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Outward 2 Preview – Doubling down on the Outward concept

2. Prosinec 2025 v 16:00

The original Outward was well received by players with its offering of an RPG with survival elements, where the world was dangerous and you had to use your wits to survive and make progress. Outward 2 looks to continue on and build on those foundations, making for a more densely packed and more dangerous experience as a result, and still without the compromises of fast travel or quest markers. We sat down with Guillaume Boucher-Vidal, the CEO and creative director of Nine Dots Studio, and producer Natasha Collin to play the alpha build of Outward 2, and find out what is in store for players.

“One of the four pillars of what we wanted to improve in Outward 2 was character creation, increase the the role play opportunities and like being who you wanted. And part of it is that we have three starting areas and they all come with a very different Quest that explains how a regular person ends up living a life of an adventurer.”, said Guillaume as we checked out the creation screen.

Players of Outward will be happy to know there are a lot more options available when designing your character to allow you to make them more personal, from body shape, skin colour, hair colour, styles, and various body markings. Once you have crafted how your character looks you then pick their base skill set and attributes. For those of you who really want a challenge, Deadbeat will provide you with the weakest and most vulnerable character build. While it is Guillaume’s favourite, he steered me away from that, so I settled on a book loving brute instead. Your choices will impact the dialogue options open to you and how some quests may play out, as well as your general survival skills in the world. When it comes to factions, you can only join one out and that is your faction for life. You can also not become an expert in every ability, so the decisions you make on which skills to learn need to be carefully thought through so you focus on a particular playstyle.

Outward 2 exploration

For this playthrough of Outward 2, we started in the new location of Haboob, a city which was cut off from the world for centuries surrounded by large flora and a persistent sandstorm. Only those who are exiled seem to leave the walls of the city, and for good reason. There is danger pretty much everywhere outside the walls for anyone unprepared. What you notice about Haboob is its distinct style of interesting architecture pierced with a purple lighting interspersed around, and a perpetual sandstorm above the vast cave system in which the city is located. This is one of three starting areas and depending on your choices you may not see Haboob until much later in the game.

You have your own apartment in Haboob, a market nearby where you can purchase items and weapons, and an opportunity to make a name for yourself, except that all comes crashing down after your first night because of Sebastian. In this story, you wake up to find a guard in your chambers looking for something only for Sebastian to kill him and place the smoking gun in your hands before disappearing. This is where the clock starts ticking as you only have 18 in-game days to track Sebastian down and prove your innocence or lose everything. Each day lasts an hour, so 18 hours seems like plenty of time to save your home, except Outward 2 is not forgiving when it comes to time. If you sleep, which you will need to, you will lose those hours. If you lose a fight and get knocked unconscious, you will lose time and have to deal with whatever situation you have woken up in.

There is no death in Outward 2, unless you play the Hardcore mode, where losing consciousness comes with a 20% chance of your save being permanently deleted. But for a regular playthrough, just because there’s no death doesn’t mean there’s no challenge. Depending on where you fall and your luck you may wake up in a friendly situation or in a dangerous one. In one situation I was found by the Menders, a group of helpers and healers that travel Auriel. They are also one of the factions you can join. They mended me up and even gave me information about Sebastian that I could use.

This was actually the first time Guillaume and Rebecca had seen this scenario play out, which was exciting for them too. I asked about how many different defeat scenarios would be in Outward 2. Guillaume responds, saying, “Hey, it’s a tough question. Like a lot, really? A lot. We need them because we die often and so if you keep seeing the same things it eventually gets frustrating. And we need different defeat scenarios for every dungeon as well. So like, that’s why it’s not a cutscene or something. It’s just a little bit of text.”

Outward 2 coop combat

Two of the criticisms that were levied at Outward included combat being stiff and the world itself be relatively sparse leading to prolonged sections of nothing happening. Guillaume and the team took those comments to heart, and the world in Outward will be more exciting to explore while retaining a similar size to the original’s map. On map Guillaume says, “The emptiness is one of those four pillars. The first one was character creation. The second one is making a world which is more alive. And so to do that, it has to be a bit more filled. You need to have a bit more random events, to have encounters that are not hostile, to populate visually the world a bit more. It will never be as packed as, say, one of those Ubisoft type worlds where you’ve got, like, every 30 seconds you got something coming at you. We’re not trying to do that. But even as you walk around in the city, I feel like it’s luscious. It has lot of places to visit, and when you’re outside, it is more dense than the first. We’ve got it similar in scope, but because it is more packed, it feels significantly bigger.

