costly.

  .



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The Outer Worlds 2 Targets Fall Release
Game Updates

The Outer Worlds 2 Targets Fall Release

by admin June 8, 2025


Today’s Xbox Games Showcase opened with an in-depth trailer featuring The Outer Worlds 2. Obsidian’s big sequel is looking quite strong in the new video, which features several new tools and twists we haven’t seen yet. We were also treated to a release date; The Outer Worlds 2 releases on PlayStation 5, Xbox Series X/S, and PC on October 29. 

Over the course of the trailer we see the colony of Arcadia  is undergoing an invasion, and it appears that the story will jump ahead from the beginning of that war to a point nearly three years in. Voiceover from villainous CEO Auntie Cleo leans hard into the dark satirical elements that the first game established around the nature of capitalism. 

 

The gameplay that follows shows off some of what made the first game in the series entertaining, but seemingly amped up to a significant degree, from the use of freezing effects and shrink rays to all sorts of over-the-top explosions.  

This trailer is just the first look at The Outer Worlds 2 coming out of this weekend’s Xbox showings. A subsequent more in-depth look look at the game is expected later today.



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June 8, 2025 0 comments
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New Max Docuseries Explores The World's Most Wanted Teen Hacker
Game Reviews

New Max Docuseries Explores The World’s Most Wanted Teen Hacker

by admin June 8, 2025



Image: Petteri Sopanen / Yle Yle News

Ten years after Elon Musk’s Twitter account was giving out free Teslas and the PlayStation Network was shut down, the then-teenage hacker behind it all is finally having his story told. The trailer for the new Max docuseries, Most Wanted Teen Hacker, previews how Finnish hacker Julius Kivimäki’s cyber exploits will be laid out with Mr. Robot-esque theatrics.

The Top 10 Most-Played Games On Steam Deck: August 2023 Edition

It only takes a 55-second teaser to grasp how much of a movie-level villain Kivimäki was in real life. Beyond the PSN and Musk hacks, he “triggered a U.S. Air Force alert by forcing a passenger jet to make an emergency landing,” according to the trailer. Seconds after that revelation, an FBI agent attests that Kivimäki revealed he had law enforcement sent to the families of FBI agents by making fake emergency phone calls, an act known as “swatting,” because “he thought it was fun, and he enjoyed hurting or seeing people suffer.” The teaser even features an unidentified man, presumably a victim of Kivimäki’s hacks, who vows to kill him the second the two are in the same location.

The documentary will not only have victims of his hacks, fellow hackers, SWAT team members, and FBI agents, but also the incarcerated Kivimäki himself. The first of four episodes will be released in September, but brushing up on the news of Kivimäki’s hacking spree will give you a better understanding of the criminal at the center of the doc more than any teaser could. In 2024, Kivimäki was sentenced to six years and three months in prison for hacking Finnish private psychotherapy service provider Vastaamo in 2020 and blackmailing thousands of patients with the threat of revealing their deepest, darkest secrets. He also committed a mind-boggling 50,700 cyber break-ins from 2012 to 2013, when he was 15 and 16 years old, respectively.

Kivimäki looks devoid of all emotion or sense of accountability in the teaser, calling the charges against him “bullshit.” We’ll delve deeper into the emotionless steel trap that is his mind later this fall when we see how movie-quality villainry can have real-world consequences. 



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June 8, 2025 0 comments
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