FSP NP5 Black Review


The Geekom Geekbook X14 Pro makes a bold entrance with a spec sheet that looks like it should demand a much higher price tag. At $1299, it packs a stunning 14-inch 2.8K OLED display running at 120Hz, 32GB of LPDDR5x RAM, and a generous 2TB of NVMe storage. Powered by Intel's Core Ultra 9 185H, it aims to deliver premium “thin and light” performance without the premium price point. It certainly looks good on paper, but does the real-world experience live up to the hype?
Timestamps:
00:00 Intro
01:10 Unboxing / First Thoughts / I/O
02:32 The OLED
05:02 Keyboard / Trackpad
07:09 Camera and Microphone
07:33 Speakers / DTSx
09:30 Battery / SSD / Memory
10:30 CPU Performance – Thermals and noise
12:38 GPU performance and Gaming (!?)
14:23 Wifi and Charging / Battery
16:34 The Nitty Gritty Collection of Thoughts
22:20 Windows Installation
23:31 Bitlocker Concerns
24:41 Closing Thoughts
Specifications:
The Geekom Geekbook X14 Pro is a machine that leaves us torn. On one hand, the value proposition is undeniable. Getting a Core Ultra 9 processor, 32GB of LPDDR5x RAM, and a 2TB SSD for $1299 is impressive, but the real star is that 2.8K OLED display. It is vibrant, color-accurate, and a joy to look at.
However, a laptop is defined by how you interact with it, and this is where the X14 Pro stumbles. The trackpad issues are a source of constant frustration, and the speakers are disappointingly mediocre for a “PRO” device. While the build quality is decent and the battery life is acceptable, these creature-comfort flaws mar an otherwise compelling package. If you primarily use a mouse and headphones, the raw specs and screen are compelling for the money, but as a standalone portable package, it misses the mark on basic user experience.
You can buy my exact spec of the Geekom Geekbook X14 Pro right now for $1249 HERE. KitGuru readers can also use code ‘KTGBOOK10′ to receive 10% off, though please note this is not an affiliate program.
Pros:
Cons:
KitGuru says: The Geekbook X14 Pro offers incredible specs and a beautiful screen for the price, but it is let down by mediocre laptop essentials like the speakers and trackpad.
![]()
The Stop Killing Games initiative has reached another milestone. After months of painstaking verification, the European Union petition has officially confirmed 1,294,000 valid signatures, comfortably clearing the threshold required to force a formal debate within the European Commission.
Founded by YouTuber Ross Scott in response to the shutdown of Ubisoft's The Crew, the movement argues that publishers should not be allowed to intentionally render games unplayable by disabling servers without providing offline alternatives. Apparently, quite a few people in the EU agree with Ross, as the petition gathered over 1.4 million signatures. However, these signatures had to undergo a validation process to weed out invalid entries from non-EU residents or bad-faith actors.
![]()
According to Moritz Katzner, after the validation process, 1,294,000 signatures were validated, with Germany emerging as the strongest supporter with 233,180 signatures. With this milestone, the European Commission is now mandated to review the proposal and potentially propose new consumer protection laws requiring publishers to provide players with alternatives to access the games they've bought after official support ends.
While this is a monumental achievement for digital ownership, the campaign faces significant opposition. The Video Games Europe group has consistently argued that providing private server tools or single-player patches is too expensive and presents legal issues. Moreover, a similar debate in the UK Parliament took place in late 2025, in which the government promised to keep an eye on the matter but didn't find it appropriate to change the laws surrounding it. However, organisers believe the scale of the EU petition creates much greater political pressure, making it harder for lawmakers to ignore.
KitGuru says: Crossing the 1 million mark for valid signatures is a monumental victory for this movement. If the European Commission takes decisive action, it could set a global precedent that forces publishers to rethink their “live service” shutdown strategies entirely.