“[There are] four regions, four cities, lots of dungeons spread across regions. Normally, we calculated we have a budget of about six to eight dungeons, like major dungeons per area, and then we have many, what we call micro dungeons, so interesting destinations that might not take you an hour to just go through.”

Combat in Outward 2 has been improved with weapons have a wider variety of moves depending on direction inputs, and you can carry different combinations of weapons to inflict damage on enemies. For my playthrough I had a small axe in one hand and an ice pick in another, allowing for quicker attacks. Later, I equipped a trident that allowed slower but more powerful attacks, while also providing ways to evade incoming attacks. Locking on to enemies and moving around them gives a fluid feel to fights, but for some fights you do need to prep.

At one point, we came across a ghost in a cave, which could not be defeated with conventional methods. Guillaume took old clothing, tore it into linen, attached it to a stick, doused it in oil, and set it on fire, as the ghost was susceptible to fire magic. Outward 2 is a game where you have to think logically to come up with solutions or suffer the consequences. I drank straight from a stream which gave my character indigestion, but had I boiled the water, I would have been fine. Magic is another viable combat route in Outward 2 with various spells to equip and learn, but is not something that I saw in the alpha build.

Outward 2 coop inventory split screen

Outward 2 has had its development challenges with Guillaume saying that one of the biggest was switching engines from Unity to Unreal 5 partway through development – a decision made when Unity pitched the idea of the Runtime Fee which would have seen a charge applied to developers for game installs after a certain revenue point. “We were a specialist studio with 10 years of experience in Unity. Starting with Unreal was even worse, having to migrate the work that we had already done. So there is something that is lost in the process because the structure, the architecture of the game has to be thought of in terms of what are the strengths of the engine. So now we are kind of trying to massage it back into a shape that fits these strengths and weaknesses of Unreal Engine.”

Outward 2 is a project that clearly means a lot to Guillaume and the team at Nine Dots Studio, so I asked what kind of legacy do they want Outward 2 to have? Guillaume takes a moment to think before saying, “I want Outward 2 to prove that Outward was not a fluke and I want this game to be a complete expression of architecture. We’re not trying to be more accessible, but we want to attain a level of execution where the people who were not receptive to the first one. Now, we’ll know is it because we didn’t execute it well? Or was it because the vision is not for them?

“For Outward 1 I understand that some people like it was too rough for me – that’s valid. I want Outward 2 to be very tight. It’s the first game in a very long time that we are self-publishing. So it is a game that is about the emancipation of Nine Dots, and taking having more control over how we sell the game, how we communicate with players, how do we collaborate with other developers because we are acting as publishers as well.

“We were very successful with Outward, so we used some of that money to fund another studio called Ever Curious Entertainment and their game called Witherbloom. And we can just keep doing more of that if Outward 2 is successful, even a fraction of the success of Outward. Because we are self-publishing, we would keep so much of that success for ourselves and we would share that success.”

Outward 2 coop combat

Outward 2 is a game that will appeal to those that want an RPG with survival elements, where no quest log tells you what to do, no markers to pinpoint exactly where you are, and where you deal with cold, heat, hunger, and thirst as well as the dangers around you. It is a tough experience but Outward 2 comes across as a game that will reward those who persevere. If it is successful it could also see more studios benefit as Nine Dots expands into publishing, allowing for a more varied game industry at a time when it is needed.

Creative Aurvana Ace 3 Wireless Earbuds Review

28. Listopad 2025 v 11:35

The name Creative means a great deal in gaming and audio circles. Known as the creator of the Soundblaster range of PC audio cards, their range has expanded to include audio products of all kinds, from the excellent Creative Pebble series of speakers through to gaming headphones with SXFI technology. The Creative Aurvana Ace 3 is the newest edition of their ANC-equipped true wireless earbuds, offering a cost-effective alternative to Apple’s AirPods Pro 3 and the Galaxy Buds Pro 3.

The Aurvana Ace 3 are stem-style true wireless earbuds, available in an eye-catching translucent purple colourway, that’s matched through the charging case and each earbud. There is something quite retro about their look, with a mid-noughties vibe that brings an unexpected wave of nostalgia with it. When it’s paired with the silver band running down each stem, they’re certainly unique-looking, but if you’re hoping for a more understated option, this isn’t it.

