During its State of Play event, Sony announced a PlayStation-branded gaming monitor that is coming to market next year. The display's specs are rather underwhelming compared to a litany of existing options on the market, though it does sport a clever feature that PS5 owners will appreciate—a built in charging hook for DualSense and DualSense
2023 saw Triangle Factory release Breachers, a popular 5v5 tactical shooter often described as VR’s answer to Rainbow Six Siege. Now, the studio is scaling up its ambitions with Forefront, a 32-player shooter that aims to bring the large-scale warfare and destructible environments of games like Battlefield to virtual reality.
Recently launched in early access, I’ve spent the past week storming the beaches of Forefront, and it successfully replicates many of the elements that make games like Battlefield so compelling. With just a few small changes, I can see Forefront becoming one of the more popular and successful VR games of its type.
The Premise
Forefront takes place in the near future of 2035, a time when an energy corporation known as O.R.E. has declared war against nondescript local governments over control of a rare mineral. The story is perfunctory, a plausible backdrop for vague military entities to shoot at one another. You play as a dude on one side of the conflict, and you’ve got to shoot the dudes on the other side.
It's structured around large-scale, squad-based multiplayer battles that pit infantry and land, sea, and air-based vehicles against each other. Each match unfolds with two 16-player teams fighting for control over sprawling maps full of semi-destructible environments.
Players choose to play as one of four (currently) classes: assault, engineer, medic, and recon (sniper). These class types will be familiar to most who have played shooters in the last 25 years, and each comes with their own sets of primary and secondary weapons, equipment, and abilities, and supplementary equipment. For example, the assault class can toss down an ammo resupply box while a medic can bring defibrillators out to revive fallen teammates.
Much of this will read as standard to the genre. And it is. The difference comes from VR.
0:00
/1:45
A montage of Forefront gameplay clips captured by UploadVR on Quest 3S
Gameplay
Forefront is rich with tactile mechanics. You manually reload weapons, grabbing and tossing an empty mag, replacing it with one ripped from your flak jacket, and chambering a round. Tossing a grenade requires stowing your primary weapon, yanking the grenade from its place on your body, and pointing with your free hand to direct where and how far you want the egg to go. Zip lines and parachutes need to be gripped.
Weapons respond differently depending on how they’re held (one or two-handed), and physical movement plays a large part in whether you’ll win a firefight. This immersion is a real strength. ADS (aiming down sights) feels realistic in VR. Tossing a grenade feels weighty. Despite a learning curve and the occasional awkward fumbling inherent in complex VR environments, the hands-on gameplay works really well to engage you in the moment.
The arsenal of weapons and vehicles is vast and impressive. Shotguns, SMGs, handguns, RPGs, assault rifles, and sniper rifles - everything that shooter fans likely expect is here. Tanks and helicopters and gunboats allow for drivers, passengers, and gunners to rip across the large environments fast and loud. There’s even a jet ski for when you want to fire up the Wave Race 64 soundtrack and take a break from all the fighting.
Progression is also familiar. Accomplishing in-game objectives, eliminating enemies, earning assists, etc., award experience for both you and your weapons. Leveling up provides character upgrades, load-outs, equipment unlocks, and more weapons.
Online network issues were non-existent in my time with Forefront on Quest 3S. There were plenty of available lobbies and matches, sessions packed with full squads, quick matchmaking, and reliable connections.
0:00
/0:27
A classic Battlefield-esque moment...
Visually it's impressive, the lighting is generally striking, and if we take a moment to notice, the environments are actually rather beautiful. Sound design is handled well, with directional audio being well-implemented.
In short, the structure and mechanics of Forefront bring together the tactical class roles, robust gunplay, vehicular warfare, and compelling progression mechanics of the established games in the genre. If the developers’ target was “Battlefield in VR,” Forefront is mostly dead on. It’s a great and uniquely effective game that brings VR shooters to a more even footing with their flatscreen counterparts.
But Forefront is not perfect.
0:00
/0:25
The Recon (sniper) class could use some work.
Collateral Damage
The Recon class is woeful, almost useless. Sniper rifles are the only primary weapons that the class can use, and as these guns stand right now, they are currently underpowered (not a one-shot kill) and almost impossible to use effectively compared with other classes.
