Sometimes, you tire of guns, zombies, and sequels; sometimes, you want to lead a bunch of tiny creatures and rhythmically march them into combat, letting the waves of confusion wash over you. That’s what Ratatan is here to do.
It’s the spiritual successor to Japan Studio and Pyramid’s beloved Patapon rhythmic action series. However, you don’t control Patapons, anymore, but Ratatans – which are completely different. These animal(ish) characters bark button-timing orders to their little squad of Cobun characters, who can launch attacks, assemble around the character you control, evade attacks and more. Inputting command sequences promptly also charges up the "Fever" bar, improving the effectiveness of those actions as well.
I haven’t played the Patapon series, which stretched to three (!) games on the PSP, in years, and while the mechanics are similar, Ratatan is more elaborate, evolved and customizable. At its core, though, it’s the same mechanic that demands you maintain the rhythmic input of commands and avoid attacks. It sounds simple enough, but corralling your Cobuns to follow you into battle and balance special attacks with avoiding damage felt like the gaming equivalent of patting your head and rubbing your stomach. Also, it’s 2025, so it’s a roguelike flavor of rhythmic action. Of course.
You can select between several different animals-with-weapons-and-one-eye, and each comes with a different load-out of Cobun warriors. Some are melee fighters, while others are ranged attackers. You can also buy (or craft) more powerful weapons for each Cobun, adding to the sense of progression. I think that’s needed, as Ratatan is a roguelike take on the Patapons that came before it. You’ll dive into a portal and battle multiple waves of enemies, often picking up buffs or treasure at the end of each wave.
Each run is then typically capped off with a boss fight, either against a smarter, smaller enemy (and its underlings) or a more monstrous threat. During my demo, I was mostly getting beaten by a giant hermit crab, despite having picked up a very useful freezing attack buff during that run. I had to learn that lesson: You can pick up all the buffs you want, but you’ll still need to nail the rhythm of attack and defense, while simultaneously keeping an eye on enemy attacks and the placement of both your character and your adorable Cobun fighters. (Ratatan’s character designs are inspired by Nelnal, best known for their work on Pokémon and Deltarune.)
Further fight dynamics include a jump move and guard move that combines the Ratatan and Cobun movements to avoid game-ending damage. Fortunately, the early parts of the game didn’t demand mastery of these.
There’s an early Ratatan demo still available to play on Steam, but the build available at SGF 2025 seems much closer to a finished release. I was able to explore the game’s hub world, filled with shops for upgrades, crafting and organizing your Ratatans’ band of Cobun warriors. These parts felt a little confusing when served alongside the starting levels of the game, but should add longevity and interest when folded into the whole game.
Ratatan will launch later this year on PC, Nintendo Switch, PS4, PS5 and Xbox Series X/S.
This article originally appeared on Engadget at https://www.engadget.com/gaming/ratatan-demands-your-attention-rhythmically-160048067.html?src=rss
You'll have to wait a little longer for The Legend of Zelda movie. Nintendo said on Monday that the film's new release date is May 7, 2027. That's six weeks later than the slot it announced earlier this year. The company attributed the rescheduling to production delays.
"This is Miyamoto," Nintendo's announcement post began. "For production reasons, we are changing the release date of the live-action film of The Legend of Zelda to May 7, 2027. It will be some weeks later than the release timing we originally announced, and we will take the extra time to make the film as good as it can be. Thank you for your patience."
Director Wes Ball in 2024
Reddit
We don't know much about the movie yet. Its director (Wes Ball) and screenwriter (T.S. Nowlin) are both known for The Maze Runner trilogy. Ball also worked on Kingdom of the Planet of the Apes, the fourth installment in the modern reboots.
In 2023, Ball suggested that the film could have an anime influence. He described it as "this awesome fantasy-adventure movie that isn’t like Lord of the Rings, it’s its own thing. I've always said, I would love to see a live-action Miyazaki. That wonder and whimsy that he brings to things, I would love to see something like that."
This article originally appeared on Engadget at https://www.engadget.com/entertainment/nintendo-delays-the-legend-of-zelda-movie-155753324.html?src=rss
Warner Bros. Discovery (WBD) has announced that it will be splitting up into two separate media companies. The new structure will see one entity retain Warner Bros. film, television and game studios, along with New Line Cinema, DC Studios, HBO and HBO Max, while the other will hold the company’s full portfolio of live cable channels, which includes many household names like CNN, HGTV, Cartoon Network, Discovery, TCL and others.
In a shareholder deck, WBD refers to these two entities as “WBD Global Networks” and “WBD Streaming & Studios,” and highlights the strengths of each portfolio. The company points out that the newly minted entities would each produce healthy free cash flow and intends for each to be listed as publicly traded companies. This comes just three years after the original merger between WarnerMedia and Discovery.
David Zaslav, the current CEO and president of WBD, will serve as president and CEO of Streaming & Studios. Gunnar Wiedenfels, currently CFO of WBD, will serve as president and CEO of Global Networks. Both remain in their current roles until the separation is complete.
“The cultural significance of this great company and the impactful stories it has brought to life for more than a century have touched countless people all over the world. It’s a treasured legacy we will proudly continue in this next chapter of our celebrated history,” said Zaslav in a statement. “By operating as two distinct and optimized companies in the future, we are empowering these iconic brands with the sharper focus and strategic flexibility they need to compete most effectively in today’s evolving media landscape.”
In an investor presentation, WBD announced it will be taking a $17.5 billion loan from J.P. Morgan to assist in a cash tender and consent solicitation for all of its approximately$35.5 billion in outstanding bonds. This means it will be buying back some of the bonds while also asking bondholders to loosen their terms, and will offer cash incentives to those who agree to sell or restructure. According to The Hollywood Reporter, the majority of the total debt will be held by Global Networks, while “a not-insignificant portion” will remain with Streaming & Studios. The exact breakdown of the debt at each entity remains to be seen, pending the outcome of the companies' debt restructuring.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/warner-bros-discovery-will-split-into-two-media-giants-144553585.html?src=rss
FILE PHOTO: The exterior of the Warner Bros. Discovery Atlanta campus is pictured in Atlanta, Georgia, U.S. May 2, 2023. REUTERS/Alyssa Pointer/File Photo
Deciding what to get your dad for Father's Day is tricky. There are the standbys like tools for the grill or a new history book, but there are also plenty of unique options out there. That includes digital options like a Nintendo Switch Online membership or a subscription to MasterClass.
A MasterClass subscription is one of our favorite gifts for teachers, but it's also an especially good option right now as the site is running a Father's Day sale. Currently, you can gift dad a one-year membership for up to 50 percent off. Take the MasterClass Plus subscription, which is down to $96 from $180 annually. It offers unlimited classes and access on two devices.
Then there's the Premium tier, which allows unlimited access across six devices. The sale brings this option down to $120 from $240 for the year. The cheapest option is the Standard subscription, which offers one class every three months on one device. It has a 17 percent discount, bringing its cost down to $60 from $72 annually — still a bit of a savings.
This article originally appeared on Engadget at https://www.engadget.com/deals/masterclass-subscriptions-are-up-to-half-off-right-now-for-fathers-day-140300419.html?src=rss
YouTube is following in the potentially dangerous steps of Meta and X (formerly Twitter) by relaxing its content moderation policies. New internal training materials viewed by The New York Times instruct moderators to leave videos live if up to half its content violates YouTube's policies, an increase from a quarter of it. The platform introduced the new policy in mid-December, a month after President Trump was re-elected.
The new guidelines reflect what YouTube deems as "public interest." These areas include discussing or debating elections, movements, race, gender, immigration and more. "Recognizing that the definition of 'public interest' is always evolving, we update our guidance for these exceptions to reflect the new types of discussion we see on the platform today," Nicole Bell, a YouTube spokesperson, told The New York Times. "Our goal remains the same: to protect free expression on YouTube while mitigating egregious harm."
The platform has reportedly removed 22 percent more videos due to hateful and abusive content than last year. It's not clear how many videos were reported or would have been removed under the previous guidelines.
YouTube reportedly told moderators to now value keeping content up if it's a debate between freedom of expression and risk. For example, they were shown a video called "RFK Jr. Delivers SLEDGEHAMMER Blows to Gene-Altering JABS" which falsely stated that Covid vaccines can change people's genes. However, YouTube told the moderators that public interest "outweighs the harm risk" and the video should stay up. It has since been removed, though the reason why is unclear.
Other videos allowed to remain online included one with a slur aimed at a transgender person and one in which a commentator discussed a graphic demise for former South Korean president Yoon Suk Yeol.
Engadget has reached out to YouTube for comment.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/youtube/youtube-now-allows-more-harmful-misinformation-on-its-platform-133002902.html?src=rss
FILE- This March 20, 2018, file photo shows the YouTube app on an iPad in Baltimore. News that the shooter at YouTube’s headquarters Tuesday, April 3, 2018, felt that the tech company was suppressing her videos puts the spotlight on YouTube’s policies surrounding videos and the ads that support them. (AP Photo/Patrick Semansky, File)
At WWDC 2024, Apple failed its customers. When the company announced the new, more personal Siri last year, it showed a product that was nowhere near ready. You can point to many different places where Apple Intelligence failed to meet expectations, but with WWDC 2025 fast approaching, the company owes its users an explanation of how it intends to win back their trust.