They feel light in the hand, which diminishes that premium sensation, but it does mean that you can easily wear them for hours without any fatigue. The earbuds are rated for 7 hours, which is an hour less than the AirPods Pro 3 but an hour more than the AirPods Pro 2, with a total of 26 hours of playback with the charging case, all of which played out pretty effectively in our testing.

The charging case lid hinge is a little flimsy, but the body of the case itself feels solid and is the perfect size for chucking in your pocket. It also includes wireless charging, which is a very welcome inclusion. At half the price of their top-end rivals, it’s a good start for the Aurvana Ace 3.

The audio pairing and setup is a little more convoluted than its core competitors, though, as there’s a suite of features to set up to make the most of the Ace 3. The Creative app handles nearly everything here, but you also need the separate SXFi app, which seems unnecessary.

First, and perhaps most importantly, you use Mimi sound personalisation to create a listening profile. This involves a short hearing test – best done in a quiet space – and the results then tailor the output to your own ears. It’s a stark difference, particularly factoring in my 40+ year old hearing, and the years of damage I’ve done to them by, well, listening to headphones that I’ve turned up too loud.

After that, you can choose your EQ presets to tailor the audio to your personal taste, or delve deeper into a custom EQ setup. Even if you’re not clued up about audio, frequencies and kHz, it’s all easy enough to mess around with in search of the roght sound.

The Aurvana Ace sound very good indeed, even without any tuning. Part of that is the ability to utilise the best audio codecs out there, translating LDAC, AptX Lossless and AptX Adaptive into a seamless listening experience. The Ace 3 are equipped with Snapdragon Sound, so if your Android device meets the right specification, not only will you benefit from the high resolution audio, you’ll experience fewer connection issues, and benefit from exceptionally low latency, making your mobile gaming just that bit more enjoyable.

Putting them to the test with some of my favourite tracks, I was immediately surprised by just how detailed the audio was from the Ace 3. Billy Eilish’s No Time To Die sounded suitably epic, with her vocals sounding so precise that it felt as though she was singing directly to me.

Changing tack, the brutal cacaphony of Pupil Slicer’s Heather was delivered in spades, losing none of its venom on its way into your ears. It’s always incredibly satisfying to hear new elements in songs, and the Ace 3s combined technologies make that a certainty. The dual xMEMS drivers here certainly help with audio separation, and bass response in particular is fantastic, being rounded and full, without becoming overwhelming.

The hybrid ANC proved moderately effective at blocking out background noise, though it is a clear step behind the Airpods Pro 3 and Bose Quietcomfort Ultra, and on a windy walk to work, they struggled against the wind quite a bit. Still, at this price point, it’s effective enough, and with the quality of the audio itself being so high, I don’t think anyone will be too disappointed with their performance.

As with many less expensive earbuds, the touch controls aren’t quite as reliable as their more expensive brethren. The Aurvana Ace 3 does keep things pretty simple, and there’s only one touch point on the main body of each earbud, rather than a panel or squeezable section. That does make changing the volume less efficient, requiring a long press on each earbud to move the volume up and down, and if you’re running that’s a real pain, but it does work, once you’ve adapted to it.

Phone call quality is good, possibly helped by the ability to use Snapdragon Sound via the connection to my Honor Magic V5, and family members confirmed that my voice was clear and easy to hear during calls. It helps to wrap up a compelling package from Creative, and if you’re looking for an excellent-sounding pair of earbuds at a mid-range pricepoint, you’d be hard pressed to find better.

The Aurvana Ace 3 are amongst the easiest earbuds to live with in this price bracket, and though their RRP is £140, you can currently snag them for a slightly bonkers £90 via the Creative website. The Nothing Ear (3) are also worth considering, currently coming in at £139.99, though they have worse battery life than the Ace 3 and are noticeably heavier too.

Metal Gear Solid Fox Hunt Update 1.2.3 Adds Requested In-Game Features

21. Listopad 2025 v 11:00

Konami has released a new Metal Gear Solid Fox Hunt update that includes various tweaks to the publisher’s new multiplayer game while adding a much requested feature.

The most significant change here is how matchmaking works. Previously, players would need to manually select their region which could prolong waiting times depending on your chosen region and the time of day. Now the game will detect if matchmaking is taking too long, widening the search to all regions.