While aiming through the scope is novel, since you have to physically raise the gun up to your eye like we've often seen in VR, actually hitting your target is extremely difficult. I've made some absolutely ridiculous snipes in non-VR gaming, but holding the rifle here feels jittery and imprecise with no aim smoothing option like Sniper Elite VR offers. You could argue that this makes sniping more realistic, but is Forefront a marksman training app or a video game? After a few hours with the sniper rifle, I abandoned the class secure in my opinion that the devs should add a very subtle aim assist.
I could also complain about the vehicles being rather pointless, since they're extremely fragile and short-lived. Also, the fully interactive guns can be finicky to use - instead of grabbing the stock, for example, our in-game hands grip the magazine or bolt. I’d also love to see the landscapes more densely populated by buildings and foliage.
Beyond these issues, which could be described as nitpicks or simply not my flavor, are several other almost glaring omissions of established genre norms. For example, Forefront doesn’t currently have any meaningfully implemented directional damage indicator, which means that you often can’t tell which direction you’re taking fire from. This is pretty irritating. There’s no pinging system, which makes communicating with teammates difficult for those who don’t want to mic up. Hit markers are vague, almost to the point of total irrelevance. There’s no party system.
Of course, Forefront is currently in early access, so there's still room to grow. Forefront’s current roadmap is extensive and displayed prominently on a whiteboard propped up on the deck of the virtual aircraft carrier that serves as the game’s main menu, and some of my issues are already noted. If Triangle Factory checks 60% of these boxes, they’ll have addressed 99% of the game’s current shortcomings.
But don’t be misled by those last few paragraphs of complaints; we're striving for balance, and the problems noted are ultimately minor. Forefront's core gameplay is solid, almost perfect for what it aims to be. Combat is exciting and tense, its VR gunplay is tactile and satisfying, and its environments are dynamic and engaging. Currently, it’s difficult to recommend another large-scale shooter over Forefront.
Forefront is out now in early access on Quest, Steam, and Pico.
VRider SBK Connect is a new companion app for the VR superbike racer, letting you race friends who own the full game for free on Quest.
Developed by Funny Tales, VRider SBK is an officially licensed VR racing game based on the Superbike World Championship that first appeared last year on Quest. Following this summer's PS VR2 and PC VR launch, the studio has released a Quest-exclusive companion app that lets your friends join you without everyone owning the full game.
Joined by a simultaneous update for the full game, VRider SBK owners can now create and host private multiplayer race rooms, letting Connect players join using a room code. Custom rules can also be selected to adjust the match type, number of players, circuit of choice, number of laps, and reputation settings.
If you've only downloaded VRider SBK Connect and don't have access to the main game, Connect also offers tutorials and the Hot Lap Practice mode, which lets you train on all of its official tracks with every bike unlocked. Connect owners can later switch to the full release via a paid in-game upgrade.
VRider SBK Connect is out now on the Meta Quest platform. While Connect isn't on these platforms too, the full game is also on Steam, Pico, and PlayStation VR2.
The PlayStation VR2 Sense Controllers are now sold by Apple, priced at $250, and the charging stand is included.
Apple added support for Sony's tracked controllers to Vision Pro headsets with visionOS 26, which released in September, but Sony itself doesn't sell them separately from its $400 VR headset.
The PS VR2 Sense controller support of visionOS includes 6DoF positional tracking, capacitive finger touch detection, and basic vibration support. The precision haptics of the controllers are not supported, however, and nor are their unique resistive triggers.
One of the first Vision Pro games to support the PS VR2 Sense controllers was the indie title Ping Pong Club, which we tested when visionOS 26 launched.
And three weeks ago, Resolution Games launched a title leveraging the controllers called Pickle Pro, a pickleball game with both local and remote SharePlay, so you can play against other Vision Pro owners in the same room or remotely over the internet as Personas.
The $250 price includes Sony's official charging stand.
The PlayStation VR2 Sense Controllers are available on the online Apple Store in the US, priced at $250, with Sony's official charging stand included.
There's no word yet on availability outside the US.