If you didn't watch last year's conference, here's a recap. At the heart of Apple’s promise of a better digital assistant was App Intents, a feature that would give Siri the ability to understand all the personal information stored on your iPhone. During the presentation's most memorable moment, Apple demoed Siri responding to a request from Kelsey Peterson, the company’s director of machine learning and AI, for an update on her mom’s flight. The assistant not only understood the prompt, but provided real-time flight tracking information in the process.
In short, the demo promised – after years of neglect – that Siri would finally be useful.
It should have been obvious in hindsight that Apple was overselling its progress on Siri, and AI more broadly. At WWDC 2024, the company did not let press and other attendees try the new version of the assistant. There wasn't even an opportunity to watch the company's employees use Siri. In fact, according to reporting The Information later published, it’s probably more accurate to describe what Apple showed last June not as a demo but as an elaborate concept video.
If Apple had only faked the WWDC demo, that would have been bad enough, but the company did something worse. As you may recall, the tech giant began rolling out Apple Intelligence features piecemeal in September. Rather than a public statement explaining the lack of progress, the company only admitted it was delaying the upgrade to sometime "in the coming year" after Daring Fireball's John Gruber sought answers. That same day, as if the company had only just realized its error, Apple pulled a TV commercial that showed The Last of Us star Bella Ramsey using the new Siri in the way it had demoed at WWDC 2024.
It’s going to take a lot for Apple to fix Apple Intelligence, but the best place the company can start is by being honest with its customers. Corporations, especially ones as big as Apple, rarely show humility, but in this case, an acknowledgement from the company that it promised the moon and missed the mark would go a long way towards righting some of the sins of WWDC 2024.
This applies to other aspects of Apple Intelligence just as much as it does with Siri. Look at the damage notification summaries did to Apple’s reputation. Apple Intelligence was so bad at aggregating the news, the company ended up pausing the notifications in the iOS 18.3 beta. When it released 18.3 to the public a couple of weeks later, it began labeling the alerts to give users a warning they may include errors.
As for other Apple Intelligence features like Image Playground and Genmoji, they’re forgettable because they offer little utility and see Apple following trends rather than offering something that truly enhances the usefulness of its devices. There too the company can tell its users it missed the mark and it plans to do better.
There’s no reason Apple can’t make Apple Intelligence great, but any effort to do so has to start with the company being honest: about what its roadmap of features can actually do, and to own up to when its promises can't be fulfilled.
This article originally appeared on Engadget at https://www.engadget.com/ai/to-fix-apple-intelligence-apple-needs-to-be-honest-about-its-capabilities-130046256.html?src=rss
Google is officially letting you prioritize certain people in your life. The company has launched Pixel VIPs, an update that allows Google Pixel owners to "stay connected to the people who matter most and never miss a moment from them." It expands on Google's existing favorite contacts option, 9To5Google reports.
Pixel VIPs includes features such as placing your "VIPs" at the top of your contact list and letting them bypass your device's do not disturb. If you click on a specific person then you can see their real-time location, weather and time. It also shows the last time you two connected. Plus, Google will suggest things for the two of you to do together based on your preferences.
You also have the option of adding notes to their contact page. These tidbits might include their new dog's name, when they're traveling or a reminder of your plans together.
The possibility that Google was working on this update first arose last summer under the name "besties," rather than "VIP." Reports from 9To5Google showed it replacing the favorite contacts option but didn't reveal much else.
This article originally appeared on Engadget at https://www.engadget.com/mobile/google-pixels-new-vip-contacts-lets-your-favorite-people-bypass-do-not-disturb-123053232.html?src=rss
JBL is reintroducing its immersive soundbar lineup with even more power, but thankfully, the convenient detachable side speakers aren't going anywhere. JBL refreshed the entire Bar lineup, with the Bar 1000 MK2 leading the charge. The soundbar still features a 10-inch wireless subwoofer along with removable speakers on each end that let you continue playing your music or movies even if you wander away from the TV.
For the 2025 refresh, JBL kept the Bar 1000 MK2 on a 7.1.4 channel setup, but pumped up the max power output to 960W for an even louder and more immersive listening experience. The detachable speakers still have a max battery life of up to 10 hours, where you can reattach them to the soundbar to recharge. Like its predecessor, the Bar 1000 MK2 features true Dolby Atmos, thanks to four upfiring drivers, along with DTS:X 3D surround sound and MultiBeam 3.0. You won't have to constantly adjust the volume when bouncing between dialogue scenes and loud action since the updated soundbar has PureVoice 2.0 that automatically optimizes the dialogue volume based on the scene's ambient sound.
The Bar 1000 MK2 can still use Bluetooth or Wi-Fi to connect to a device, but is also compatible with AirPlay 2 and Spotify Connect. Besides the Bar 1000 MK2, JBL will debut the refreshed Bar 700 MK2 that comes with detachable speakers too, but can only virtualize Dolby Atmos. The updated Bar 500 MK2 and Bar 300 MK2 also don't offer true Dolby Atmos, nor JBL's Night Listening mode that automatically reduces loud noises. If you're in need of a soundbar with a subwoofer, it's worth noting that the new Bar 300 MK2 still doesn't have one.
The Bar 1000 MK2 is due to hit the shelves first at $1,199 later this month. The release of the $899 Bar 700 MK2, the $649 Bar 500 MK2 and the $449 Bar 300 MK2 will follow shortly after. The most expensive of JBL's Bar lineup, an 11.1.4-channel follow-up to the Bar 1300X, will release in the fall and start at $1,699. While it's much more expensive, it will come with detachable speakers that have standalone Bluetooth capabilities.
This article originally appeared on Engadget at https://www.engadget.com/audio/speakers/jbl-refreshes-its-2025-soundbars-with-a-serious-power-up-120014177.html?src=rss
Finding the best budget robot vacuum has never been easier, especially now that features once reserved for pricey models are trickling down into more affordable machines. You don’t have to spend a fortune to get a robot vacuum with strong suction, advanced navigation and even auto-empty capabilities — there are plenty of great choices out there that make cleaning your floors a lot less of a chore.
In our top picks, you’ll find user-friendly models that can handle everything from pet hair to fine dust, with thoughtful designs that include things like tangle-free bristle brushes and the option for a self-empty station to make maintenance even easier. Some vacuums can even work with a voice assistant like Alexa or Google Assistant, letting you start a cleaning session without lifting a finger, just like you would with a high-end robot.
Whether you’re looking for something simple to keep daily dirt in check or a smarter model that maps your home for more efficient cleaning, there’s a budget-friendly robot vacuum that can fit right into your life (and your living room).
Since I've tested dozens of robot vacuums, I'm often asked if these gadgets are "worth it" and I'd say the answer is yes. The biggest thing they offer is convenience: just turn on a robot vacuum and walk away. The machine will take care of the rest. If vacuuming is one of your least favorite chores, or you just want to spend less time keeping your home tidy, semi-autonomous robotic vacuum is a great investment. Many models, albeit more expensive ones, even come with features like a self-empty station to further reduce maintenance.
There are plenty of other good things about them, but before we dive in let’s consider the biggest trade-offs: less power, less capacity and less flexibility. Those first two go hand in hand; robot vacuum cleaners are much smaller than upright vacuums, which leads to less powerful suction. They also hold less dirt because their built-in bins are a fraction of the size of a standard vacuum canister or bag. Fortunately, some models include features like an auto-empty station, which helps with dirt capacity, especially in homes with pet hair.
When it comes to flexibility, robot vacuums do things differently than standard ones. You can control some with your smartphone, set cleaning schedules and more, but robo-vacs are primarily tasked with cleaning floors. On the flip side, their upright counterparts can come with various attachments that let you clean couches, stairs, light fixtures and other hard-to-reach places.
What to look for in a budget robot vacuum
When looking for the best cheap robot vacuum, one of the first things you should consider is the types of floors you have in your home. Do you have mostly carpet, tile, laminate, hardwood? Carpets demand vacuums with strong suction power that can pick up debris pushed down into nooks and crannies. Unfortunately, there isn’t a universal metric by which suction is measured. Some companies provide Pascal (Pa) levels and generally the higher the Pa, the stronger. But other companies don’t rely on Pa levels and simply say their bots have X-times more suction power than other robot vacuums.
So how can you ensure you’re getting the best cheap robot vacuum to clean your floor type? Read the product description. Look for details about its ability to clean hard floors and carpets, and see if it has a “max” mode you can use to increase suction. If you are given a Pa measurement, look for around 2000Pa if you have mostly carpeted floors. Pay attention to the brush roll mechanism as well, especially if you're dealing with dog hair or other stubborn debris that can cause tangles. Many budget models use bristle brushes, while others offer tangle-free designs to minimize maintenance.
You may find some budget robot vacuums also offer vacuum/mop combo capabilities. These bots feature a water tank, which means they can offer mopping functionality, enhancing debris pickup, and resulting in shiny floors. However, these are less common when you’re shopping in the lower price range.