Metal Gear Solid Delta: Snake Eater Fox Hunt patch 1.2.3 is available to download across all platforms and will need to be installed in order to access the game. Here’s a rundown of what changes have been made.

Metal Gear Solid Fox Hunt Update 1.2.3 Patch Notes

  • Added ability to place enemy detection pings while aiming with a knife or gun.
  • XP can now be earned in custom matches.
  • Players will now be matched with others from different regions when matchmaking on their current server takes too long.
  • Extended the duration of invincibility after respawning.
  • Fixed an issue where invincibility after respawn was canceled by rolling or using Naked Sense.
  • Minor bug fixes and adjustments.

Fox Hunt launched on October 30th as part of the Snake Eater remake. In our review we scored the multiplayer mode a strong 8/10, saying:

“Metal Gear Solid Delta: Snake Eater’s Fox Hunt multiplayer mode rounds off one of the best remakes of 2025. It offers a surprisingly robust spin on existing battle royale and extraction shooter concepts, with smaller maps and match times working in its favour, successfully incorporating those stealth and strategy elements fans have come to expect.”

Despite our praise, we also noted the game’s lack of content at launch with two modes and a handful of maps. In some ways, this minimal offering works in Fox Hunt’s favour though the lack of a future roadmap is somewhat concerning. Hopefully we’ll hear more from Konami very soon.

Gioteck WX5+ Controller Review

20. Listopad 2025 v 11:27

If we rated things based solely on looks, the Gioteck WX5+ would immediately score top marks. This wireless controller for Switch, Switch 2 and PC boasts Hall Effect sticks and triggers and a pair of pro back buttons, but it’s the visual design that immediately grabs you. The delightful ‘Crayons’ livery is tied to RGB lighting, making this one of the most visually appealing controllers we’ve seen in a very long time.

At £24.99, Gioteck has also made one of the cheapest wireless controllers out there, especially considering all the features that Gioteck have crammed in. In terms of value, you’re simply not getting Hall Effect, programmable back buttons, RGB, a 3.5mm headphone socket, gyro and vibration anywhere else at this price point.

That budget pricing isn’t even immediately obvious when you pick it up. It is quite light in the hand, but the plastic that’s been used feels solid, and the textured grips help to keep it set in place.

Gioteck WX5+ buttons close up

While the Crayons livery is my personal favourite – who doesn’t want their controller to look like melted cake? – the other options are equally eye-catching, especially the 60s-flavoured Spiral and the multi-coloured mess of Doodle. If you’re a more serious type – or a teenage boy – there’s Dark Camo which is much more understated. There’s probably more chance of losing it, though.

Each of the analogue sticks houses colourful RGB rings as well, but it’s the performance of these Hall Effect sticks that’s most impactful. They’re pleasingly taut, returning to centre with a reassuring certainty, and they feel excellent in use. The Hall Effect tech should also mean that they are exceedingly long-lasting, outperforming standard potentiometer-equipped controllers that are more likely to suffer from stick drift.

Gioteck WX5+ rainbow crayons pattern

The triggers are also Hall Effect, meaning that they’re a touch more accurate, while also benefiting from the frictionless tech. You can also switch them between analogue and digital performance, potentially cutting out a few more milliseconds of reaction time when playing shooters and other competitive titles, even without physical lockouts, which are ultimately the only thing the WX5+ is really missing. If you’re playing on Switch or Switch 2, the whole analogue trigger thing will be lost on you, but in a multi-platform house it’s a nice thing to have.

The only component that I’m not entirely sold on here is the cross-shaped D-pad. It feels too large under your thumb, and the left and right response feels slightly different. It didn’t cause any problems while playing, but there’s something about it that doesn’t feel as well-made as the rest of the WX5+. The other face buttons, and the shoulder buttons too, are reliable and responsive, and it’s just a bit odd that the D-pad feels as different as it does.

Gioteck WX5+ back buttons and configuration

Around the back of the controller, there’s two programmable ‘pro’ buttons. These sit well under your middle fingers when you’re naturally gripping the controller, but with enough resistance to ensure you don’t accidentally activate them when you’re getting increasingly frustrated with purple shells ruining your peerless driving in Mario Kart World.

The Gioteck WX5+ is practically a no-brainer in a household that’s looking for a great-value second controller, and it even makes a compelling cost-effective argument against the official Switch 2 Pro Controller as a daily driver. In the hand, there is an obvious difference in terms of quality, particularly in the plastics used, but when you’re in the midst of the action, the WX5+ is a deeply reliable performer.

