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Adata XPG expands into the air cooler segment with new Maestro Plus cooler

XPG has announced a significant expansion of its component lineup, headlined by the company's first-ever CPU air cooler, the Maestro Plus series. The new cooler is launching alongside a new flagship mid-tower chassis, the Valor Air Pro, with the two products being marketed as an ideal “case x cooling” combo for PC builders.

The Valor Air Pro is the latest addition to XPG's Valor case series. It's a spacious mid-tower with support for up to E-ATX motherboards, graphics cards up to 400 mm long, and top-mounted 360 mm radiators. Available in black and white, the case retains the Air series' signature diagonal mesh front panel for high airflow and comes with four 120mm ARGB fans pre-installed.

Image credit: TechPowerUp

Making its debut in the air cooling scene, Adata XPG has launched the Maestro Plus air cooler series. XPG is entering the crowded air cooler market with the 42SA and the 62DA. Both coolers come with a digital display panel integrated into the top of the tower, providing real-time CPU temperature and usage statistics at a glance. More detailed performance graphs are available via the XPG Prime software.

Both coolers have a single-tower design and feature ARGB lighting to complement the case fans. However, the 42SA is considerably more compact than the 62DA. This difference in size is also reflected in the number of heatpipes, with the 42SA having four heat pipes and the 62DA having six.

KitGuru says: Are you interested in any of Adata XPG's new PC components?

The post Adata XPG expands into the air cooler segment with new Maestro Plus cooler first appeared on KitGuru.
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Windows 11 is getting a built-in Internet speed test

It appears that checking your internet speed is about to become a little easier for Windows 11 users. A new, hidden feature has been discovered in the latest Insider Preview builds that adds a network speed test option directly into the Taskbar's system tray, eliminating the need for third-party websites or apps for a quick diagnosis.

Spotted by user @phantomofearth (via Tom's Hardware), the new feature adds a “Speed Test” option to the right-click context menu of the network icon, as well as in the Wi-Fi quick settings panel. When clicked, it launches Bing's built-in network speed test tool in your default web browser. While it's not a fully native, integrated application, it's a very convenient shortcut that saves you from having to navigate to a third-party website to check if you're getting the speeds you're paying for.

Image credit: @phantomofearth

This is one of several new quality-of-life features that Microsoft is currently testing for future Windows 11 updates, alongside a more customisable Start menu and a dedicated handheld gaming mode for devices like the ROG Ally. Interestingly, these features are being developed independently of the major biannual updates, like the upcoming version 25H2, and will likely be rolled out to users when they are ready.

The new speed test functionality is currently hidden in the latest builds available to Windows Insiders in the Dev and Beta Channels and has not yet been officially announced by Microsoft. We'll likely see it roll out to all Windows 11 users in a cumulative update in the coming months.

KitGuru says: What other features would you like to see being implemented on Windows 11?

The post Windows 11 is getting a built-in Internet speed test first appeared on KitGuru.
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Study shows games with short early access periods are more successful

The Early Access model has become a staple of PC gaming, but a new report from industry analyst firm NewZoo suggests there's a fine line between a successful development period and staying in the oven for too long. According to its 2025 Global Games Market Report, there is a clear “sweet spot” for how long a game should be in Early Access to maximise its 1.0 launch success.

By analysing the correlation between a game's time in Early Access and its player retention in the first three months after full release, NewZoo (via Insider Gaming) found that the less time the game is in early access, the higher the average number of players.

Image credit: NewZoo (via Insider Gaming)

The study reveals that the average number of players reaches its peak during the early access period, which lasts for the first six months, then drops slightly between seven and nine months, and continues to decrease as the time in early access increases. For many long-running Early Access titles, the hype has already peaked during the beta phase, and the full release ends up being a non-event with little to no increase in the player base.

The report acknowledges some notable exceptions to this rule. The spike in performance seen for games in the 22-24 month bracket was driven almost entirely by the massive success of V Rising and Ready or Not. Similarly, Dave the Diver managed to explode in popularity after an eight-month Early Access period. However, NewZoo emphasises that these are outliers, and the general trend for most games is clear.

KitGuru says: While Early Access has been a huge benefit for many games, including massive AAA hits like Baldur’s Gate 3, this data suggests that a shorter period might be the best strategy for most cases.

The post Study shows games with short early access periods are more successful first appeared on KitGuru.
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Palworld will leave Early Access in 2026

Palworld has been in early access for over a year and a half but we are nearing the end of this journey. In a recent video, Pocketpair detailed its plans for Palworld 1.0, confirming that the game will leave Early Access next year. 

Since launch, Palworld has received five major updates, each adding new improvements and content for players to experience. The development team has “a lot of ideas” for where to take Palworld from here, but the goal first and foremost is to clean up a lot of lingering issues ahead of the 1.0 launch. This includes many of the game's self-described “quirks and jank”. Once all of those problems are ironed out, Palworld will be ready to leave early access. The current goal is to get all of this work done over the next year and release before the end of 2026.

As the development team focuses more on fixing up lingering issues, there are less resources to dedicate to new content development. As a result, the upcoming ‘Winter' update will not be as big as the previous update, titled Feybreak.