Size is also important for two reasons: clearance and dirt storage. Check the specs for the robot’s height to see if it can get underneath the furniture you have in your home. Most robo-vacs won’t be able to clean under a couch (unless it’s a very tall, very strange couch), but some can get under entryway tables, nightstands and the like. As for dirt storage, look out for the milliliter capacity of the robot’s dustbin — the bigger the capacity, the more dirt the vacuum cleaner can collect before you have to empty it.
You should also double check the Wi-Fi capabilities of the robo-vac you’re eyeing. While you may think that’s a given on all smart home devices, it’s not. Some of the most affordable models don’t have the option to connect to your home Wi-Fi network. If you choose a robot vac like this, you won’t be able to direct it with a smartphone app or with voice controls. Another feature that’s typically reserved for Wi-Fi-connected robots is scheduling because most of them use a mobile app to set cleaning schedules.
But Wi-Fi-incapable vacuums usually come with remote controls that have all the basic functions that companion mobile apps do, including start, stop and return to dock. And if you’re concerned about the possibility of hacking, a robot vac with no access to your Wi-Fi network is the best option.
Obstacle detection and cliff sensors are other key features to look out for. The former helps the robot vacuum navigate around furniture while it cleans, rather than mindlessly pushing its way into it. Many also offer no-go zones, letting you block off areas you don’t want the robot to enter. Meanwhile, cliff sensors prevent robot vacuums from tumbling down the stairs, making them the best vacuum for multi-level homes.
How we test robot vacuums
When we consider which robot vacuums to test, we look at each machine’s specs and feature list, as well as online reviews to get a general idea of its capabilities. With each robot vacuum we review, we set it up as per the instructions and use it for as long as possible — at minimum, we’ll use each for one week, running cleaning cycles daily. We make sure to try out any physical buttons the machine has on it, and any app-power features like scheduling, robot mapping and more.
Since we test robot vacuums in our own homes, there are obstacles already in the machine’s way like tables, chairs and other furniture — this helps us understand how capable the machine is at avoiding obstacles, and we’ll intentionally throw smaller items in their way like shoes, pet toys and more. With robot vacuums that include self-emptying bases, we assess how loud the machine is while emptying contents into the base and roughly how long it takes for us to fill up the bag (or bagless) base with debris.
Robot vacuum maintenance tips
First and foremost, always empty your robot vacuum’s dustbin after every cleaning job, or use a self-empty station if the model supports it. Simply detach and empty the dustbin as soon as the robot is done cleaning, and then reattach it so it's ready to go for the next time. It’s also a good idea to take a dry cloth to the inside of the dustbin every once in a while to remove any small dust and dirt particles clinging to its insides.
In addition, you’ll want to regularly examine the machine’s brushes to see if any human or pet hair has wrapped around them, or if any large debris is preventing them from working properly. Some brushes are better than others at not succumbing to tangled hair, but it’s a good idea to check your robot’s brushes regardless — both their main brush and any smaller, side brushes or corner brushes they have. These parts are often easy to pop off of the machine (because they do require replacements eventually) so we recommend removing each brush entirely, getting rid of any tangles or other debris attached to them and reinstalling them afterwards. If you have a robot vacuum with mopping capabilities, you’ll need to wash the bots’ mop pads too, to avoid any unpleasant smells or tracking mess around your home. Similarly, if your robot vacuum has a water tank, it’s worth washing this out regularly to keep it clean.
Robot vacuums also have filters that need replacing every couple of months. Check your machine’s user manual or the manufacturer’s website to see how long they recommend going in between filter replacements. Most of the time, these filters cannot be washed, so you will need to buy new ones either directly from the manufacturer or from other retailers like Amazon or Walmart.
No gaming mouse will magically stop you from getting destroyed in Counter-Strike or Call of Duty, but the right pick can give you a greater sense of control while making your downtime more comfortable. In truth, which one is “best” for you comes down to preference: Shape is king, as the mouse nerd adage goes, and everyone’s hands are different. But to make things a little easier, we’ve tested dozens of well-regarded gaming mice over the past couple of years and picked out a few options that have glided above the rest. After playing countless hours of CS2, Overwatch 2, Halo Infinite, Final Fantasy XIV and more PC games, here are our picks for the best gaming mice you can buy, broken down by shape and use case. We’ve also included some general advice to keep in mind during your search.
The best gaming mice
Other gaming mice we've tested
The Lamzu Maya X.
Jeff Dunn for Engadget
Note: The following is a selection of especially noteworthy mice we've tested, not a comprehensive list of every single model we’ve ever put through its paces.
Lamzu Maya X
The Lamzu Maya X is a great symmetrical mouse and a close competitor to the Razer Viper V3 Pro. It’d be next in line for an honorable mention, as it has most of the things we like about the Hitscan Hyperlight and Pulsar X2 CrazyLight: a smooth matte finish, a sturdy frame, easy-gliding feet, accurate performance, a tight scroll wheel and a lightweight design (46g). It’s close in size to the Viper V3 Pro, but it’s cheaper at $120, plus it uses the superior Omron optical switches we praised for the Hyperlight above. Its configuration software is also entirely accessible over the web (for Chromium-based browsers at least), so you don’t have to download anything extra to your PC.
However, we think the Viper’s longer frame and ever-so-slightly more concave sides keep it just a little comfier for larger hands and palm grips. Its side buttons are still more satisfying to press and its finish provides more grip. The Maya also follows the “leave the entire bottom of your mouse exposed” trend to reach its lower weight. And though the software being web-based is great, it is very much a Chinese Gaming App with grammatical errors and weird formatting quirks. The reality is that fine margins separate high-end gaming mice nowadays — the Maya X is good, but we prefer the Viper at this size, while the Hitscan and CrazyLight are better for smaller hands.
Logitech G Pro X Superlight 2
The Logitech G Pro X Superlight 2 is a close rival to the Razer Viper V3 Pro for those who want a no-frills, high-end wireless gaming mouse. It has a similar “potato”-style shape, its tracking is similarly tremendous and its optical-mechanical switches have a distinct feel. Unlike the first Superlight, it also charges over USB-C. But the Viper’s main clicks are crisper and more pleasant-sounding, its side buttons aren't as mushy and its scroll wheel is both firmer and grippier. It’s also slightly lighter.
The Logitech G Pro X Superlight 2.
Photo by Jeff Dunn / Engadget
Logitech G Pro X Superlight 2 DEX
The G Pro X Superlight 2 DEX is the ergonomic version of the Superlight 2, packing the same sensor and hybrid switches in a chunkier, right-handed shape. We found its right side to flare out a little too much, though, often leaving our pinky finger in a less-than-comfortable position. Those with medium-sized hands may find its center hump to be too aggressive for consistent aiming as well. The DeathAdder V3 Pro’s main buttons are still more invitingly curved and consistent to press beyond that, while its coating isn’t as slippery. The DEX’s scroll wheel is tighter, and all of its internal tech is great, so by no means is this a poor choice. But at $180 after a tariff-related price hike, there are better values out there.
Razer ViperV3 HyperSpeed
Much like the DeathAdder V3 HyperSpeed, Razer’s ViperV3 HyperSpeed is a lower-cost variant of the top-end Viper V3 Pro. (Confusing, we know.) At $70, it’s a solid value. Its symmetrical shape and soft-touch finish are virtually identical to the more premium model, and though it technically has a worse sensor, the drop-off is hardly noticeable. The main trade-off is that it’s heavier (about 82g), as it requires a AA battery for power. That doesn’t make it outright hefty, but you can feel the difference in twitchier games. It uses older mechanical switches and smaller PTFE feet, too, plus it lacks a port for connecting a cable. So it’s not as close to its big sibling as the mid-tier DeathAdder. Some may prefer that its DPI button is located on the top of the mouse, though, and its simpler on-off switch is nice.
Razer Basilisk V3 X HyperSpeed
The Razer Basilisk V3 X HyperSpeed is a more affordable wireless version of the Basilisk V3 with the same comfortable shape and layout, plus a quieter scroll wheel. Because it requires a AA battery for power, though, it weighs around 115g. That's not great for fast-paced games. The scroll wheel can’t tilt left or right, either, nor can it switch between a ratcheted and free-spin mode. It also uses less durable mechanical switches and only supports one onboard profile. All that said, it’s a decent value at $70.
Left to right: the Logitech G309 Lightspeed, the Razer Viper V3 HyperSpeed and the Pulsar X2 V2.
Photo by Jeff Dunn / Engadget
Pulsar X2 V2
The $100 Pulsar X2 V2 is another decent option if you want a high-performing symmetrical mouse for less than the Viper V3 Pro. It’s available in mini and standard sizes: The former is a technically weightier (51 grams) version of the X2 CrazyLight, while the latter is that but bigger. Both have sturdy plastic frames, though they’re still meant for claw or fingertip grips first. They also have cutouts across their undersides. As with the Xlite V3, Pulsar now sells a newer model called the X2 V3, though that’s a minor refresh with an updated sensor and 8K polling rate support. The latest model is worth getting instead when the X2 V2 isn’t discounted, but we prefer the Hitscan Hyperlight and its more pleasing clicks to both in this price range.