Mafia: The Old Country “Free Ride” update launches today

20. Listopad 2025 v 11:00

2K Games and Hangar 13 are rolling out their major “Free Ride” update for Mafia: The Old Country. Available across all platforms, this free addition to the crime sim prequel is chock full of new features, including a new, more open-ended way to experience one of 2025’s most overlooked video games.

The titular “Free Ride” mode, will allow players to immerse themselves in the criminal underworld of Sicily’s Valle Dorata as they complete a series of combat, stealth, and racing challenges away from the linear narrative campaign of Mafia: The Old Country. Completing these challenges will earn you Dinari which can then be used to purchase new outfits, weapons, vehicles, and charms that can be used in both Free Ride and the main campaign.

But that’s not all, other key features from today’s update include:

  • First-person driving for petrolheads who admire the game’s garage of vintage vehicles and dry-by vistas.
  • A dedicated photo mode feature for snapping cinematic in-game moments, character portraits, and gorgeous period environments.
  • Classic difficulty for made men seeking the ultimate challenge.
  • The all-new Cinema Siciliano mode that transforms Mafia’s visuals into a classic black and white movie, complete with an authentic-sounding audio filter.

mafia the old country free ride update

Overall, the Free Ride update for Mafia: The Old Country introduces a clever remix of gameplay elements that will certainly help add some longevity to what is the shortest Mafia game in the franchise. And while it doesn’t transform the prequel into a full open-world experience, the new Free Ride game mode will meet some of those Mafia purists half way.

According to Take Two Interactive, Mafia: The Old Country has exceeded the company’s expectations and, despite being snubbed by The Game Awards, it has received a generally positive reception from fans and critics. Hopefully, the game’s success will signal the viability of smaller, lower budget AAA games within the market that don’t all have to chase the same open-world or live service formulas.

Source: 2K Games

Dragon Quest VII Reimagined brings newfound beauty to a classic RPG

19. Listopad 2025 v 22:11

Dragon Quest VII Reimagined isn’t just a reimagining of the late PlayStation 1 era JRPG, it’s also a fresh approach to how Square Enix’s back catalogue can be revisited. We’ve had the pixel remasters of early Final Fantasy, we’ve had the HD-2D engine applied liberally to the original Dragon Quest trilogy, and there is, of course, the vast production for the Final Fantasy VII Remake trilogy. Dragon Quest VII, though, has been treated in a new, distinct fashion, and I love how it’s turning out.

Simply put, Dragon Quest VII Reimagined looks like dolls wandering around a diorama. Square Enix created these characters as real-life, physical dolls and then 3D-scanned them into the game to really capture the look, giving them a slightly otherworldly feel, but one that’s uniquely charming. They’re still animated as you’d expect from characters in a video game, as opposed to bobbing around like marionettes in a Thunderbirds episode, and combined with the style of the environments you get to explore, it comes together beautifully to help this remake stand out from the crowd.

My hands-on demo time took me to two early portions of the game, visiting the village of Emberdale just as it’s being shaken to its core by earth tremors. They think they’ve got it all in hand – just go ahead as usual with the Fire Festival to head up Burnmont to tribute to and appease the gods – but one of the village elders thinks otherwise and enlists you to try and help. As everyone troops up to the volcano and chucks flaming headgear down into the pit, you instead skirt past and descend into the magma tunnels to find the truth of the matter.

Dragon Quest VII Reimagined – puppets cutscene in village

Just as with the Nintendo 3DS remake of this game, Dragon Quest VII Reimagined does away with the randomised battle encounters and instead has all the enemies appearing in the overworld. It’s a significantly more modern approach that helps to ease some of the pain of running around and exploring the world, and gives you the chance to sneak up or time a Sudden Strike attack while still in the main game world.

This comes in tandem with a bunch of other quality-of-life improvements that are now fairly typical for RPG remakes, but always good to see. There’s a bevy of party automation which can be applied across all the characters or individually, giving them battle tactics to be more aggressive or defensive, to us magical abilities or focus on healing. This is already a massive time saver for basic encounters, but you can also speed up battles, dip in and out if battles are going to plan or not, and it’s just great to be able to cut through to the more meaningful moments.