Pocketpair has so far not allowed the Nintendo patent dispute to hinder its development plans, although it did force the studio to make a few changes. The growing hope across the industry is that Pocketpair wins the lawsuit, as Nintendo has filed some rather suspect patents that would hinder many games across different genres if the patents are allowed to be enforced.

KitGuru Says: Have you played Palworld much since its early access launch? What would you need to see improved before the game leaves early access?  

The post Palworld will leave Early Access in 2026 first appeared on KitGuru.
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Xbox confirms new wave of Game Pass titles and plans for Black Ops 7 beta

The next wave of games for Xbox Game Pass have been announced, with new titles coming to PC, console and cloud. On top of that though, Microsoft has also confirmed plans for the Black Ops 7 beta, and Game Pass subscribers will get early access.

Call of Duty: Black Ops 7 won't release until November 14th, but as usual, there will be a beta test around six weeks before. On October 2nd, early access begins for the Black Ops 7 beta. Those who pre-order the game will get access on this date, but Game Pass subscribers will also get early access. The beta period for Black Ops 7 ends on October 8th, usually by the last few days, the beta is fully open to anyone on all supported platforms.

Now with the Call of Duty news out of the way, here is every game heading to Game Pass over the next couple of weeks, with platforms and dates included:

  • RoadCraft (Cloud and Xbox Series X/S) – Available Today
  • Call of Duty: Modern Warfare 3 (Console) – September 17th
  • For the King 2 (Console) – September 17th
  • Overthrown (Xbox Series X/S) – September 17th
  • Deep Rock Galactic: Survivor (Cloud, PC and Xbox Series X/S) – September 17th
  • Frostpunk 2 (Cloud and Xbox Series X/S) – September 18th
  • Wobbly Life (Cloud, PC and Xbox Series X/S) – September 18th
  • Hades (Cloud, Console and PC) – September 19th
  • Endless Legend 2 (PC) – September 22nd
  • Sworn (Cloud, PC and Xbox Series X/S) – September 23rd
  • Peppa Pig: World Adventures (Cloud, PC and Xbox Series X/S) – September 25th
  • Visions of Mana (Cloud, PC and Xbox Series X/S) – September 25th
  • Lara Croft and the Guardian of Light (Cloud, Console and PC) – September 30th

On October 1st, Game Pass Core will get an update. This is the base level service available on Xbox consoles as a replacement to Xbox Live Gold. Every six months or so, Game Pass Core gets updated with a few new titles, this time around, players can expect Warhammer 40,000 Darktide, Cities Skylines Remastered and Disney Dreamlight Valley.

KitGuru Says: Will you be installing any of the newly announced Game Pass titles over the next few weeks? 

The post Xbox confirms new wave of Game Pass titles and plans for Black Ops 7 beta first appeared on KitGuru.
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Phanteks debuts new XT V3 chassis, Premium Gen5 Vertical GPU bracket and Nexlinq Hub V2

This week, Phanteks has a fleet of products hitting the market. First up is the new XT V3 chassis, which is optimised for the new wave of Back Connect motherboards. On top of that, Phanteks is also debuting the Nexlinq Hub V2 and the new Premium Gen5 vertical GPU bracket. 

The Phanteks XT V3 chassis is designed to pack as much performance into as small a footprint as possible. Despite the small dimensions, the case still fits a 360mm liquid cooling radiator, and up to seven case fans in total, including fans positioned specifically for GPU airflow.

The Nexlinq Hub V2 is a centralised hub for your fans and ARGB LEDs. The new version has a slimmer design, making it easier to integrate within your build. A lightweight companion app will enable you to make changes to fan and ARGB settings from within Windows. By keeping the software lightweight, Phanteks aims to ensure responsiveness, removing any ‘jank' present on heavier fan and RGB management applications.

The final product on the list today is the Premium Gen5 vertical GPU bracket. This bracket can showcase graphics cards in vertical orientation, or at a tilted 30-degree angle. The bracket has its own D-RGB lighting for added visual flair.

The Phanteks XT V3 case will be available for £59.95 in the UK in both black and white colour options. The Nexlinq Hub V2 will go for £21.90 and the Premium Gen5 Vertical GPU bracket will cost £69.90, also available in black or white to match your case.

KitGuru Says: Are you planning a new PC build? It looks like Phanteks' latest trio of products could make for an interesting place to start. 

The post Phanteks debuts new XT V3 chassis, Premium Gen5 Vertical GPU bracket and Nexlinq Hub V2 first appeared on KitGuru.
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AMD launches new Ryzen PRO Zen 5 and Zen 4 processors

Today AMD is launching its new Ryzen 9000 PRO series processors for desktops. There are four SKUs for businesses to choose from, ranging from the Ryzen 9 PRO 9945 all the way down to the six-core Ryzen 5 PRO 9645. 

Today, AMD quietly revealed the new Ryzen PRO CPUs with an update to its website. There are three Ryzen 9000 PRO CPUs, all using the new Zen 5 architecture, and one new Ryzen 5 PRO 7000 series chip, built using Zen 4 CPU cores. In both cases, the CPUs sport AMD's PRO level technologies, designed for business desktops with added security features and streamlined manageability options to aid IT teams with deployment and fleet management. 