Technically, PS VR2 headset owners who lose or damage both controllers could also buy the package from Apple instead of a new headset, though it would probably be a better idea to get used replacements on a marketplace like eBay instead.
When it comes to updating a console’s firmware, Nintendo is typically rather conservative, with most patches offering little more than stability improvements and bug fixes. That said, Nintendo has now released their first big post-launch Switch 2 update, introducing a bunch of welcome changes and quality-of-life improvements.
Added symbols above software icons displayed on the HOME Menu to indicate whether the software is a physical or a digital version.
When finding users to send a friend request to, the Search for Users You've Played With option under Add Friend now includes people you've interacted with in your friends' GameChat rooms
Various other GameChat improvements
Expanded accessibility (text-to-speech) features
New low latency audio mode for Pro Controllers
Various options have been reworded for added clarity
While this update does not introduce anything on that level, it is encouraging at least to see Nintendo trying to make its Switch 2’s UX experience more seamless.
KitGuru says: What do you think of this update? Are any of the changes a big deal to you? Let us know down below.
Ever since the launch of the 8th generation of PlayStation / Xbox systems, we’ve seen general market trends change somewhat with regards to the lifecycle of a console. Despite being 5 years into its existence, Sony’s CFO has now confirmed that the PS5 is “only in the middle of the journey.”
“Our view is that compared to conventional console lifecycles. Looking at the PS4 lifecycle it seems to be getting longer and longer. Especially the PS4, which was launched in 2013 and it's been over a decade since then, but there are many active users enjoying the console… So from that perspective we believe that the PS5 is only in the middle of the journey and we are really planning to expand it even further.”
Whether this is indeed the case or not, we will have to wait and see, especially with rumours suggesting that the PS6 could arrive in 2028.
That said, given that the PS5 Pro still has plenty to offer (and is set to improve further in 2026 thanks to upcoming PSSR upgrades), it perhaps makes sense that Sony would want to keep their highly-successful generation going for as long as it makes sense.
KitGuru says: What do you think of the CFO’s statement? When do you expect the PS6 to release? Let us know your thoughts down below.
The Los Angeles store is located on Melrose Avenue. Meta describes it as its "flagship" retail location and says it spans 20,000 square feet, with multiple levels "specifically designed to highlight the features and benefits of our hardware".
Meta is also opening temporary "pop-up spaces" in New York and Las Vegas to demo its smart glasses:
The Vegas pop-up is relatively small, a 560 square foot space inside the Wynn, and opened last month.
The New York 5th Avenue pop-up will be much larger, at 5000 square feet, and is set to open "soon".
Meta Lab
Meta says it also plans to open a series of smart glasses "micro-stores", that may be similar to the hardware vending machines it had at Connect 2025. Snap tried that just under a decade ago for its original Spectacles smart glasses, but like the product itself, it didn't catch on.
All of this is in addition to the thousands of stores where Meta's smart glasses are already demoed and sold, thanks to its partnership with EssilorLuxottica, the owner of Ray-Ban and Oakley. But Meta's stores have the potential to include more technical staff who are aware of the intricate details of the devices, and they can include its Quest headsets too.
The 14-minute 'Flight Ready' Apple Immersive Video puts you on the flight deck of the USS Nimitz aircraft carrier as Super Hornets launch and land.
The USS Nimitz is the lead ship of the 10 Nimitz-class aircraft carriers of the US Navy, one of its 11 total current supercarriers. The Nimitz has been involved in the Iran hostage crisis, the Gulf of Sidra incident, the Gulf War, the Iraqi no-fly zones enforcement, and the 21st-century wars in Iraq and Afghanistan. In 2004 two of its Super Hornets reported that they encountered the now-famous "tic tac" UFO, a rapidly maneuvering white oblong flying object with no obvious means of propulsion.
What Is Apple Immersive Video?
The Apple Immersive Video format is 180° stereoscopic 3D video with 4K×4K per-eye resolution, 90FPS, high dynamic range (HDR), and spatial audio. It's typically served with higher bitrate than many other immersive video platforms.
We highly praised Apple Immersive Video in our Vision Pro review. It's not possible to cast or record Apple Immersive Video though, so you'll have to take our word for it unless you have access to a Vision Pro.