Pwnage Stormbreaker
The Pwnage Stormbreaker is a superlight (51g), exceptionally sturdy and premium-feeling wireless mouse that’s largely made from magnesium alloy instead of plastic. It performs about on par with our top picks, which is excellent, while its right-handed, medium-sized shape should suit palm and claw grippers well. (If you know BenQ’s Zowie EC line, the shape is basically that.) However, the extensive cutouts all over the sides and top shell are noticeable in the hand and make the device more susceptible to debris buildup than the DeathAdder V3 Pro. While the buttons and scroll wheel are impressively tight, the main clicks are a bit too stiff and high-pitched for our liking. We also noticed more connection stutters than usual on our test PC, and it’s expensive at $169.
BenQ Zowie U2
Speaking of BenQ, its Zowie U2 is a perfectly decent alternative to the Viper V3 Pro that costs about $30 less. It tracks great, it’s lightweight (60g) and its mechanical clicks feel fine. It also comes with two receivers, one of which doubles as a handy charging dock. It has a symmetrical shape with sides that curve inwards and a decently-sized hump at the back; BenQ says it’s designed for claw grips, and it is indeed good for that, but it should also work for fingertip grippers with larger hands or palm grippers with smaller ones. Alas, the scroll wheel is gratingly loud and the plastic coating picks up smudges and hand oils like it’s its job. There’s also no configuration software, which can make adjusting settings a little cumbersome, though some may prefer not having to install any extra bloat on their PC. This mouse also maxes out at a 1,000Hz polling rate — that’s not a big deal in practice, but it's technically behind many other mice in this price range.
The Pwnage Stormbreaker (left) and BenQ Zowie U2 (right).
Photo by Jeff Dunn / Engadget
Logitech G309 Lightspeed
There isn’t much wrong with the Logitech G309 Lightspeed in a vacuum. It’s built like a tank, its sensor is accurate and its egg-like shape should feel OK, if not superlative, in most hand sizes and grip types. It uses the same hybrid switches as the G Pro X Superlight 2, so the clicks don’t sound great but are fast. It also has a supercapacitor inside, which gives it effectively infinite battery life if you own Logitech’s (costly) PowerPlay charging mat. That’s neat! Most people, though, will need to pop in a AA battery, which pushes the weight up around 85 grams. As most of that weight is felt toward the back, the mouse can feel relatively clunky to fling around in FPS games. We’re not fans of the ugly recess across the middle of the device, either, as it creates a space for dust to collect. At $90 after a recent price hike, the G309 is still OK for casual types who’ll only buy from a name brand. But unless you use PowerPlay, it doesn’t do much to stand out from other options around the same price.
HyperX Pulsefire Haste 2
The HyperX Pulsefire Haste 2 is a decent wired model for those who want a flatter ambidextrous shape. It performs well for competitive play, and it’s plenty light (53g) thanks to a clever design with cutouts on the bottom that are covered by the mouse’s label. But the Endgame Gear OP1 8K is better-built and more comfortable, so we think it’s worth the extra cash. The Razer Viper 8KHz was another solid (albeit heavier) option with a similar shape, but that mouse has been discontinued.
A few more gaming mice we've tested. Left to right: the Glorious Model I 2 Wireless, the Razer Cobra Pro, the Razer Basilisk V3 X HyperSpeed and the HyperX Pulsefire Haste 2.
Photo by Jeff Dunn / Engadget
HyperX Pulsefire Haste 2 Core Wireless
The HyperX Pulsefire Haste 2 Core Wireless is a budget-friendly wireless variant of the Haste 2. It may be OK if you must go wireless and only have $50 to spend, as its shell feels sturdy and its low-profile shape is well-suited to claw or fingertip grips. It’s a little weightier than the wired Haste 2 (about 70g) since it runs on a AAA battery, but that’s nowhere near heavy. That said, its main buttons feel somewhat mushy, and we observed a few sensor hiccups and inconsistencies, particularly when we had HyperX’s Ngenuity software open.
HyperX Pulsefire Haste 2 Pro
We had persistent, debilitating connection issues with the HyperX Pulsefire Haste 2 Pro on both Windows 11 and macOS over multiple days, so we can’t recommend it.
Logitech G502 X
The Logitech G502 X has a generally similar shape as the Razer Basilisk V3, with a lower weight (84g) and more side buttons. However, its main buttons are noisier, it’s a slightly more awkward fit for most hands and its rubber cable isn’t as flexible. It's also much more expensive after Logitech's recent round of price increases, plus it lacks RGB.
The HyperX Pulsefire Haste 2 Pro.
Jeff Dunn for Engadget
Logitech G203 Lightsync
The Logitech G203 Lightsync is our former budget pick. It’s often available in the $20 to $30 range these days, and at that price it’s still fine if you want a competent gaming mouse for as little money as possible. You can feel the cost cutting in its rubbery cable and mushy scroll wheel, however, and its shape is a bit too small and flat for larger hands. The Logitech G305 Lightspeed is a wireless model with more or less the same shape, but it requires a AA battery to work and thus weighs just over 100g. It, too, feels somewhat outdated in 2025.
Razer Cobra
The Razer Cobra is another value-oriented wired mouse with a compact shape. It’s much lighter (58g) than the Logitech G203, with a more flexible cable and optical switches instead of mechanical ones. It's usually priced between $35 and $40, though, so the G203 is typically cheaper. The Endgame Gear OP1 8K still feels higher-quality across the board, but if you have smaller hands, use a fingertip grip and want a symmetrical mouse on the cheap, go for it.
The Logitech G203 Lightsync
Jeff Dunn / Engadget
Alienware Pro Wireless Gaming Mouse
The Alienware Pro Wireless Gaming Mouse tracks well, glides smoothly and weighs just under 60 grams without having any holes in its outer shell. It’s shaped like a Logitech G Pro X Lightspeed 2 with wider sides, so it should be comfortable for palm or claw grippers with large or medium-sized hands. Its matte finish is a touch too slippery, however, and its main buttons aren’t as consistent or satisfying to press as our top picks (despite using Omron optical switches). Clicking them toward the top is too soft, clicking them toward the back is too stiff. The back side button sounds hollow beyond that, and Alienware’s configuration software chews up far too much memory. All of this is overpriced at $150.
Glorious Model I 2 Wireless
There’s a fair amount to like about the Glorious Model I 2 Wireless: an ergonomic shape that’s reminiscent of the Basilisk V3/G502 X but lighter at 75g, four customizable side buttons, the ability to connect over a USB receiver or Bluetooth, a smooth scroll wheel and tasteful RGB lighting, all for $100. However, its honeycomb-style design and mechanical switches both raise concerns about its long-term durability.
Glorious Model D 2 Wireless
The Glorious Model D 2 Wireless also has holes all over its shell yet doesn’t perform or feel significantly better than other mice around the $100 mark. Other reviews say it has latency issues as well.
Glorious Model D 2 Pro + Model O 2 Pro
The ergonomic Model D 2 Pro and symmetrical Model O 2 Pro aren’t loaded with cutouts, meanwhile, but their main buttons are relatively loud and sticky-feeling.
The Alienware Pro Wireless Gaming Mouse.
Jeff Dunn for Engadget
What to look for in a gaming mouse
Wired vs. wireless
Buying a wireless gaming mouse used to mean sacrificing a certain level of responsiveness, but thankfully, that’s no longer the case. Over the last few years, wireless connectivity has improved to the point where the difference in latency between a good wireless model and a tried-and-true wired gaming mouse is barely perceptible.
Note, however, that we’re strictly talking about mice that use a 2.4GHz connection (over a USB dongle), not Bluetooth. Many of the best wireless gaming mouse models support both connection options, which is great for travel, but Bluetooth’s latency is generally too high to be reliable for gaming.
Going wireless still has other trade-offs, too. Battery life is improving all the time, but with their higher performance demands and RGB lighting, most wireless gaming mice usually don't last as long as "normal" wireless models. You shouldn’t expect more than a few days of power from a rechargeable gaming mouse you use regularly. Some gaming mice offer wireless charging too, which makes things easier. Good wireless gaming mice usually come at a much higher cost than their wired counterparts as well.
That’s not to say the premium is never worth it: Who wants yet another cable on their desk? You may need a wireless model if you hate the feel of “cable drag” or if your gaming PC is located in an awkward spot. Many wireless gaming mice come with a cable you can hook up in a pinch as well. But if price is your primary concern, a good wired mouse may be a better value.
Comfort and grip types
Everyone’s hands are different, so at the end of the day, calling one mouse “more comfortable” than another is mostly subjective. Ensuring your comfort is the most essential step when buying any mouse, though, so we’ve done our best to consider how each device we tested works with smaller, average-sized and larger hands alike.