In the table below, you can find the specs for each new Ryzen PRO series CPU:

Processor  Cores / Threads  Boost / Base Frequency  Total Cache  TDP 
Ryzen 9 PRO 9945  12C / 24T  Up to 5.4 GHz / 3.4 GHz  76MB  65W 
Ryzen 7 PRO 9745  8C / 16T  Up to 5.4 GHz / 3.8 GHz  40MB  65W 
Ryzen 5 PRO 9645  6C / 12T  Up to 5.4 GHz / 3.9 GHz  38MB  65W 
Ryzen 5 PRO 7745  6C / 12T  Up to 4.3 GHz / 3.3 GHz  22MB  65W

These CPUs will be made available through OEMs shipping pre-built desktop PCs for enterprise from companies like Lenovo, HP and others.

KitGuru Says: While not relevant to gamers, those working in IT will likely start to see these processors popping up around office sites soon. 

The post AMD launches new Ryzen PRO Zen 5 and Zen 4 processors first appeared on KitGuru.
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Physical game sales made up just 3% of PlayStation revenue

Physical game sales have been on a downward trend for many years but with next-gen consoles due in the next few years, many have been anticipating the complete abandonment of the disc drive. Sony recently shared its latest earnings report, showing that just 3% of revenue came via physical game sales. 

In the recent breakdown of PlayStation revenue, Sony showed that 24% of sales came from hardware. From there, 20% of sales revenue came from Digital Software and just 3% came from physical software sales. Add-on content accounted for 29% of revenue, dwarfing game sales and hardware sales.

As for subscription services, the likes of PlayStation Plus and other network services brought in 14% of the overall revenue. As Eurogamer points out, this is a drop down from 17% in 2020, despite Sony's reported Monthly Active Users growing by double digit percentages.

The revenue breakdown shows why Sony has been distancing itself from disc drives. While the PS5 was originally designed with a disc drive in mind, Sony later shifted to only producing Digital Edition PS5 models and then offering a separate disc-drive attachment. It is expected that the next generation PlayStation 6 console will release without a disc drive, but Sony should continue to offer a disc drive attachment as an additional purchase.

KitGuru Says: Gaming has been a largely digital market for a long time now, especially on the PC side of things. Console gaming has taken longer to transition but numbers like this make it clear that console users largely rely on digital services now as well.  

The post Physical game sales made up just 3% of PlayStation revenue first appeared on KitGuru.
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Modders restore access to The Crew with both online and offline modes

Ubisoft faced a lot of backlash a couple of years ago when it made the decision to shut down The Crew and delist the game across all digital platforms. This decision ultimately kicked off the Stop Killing Games movement, which recently achieved its petition goals in the UK and Europe. Now, a group of modders have arrived to put things right by restoring access to the game for all. 

The Crew Unlimited has officially released this week. The mod completely was built by reverse engineering the entire game, figuring out how each figure works, and then emulating that functionality. The end result is a version of The Crew playable offline and restored online access for those who want to access multiplayer.

As noted by PCGamer, it took this small team a year and a half to put this together. If Ubisoft had just put in the work to implement an offline mode themselves, they could have avoided a whole lot of backlash.

Ubisoft has not yet commented on the existence of this mod, nor has any legal action taken place. However, we've seen publishers like Take-Two shut down modding efforts before, so if you own The Crew and are interested in maintaining access to the game, you should grab the files while they are still readily available from the official source.

While the mod is advertised as requiring a legitimate copy of The Crew to function, the mod does not actually have any protections in place to avoid pirated copies from using it.

KitGuru Says: Do you own a copy of The Crew? Will you be trying the new mod to restore access to the full game? 

The post Modders restore access to The Crew with both online and offline modes first appeared on KitGuru.
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Hell is Us Director calls Silksong’s surprise launch “a little callous”

Following years of leaks, rumours and little-to-no official details, Team Cherry finally released Hollow Knight: Silksong just under two weeks ago. Described by many as the GTA VI of indies, a suite of upcoming games were delayed in order to get out of Silksong’s way. While most took this on the cheek, Hell is Us’ Creative Director called the surprise release date “a little callous.”

Making an appearance on the Friends Per Second podcast, Hell is Us Creative Director Jonathan Jacques-Belletête spoke on the recent release of Hollow Knight Silksong and how it affected sales for the also-recently-released Hell is Us, stating:

“It's hard for me to not like say like when you know you're that big, I think a shadow drop is a bit…like wow. You know what I mean? Like you as a GTA 6 of indie, right? To shadow drop something like this is a little…is a little callous.”

Hell is Us Hollow Knight

According to the director, the team considered moving Hell is Us’ release date as a result, however “changing the date of Hell is Us would…would have been a pretty big endeavor,” necessitating a refunding of pre-orders; a realignment with marketing; reviews and more.

When asked whether he believed the release of Silksong impacted the sales of Hell is Us, Jacques-Belletête claimed “I can't prove it. I can't you know I don't have any specific numbers at least not at this time but I mean for sure, for sure it did”. That said, the director made sure to note that September being a relatively busy month for games in general was also likely to have contributed to the impact on sales.

As mentioned, a wide number of indie games were delayed as a direct result of Hollow Knight: Silksong’s release date announcement. While most of these devs made tongue-in-cheek announcements regarding the situation, it is interesting to hear more about what the developers were likely thinking internally upon hearing the news.