The new Flight Ready immersive documentary walks you through the flight deck of the USS Nimitz as it prepares for deployment, including the role of the pilots and crew on the deck itself and in the tower.
"The flight deck of a naval aircraft carrier is the most chaotic place on Earth", the narrator brings you into the film by declaring.
The video features many close-up immersive shots of Super Hornets launching and landing, as well as sweeping aerial views of the Nimitz sailing through the ocean as the jets fly by at low level.
It's an impressive use of the immersive video format that will appeal to any fan of military documentaries, and may induce some nostalgia for those who served at sea.
You can find Flight Ready in the Apple TV app, for free, exclusively on Apple Vision Pro.
Lest there be any doubt, AMD is already working on what comes next after Zen 6, which an updated CPU roadmap revealed at its Financial Analyst Day event remains on track to launch next year. The event is focused more on the business side of the equation, but there are still some high level details to be gleaned, including that Zen 7 is official.
We've
Lumines Arise is the puzzle series' best entry since the original PSP game, channeling Tetris Effect with a stunning presentation. Here's our full review.
For all the incredible things VR developers have achieved across the years chasing immersion and embodiment, it's a testament to Enhance's design that Tetris Effect remains a regular fixture in my VR library. This transcendent transformation of the classic 2D puzzler blew me away years ago with a wonderful audiovisual experience. Now, Lumines Arise walks a similar path.
The Facts
What is it?: A rhythmic puzzle game where you match 2x2 blocks to clear the grid, featuring optional VR support. Platforms: PS VR2, PC VR (Reviewed on PS VR2 via PS5 Pro) Release Date: Out now Developer: Enhance, Monstars Inc. Publisher: Enhance Price: $39.99
Lumines has always been its own series ever since the 2004 PSP game, which ironically owes its existence to series creator Tetsuya Mizuguchi being unable to secure Tetris' licensing rights. Calling Lumines Arise a spiritual successor to Tetris Effect feels strange in that regard, yet it's very difficult to avoid directly comparing them. The parallels are screaming, especially in its slick presentation.
0:00
/0:29
Gameplay captured by UploadVR on PlayStation VR2.
Make no mistake, VR is the definitive way to experience Lumines Arise. VR lets these stages truly come alive, providing a stronger sense of depth and presence in a way flatscreen platforms can't achieve. Each stage packs unique animated effects that show clear VR focused design, delivering memorable visuals ranging from rhythmic geckos to the giant man in shadow as its arresting soundtrack goes on.
Journey Mode is the heart of this adventure, normally offering four or five levels per area that play in a continuous sequence. Arise delivers a great range of unique stage designs, though stage transitions don't always feel like a natural continuation of each other. Game Over means you can retry from the beginning or continue from your current stage; the former is preferable for high score chasers, since continuing resets your score.
Beating Lumines involves forming 2x2 squares of matching colors, dropping blocks of the same size with different patterns onto your grid. Matching patterns then disappear as a line goes across the screen, the speed of which matches the soundtrack's tempo. Easy to learn, difficult to master, and so satisfying when it lines up perfectly, earning extra points with larger squares.
Every block placement is crucial since being careless is a fast track to failure, which is easier said than done to avoid. You can't switch out squares, so you're stuck placing whatever comes your way. Fortunately, there's a helpful new Burst mechanic you can activate at 50% charge to temporarily slow time. Useful for clearing out the grid quickly with its focus on one specific color, though I faced some very infrequent framerate drops during this on PS VR2.
Another handy tool here is a connecting block symbolized by a crosshair, which clears all blocks of the same color directly touching each other. These infrequent appearances can be a major lifesaver if grids start stacking up high, and watching dozens of squares immediately disappear brings an immediate sense of relief.
Impressive DualSense integration benefits Arise's gameplay well on PS5, with haptic feedback feeling like a crucial part of experiencing each song as you get into the rhythm. I do wish the Burst move had adaptive trigger support for that little bit of extra feedback, though it's a minor issue when the rest feels this good.
I'd recommend using DualSense (or a gamepad on Steam) since gameplay really doesn't need motion controllers. Having a D-pad is a massive help for precision when the speed increases, something the Sense controllers lack. On a related note, it's great to see Lumines Arise lets you adjust the sensitivity for the left and right analog sticks. More on that in the comfort section below.