We also considered how each peripheral accommodates the three grip styles most people use while holding a mouse: palm, fingertip and claw. As a refresher, a palm grip is when your whole hand rests on the mouse, with your fingers resting flat on the main buttons. A fingertip grip is when you steer the mouse solely with the tips of your fingers, with your palm not in contact with the device at all. A claw grip is when your palm only touches the back edge of the mouse, with your fingers arched in a claw-like shape toward the buttons.
In general, most people use a palm grip, which tends to offer the greatest sense of control — though, depending on the size of your hand, you may need your mouse to be a specific length to use it comfortably. A fingertip grip can allow for more rapid movements, while a claw grip is something of a balance between the two. Switch and Click has a good breakdown if you’d like more detail, but we’ve noted above if a mouse isn’t well-suited for a particular grip style. For what it’s worth, yours truly is a claw gripper most of the time.
Jeff Dunn for Engadget
Build quality and design
A good gaming mouse feels sturdy and won’t flex or creak when used strenuously. We valued mice without any overly sharp angles or grooves that could be awkward for most people to hold. And while most gaming mice have plastic exteriors, not all plastic is created equal, so we looked for finishes that were smooth, not too slick and capable of withstanding the sweaty palms that often come with competitive gaming sessions.
The gaming mouse market is mostly split between two design styles: ergonomic and ambidextrous. Ergonomic mice are almost always made with right-handed users in mind and often feature dedicated thumb rests. Ambidextrous mice are more symmetrical and designed to be used with either hand (though they may not have extra buttons on both sides). Whether an ergonomic or ambidextrous gaming mouse works best for you is largely a matter of personal preference.
A gaming mouse’s feet, meanwhile, should provide a consistent glide and reduce the friction between your mouse and mouse pad beneath it as much as possible. For the best performance, look for feet made from PTFE (aka Teflon). All feet will eventually wear down, but many mice come with spares, and most manufacturers sell replacements if needed.
As for flashy RGB lighting, it’s a nice bonus, but little more than that. Still, if you’ve already kitted out your setup with RGB, having a mouse with adjustable lighting effects can add to the gaming experience (and more consumer tech could stand to do things for pleasure’s sake). More practically, some mice let you assign custom lighting settings to separate profiles, which can make it easier to see which one you’re currently using.
Weight
Gaming mice have gotten lighter and lighter over the years, with some recent releases weighing less than 30 grams. Your mouse doesn’t need to be that feathery — anything under 80g is still reasonably light, and it’s not like a 100g mouse feels like a total anchor. Regardless, a lightweight mouse makes it easier to pull off fast movements repeatedly, with less inertia. That said, some players still enjoy a little bit of bulk in their gaming mouse (relatively speaking), especially with games that aren’t as reliant on twitchy reactions.
To reach those lightest weights, some manufacturers have released gaming mice with “honeycomb”-style designs, which feature an array of cutouts in the outer shell. These mice can still perform great, but having a bunch of holes that expose the internal circuit board to possible sweat, dust and detritus isn’t the best for long-term durability. If a mouse must have cutouts, it's better if they're relegated to the bottom of the design, where debris is less likely to enter the frame.
Jeff Dunn for Engadget
Switches, buttons and scroll wheel
A growing number of gaming mice use optical switches instead of mechanical ones. Since these involve fewer bits making physical contact, they should generally be more durable and less prone to unwanted “double-clicks” over time. Many gamers still find good mechanical switches more satisfying to press, so it's not like you should avoid mechanical mice altogether. They just carry a little more long-term risk in a vacuum.
Since most people will use their gaming mouse as their mouse-mouse, you may want main buttons that have a softer feel when pressed, with enough travel to make inadvertent actuations less frequent. But even that is a matter of preference: You may want lighter buttons if you play games that call for constant clicking. We also looked to testing from sites like Rtings to ensure each mouse we recommend has a sufficiently low click latency, meaning your clicks will register with minimal lag.
Beyond the standard click panels, a good gaming mouse should also have programmable buttons for quick macros or shortcuts. For most games, shoot for at least two extra buttons on the thumb-side panel that are easy to reach and difficult to press by accident. Many mice have more buttons, which can be a plus, but not if they force you to contort your fingers to avoid hitting them. For MMO mice, having at least 12 side buttons is preferable in order to access as many hotbar commands as possible.
As for the scroll wheel, it should have distinct, ratcheted “steps” that aren’t too resistant but make it clear when you’ve actually scrolled. Its texture should be grippy, and it shouldn't make a distracting amount of noise when used. The wheel should also be clickable, giving you another input to customize for certain games (e.g., to control the zoom on a sniper rifle).
Sensors and performance
Some are more proficient than others, but generally speaking, the optical sensors built into most modern gaming mice are more than fast and accurate enough for most people’s needs.
While shopping for gaming mice, you’ll see a number of terms related to sensor performance. To be clear, a gaming mouse’s responsiveness doesn’t come down to just one spec. But for clarity’s sake, here’s a rundown of the more noteworthy jargon:
DPI, or dots per inch, is a measure of a mouse’s sensitivity. The higher the DPI setting, the more your cursor will move with every inch you move the mouse itself. Many gaming mice advertise extremely high DPIs that top out above 30,000, but that’s largely marketing fluff: Few people play above 3,000, with 800 a common sweet spot. This concept is also referred to as CPI (counts per inch), which is probably the more accurate term, though DPI is used more often.
IPS, or inches per second, refers to the maximum velocity a mouse sensor supports. The higher the IPS, the faster you can move the mouse before it becomes incapable of tracking motions correctly.
Acceleration goes with IPS. In this context, it refers to how many Gs a mouse can withstand before it starts to track inaccurately.
Polling rate is a measure of how often a mouse tells a computer where it is. In general, the more frequently your mouse reports information to your PC, the more predictable its response time should be. Anything at 500Hz or above is fine for casual gaming. The sweet spot for most is 1,000Hz. Many newer mice can go all the way up to 8,000Hz, but you start to see diminishing returns the higher you go unless own a powerful PC and play on a gaming monitor with an especially high refresh rate. Even then, a super-high polling rate is far from essential. Not all games are built with it in mind, plus it leads to much faster battery drain.
Lift-off distance is the height at which a mouse’s sensor stops tracking the surface below it. Many competitive players like this to be as low as possible in order to avoid unintended cursor movements while repositioning their mouse.
A screenshot of Razer's Synapse 4 software.
Razer
Software and onboard memory
It doesn’t take long to find horror stories about bugs and other niggling issues caused by gaming mouse software, so the ideal app is one that doesn’t force you to use it all the time. It should let you adjust as many of the aspects above as possible, ideally to several distinct profiles. Preferably, you can save your settings directly to the mouse itself, letting you pick your customizations back up on another device without having to redownload any software. All this is most important on Windows, but Mac compatibility is always good to have.
Warranty and customer support
Most major gaming mice brands offer warranties between one and three years. The longer and more extensive a manufacturer’s program is, the better. This is the case with most consumer tech, but we note it here because the gaming mouse market is particularly flush with products from less-than-household names, many of which you may see hyped up on YouTube, Reddit or elsewhere around the web. A bunch of these more obscure mice are genuinely great, but if you ever buy from a more niche brand, it’s worth checking that some level of customer support is in place. We’ve made sure our picks for the best gaming mice aren’t riddled with an abnormal amount of poor user reviews.
Recent updates
June 2025: We’ve added a couple new alternate picks in the Hitscan Hyperlight and Pulsar X2 CrazyLight. We’ve removed the Lamzu Atlantis OG V2 4K as an honorable mention as a result, along with a couple other mice that no longer appear to be available. All other details should be up-to-date. The gaming mouse market remains an extremely busy one, so it’s difficult for us to review everything. That said, we’re currently testing a few other recent releases from Corsair and ASUS, and we’re keeping an eye out for potential updates to a couple of our picks from Razer and Endgame Gear.
November 2024: We’ve updated this guide with testing notes on the Logitech G Pro X Superlight 2 DEX. We’ve also added mentions of the Razer Basilisk V3 35K and Pulsar Xlite V4, two recently released updates to a couple of our current picks. We aim to test those more fully, alongside a few others, for our next update.
September 2024: We've completely refreshed this guide for late 2024, adding new main picks based on shape alongside notes on several other gaming mice we've tested in recent months. We're now in the process of testing Logitech's new G Pro X Superlight 2 DEX, a flagship ergonomic mouse that the company announced right as we were putting the finishing touches on this update.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/best-gaming-mouse-140004638.html?src=rss
It's early June, which means it's time for a ton of video game events! Rising from the ashes of E3, Geoff Keighley's Summer Game Fest is now the premium gaming event of the year, just inching ahead of… Geoff Keighley's Game Awards in December. Unlike the show it replaced, Summer Game Fest is an egalitarian affair, spotlighting games from AAA developers and small indies across a diverse set of livestreams. SGF 2025 includes 15 individual events running from June 3-9 — you can find the full Summer Game Fest 2025 schedule here — and we're smack dab in the middle of that programming right now.
We're covering SGF 2025 with a small team on the ground in LA and a far larger group of writers tuning in remotely to the various livestreams. Expect game previews, interviews and reactions to arrive over the coming days (the show's in-person component runs from Saturday-Monday), and a boatload of new trailers and release date announcements in between.