Dragon Quest VII Reimagined – moonlighting vocations

You’ll still have plenty to do, though, thanks to the expanded Vocation system, allowing all the characters to ‘moonlight’ with a different class, blending their abilities together instead of entirely switching. Periodically in combat, this will also lead to characters getting ‘Worked Up’ and being able to unleash a powerful, vocation-specific attack, buff or ability that you can set up to aid your party composition. These can be really useful when toughing it out in a beastly boss battle.

Dragon Quest VII Reimagined – Kiefer combat

Jumping ahead in this adventure to the town of Wetlock, and the townsfolk have been captured by a man doing his best Pied Piper impression. Another bad guy to battle, eh? Well, not all is as it seems, and after battling some real hordes of slimes and other monsters – some of which combine themselves in large numbers, call in reinforcements and more – you get the truth of the matter. Wetlock has been flooded, but it wasn’t this old chap; he was actually saving people from the evil merman Gracos.

Once you reach him, Gracos proves to be a stern challenge, and it’s for these moments that you really want to pull back some of the automation and take more manual control to pick the best abilities, choose when to heal or defend, and generally make every moment count. The party has become more varied thanks to the addition of the wolf-raised Ruff and the battle dancing Aishe, and being deeper into the game means that there’s a huge array of abilities and spells to choose from across the board. Finding the most effective abilities, buffing the team and staving off Gracos’ worst is a fun juggling act.

Dragon Quest VII Reimagined – combat screen

Dragon Quest VII Reimagined is shaping up to be another fantastic remake from Square Enix. It’s a bit bewildering just how many different styles and approaches they’ve taken to revisiting their classics, but this takes a wonderful art direction and combines it with a great set of quality-of-life improvements while tweaking it to address the biggest criticisms. All in all, it should be the best way to revisit this adventure when it arrives next year.

Mafia: The Old Country “Free Ride” update launches today

2K Games and Hangar 13 are rolling out their major “Free Ride” update for Mafia: The Old Country. Available across all platforms, this free addition to the crime sim prequel is chock full of new features, including a new, more open-ended way to experience one of 2025’s most overlooked video games.

The titular “Free Ride” mode, will allow players to immerse themselves in the criminal underworld of Sicily’s Valle Dorata as they complete a series of combat, stealth, and racing challenges away from the linear narrative campaign of Mafia: The Old Country. Completing these challenges will earn you Dinari which can then be used to purchase new outfits, weapons, vehicles, and charms that can be used in both Free Ride and the main campaign.

But that’s not all, other key features from today’s update include:

  • First-person driving for petrolheads who admire the game’s garage of vintage vehicles and dry-by vistas.
  • A dedicated photo mode feature for snapping cinematic in-game moments, character portraits, and gorgeous period environments.
  • Classic difficulty for made men seeking the ultimate challenge.
  • The all-new Cinema Siciliano mode that transforms Mafia’s visuals into a classic black and white movie, complete with an authentic-sounding audio filter.

mafia the old country free ride update

Overall, the Free Ride update for Mafia: The Old Country introduces a clever remix of gameplay elements that will certainly help add some longevity to what is the shortest Mafia game in the franchise. And while it doesn’t transform the prequel into a full open-world experience, the new Free Ride game mode will meet some of those Mafia purists half way.

According to Take Two Interactive, Mafia: The Old Country has exceeded the company’s expectations and, despite being snubbed by The Game Awards, it has received a generally positive reception from fans and critics. Hopefully, the game’s success will signal the viability of smaller, lower budget AAA games within the market that don’t all have to chase the same open-world or live service formulas.

Source: 2K Games

Turtle Beach Racer Wireless Wheel Review

7. Listopad 2025 v 16:30

Steering wheels have to be one of the most inconvenient of gaming peripherals. There’s cables dragging everywhere, clamps for nearby tables or desk that never quite sit right, or the space needed for a full stand or seating rig, if you’re truly going to commit. Equally, there are few add-ons that make games as gratifying to play. Hurtling around a race track while you feather the real-world throttle, using your paddles to gear change, all the while fighting against the bucking realism of force feedback, can make you feel like a virtual Colin McRae or Max Verstappen. If you’re into racing games, they make themselves more or less essential.

Turtle Beach know all this, and with the Racer Wireless Wheel for Xbox, PC and Android, they’ve tried to make a steering wheel that’s easier to live with. It’s one that’s designed to slot into your gaming life – and your living room – with a practised ease, parallel parking its way into your heart. Largely, they’ve achieved that.