The post Stop Killing Games EU petition reaches new milestone first appeared on KitGuru.As a live-service experience, ARC Raiders has had one of the most successful launch periods in years, with the multiplayer extraction shooter selling over 12 million copies since its launch back in October 2025, while maintaining a consistent playerbase of around 300-400k concurrent players on Steam each day. It appears the team at Embark are just as enthusiastic as its fans, with the next 3 months set to introduce a ton of new additions.
Taking to their blog to make the announcement, the team at Embark Studios officially detailed what they are calling their Escalation Roadmap. Tomorrow marks the release of January's major ‘Headwinds’ update which is set to introduce:
February’s ‘Shrouded Sky’ update meanwhile includes:
March’s update ‘Flashpoint’ will then add the following:
Finally, April’s Riven Tides updates will include:
In addition, the team confirmed that these updates will arrive alongside other smaller enhancements, including new quests; feats; trials; events; gameplay items; cosmetics; QoL features and more.
One of the biggest issues which live-service games suffer from is a lack of consistent updates. Fortunately for fans of ARC Raiders, it appears as though Embark are escalating the rate of content additions throughout 2026. Hopefully they can maintain this current cadence.
KitGuru says: Are you still actively playing ARC Raiders? What do you think of the updates released so far? Will 2026 be an even bigger year for the game? Let us know your thoughts down below.
The post New ARC Raiders roadmap confirms major content coming on a monthly basis first appeared on KitGuru.2025 was a big deal for Ubisoft, with the game publisher’s future being determined somewhat by the success of its releases throughout the year. After analysing their performance, Ubisoft made the surprise announcement that they would be engaging in a “major organizational, operational and portfolio reset” – which included the cancellation of the long-awaited Prince of Persia: The Sands of Time Remake among others. It appears as though this new reset does not have space for Watch Dogs, with one insider claiming the franchise to be “completely dead.”
During the latest episode of the Insider Gaming podcast, known industry leaker Tom Henderson spoke briefly on the future of the Watch Dogs franchise in the wake of Ubisoft’s ‘portfolio reset’ claiming:
“Instantly following the release of [Watch Dogs Legion], they moved on to another project that was in development for 3 or 4 years, and it got cancelled. It wasn't Watch Dogs. And as far as I'm aware at this moment in time, the Watch Dogs IP is completely dead.”
This isn’t too surprising, with a report from back in 2024 claiming at the time that the series was “dead and buried”. That said, in the wake of Henderson’s latest comments, another insider ‘Shinobi602’ suggested that the franchise’s death is “not exactly” true.
Though little else was offered in the way of additional details, the insider did reveal that their comments were not in reference to the upcoming Watch Dogs film.
Even so, fans of the franchise shouldn’t get their hopes up too much. With Ubisoft being one of the few publishers to continue going back to patch their previous titles with 60fps updates on current-gen consoles, upcoming Watch Dogs content will likely be relegated to similar enhancements and little else. We will have to wait and see, but the future of Ubisoft overall isn’t looking too positive.
KitGuru says: What do you think of Ubisoft’s recent restructure? Will it benefit the publisher in the long term? If you were in charge of Ubisoft, what franchises would you focus on? Let us know down below.
The post Insiders offer update on Watch Dogs following Ubisoft company restructure first appeared on KitGuru.Xbox’s Developer Direct showcase is a somewhat unique platform within the industry, with the event focusing on offering deep-dives into a select number of upcoming games as opposed to an onslaught of trailers for titles which could be many years away. That said, 2026 looks to be a pretty big year for Microsoft when it comes to video game releases – necessitating a second Xbox Developer Direct according to one insider.
As reported by known Xbox insider Jez Corden, Microsoft is said to be “exploring doing another [Developer Direct] this year,” adding that “if there’s a year to do it, it’s this year…so like don’t be surprised if we get another [Dev Direct] at some point.”