Through it all, we're collating the biggest announcements right here, with links out to more in-depth coverage where we have it, in chronological order.
Tuesday, June 3
State of Unreal: The Witcher IV and Fortnite AI
Epic hitched its wagon to SGF this year, aligning its annual developer Unreal Fest conference, which last took place in the fall of 2024, with the consumer event. The conference was held in Orlando, Florida, from June 2-5, with well over a hundred developer sessions focused on Unreal Engine. The highlight was State of Unreal, which was the first event on the official Summer Game Fest schedule. Amid a bunch of very cool tech demos and announcements, we got some meaningful updates on Epic's own Fortnite and CD PROJEKT RED's upcoming The Witcher IV.
The Witcher IV was first unveiled at The Game Awards last year, and we've heard very little about it since. At State of Unreal, we got a tech demo for Unreal Engine 5.6, played in real time on a base PS5. The roughly 10-minute slot featured a mix of gameplay and cinematics, and showed off a detailed, bustling world. Perhaps the technical highlight was Nanite Foliage, an extension of UE5's Nanite system for geometry that renders foliage without the level of detail pop-in that is perhaps the most widespread graphical aberration still plaguing games today. On the game side, we saw a town filled with hundreds of NPCs going about their business. The town itself wasn't quite on the scale of The Witcher III's Novigrad City, but nonetheless felt alive in a way beyond anything the last game achieved.
It's fair to say that Fortnite's moment in the spotlight was… less impressive. Hot on the heels of smooshing a profane Darth Vader AI into the game, Epic announced that creators will be able to roll their own AI NPCs into the game later this year.
Wednesday, June 4
PlayStation State of Play: Marvel Tōkon, Silent Hill f and the return of Lumines
Another company getting a headstart on proceedings was Sony, who threw its third State of Play of the year onto the Summer Game Fest schedule a couple days ahead of the opening night event. It was a packed stream by Sony's standards, with over 20 games and even a surprise hardware announcement.
The most time was given to Marvel Tōkon: Fighting Souls, a new PlayStation Studios tag fighter that fuses Marvel Superheroes with anime visuals. It's also 4 versus 4, which is wild. It's being developed by Arc System Works, the team perhaps best known for the Guilty Gear series. It's coming to PS5 and PC in 2026. Not-so-coincidentally, Sony also announced Project Defiant, a wireless fight stick that'll support PS5 and PC and arrive in… 2026.
Elsewhere, we got a parade of release dates, with concrete dates for Sword of the Sea(August 19) Baby Steps(September 8) and Silent Hill f (September 25). We also got confirmation of that Final Fantasy Tactics remaster (coming September 30), an an all-new... let's call it aspirational "2026" date for Pragmata, which, if you're keeping score, was advertised alongside the launch of the PS5. Great going, Capcom!
Rounding out the show was a bunch of smaller announcements. We heard about a new Nioh game, Nioh 3, coming in 2026; Suda51's new weirdness Romeo is a Dead Man; and Lumines Arise, a long-awaited return to the Lumines series from the developer behind Tetris Effect.
Thursday, June 5
Diddly squat
There were absolutely no Summer Game Fest events scheduled on Thursday. We assume that's out of respect for antipodean trees, as June 5 was Arbor Day in New Zealand. (It's probably because everyone was playing Nintendo Switch 2.)
Friday, June 6
Summer Game Fest Live: Resident Evil Requiem, Stranger Than Heaven and sequels abound
It's fair to say that previous Summer Game Fest opening night streams have been… whelming at best. This year's showing was certainly an improvement, not least because there were exponentially fewer mobile game and MMO ads littering the presentation. Yes, folks tracking Gabe Newell's yacht were disappointed that Half-Life 3 didn't show up, and the Silksong crowd remains sad, alone and unloved, but there were nonetheless some huge announcements.
Perhaps the biggest of all was the "ninth" (Zero and Code Veronica erasure is real) Resident Evil game. Resident Evil Requiem is said to be a tonal shift compared to the last game, Resident Evil Village. Here's hoping it reinvigorates the series in the same way Resident Evil VII did following the disappointing 6.
We also heard more from Sega studio Ryu Ga Gotoku about Project Century, which seems to be a 1943 take on the Yakuza series. It's now called Stranger Than Heaven, and there's a (literally) jazzy new trailer for your consideration.
Outside of those big swings, there were sequels to a bunch of mid-sized games, like Atomic Heart, Code Vein and Mortal Shell, and a spiritual sequel of sorts: Scott Pilgrim EX, a beat-em-up that takes the baton from the 2010 Ubisoft brawler Scott Pilgrim vs. the World: The Game.
There were countless other announcements at the show, including:
Day of the Devs: Snap & Grab, Blighted and Escape Academy II
As always, the kickoff show was followed by a Day of the Devs stream, which focused on smaller projects and indie games. You can watch the full stream here.
Escape Academy has been firmly on our best couch co-op games list for some time, and now it's got a sequel on the way. Escape Academy 2: Back 2 School takes the same basic co-op escape room fun and expands on it, moving away from a level-select map screen and towards a fully 3D school campus for players to explore. So long as the puzzles themselves are as fun as the original, it seems like a winner.
Semblance studio Nyamakop is back with new jam called Relooted, a heist game with a unique twist. As in the real world, museums in the West are full of items plundered from African nations under colonialism. Unlike the real world, in Relooted the colonial powers have signed a treaty to return these items to their places of origin, but things aren't going to plan, as many artifacts are finding their way into private collections. It's your job to steal them back. The British Museum is quaking in its boots.
Here are some of the other games that caught our eye:
After Day of the Devs came Devolver. Its Summer Game Fest show was a little more muted than usual, focusing on a single game: Ball x Pit. It's the next game from Kenny Sun, an indie developer who previously made the sleeper hit Mr. Sun's Hatbox. Ball x Pit is being made by a team of more than half a dozen devs, in contrast to Sun's mostly solo prior works. It looks like an interesting mashup of Breakout and base-building mechanics, and there's a demo on Steam available right now.
Then came IOI, the makers of Hitman, who put together a classic E3-style cringefest, full of awkward pauses, ill-paced demos and repetitive trailers. Honestly, as someone who's been watching game company presentations for two decades or so, it was a nice moment of nostalgia.
Away from the marvel of a presenter trying to cope with everything going wrong, the show did have some actual content, with an extended demo of the new James Bond-themed Hitman mission, an announcement that Hitman is coming to iOS and table tops, and a presentation on MindsEye, a game from former GTA producer Leslie Benzies that IOI is publishing.
Saturday, June 7
Monument Valley 3, eggs, Camper Van: Make it Home and niche streams
The Wholesome Direct arrived on Saturday, just in time to soothe that weird hangover we all got after the IOI showcase. The Wholesome Direct is a celebration of all things adorable, quaint, peaceful and sweet, and this year included mainstream news about Monument Valley 3 coming to consoles and PC, following a stint as a Netflix exclusive. There was also a release date announcement for the cozy but twisted shop-management sim Discounty, which is about as spooky as the Wholesome Direct ever gets. There’s something sinister about the small town in Discounty, and while we’re still not sure if it’s demons or just the looming specter of capitalism, we know for sure the game is coming to PC, Switch, PS4, PS5 and Xbox Series X/S on August 21.
Meanwhile, Omelet You Cook hit Steam during the showcase as a nice little surprise. It’s a game about making eggs for picky students in a cafeteria, and of course pleasing Principal Clucker (who is a chicken, yes). Simply put, it looks delicious. The final game we want to shout out from this year’s Wholesome Direct is Camper Van: Make it Home, a perfect little crossover of interior design mechanics and slightly miniaturized objects, which makes for a super cute experience. It came out during the showcase, and it’s live now on Steam.
There were dozens of other announcements during the 2025 Wholesome Direct stream, and the entire thing is worth a watch. You can do so at your leisure, ideally cuddled up with a blanket and a nice drink, right here.
A new Xbox handheld, Outer Worlds 2 and Black Ops 7
The last big event of the weekend was Xbox, which had its usual breathless showcase. The major news, especially for a publication like Engadget, was the ROG Xbox Ally and ROG Xbox Ally X, two new Xbox-focused PC handhelds. Internally, they're a lot like ASUS' ROG Ally handhelds, but the grips have been smoothed out to feel more like an Xbox controller in your hands.
The software experience is also different. The Xbox Ally handhelds run Windows 11, but in Microsoft's version of Steam Big Picture mode there'll be fewer background processes and… just a generally lower overhead compared to regular Windows handhelds. Thankfully, Microsoft isn't locking things down, as it'll be able to access other "popular storefronts," which we're taking to mean Steam and Epic. The Xbox Ally will be available closer to the holidays, but price is a huge question mark: The ROG Ally costs significantly more than the Steam Deck and Switch 2. Is Microsoft going to subsidize these things, or are they going to cost $600-$800 like ASUS' own-brand versions?
Side note: A quick screw you to Microsoft for using Hollow Knight: Silksong to show off the new handheld. We're all starving out here, and this was not helpful. I guess the news that it'll be playable on day one on the handheld at least narrows down the release date to "between now and whenever this thing comes out."