Comfort
Lumines Arise is one of the more comfortable VR experiences for newcomers that you'll find, since gameplay doesn't use artificial locomotion.
DualSense and VR headset vibration can be turned off from the options menu, also supporting adjustable strengths for each. Some UI elements like the time limit display can also be switched off, though this doesn't apply to every mode. VR camera distance from your physical position and the playfield is customizable, and background motion can be turned off.
The accessibility tab lets you turn off spiders and snakes from appearing. Text size is adjustable, a color filter is available, and various visual effects can also be changed. Brightness and audio levels can be changed on a slider, too. Sensitivity sliders are available for both the left and right analog sticks. Lumines Arise also supports remappable controls.
There's a welcome strategic challenge that rarely overwhelms even when quick decisions are needed, yet its inherent gameplay design leaves Lumines Arise feeling slightly trickier than Tetris Effect. It's a captivating experience in its own right; both are great games, and Arise boasts an even stronger presentation that's more expressive than its predecessor in chasing synesthesia.
Perhaps it's unfair to overly compare the two despite the obvious similarities. However, Lumines' core mechanics fall slightly short of those same highs for me that Tetris Effect provides. If we're purely talking gameplay, the older title remains slightly more compelling. What's here is still highly enjoyable though, and this is very much a “your mileage may vary” situation.
Completing Journey Mode unlocks an endless Survival mode, which tasks you with beating the entire campaign in a single run. It's more challenging given that stages don't reset the blocks each time. If anything, it's a fine excuse to go back through Hydelic's incredible songs again - Arise, Serpent Clash, Autumn Fall, and Sunset Beach are some personal highlights. This electronic soundtrack has a wonderful range, and it's hard not to feel captivated in these moments. You can feel the emotion poured into this.
Clearing stages and other tasks earns currency that unlocks customization items for your character, Loomii, who represents you in the multiplayer hub. That same hub also features a 1v1 ranked mode called Burst Battle with crossplay support, and its only major difference from solo modes is that clearing squares sends additional blocks to your opponent. It's a great inclusion for playing online publicly or with friends alike, and creating custom rooms with adjustable rule sets provides a suitable unranked option, too.
There are a few additional options around the Hub, the most notable being the Leaderboard League with two modes. One is your standard 'Time Attack' mode that's simply clearing as many squares as possible in a time limit, while 'Dig Down' slowly increases gameplay speed as more blocks emerge from the bottom for some frantic fun.
Lumines Arise: How Does It Compare On PC VR?
This review is based on the PlayStation VR2 version via PS5 Pro, though I received Steam access not long before launch. Testing this with a Meta Quest 3 via the Virtual Desktop and Steam Link apps, I encountered no performance issues on the highest settings.
My desktop exceeds the recommended requirements, which you can find with the minimum specs on the Steam page. It uses an Intel i9 16-Core Processor i9-12900 (Up to 5.1GHz), 32GB RAM - Corsair VENGEANCE DDR5 5200MHz, and a 16GB Nvidia GeForce RTX 4070 Ti Super.
Other available choices include the missions area, which helpfully teaches you more advanced techniques in Lumines through tutorials, and clearing these also earns more currency. Challenges add some decent variety to the mix too, tasking you with goals like activating burst as many times as possible to keep this varied.
If you'd rather sit back and enjoy the shows, a 'Theatre' option lets you do that as the game automatically plays. That's easy to miss though as it's only in the Playlist section, which lets you create dedicated sets of unlocked songs after clearing them in Journey. Annoyingly, playlists are also the only way you can jump into individual songs by just selecting one track, so I hope Enhance adds a quick play mode in a future update.
Lumines Arise - Final Verdict
Lumines Arise is the best entry yet in this long-running puzzle series, building upon Enhance's work in Tetris Effect to create a mesmerizing audiovisual spectacle that shines even brighter in a VR headset. It's not as transformative as the older title and the core gameplay doesn't quite hit those same high notes, but that hasn't stopped Enhance from delivering a highly memorable journey. If you enjoy puzzle games, you won't want to miss this.
UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.