In case you missed it, the recent Xbox Developer Direct focused on 4 titles in total:
That said, as a publisher Microsoft has tons of other games planned to release throughout 2026, and so it makes sense that they would host a second showcase some time later this year. As of now, just some of the first-party Xbox titles set to arrive in 2026 include:
Other games which we know are in development but have yet to receive release windows include:
Additionally, 2026 marks a number of major anniversaries for Microsoft, with the Xbox itself celebrating 25 years, Blizzard hitting its 35th anniversary and Bethesda reaching its 40th. As such, it is expected that we will receive announcements related to all these major moments and more.
That said, Xbox has been rather fickle in recent years, and so their plans could change at the drop of a hat. We will have to wait and see.
KitGuru says: What do you think of Xbox’s Developer Direct format? Do you prefer it over Nintendo’s Directs and PlayStation’s State of Play? What do you hope will be shown off at the next showcase? Let us know down below.
The post Microsoft to host a second Xbox Developer Direct this year according to insider first appeared on KitGuru.Capcom has long been a fan of remaking its classic titles, with the Resident Evil series in particular seeing various remakes/re-imaginings over the years. Following the release of RE4 Remake, insiders have claimed that the lesser-appreciated Code Veronica is next in line for such a treatment – with additional details having now been shared.
Last week, known Capcom leaker DuskGolem commented on recent rumours suggesting that following RE4, Resident Evil 5 will be next in line to be remade, writing at the time:
“No, there is NOT a Resident Evil 5 Remake that's going to be announced this year. Instead, later this year a RE Remake that starts with ‘(C)’ & ends ‘(ode Veronica)’ is going to be announced, I promise you.”
Since then, another insider has offered additional details on this Code Veronica remake, with NateTheHate taking to Twitter to ‘confirm’: “Yes, Code Veronica is being remade & deep in development. Target of release is first half 2027.”
Assuming this to be true, Capcom is planning to announce the Resident Evil Code Veronica Remake some time later this year, with a release date then set for the first half of 2027.
Ever since the franchise saw a major resurgence with the release of Resident Evil 7: Biohazard in 2017, Capcom has kept to its RE releases being early on in the year, with 2021’s RE Village being the only title to launch later than April.
Assuming they continue with their current release strategy, expect there to be only a few months in-between the remake’s official announcement and release.
KitGuru says: Are you looking forward to Code Veronica? What month do you think it will be released? Let us know down below.
The post Insider offers additional details on unannounced Resident Evil: Code Veronica Remake first appeared on KitGuru.What happens when Kent decides to use the podcast as an SFF build livestream? What about a build using DDR4 memory?? It probably doesn't get more exciting than this.
Unless you…
AMD's Ryzen AI Max ‘Strix Halo' has been enjoying success in the high-end mobile landscape since its debut last year, finding a home in premium workstations, enthusiast-grade mini-PCs, and even a handful of ambitious gaming handhelds. However, with Intel preparing to field its own contender in the form of ‘Panther Lake-H', Team Red is reportedly not content to sit on its laurels.
According to VideoCardz, AMD is already refining the recipe with a successor to the current performance king, internally referred to as the ‘Gorgon Halo' family. This supposed refresh, likely to be marketed under the Ryzen AI Max 400 series banner, aims to maintain AMD's lead in the high-TDP integrated graphics space, led by the Ryzen AI Max+ 495. While the underlying architecture remains rooted in the Zen 5 and RDNA 3.5 framework, the transition to the 400-series nomenclature suggests some kind of improvement over its predecessor. As per the report, the most likely optimisations would be higher clock speeds, an enhanced memory controller, and potentially pushing LPDDR5X support beyond DDR5-8000.
![]()
The timing of these leaks coincides with the broader rollout of the ‘Gorgon Point' lineup, otherwise known as the standard Ryzen AI 400 series. These monolithic chips are currently making their way to retail shelves this month, marking a transitional period where AMD is essentially tightening the screws on its current silicon before a more substantial architectural shift. Reports indicate that ‘Gorgon Halo' engineering samples are already circulating among board partners, suggesting that while the Ryzen AI Max+ 392 and Max+ 388 were at CES 2026 just a few weeks ago, AMD is already working on their successors.