KitGuru says: What do you think of Silksong’s launch announcement situation? Was it ‘callous’ to not give developers a heads-up? Did Silksong’s release impact your game purchasing decisions for the month? Let us know down below.

The post Hell is Us Director calls Silksong’s surprise launch “a little callous” first appeared on KitGuru.
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KitGuru Games: The evolution of Borderlands

The Borderlands series pretty much invented the looter-shooter genre when the first entry in the now ubiquitous franchise launched all the way back in 2009. Two console generations and over 15 years later, Borderlands 4 is finally upon us, bringing with it more freedom, replayability – and of course – loot than ever before. That said, in amongst all of the sequel’s many changes and improvements, by far the most impactful is its overhaul to movement.

Borderlands 4 Movement

I’m a bit of a movement fiend, with many of my favourite titles gameplay-wise offering fast-paced moment-to-moment action on all fronts – from gunplay, to enemies and, perhaps most importantly, movement.

While the Borderlands series has over its numerous entries tweaked and improved the formula to make for a more satisfying overall experience, Borderlands 4 is finally addressing by far the franchise’s biggest downside: its movement tech. Thanks to this, Borderlands 4 now feels like a complete experience; once again sitting at the top of the looter-shooter podium.

Prior to discussing the innovations of Borderlands 4 specifically, I would be remiss to not mention the MANY performance issues which PC players in particular are suffering from currently. With the likes of frame rate drops, stutters and what appears to be a memory leak issue (among other performance woes), the Unreal Engine 5-developed title has quite the journey to go on before being deemed acceptable on PC.

Even on console, the experience is far from perfect, with noticeable framerate issues on PS5 across both graphics modes; the lack of a motion blur toggle and no Field-of-View slider – all of which can and do have an impact on the game's sense of movement and momentum. Hopefully these issues and more are all resolved in due course.

With that said, lets take a trip back to 2009 where everything started. The big claim to fame with the original Borderlands was the fact that the game featured a near infinite number of different weapons to pick up, collect and use.

Of course, a majority of these were simply alterations of a smaller subsect of guns comprised of random stats, but the incentive to collect and find your favourite gun aided in the sense of replayability – and ultimately satisfaction upon obtaining your desired ‘god roll’ weapon.

The gunplay itself was relatively floaty and lacking somewhat when it came to feeling the impact of the weapons themselves. Fortunately, the sheer variety of guns and their effects meant that the act of shooting still felt satisfying enough to keep players…playing.

In terms of movement and traversal however, Borderlands still had a long way to go. While perhaps less noticeable at the time, navigating the lands of Pandora is quite the slog, especially today. Of course, there were tech limitations at the time, necessitating the explorable lands being split up into segmented zones. Loading screens aside however, Borderlands 1 still felt somewhat sluggish due to the movement options available to players – or lack thereof.

Being a ‘modern’ shooter, Borderlands 1 did include many of the fundamentals: you could walk, sprint, crouch, jump, hip-fire, aim down sights, melee and shoot. Beyond this however, players wanting to navigate the zones of Pandora had to make do with poorly-controlled spawnable vehicles which could only be summoned at specific spots – or for those playing as Lilith – could use her ultimate ability ‘Phasewalk’ for a temporary boost in movement speed.

When compared to its contemporaries, Borderlands 1 DID do enough in the gameplay department to keep fans playing. More than 15 years later however and it has not aged too gracefully.

The same could be said for a majority of its sequels, with Borderlands 2 essentially serving as a more complete version of the first game (upping the variety on all fronts – including some movement skills for certain Hunters – while giving us a highly compelling villain to fight), and the Pre-Sequel being a spin-off of sorts.

That being said, the pre-sequel in particular did give us our first look at new movement tech, with its moon-based setting allowing for low-gravity areas.

It wasn’t until the launch of Borderlands 3 in 2019 however when we would see our first proper overhaul of the series' core gameplay.

Thanks to its longest development cycle yet and the added horsepower of the 8th console generation, Borderlands 3 brought a lot of new to the gameplay department. Beyond the additional suite of guns, grenades, Vault Hunters and enemies, Borderlands 3 introduced the biggest evolution in its movement and traversal yet.

Now, alongside the ability to walk; run; jump and crouch, you could also mantle objects; slide and do a big slam. Many of these are now fundamentals in first-person shooters and as such need little explanation. It is worth noting however that the slide in particular did feature a degree of momentum depending on the angle of the decline – certainly nothing new by that point but welcome nonetheless. 

While the slam attack is pitched primarily as being…an attack, it also serves as a nice and quick way to get to lower levels of a zone; and thus can be counted in the list of new movement tech additions.

Last but also least in terms of base mechanics, you’ve got new vehicles which allow for greater movement and handling; albeit with pretty much all of the same limitations as the previous games.

Beyond certain Vault Hunter skills which can boost movement, Borderlands 3’s Shield mods feature various flow-buffing boosts, including the possibility for increased movement speed, increased slide speed and enhanced slide distance.

Though relatively small in stat terms, these mods could allow for much improved traversal of the game’s zones – and if used correctly could be more effective than even the vehicles.