Android apps will soon be facing penalties for excess battery drain on the Play Store, but developers will be made aware of these issues and have time to fix them before they are penalized, per Google's latest Android Developers Blog post. This effort follows last year's addition of a beta metric to Android vitals dubbed "excessive partial
Speaking in an interview, Bethesda Softworks head Todd Howard confirmed that The Elder Scrolls VI is now in playtesting, but also that the full release of the game is still far off in the distance.
Since the original Elder Scrolls VI trailer dropped in June of 2018 (nearly seven years after Skyrim's November 2011 release), it's been another
This article serves as a continuously updated summary of currently known leaks and official announcements regarding upcoming hardware releases in 2025 and beyond. We cover and keep track of developments for Intel Panther Lake, Nova Lake, AMD Zen 6, NVIDIA's and AMD's upcoming GPUs, DDR6 and GDDR7 memory, chipsets and more.
Google is bringing some holiday gifting cheer via the November Pixel Drop, which focuses heavily on infusing Gemini AI capabilities directly into Google Messages and Google Photos, along with expanding critical safety (such as Scam Detection for messages) and productivity features to a wider global audience. Update roll out begins this week
The iPhone Air is one of Apple’s most impressive designs, with the impossibly thin phone capable of going toe-to-toe with other slim phones on the market. However, indications are the new form factor has been unable to spur sales the way the company was hoping for. This has led to Apple rethinking its plans for what it wants to do with the
Steam might be the near default choice for finding and buying games on PC, but Valve isn’t resting on its laurels, as it’s implementing improvements to the user experience. Thanks to the insight the company gets from its user surveys, it knows that gamers have screens with plenty of pixels to spare, and this update takes advantage of that
That's right: another Windows feature update is coming, but don't worry, because you probably won't get this one. Windows 11 26H1 is actually already available to Windows 11 Insiders on the "Canary" channel, which is the most bleeding-edge release of Windows 11. What features does this update bring? A few fixes for issues that only exist in
Instead of a triumphant touchdown, China held its breath as the three-member crew of its latest long-duration Shenzhou-20 mission remained orbiting the Earth, their return indefinitely delayed by an unforeseen threat: a cloud of fast-moving orbital debris. After initial silence over the matter, state media has now declared that what was supposed
The Fallout 4 Anniversary Edition has dropped for PC, PS5 and Xbox, but the update isn't being received particularly well on the PC side. Players have encountered new bugs on PC, as well as issues getting the newly-included Creation Club content working.
Fallout 4 Anniversary Edition is a package that includes the base game, all of the expansions, and a ‘Creations Bundle', containing 150 community-made mods from the Creation Club, all implemented into the game without any extra work needed. Unfortunately, the changeover to the Anniversary Edition has not gone as smoothly as Bethesda had hoped, with the ‘Creation Bundle' garnering a negative overall rating on Steam.
Some of the top-rated reviews right now say that Fallout 4 has become buggier since the update. Others have had issues getting the new creation club content at all and others are now facing crashes. A common complaint on the PC side is that the update has broken other mods, which isn't exactly uncommon for a heavily modded game after an update, but the newly included creation club content could be causing its own share of conflicts between files.
There were some initial issues with Skyrim when it received its Anniversary Edition upgrade years back but Bethesda was quick to resolve conflicts and due to the popularity of Skyrim modding, many popular mods were also updated to support the new version of the game. Time will tell if the same takes place with Fallout 4.
Microsoft has updated the Xbox Game Development Kit (GDK) with a suite of new features, suggesting that the next-generation Xbox could be a hybrid device that combines console and PC gaming capabilities. This follows rumours of such a device, Microsoft's own experiments with the ROG Ally X handheld, and its push for an ‘Xbox Full Screen Experience' on Windows.
A 10-minute video (via Windows Central) on the Microsoft Game Dev YouTube channel details the October 2025 GDK update, highlighting four key features designed to help developers prepare for this potential future. Starting with GameInput, this new API standardises input across keyboards, mice, Xbox gamepads, and custom controllers. It allows developers to use a single codebase for all input methods, ensuring a consistent experience across different device types—a crucial step for a hybrid platform.