The first thing you’ll think when you grab it out of the box, is just how good it feels. This is a premium-feeling wheel, despite coming in at £139.99/$179.99. It is largely made from a combination of matte and gloss black plastic, with some rubberised grip sections on the left and right of the wheel, but it’s solid, clean-feeling plastic, centred by a bright yellow cut-out at the top of the wheel, to provide a modicum of colour and pizazz.

While most wheels immediately have you looking for the nearest desk or table edge, the Racer Wireless Wheel gives you more options, starting with some metallic lap tray inserts. These slide into place at the bottom of the wheel, and you lock them with the same rotating mechanisms on the top of the device that you use for the deck clamps. The underside of the curved metal has rubberised grips, and once you’ve got it set in place on your lap, it mostly stays where you want it to be, thanks in part to the grips and thanks in part to the pleasing amount of weight in the main body.

The weight plays a role in making the Racer Wireless feel like a premium product, but it certainly helps it to behave more like a traditional wheel, even when it’s not attached to anything. Thankfully, you can lock it into place in a table with the simple clamps, and things feel exactly as you’d hope they would with it secured in place.

Serious racers will then ask, where are the pedals? The answer is, there aren’t any, with the Racer Wireless wheel dealing with accelerating and braking by mapping it onto some analogue paddles. You’ll notice that this completely does away with manual gear shifts, but it’s best to remember just who this wheel is aimed at: casual racers who want to feel more connected to their racing games. For that, it does a great job, injecting fun and a dose of realism in equal measure.

The lack of pedals makes the setup that much more streamlined and simple to use as well, and it makes the Racer Wireless a unique option. There’s an accessibility angle here as well, where this control set up makes it more suitable for games with  a disability or injury that would make pedals difficult or impossible to use.

Across the face of the wheel, you’ll find all of the central inputs you need, and they feel solid and well-made – particularly the D-pad. I had no problem cruising through menus and making changes to the options in Forza Horizon 5, and other than the occasional moment where you might lose the touch memory of where some of them are, like the dinky shoulder buttons, they do exactly what you need them to do.

There are two customisable function buttons on the left side of the wheel, which can replicate any of the other main inputs, as well as a multifunction button that opens up the Racer Wireless’ other abilities, particularly its audio controls via the 3.5mm socket. You’re getting a full suite of Turtle Beach audio options, including four EQ’s and then various adjustments to mic monitoring and the like, though you’ll need the app to get to all of them.

You can make a bevy of adjustments to the wheel’s performance via the Turtle Beach Control Center 2 app – available for both Xbox and PC – from updating the firmware for both your wheel and the wireless dongle, to digging into the nitty-gritty of the wheel’s setup. I made the change from 360-degree rotation to 180-degree here, and it made a huge difference to my interactions with the wheel, as it felt so much less cumbersome to turn when not attached to a desk.

You can also alter the input levels for both the left and right paddles, and the wheel itself, adjusting deadzones for all three, as well as choosing between standard, precision and fast response times. I found that Fast suited me well enough, and made the Racer Wireless feel massively responsive, if a bit twitchy at times. It’s great to have that level of granularity though, in something that is more or less aimed at the more casual racer.

In keeping with the more casual, no-frills approach, there’s no force feedback or vibration, but you might not miss it once you start hammering around the track. Without those features, the Racer Wireless is capable of up to 30 hours of battery life, and that played out in our testing. In fact, it also holds onto its charge remarkably well too, and after returning from a week’s holiday, it had lost just a couple of percent.

The clear thing that was apparent from my time with the Racer Wireless wheel, was just how much fun I was having. It isn’t a one-to-one recreation of driving – far from it – but it does make racing games like Forza Horizon 5 come alive when you’re comparing it to a controller. It’s straightforward, and nearly as easy to pick up and play with as a regular controller. While I did once lose the 2.4Ghz dongle, there’s a handy slot in the base to keep it in when not in use, and you can always opt to go wired instead.

There was the occasional niggle. The selector switch at the side gives you two Xbox options, one for a wheel, and one for a controller where there’s no steering wheel option, but in F1 2025, it wouldn’t recognise either for driving the car. There is a sturdy list of supported games for both Xbox and PC, but F1 2025 isn’t currently listed, despite the previous two entries being there. Here’s hoping that more games are added in the near future.

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