Less of a surprise was Outer Worlds 2, which Microsoft said would be at the show well ahead of time. We got a release date — October 29 — and a deep dive into the game's new systems. It looks like an expanded title compared to the original, with an improved combat system and a more fleshed out set of companions. We hope to have more on what's new real soon.
The One More Thing of the show was a new Call of Duty game, Black Ops 7. Truly, when a game comes out every year is it really worth blowing your one more thing on? If only Microsoft had an Xbox-branded handheld to show off, that would've been a really cool note to end the show!
Here are the other bits and pieces worth reading about from the Xbox show:
Paralives has been in the works for what feels like forever, but you'll be able to play it this year: It enters early access on December 8. The indie take on The Sims looks charming as all hell in its latest trailer, and I can't wait.
Blippo+ has been a great distraction since it launched with Playdate season 2, and we found out Sunday that it'll be coming to more platforms soon — in full color, no less! It'll arrive on PC and Nintendo Switch in fall 2025.
Monday, June 9
Now you're all caught up. There's just one event on Monday, and it's the Black Voices in Gaming showcase. It starts at noon ET, and we've embedded the steam below for your viewing pleasure.
This article originally appeared on Engadget at https://www.engadget.com/gaming/everything-new-at-summer-game-fest-2025-xbox-handheld-resident-evil-requiem-and-more-185425578.html?src=rss
After a symphony, online multiplayer and a remaster, the well-regarded (and often handheld) puzzler Lumines is getting Enhance’s full synesthetic, Tetris-flowing, treatment. Lumines Arise is almost here.
If you haven’t played the game before, Lumines’ premise centers on rotating and dropping four-square blocks made of one or two colors, building up larger squares of a single color. The game’s timeline sweeps across the playfield – to the beat of the soundtrack – erasing completed squares in its path, while also giving you the brief opportunity to quickly drop more squares, add multiplier combos and score even more points.
Lumines Arise adds a new mechanic to the addictive yet simple puzzle. 'Burst' is a refillable bar that you can trigger with L2/R2, which locks a square on the playing field, allowing you to pile on subsequent blocks. You can initiate Burst once the counter has rolled above 50, although it maxes out at 100. As you might expect for a synesthesia-tickling game like Arise, Burst mode has its own low-key musical accompaniment.
Lumines has never looked better. But that’s not just due to 2025 hardware power, but also design choices for Lumines’ skins – the unhinged wallpaper design and block themes that bubble up as you advance through puzzle stages. They’re delightfully mad and, at times, distracting. (As you play, the view of your Lumines blocks will occasionally ‘zoom’ closer – this is intentional. Game Director Takashi Ishihara said this was to both add some dynamism to what are typically static blocks, but also to pull the players’ attention back to the game at hand. Lumines Arise wants you to focus on the now, not the score, your Burst meter, or your customizable avatar.)
My favorite part of the demo was the final stage, which featured two chameleons simply raving along to the dance music. The soundtrack is, naturally, a banger, too. Lumines Arise features new music from Hydelic, also responsible for the award-winning soundtrack of Tetris Effect: Connected. (The band has already launched one track, "Only Human," on Bandcamp – it’s coming to other streaming services, too.)
On another stage, two skeletal hands, seemingly strung up like puppets, twitch and wriggle as you shift and rotate your blocks. If anything, I think Enhance missed a trick not mapping the finger movements to a DualSense controller. I said that in front of Ishihara because I have zero sense of decorum — apparently, he'd had the same idea. I now consider myself a game designer.
I got to briefly see Lumines Arise running on a Steam Deck, too. The time of the handheld console and PC is now, so it's nice to see a typically made-for-consoles game ready for this new gaming PC form factor.
Ishihara teased that there’s more to reveal ahead of Arise’s launch. The game will launch on both PS5 and Steam, and it will also feature VR compatibility on both platforms. While Enhance wasn’t yet willing to reveal the details, there will also be some form of multiplayer, but it seems like it’ll be in a different form compared to the more adversarial nature of Tetris Effect’s multiplayer modes.
Additionally, Ishihara wanted to highlight that the avatars, which dance and emote in sync with your in-game actions, now feature legs. That is important, apparently. Enhance is promising more answers in due time. Lumines Arise is set to launch in fall 2025.
This article originally appeared on Engadget at https://www.engadget.com/gaming/lumines-arise-hands-on-interview-takashi-ishihara-000038767.html?src=rss
Sword of the Sea is a game about letting go. Its main mechanic involves surfing across vast desert dunes on a thin blade, slicing through glittering sands and scaling ancient towers on a quest to unearth the secrets of civilizations past. It plays best when you forget about the controls entirely, and just surrender to the slick physics and let your little character flow. With enough exploration, you’ll naturally discover glowing orbs and shining gold gems, and the sands will transform into deep, crystal clear seas with fish swimming through the air, carving wet paths through the dirt. Your character, dressed in flowing robes and a gold mask, rides the orange hills and the blue waves with the same easy athleticism, reacting instantly to every input on the controller.
Charge up a jump and then complete sick tricks with a few quick inputs, or unleash a bubble of sonic energy to smash nearby vases, uncovering bits of currency in the shattered pieces. The protagonist moves in whatever direction you push, stopping immediately when you let go of the analog stick. There are giant chains to grind, a hover ability in some areas, and half pipes generously positioned around the environments. Control prompts pop up when you’re first introduced to an ability, but the text fades quickly and you’re left alone in the desert. There are no waypoints in Sword of the Sea, but the environment tells a clear story, inviting you to solve puzzles in the mysterious temples dotting the landscape. Find glowing orbs on the rooftops and hidden down secret passageways to unlock the buildings’ secrets, opening up new areas.
I played about 20 minutes of Sword of the Sea at Summer Game Fest, but I wanted to surf its dunes for a lot longer. It’s the kind of game that makes the real world fade away, no matter how chaotic or intrusive your immediate surroundings are. It’s built on rhythm and vibes, and it encourages a meditative flow state from its first frames. Learn the controls and then forget them; play with pure intuition and it’ll most likely be the right move.
“The game is about surfing, and it's really about the process of learning to surf and getting comfortable with surfing, and then trying things that are a little bit beyond your abilities, failing, and then figuring it out and actually accomplishing them,” Sword of the Sea creator Matt Nava told Engadget on the SGF show floor. “And in the process, you kind of realize that surfing is all about harnessing the power of something greater than yourself. You’re not paddling — the waves carry you. The zoomed out camera, the little character; in a lot of games, they're right on the character, because the character is the focus. But in this game, it's about how the character is a part of the environment, that is the focus. And I think that's a constant in a lot of the games that we've made.”
Nava is the creative director and co-founder of Giant Squid, the studio behind Abzû and The Pathless. Even with these two successful games under his belt, Nava is still best known as the art director of Journey, thatgamecompany’s pivotal multiplayer experience that hit PlayStation 3 in 2012. Nava has spent the past decade attempting to build explicitly non-Journey-like games with Giant Squid, and while Abzû and The Pathless both have his distinctive visual stamp, they’re the opposite of Journey in many ways. Where Journey was set in a dry, desert landscape, Nava’s follow-up, Abzû, took place in an underwater world. After that, The Pathless was mostly green, rather than dusty orange.
Giant Squid
With Sword of the Sea, Nava let go. He dropped all preconceptions of what he should be making and mentally said fuck it. He finally allowed himself to manifest the game that came naturally to him.
“In this game, it's very much taking on, accepting and proclaiming that this is me,” Nava said. “I did Journey. I'm doing orange again. And I'm going back to the desert because I have way more ideas that we couldn't do in that game … It’s like I’ve been living in my own shadow for a long time in a weird way. It's like, why am I doing that? I should just be who I am and continue to explore the art that is my art.”
Sword of the Sea is a specific and special game, and even though it’s set in an orange desert, it doesn't feel like Journey. The game also includes music by Austin Wintory, the Grammy-nominated composer behind Journey, Abzû and The Pathless. Together, Nava and Wintory form a formidable foundation.
“A lot of video game scores, they just make a music track for the area,” Nava said. “If you're in the town, you hear town music, and then it just repeats. But that's not how it works here. The music advances as your story advances, it reflects where you are on your surfing adventure, what you're learning how, how far your character has gone on this character arc. And so that's where the music of a video game like ours should be.”
As Nava and I chatted, someone sat down to play Sword of the Sea on a nearby screen, and when I glanced up, I saw that they were gliding through an area I didn't find in my runthrough. A giant animal skeleton was half-buried in the sand, bright white vertebrae dotted with gold gems for the player to collect. There are a lot of secrets in Sword of the Sea, Nava assured me. The best way to find them is to just let go and play.
This article originally appeared on Engadget at https://www.engadget.com/gaming/sword-of-the-sea-is-what-happens-when-matt-nava-strides-back-into-journeys-shadow-233148894.html?src=rss
We've been getting a real kick out of the offbeat cable TV parody that is Blippo+, which arrived with Playdate's Season Two, and now it's looking like non-Playdate owners will be able to experience the strangeness too later this year. Panic, along with Telefantasy Studios, Noble Robot and the artists Yacht, announced at the PC Gaming Show that Blippo+ is coming to PC and Nintendo Switch in fall 2025. And unlike the 1-bit black and white programs we've been tuning into on the Playdate, it'll all be in color.