Speaking of the zones, Borderlands 3’s maps include a greater deal of verticality alongside fewer invisible walls which CAN make navigation more fun and rewarding, if you use the game’s new jumping and slamming capabilities.

That said, while the zones may be more detailed and complex, they still feel rather limiting, with momentum being halted often thanks to loading screens and some older design mentalities.

Once you’ve completed Borderlands 3’s main campaign you gain access to its post-game content, which includes the new Mayhem Mode. Though there is much more to the system than I will be touching on, for our purposes the primary modifier is in how it vastly speeds up movement and combat based on certain parameters.

While all of the core movement mechanics remained the same, them being amped up to 11 meant that each encounter would now feel even more action-oriented, fast paced and controllable but in a chaotic kind of way.

The biggest downside with this increase in movement speed is that it primarily applies to combat scenarios – with some of the boosts necessitating an enemy kill in order to activate. In this way, Borderlands 3’s late game movement tech was somewhat backwards in nature.

While I do appreciate being able to hop from one side of the arena to the other all the while raining down bullets, rockets and whatever else I have in my arsenal, non-combat areas felt even more comparatively sluggish as a result.

All in all, Borderlands 3 was easily the biggest jump (and slam) we’d seen in gameplay for the series up to that point, but it still left plenty to be desired. Cut to another 6 years later and Borderlands 4 is finally upon us; bringing with it a ton of new additions, highly-requested quality-of-life improvements and – most importantly – brand new movement tech.

One of my biggest gripes with Borderlands 3 was its continued use of relatively small zones which necessitated loading screens to navigate between them. Across the game, BL3 featured 6 different regions, each of which included multiple zones within them (up to a dozen in some cases).

Borderlands 4 has now cut this down to just 4 open-worldish regions which should not only allow for fewer stop-and-go instances, but offers more space for the game’s new movement mechanics to come into play.

Inspired by the likes of Destiny (another looter-shooter), Borderlands 4 now allows you to summon/digistruct a personal sparrow-like vehicle whenever you’d like. Alongside improved controls and manoeuvrability, this new system means that players will no longer have to trek to the nearest Catch-A-Ride garage in order to select a vehicle, spawn it, and then start heading to wherever you wanted to go. While certainly a game-changer in terms of convenience, the greatest additions are saved for the player characters themselves.

One of the best ways to boost a game’s sense of mobility is by giving players a grapple hook…and so Borderlands 4 has done exactly that. Not only does this have beneficial implications for combat itself, but of course you can now zip from area-to-area in any direction. Though this could make some platforming redundant, its benefits are far more all-encompassing.

The second primary piece of new equipment is the jetpack, which offers far more than just a single additional movement technique. Thanks to the influx of opportunities it presents, players can now double jump; glide omni-directionally; and dash for near-complete aerial freedom.

As is the case with the best movement-focused titles, Borderlands 4 allows you to chain your new abilities together in order to make for even greater moments of momentum. You could fling yourself in the air with a grapple, double jump for added height and distance; air dash forwards; follow it up with a glide/hover and end it all in a slick slide.

Of course, each of these mechanics present ample new opportunities during combat too, but on pure movement-feel, Borderlands 4’s potential is almost as infinite as its guns.

In many ways, the looter-shooter genre lives and dies with Borderlands. While there have been a few entrants into the space, Borderlands 4’s main contemporary in both budget and size is Bungie’s Destiny 2. Unlike Borderlands however, D2 is a free-to-play experience which focuses heavily on additional monetisation; and in being a live-service, sucking up as much of the players’ time as possible is the real goal.

Ergo, the loot in Destiny 2 is designed with a hefty focus on balance, extreme levels of grinding, and artificial limitations and time-gating in order to keep you coming back. In many ways, Destiny 2 is as much of a looter-shooter as it is an MMO – which is to say not much at all.

Bungie's idea of a loot chest

Despite this, D2 did have some things going for it over the Borderlands series pre-BL4. Aside from the act of running and perhaps sliding, Destiny 2’s movement far exceeded Borderlands, with players able to utilise various different types of assist abilities; from triple jumps to a directional glide and the iconic blink…albeit none at the same time.

Destiny 2 even has a dodge of sorts, which was better than the nothing Borderlands 3 gave you. Of course, as I touched upon earlier, Destiny 2 also eventually added a grapple hook as part of its Strand sub-class.

Although not really relevant to this conversation, D2 also featured Bungie’s highly satisfying first-person gun combat (though even the older Borderlands 3 was more than serviceable in that respect).

With the release of Borderlands 4, I can think of very few reasons as to why I would want to play any other looter-shooter. In the 6 years since Borderlands 3 came out, the genre has evolved very little, leading to fears that Gearbox would rest on its laurels.

Fortunately, Borderlands 4 (in my eyes) presents the full and complete package – and so I look forward to spending the next 250+ hours zipping across the planet Kairos…once the console FOV problems are fixed that is.

KitGuru says: Are you a fan of the looter-shooter genre? Is good movement in a game important to you? Why aren’t there many major looter-shooters out there? Let us know your thoughts down below.

The post KitGuru Games: The evolution of Borderlands first appeared on KitGuru.
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G.Skill Trident Z5 NEO RGB DDR5-6000MT/s CL34 128GB Review

At the time of writing, the largest dual memory kit offered by G.Skill is 128GB, available across four product lines. One of these is the Trident Z5 Neo RGB, available at DDR5-6000 with three latency choices. We review the CL34 model and find out just how well it performs.