Looking further down the roadmap, the ‘Gorgon' generation appears to be the final refinement of the Zen 5 era before the industry pivots toward the ‘Medusa' series. That upcoming platform, rumoured for a 2027 debut, is expected to be the true ‘next-gen' leap, allegedly pairing Zen 6 cores with the RDNA 5 (or UDNA) graphics architecture.
KitGuru says: By deploying a refined 400-series Halo product, Team Red looks set to force Intel's Panther Lake to compete against a moving target, ensuring that the crown for the world's fastest integrated graphics remains on its side.
The post AMD is reportedly readying Strix Halo refresh for Ryzen AI Max 400 series first appeared on KitGuru.While the original target for the 1.0 release for Enshrouded was set for this spring, the studio has moved the window to fall 2026 to ensure the final transition is as polished as possible. This slight delay follows a year of significant expansion, including the Wake of the Water update, and reflects a commitment to addressing long-standing community feedback on combat depth and technical optimisation before the game reaches full release.
The studio also shed light on community milestones that highlight just how players have been involved in the world of Embervale. Over five million Flameborn have started their journey, collectively spending nearly 21,000 years in-game. Other impressive data points reveal that players have collectively farmed 1.3 billion plants and placed an equal number of water blocks. However, the dangers of the world remain ever-present, as evidenced by the over 52 million deaths from falls alone.
Looking ahead, the road to the 1.0 launch is split into two distinct phases. The upcoming spring update, labelled as version 0.8, will focus on the first iteration of the Adventure Sharing system, allowing creators to share their builds and bases with the wider community. This update will also include general polish and balance tweaks. As for the 1.0 release, it will evolve Adventure Sharing into a more robust creative toolkit with logic elements, traps, and enemy spawners. Furthermore, the 1.0 update is expected to unlock entirely new regions of the map, introduce smarter enemy behaviours, and deliver performance optimisations, such as faster shader compilation on lower-end systems.
In the more immediate term, Patch 13 has just dropped, bringing several QoL improvements, addressing specific combat criticisms by refining parry telegraphy and projectile accuracy, and fixing the somewhat unpredictable behaviour of exploding barrels. For those interested in customisation, a new vanity gear set is now available through Twitch Drops, though players can also earn the armour in-game by undertaking a new quest from the Huntress.
KitGuru says: Have you been playing Enshrouded? Do you think the upcoming updates up to 1.0 will fix the game's current issues?
The post Enshrouded 1.0 release window set for fall 2026 as game reaches over 5 million players first appeared on KitGuru.Pulsar has officially revealed its latest landmark collaboration with Nexon Games, introducing a product line inspired by the popular tactical role-playing game Blue Archive. This collection centres on the ultra-lightweight Pulsar X2 CrazyLight gaming mouse, featuring three distinct designs inspired by fan-favourite students from the academic city of Kivotos: Shiroko, Hoshino, and Nonomi.
The collection features the medium-sized X2 CrazyLight, a mouse highly regarded in the esports scene for its low weight of approximately 39 grams. Each unit in the Blue Archive series is equipped with Pulsar's flagship XS-1 sensor, supporting up to 32,000 DPI and a polling rate of 4000 Hz to 8000 Hz for near-instantaneous response times. A unique addition to this limited-edition release is a custom light-up USB dongle with an acrylic character stand, serving as both a functional wireless receiver and a decorative desk piece for collectors.
For users looking to upgrade their gear, these mice offer the latest Pulsar optical switches, rated for 100 million clicks, and a TTC Gold wheel encoder, designed to ensure the hardware is as durable as it is aesthetically pleasing. For customisation, there's a PC program and a web driver for your convenience. Button functionality, polling rate, and DPI can all be easily changed through your preferred option.
The Pulsar X Blue Archive collection is now available globally (excluding China) at a retail price of $149.95.