Then, there's PlayFab game saves, which enable true cross-platform saves without requiring developers to build their own bespoke systems. While some games already offer this feature between consoles and PC (via Steam), PlayFab provides a unified, platform-agnostic solution that works out of the box. There's also the Xbox Game Package Manager, a tool that has been overhauled to streamline the process of making games ‘Xbox Play Anywhere' compatible. A single interface now handles packaging for both Xbox and PC, replacing a previously multi-step process that was prone to errors. Lastly, the Cross-Platform Gaming Runtime enhances social connectivity between platforms, enabling developers to integrate Xbox social features directly into non-Xbox versions of their games, including those on Steam.
While Microsoft has not explicitly confirmed that these updates are for a next-gen hybrid console, they certainly point towards a future Xbox experience that is far more PC-like.
Who would have guessed that Apple would eventually become a strong value play in the laptop space? Sure, there are some decked-out MacBook Pro laptops that command a hefty premium, but there are also far more cheaper options that offer a lot of bang for your buck, especially as we head into the Black Friday shopping season. Just look at discounted
It is no secret that 2025 has been a down year for Destiny 2, but we've yet to see Bungie or Sony publicly acknowledge it. That changed this week during Sony's latest earnings report, with executives confirming that the game hasn't met the expectations set at the time of Sony's acquisition of Bungie.
In a Q&A at the end of the earnings call, Sony CFO, Lin Tao, stated that “the level of sales and user engagement have not reached the expectations we had at the time of the acquisition of Bungie”. While fans have suspected for a long while that the Bungie acquisition has not gone well for Sony, this is the first time we've seen a public acknowledgment of goals not being met.
Here is the full statement from Tao (via Eurogamer): “Regarding Destiny 2, partially due to the changes in the competitive environment, the level of sales and user engagement have not reached the expectations we had at the time of the acquisition of Bungie. While we will continue to make improvements, we downwardly revised the business projection for the time being and recorded an impairment loss against a portion of the assets at Bungie.”
While Bungie was brought in to be the kingpin of live-service games for PlayStation, Sony is actually making the most of its money in this sector elsewhere. In particular, Tao cited games like Helldivers 2 and MLB: The Show as key contributors to Sony's growing live-service revenues.
KitGuru Says: Renegades is coming up soon, which should bring a spike to Destiny 2 and if its good, Star Wars fans who have not previously played Destiny may jump on board.
Leaked CAD renders, circulating after the apparent cancellation of the ultra-slim Galaxy S26 Edge, show Samsung returning to the stalwart Plus variant, this time sporting a different camera module design. For awhile now, Galaxy S phones have had an almost flush camera setup with individual lenses protruding from the backplate. Now, the Galaxy
Ookla, the company best known for its online connection testing service, is moving beyond browser tabs and mobile apps, entering the dedicated hardware segment. The newly announced Speedtest Pulse is a portable network diagnostic device designed specifically for ISPs and enterprise IT departments that need to validate connections on-site.
The Speedtest Pulse is designed to address the common support headache where the root cause of a “slow internet” complaint could be anything from the ISP entry point to poor local Wi-Fi coverage or just an aging client device. Speedtest Pulse is intended to provide a standardised, smartphone-based validation tool for technicians in the field to isolate these issues.
At launch, the hardware focuses on its Active Pulse mode. This allows technicians to run immediate, guided tests during new installations or trouble calls. The system can determine whether the issue resides in the ISP, the local Wi-Fi environment, or a client device. It can then generate a performance report that serves as a baseline for that particular installation, which can be referenced later if problems arise.
Perhaps more interesting for long-term troubleshooting is the planned Continuous Pulse feature, though this is not scheduled to arrive until 2026. This future update will enable the Speedtest Pulse to function as a “leave-behind” probe, monitoring connection performance over time to detect intermittent faults that often disappear the moment a technician arrives on site.
The hardware leverages Ookla's existing global network of over 15,000 testing servers to ensure the results match what users see on their own devices. All data collected by the Pulse integrates directly with the company's Speedtest Insights platform for centralised analysis by support teams.
KitGuru says: For mainstream users, the Speedtest Pulse is overkill. However, for professionals who manage large IT parks or frequently work with networks, it should make their job much easier.