G.Skill's Trident Z5 Neo RGB memory has been designed for overclocking on AMD platforms with EXPO support. It is available with a choice of two coloured aluminium heat spreaders and features customisable RGB lighting.

The 128GB DDR5-6000 kits are available in three latencies: CL32 (1.40V), CL34 (1.35V) and CL36 (1.25V). The CL32 has EXPO support only, while the other two support EXPO and Intel's XMP technology. The Trident Z5 Neo RGB kit we are reviewing here uses a pair of dual-ranked 64GB DIMMs (each using, according to the Thaiphoon Burner utility, 16 Samsung M-die ICs), EXPO rated at 6000MHz at 34-44-44-96 at 1.35V.

G.Skill backs the modules with a lifetime warranty.

Specification:

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Toby Fox offers updates on Deltarune in celebration of Undertale’s 10th anniversary

Toby Fox’s Undertale was a bit of a cultural phenomenon when the game first launched all the way back in 2015. In celebration of its 10th anniversary, Fox not only took a look back at the past decade, but also forwards into the future – offering updates on the current status of Undertale’s in-development sequel Deltarune.

Releasing a newsletter to celebrate the game’s 10th anniversary, Undertale creator Toby Fox announced a number of events which will be taking place in honour of this major milestone. Alongside the likes of a dev-playthrough of Undertale and a Japan-exclusive concert, Fox offered an update on the current status of Deltarune.

As of now, Chapters 1-4 of the sequel have been released for all to enjoy, with Chapters 5-7 currently being worked on.

According to Toby Fox “The early parts of Chapter 5 are complete, but need polish in optional areas,” with “the last 40%-or-so of the game” said to be “in a rough first pass state” – with the final 10% in a “prototyping state.”

Deltarune Fox

While the full blog post can be found HERE, Fox did offer fans a timeline of sorts for when to expect the full and complete version of Deltarune to be released, stating “Currently, we have one main deadline: I want to begin the translation by the end of 2025. After that point, gameplay changes will be acceptable, but large-scale text and story changes will be heavily frowned upon. Factoring the localization and testing… I don't think that the game will be released in the first half of 2026.”

With the very first chapter of Deltarune launching all the way back in 2018, it could very well be a decade before we get the final complete version of the game on our hands. That said, you can’t rush art, and so it will be exciting to experience the full story of Deltarune once it finally arrives “when it's done.”

KitGuru says: Are you a fan of Undertale? Have you been playing Deltarune as each chapter releases, or will you wait for the full game to come out? Let us know down below.

The post Toby Fox offers updates on Deltarune in celebration of Undertale’s 10th anniversary first appeared on KitGuru.
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Blizzard shows off Persona 5 skins ahead of Overwatch 2 crossover event

In the lead-up to Season 18 of Overwatch 2, the team at Blizzard officially teased the next major collaboration coming to the live-service Hero Shooter – revealing that SEGA/ATLUS’ highly-popular JRPG sub-series Persona 5 would be crossing over into Overwatch 2. With the event set to go live later today, the full suite of collaborative items/skins have been revealed.

Ahead of the crossover going live later today, the official Overwatch Twitter page offered a first proper look at all the upcoming Persona 5 skins – with 5 in total:

  • Wuyang as Joker (The Protagonist)
  • Mercy as Panther (Ann Takamaki)
  • Lifeweaver as Fox (Yusuke Kitagawa)
  • D.Va as Queen (Makoto Niijima)
  • Genji as Skull (Ryuji Sakamoto)
Overwatch Persona

Based on previous crossovers, expect each of these skins to set you back around 2500 Overwatch Coins, while including a couple extra items such as a unique pose, intro or name card.

Overwatch 2 is in a bit of an interesting spot. While the game was having its lunch eaten by Marvel Rivals following its launch late last year, the team at Blizzard have been making quite a few notable and welcome changes as a result of the added competition.

Even so, crossover skins are still crossover skins, and so expect to be coughing up quite a bit of change for the privilege of obtaining these time-limited items.

KitGuru says: What do you think of crossovers in live-service games? Are you starting to tire of the practice? Who’s your favourite Persona 5 Phantom Thief? Let us know down below.

The post Blizzard shows off Persona 5 skins ahead of Overwatch 2 crossover event first appeared on KitGuru.
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Xbox Series S optimisations made Battlefield 6 “better and more stable” across all platforms

The Xbox Series S has been a bit of a weird system, with the console offering a cheaper way to get into the current generation of gaming – albeit with plenty of compromises depending on the title in question. That said, while some developers have bemoaned the existence of the Series S, Battlefield developers at DICE have claimed that working with the console has made the upcoming Battlefield 6 “better and more stable” across all platforms.

In an interview conducted by the publication Kotaku, Battlefield 6’s technical director Christian Buhl spoke on the development of the upcoming shooter and how the lower-specced Series S factored into the equation, claiming:

“Xbox Series S does have less memory than even our mid-spec PC. And so there was a point…Oh, I want to say, like, 6 to 12 months ago where we kind of realized that a lot of our levels were crashing on Xbox Series S.”