KitGuru says: The new Blue Archive X2 CrazyLight mice are an example that other brands should follow for collab products. The inclusion of the light-up character dongle is a brilliant touch that turns a standard piece of hardware into a unique collectable for fans without sacrificing the top-tier specs competitive players expect.
The post Pulsar and Nexon Games launch limited edition Blue Archive X2 CrazyLight collection first appeared on KitGuru.Expanding its footprint in the desk market, Endorfy has officially launched the Atlas Electric desk series, building on the foundation of its standard Atlas desks. The 2026 lineup introduces several key updates, most notably the inclusion of electric motors and Light Wood and Dark Wood finishes alongside the standard black and white options.
This launch focuses on providing a versatile platform for both professional and gaming environments, with the company offering the desks in two distinct sizes to accommodate different spatial requirements. The Atlas Electric series features a motorised height-adjustment system that enables a seamless transition between seated and standing configurations. The L model features a height range from 72cm to 120cm, while the more compact S variant operates between 72cm and 118cm. Both models include a digital control panel that can store up to 3 memory presets, allowing users to save their preferred ergonomic heights.
Structurally, the desks use a heavy-duty steel frame designed to maintain stability at maximum height. For the tabletops, Endorfy chose MDF rather than the more common, less durable particleboard used in entry-level furniture. The company says this choice enhances overall stiffness and moisture resistance, both of which are significant factors in long-term durability. The surface dimensions are well-suited to modern hardware, as the L model offers a 1500×760 mm workspace, while the S model provides a smaller 1140×600 mm footprint. To address the cable clutter typical of high-end PC setups, the desks include integrated rubberised grommets and a dedicated shelf for power strips, hiding the bulk of the wiring from view. The larger Atlas L Electric supports a total load capacity of 80 kg. In contrast, the Atlas S is rated for 50 kg, making the former more suitable for multi-monitor setups and heavy workstations.
Compatibility with third-party hardware has also been a design consideration according to Endorfy. The back edge of the Atlas Electric features precisely milled cutouts for monitor arm clamps, allowing users to mount displays without compromising the desk's placement against a wall. For those concerned with setup time, particularly with the smaller S model, Endorfy claims to have streamlined the assembly process with a more intuitive structural design and clearly labelled components. Some retailers already have these desks listed, with the Atlas L Electric going for around €300 and the Atlas S for €150.
KitGuru says: Which of the two sizes available would you prefer? What colour option do you like the most?
The post Endorfy expands desk lineup with Atlas Electric series first appeared on KitGuru.Watching an NBA game in the Apple Vision Pro feels like a glimpse of where sports and entertainment need to go, even if the path forward is still taking shape. Apple is clearly experimenting with what watching sports can feel like when you are no longer locked into a flat television broadcast.
I recently went onto the court at an immersive Lakers game from the confines of Ian Hamilton's Vision Pro I borrowed from him in New York City. This was not a live broadcast, I watched the game on demand via the Spectrum SportsNet app, after the fact, in guest mode on his headset wearing my own personal Dual Knit Band. The experience leaving my Quest 3 behind and spending extended time in an immersive Apple experience left me both impressed, and conflicted.
Viewers are given a choice about how to watch an NBA game in headset.
You can watch the game on a floating virtual screen, which already feels cleaner and more cinematic than a traditional TV. Or switch into fully immersive 180-degree 3D view for a full two-hour cut-together view of the game from start to finish. That second option is where the experience shows the most potential, but we also shouldn't dismiss the first mode. That first mode can be more easily shared in mixed reality with other apps and people, making the experience of watching there a bit like an IMAX version of an NBA game that's simultaneously without any of the typical distractions. Ian showed me a Jupiter environment in his headset too, and I could've watched the game there, surrounded by the gigantic planet and glimmering stars. All that said, instead, I dropped into the immersive mode for most of my time with the game.