Blippo+ features a roster of live-action programs that may or may not be alien transmissions, plus a forum called Femtofax that brings you even deeper into the unusual goings-on of the Blippians. Panic revealed with the second week of Season Two games that Blippo+ wouldn't just be a one-off release, but would instead get weekly content updates every week for the next eleven weeks. When it lands on the other platforms, Blippo+ will have "a time-hopping mechanic so viewers can travel back and forth through weeks of TV programming without losing the magic of 'non-demand' linear viewing."
Panic
It's absurd, it's nostalgic — Blippo+ was made with vintage analog broadcast equipment, according to the creators — and it's totally unpredictable. You really never know what madness it's going to serve up next, and it's great. In color, things are only going to get weirder.
This article originally appeared on Engadget at https://www.engadget.com/gaming/playdate-season-2s-blippo-tv-simulator-is-coming-to-nintendo-switch-and-pc-in-color-this-fall-230149046.html?src=rss
If you aren't thrilled with what EA has done with The Sims, another alternative is coming soon. The indie passion project Paralives launches in Steam Early Access on December 8.
Paralives has all the hallmarks of the life simulation genre. You can build your character, including physical and personality traits. It lets you make friends, move up in your career, fall in love and start a family (or not!). Design is central, too. You can craft your dream home, move walls and resize that stubby love seat into a full-on couch.
The game uses "innovative build tools that are easy to use but powerful for advanced builders." When designing your living space, you aren't limited to a grid. You can build on curves and customize any object's colors and textures. There's even an in-game measuring tape for those who want to get ultra-precise.
Paralives Studio
The game is the lovechild of Canadian developer Alex Massé, who began the project in 2019. Paralives Studio has now grown to a team of 13 with the sole focus of building "an innovative and fresh life simulation game." It's raised funds exclusively through Patreon. The team's development process is out in the open. You can browse its history and roadmap online, showing the full array of planned features.
Crucially, the young studio says Paralives will never have paid DLC — only free expansions. That's one way to take a shot at The Sims without even mentioning its name. And unlike the glitzy AI-fest inZoi, Paralives emphasizes depth and flexibility over presentation. Its simple and charming art style is a foundation for feeling and connection.
You can see for yourself in the release date trailer below. Grab Paralives on Steam Early Access (PC and Mac) on December 8.
This article originally appeared on Engadget at https://www.engadget.com/gaming/the-sims-like-paralives-hits-early-access-in-december-220014257.html?src=rss
Coming off its smash indie hit Spiritfarer, Thunder Lotus Games is taking a more action-heavy approach with its next title. The developer debuted At Fate's End with an announcement trailer during the Xbox Games Showcase at Summer Game Fest 2025, giving us a taste of its captivating visuals and unique combat system.
While Spiritfarer offered a more slow-paced experience filled with charming characters looking for a final peace, At Fate's End has a contrasting action-packed style where you follow the story of Shan, a heiress to a clan that's looking to resolve familial disputes by either fighting or talking it out. The gameplay looks equal parts narrative fantasy and intriguing combat style, since you can use tactical dialogue mid-fight or psychological insight about your family to turn the tide of battle. As you progress through the story, you'll face more of your estranged family members, and you advance your skill tree in different ways depending on whether you defeat or reconcile with them.
Thunder Lotus Games hasn't set a hard release date yet, but At Fate's End is expected to release sometime in 2026. The upcoming title will be available on Xbox, PlayStation, Steam and Epic Games.
This article originally appeared on Engadget at https://www.engadget.com/gaming/at-fates-end-already-looks-like-the-must-play-indie-game-of-2026-204315182.html?src=rss
Two years after it was first announced, we just got an extended trailer for inXile entertainment's Clockwork Revolution at the Xbox Games Showcase, and it looks kind of incredible — and completely over the top. (A man dubbed "The Knob" pisses his pants a minute and 56 seconds in, and someone else later gets cursed out by an automaton doll).
Clockwork Revolution is a first-person steampunk RPG set in 1895 in a place called Avalon, which is ruled by the time-manipulating Lady Ironwood. As the customizable player-character Morgan Vanette, you'll have to use her own tactics against her to turn back time and undo the damage she's caused. As with all things time travel, the butterfly effect will be at play. The new trailer, which is over 5 minutes long, shows us this will be one with a lot of action and bloodshed (plus some brain-shed), and a good share of ridiculousness too.
We still don't have a release date, though, just the assurance that it's "coming in due time." When it does eventually arrive, Clockwork Revolution will be available on Xbox Series X/S, Xbox PC, Steam and Xbox Cloud. It'll also support Xbox Play Anywhere, and will be available through Xbox Game Pass.
This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/the-new-trailer-for-clockwork-revolution-is-a-wild-extremely-steampunk-ride-203854022.html?src=rss
It’s not Psychonauts 3, but Keeper already looks to be a visually stunning and highly original gaming experience. Double Fine Productions and the company's art director Lee Petty showed off the official announcement trailer for its latest title during the Xbox Games Showcase at Summer Game Fest 2025. It's not as hype as the news of Persona 4 Revival or The Outer Worlds 2, but this quirky third-person adventure game looks like a fun departure from your typical AAA title.
As seen in the trailer, Keeper puts you in control of a magically reassembled lighthouse that's since grown legs and has a strange desire to venture towards the central mountain peak of the island. There's no dialogue for this game, but you won't be alone since an equally adventurous seabird joins you on your mysterious mission. There's little revealed about the storyline, but the trailer shows that the lighthouse's beam of light can interact with the island's wildlife, while your trusty winged companion can take care of anything out of your reach.
For diehard fans of the Psychonauts franchise, Keeper's vibrant and striking visuals might be the only thing to scratch that itch for a while. Double Fine Productions previously confirmed in June 2023 that it's not working on Psychonauts 3, following hints at a potential reveal that summer. Double Fine's Keeper will be available on Xbox Series X / S, Xbox PC, Xbox Cloud, Xbox Game Pass and Steam on October 17.
This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/psychonauts-developers-trippy-island-adventure-keeper-comes-out-on-october-17-193405665.html?src=rss
Originally announced as "Project Bloom," Game Freak's upcoming action-adventure game made a formal appearance at the Xbox Games Showcase as Beast of Reincarnation. The studio describes the game as a "one-person, one-dog" RPG and it's supposed to be coming out in 2026.
Based on the trailer, the game is set in a post-apocalyptic Japan that's returned to nature due to some kind of beast-born blight. As the main character "Emma the Sealer," you'll travel through the wilderness, engaging in "demanding, technical combat" alongside your dog Koo, all in the hopes of "saving humanity" from the sickness that's plaguing the land.
Game Freak is best known for its work on the Pokémon games, but the developer has made an eclectic collection of other projects between mainline entries, including Pocket Card Jockey: Ride On! and more recently, Pandoland. "Project Bloom" was originally supposed to be published by Take-Two's Private Division label, but when the label was sold in 2024, Game Freak's game was taken up by a new publisher called Fictions.
Beast of Reincarnation is coming to PS5, Xbox Series X/S and PC in 2026. It'll also be available through Xbox Game Pass at launch.
This article originally appeared on Engadget at https://www.engadget.com/gaming/beast-of-reincarnation-is-a-one-person-one-dog-rpg-launching-in-2026-192305237.html?src=rss
A renowned Apple engineer who was instrumental in developing modern-day computing has died. Bill Atkinson, who was part of Apple's original Macintosh development team, died of pancreatic cancer at 74, according to a Facebook post made by his family on June 5.
His contributions to Apple and the Macintosh personal computer are still widely used today, including fundamental UI elements like the menu bar, double-clicking and the selection lasso. However, Atkinson's work goes much deeper than that, since he's partly responsible for the foundational design language that influenced Apple's early days. His legacy includes creating MacPaint, an application that showed the world what a graphics-based system looks like at a time when text-based systems were the norm, and developing QuickDraw, a graphics toolbox that the Macintosh and Lisa computers use. To make computers more user-friendly, Atkinson also designed HyperCard, an Apple application that introduced hypertext to everyday users and not just programmers. Tim Cook paid tribute to Atkinson, posting on X, that he was a “true visionary whose creativity, heart, and groundbreaking work on the Mac will forever inspire us.”
Beyond Apple, Atkinson was one of three co-founders for General Magic, a software and electronics company that supplied products to Motorola and Sony in the 90s. Later, he worked with Numenta in 2007, which was a startup focused on artificial intelligence. Atkinson was also a seasoned nature photographer, publishing a book called Within the Stone that highlights polished and cut rocks with close-up shots. Atkinson is survived by his wife, two daughters, stepson, stepdaughter, two brothers, four sisters, and dog, Poppy.
This article originally appeared on Engadget at https://www.engadget.com/computing/influential-apple-engineer-bill-atkinson-dies-at-74-191024913.html?src=rss