Xbox Series S Battlefield

This ultimately seemed to have been to the benefit of the game however, with Buhl adding “We were doing so much testing…we were collecting all this data. Once we kind of started running all our levels through it, and were able to see where the problems were, after a month or two, we had kind of resolved all of our memory issues on Series S.”

As a result, Battlefield 6 is said to now be “better and more stable” across all platforms, not just the Series S, thanks to the optimisations made – describing the upcoming title as “super solid” and “performant.”

The full interview can be found HERE and includes discussions surrounding the possibility of Battlefield 6 coming to Nintendo Switch 2.

All that said, it is encouraging to see that in this instance, the existence of the Series S should make for a more improved experience across the board. It will be interesting to see exactly how the game runs on Series S across more scenarios when Battlefield 6 launches in a little under a month’s time.

KitGuru says: What do you think of the Series S almost 5 years into the generation? Has it been a net positive or negative? Let us know your thoughts down below.

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Keychron Q16 HE 8K is the world’s first all-ceramic gaming keyboard

Keychron is pushing the boundaries of keyboard materials with its latest announcement, teasing the new Keychron Q16 HE 8K. The upcoming 65% keyboard is claimed to be the world's first to feature a full ceramic construction, including the chassis and keycaps, and it's packed with high-end gaming features.

While we've seen ceramic keycap sets from third-party brands before, this is the first time a major manufacturer is offering a complete keyboard made from this material. According to Keychron, the full ceramic build provides a uniquely smooth typing experience, a desirable “thocky” sound profile, and a surface that remains cool to the touch. The keycaps themselves are a Cherry profile design, made to work well with the board's north-facing RGB lighting.

This keyboard is also loaded with top-tier gaming technology, including Keychron's “Ultra-fast Lime” Hall Effect magnetic switches, which allow for a customisable actuation point (down to 0.1 mm) and support features like Rapid Trigger, Dynamic Keystrokes, and Snap Click (Keychron's version of Razer's Snap Tap) for precise movement control. This is all backed by an 8,000 Hz polling rate for ultra-low latency input.

The Keychron Q16 HE 8K is set to launch via Kickstarter sometime in October, with both black and white colour options available. The company has not yet announced final pricing, but has a pre-launch page live for those who want to sign up for alerts.

Discuss on our Facebook page, HERE.

KitGuru says: Have you ever typed on a keyboard with ceramic keycaps? Would you like to try a full ceramic keyboard?

The post Keychron Q16 HE 8K is the world’s first all-ceramic gaming keyboard first appeared on KitGuru.
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Balatro 1.1 update delayed

The first major content update for last year's breakout indie hit, Balatro, has been delayed. The game's solo developer, who goes by ‘Localthunk', has announced that the 1.1 update will no longer be released in 2025 and has been pushed back to an indefinite date to allow for a healthier development pace.

In a blog post titled “I'm Slow”, Localthunk explained that the update had to be delayed because he needed more time and wanted to avoid the intense crunch that led to him being “well and truly burned out” after the game's hugely successful launch. “I'm a hobbyist developer at heart and I love to tinker”, he said, explaining that he has now “chosen to only work on the game like I did when the project began”, which is a much slower pace than the 12-hour days he was working previously.

As a result, the new official timeline for the 1.1 update is “it's done when it's done”. While apologising to fans for the delay and admitting he probably shouldn't have announced any date for the update, the developer reiterated that it's still coming out. He also confirmed that when it does arrive, it will be free.

Balatro was a surprise indie smash hit, a poker-themed roguelike that garnered millions with its addictive deck-building gameplay. While the delay of its first major update might be disappointing, the developer's transparency will likely earn a great deal of respect from the community. It's a welcome reminder that a healthier development process almost always leads to a better game in the end.

Discuss on our Facebook page, HERE.

KitGuru says: Have you played Balatro? What are you expecting from the game's update 1.1?

The post Balatro 1.1 update delayed first appeared on KitGuru.
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ASRock AI QuickSet brings popular Linux AI tools to Windows

Today, ASRock is announcing AI QuickSet WSL, a new tool to enable streamlined installation for multiple AI apps for Linux. The functionality also enables users to run Linux AI apps on Windows-based PCs and laptops.

This major update empowers users to more easily establish a fully functional Windows Subsystem for Linux (WSL) environment and deploy a suite of AI applications. Significantly, AI QuickSet WSL is built upon AMD’s latest ROCm software platform, offering great support for ASRock’s latest AMD Radeon RX 9000 series graphics cards.

Traditionally, creating a proper AI development environment on Windows involves a multi-step, cumbersome process and many tools have been developed for Linux, so it requires extra effort to get them running on Windows. ASRock's new Quickset WSL will simplify this process to just a few clicks, saving newcomers time and allowing seasoned developers to hit the ground running with minimal downtime.

The WSL environment is pre-configured for GPU acceleration with the latest RX 9000 series graphics cards. It comes bundled with PyTorch, Audiocraft for generating music from text prompts, Image/Manga Translator for image and manga translation, PixtoonLab for transforming portraits into cartoon avatars, and Video Background Remover & Changer for effortlessly removing or replacing video backgrounds.

You can download the ASRock QuickSet WSL software, HERE.

Discuss on our Facebook page, HERE.