In immersive mode, you are limited to a small set of camera perspectives and a singular timeline through the game. There are cameras mounted beneath each basket at opposite ends of the court, a ground-level center-court view, and a wider angle from up in the stands. Those angles are sufficient for following the game. Most intriguing about my time in this mode is that some of the most compelling moments had little to do with the action on the court.
The cutaways to commentators and sideline reporters stood out immediately. Interviews are presented in 3D and human scale, and that changes how you perceive the people on screen. You see their entire bodies rather than a cropped head-and-shoulders shot, and they feel more like they're standing right there talking to you. The sense of scale is immediate and lasting. You can also tell how tall these players actually are and start noticing details you would never catch on television, like a birthmark on a shoulder or sweat collecting along an arm.
An Apple Immersive NBA broadcast feels intimate in a way traditional broadcasts are not. That intimacy is powerful, but it also highlights a challenge immersive sports production will have to solve. At one moment, feeling present on the court can be a good thing, and the next it can feel uncomfortably close. Immersive broadcasts still need to learn where that line is, and how to stay on the right side of it from moment to moment. In something like the recent Tour De Force MotoGP documentary, the immersive filmmakers had quite a bit more time to prepare around a very specific narrative, and you can feel the difference moment to moment.
UploadVRIan Hamilton
For basketball, the immersive cameras provided terrific close-up views of plenty of interesting things outside the game too. Instead of watching commercials you're watching the Laker Girls during breaks, and their performances in 3D at human scale again reinforces the difference from television. You feel as if you are standing there, close enough to appreciate movement, spacing, and physicality. During commercial breaks, you can watch the crew wipe down the court, see players and staff milling about, and catch the in-between moments that usually disappear when the feed cuts away. Those behind-the-scenes details add texture and strengthen the feeling that you are actually inside the arena, not just consuming a polished broadcast.
The experience shows more friction once active gameplay ramps up. When using the center-court camera, the action constantly moves left to right and back again. That means repeatedly turning your head to follow the play unless the feed switches to one of the basket cameras. Over time, that motion becomes tiring.
I found myself wishing for more camera options, or better yet, the ability to manually switch views during the replay. An Immersive Highlights clip separate from the full broadcast pulls together some of the best moments seen from Apple‘s cameras over the course of the game, and at less than 10 minutes long, it offers a great way to see some of LeBron James’ best moments from behind the backboard without giving too much time to neck strain. Basketball broadcasts have always been built around wide shots that let you see the entire floor at once. In immersive VR at certain angles, the constant side-to-side motion means your head and neck are doing more work than they ever would in front of a TV or even at the game itself.
Even with the Dual Knit Strap, the Vision Pro is heavy and coming from extended daily use with a Meta Quest 3, I felt the Vision Pro's weight immediately pushing down on my face, and it stayed there throughout my time. For shorter sessions, it is manageable. For longer viewing, headset weight may be the biggest thing holding this use case back even if it isn't the only thing.
Immersive viewing isn't just the future of sports, concerts, and entertainment – it's here today, to quote William Gibson, just "not evenly distributed." The sense of presence here is too compelling to ignore. What feels less certain is how quickly the hardware evolves, how the technical implementation will improve, and how it will scale to become mainstream.
Ian's hands-on experiences with Steam Frame would suggest a much more lightweight experience that could be worn for extended periods, and he showed me how slim the Bigscreen Beyond headset is, which takes the minimal small and light form factor to the extreme. He also hasn't worn the Frame for an extended period, yet, and neither Apple nor the headset manufacturers have shown any indication that Apple's top tier immersive programming is coming to any headset other than one with an Apple logo shown at startup.
So, much as it was in 2016, and in 2024, right now immersive sports still feel like a glimpse of the future even if it works now. It is not a default viewing mode. What Apple is doing with Vision Pro and Apple Immersive is not a finished product. It is a preview. And as previews go, this one is strong enough to make me want more, even as it makes clear how much work remains to create a mass-market experience.