KitGuru Says: Have you taken an interest in AI tools now that they are more readily available?

The post ASRock AI QuickSet brings popular Linux AI tools to Windows first appeared on KitGuru.
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Microsoft adds new Xbox controller functionality to Windows 11

Microsoft is in the process of reworking the Windows 11 UI to be fully navigable with an Xbox controller. We are going to see a preview of these changes when the ROG Xbox Ally handheld releases in October. PC gamers won't be left behind though, as a new Windows Insider build enables Task View via the controller. 

The new Windows Insider update introduces a new change to Xbox controller functionality. As spotted by The Verge, the Xbox logo button can now be long-pressed to bring up the Windows 11 task view, enabling you to switch between apps like Steam, Battle.net, Discord, the Xbox App etc without reaching for your keyboard and mouse.

The change aligns desktop functionality with the functionality of the upcoming ROG Xbox Ally handheld. Microsoft is also implementing new animations and other UI features to make the overall experience feel smooth and intuitive.

The Xbox button already holds multiple functions on PC. A tap of the button should bring up the Windows 11 Game Bar, while a long press will now bring up Task View. An 8-second press and hold of the button turns off the controller, so for the Task View, you'll want to make sure you lift your finger off the button after a few seconds.

Discuss on our Facebook page, HERE.

KitGuru Says: I used to use a program to use my Xbox 360 controller as a mouse in the early 2010s, and it had virtual keyboard functionality too. It has always puzzled me that Microsoft has not implemented that functionality themselves. We seem to have now finally reached the point where they are. The end result should be a PC gaming experience that feels closer to a console, while retaining the strengths of an open platform. 

The post Microsoft adds new Xbox controller functionality to Windows 11 first appeared on KitGuru.
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Resident Evil 7, Village and Requiem all coming to Switch 2 in February

While Resident Evil 7 and Resident Evil Village are already ‘playable' on the Nintendo Switch, the games are only available in cloud form, meaning they don't run natively on the Switch hardware. Now with the much more powerful Switch 2 on the market, Capcom can finally bring native versions of these games to Nintendo's home console hybrid platform. 

On February 27th 2026, Resident Evil 7 and its sequel, Resident Evil Village, will launch on Switch 2. The games will contain feature parity with the other console versions of the game and better yet, Switch 2 owners will be able to catch up on the story in time for Resident Evil Requiem, the grand finale to this trilogy of games.

Resident Evil Requiem (Resident Evil 9) will also release on Switch 2 on February 27th 2026, the same day as other platforms. Recent rumours suggest that the Resident Evil Remakes will also come to Switch 2, but it seems that we won't get confirmation on that until next year.

Currently, the Resident Evil Remake series spans three games – Resident Evil 2, 3 and 4. There is no word on whether Capcom will continue with the remakes for Resident Evil 5 and 6.

Discuss on our Facebook page, HERE.

KitGuru Says: Resident Evil has always been popular on Nintendo platforms, so this news should come as no surprise. Hopefully those remakes aren't too far off either. 

The post Resident Evil 7, Village and Requiem all coming to Switch 2 in February first appeared on KitGuru.
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Rockstar says Grand Theft Auto 6 will be ‘largest game launch in history’

Following the record-smashing success of Grand Theft Auto V, we are all expecting Grand Theft Auto 6 to sell well. The real question is, will it break all of the same records set by its predecessor? Rockstar seems to think so, as it confidently claims that GTA 6 will be the biggest video game launch of all time. 

Rockstar is preparing to release Grand Theft Auto 6 in May 2026. As part of that effort, they are getting the tools ready to collect user data for the latest version of GTA Online, data that will then be used to inform the decision makers signing off on post-launch content. As spotted by The GTA Base, Rockstar is hiring for a lead software engineer to aid in the set-up and scaling of this data platform for “what will be the largest game launch in history”.

While many analysts have discussed the expected level of success for GTA 6, Rockstar itself hasn't made its financial goals clear. However, the wording in this job listing makes it very clear – Rockstar is gunning for that #1 spot again. Previously, the success of GTA 5 caught Rockstar and the industry at large by surprise, now with the benefit of hindsight and planning, Rockstar will be looking to capture lightning in a bottle for a second time.

Grand Theft Auto 6 is due to release on May 26th 2026 for PS5 and Xbox Series X/S consoles. A PC version of the game is expected to release roughly one year after the console versions.

Discuss on our Facebook page, HERE.

KitGuru Says: Do you think Grand Theft Auto 6 will end up being the biggest game launch of all time? Or do you think rising costs may potentially hamper the game's growth? 

The post Rockstar says Grand Theft Auto 6 will be ‘largest game launch in history’ first appeared on KitGuru.
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Super Mario Galaxy Switch bundle to cost £70

While we aren't getting a new 3D Mario game for the series' 40th Anniversary, we are getting re-releases for two of the best 3D Mario games of all time – Super Mario Galaxy 1 & 2. Like most new games nowadays, the price is raising eyebrows, with the package costing more than Nintendo's previous 3D All Stars collection. 

As reported by VGC, the Super Mario Galaxy collection for Switch and Switch 2 will retail for £70, costing a hair under £35 for each game. This is more expensive than the Super Mario 3D All-Stars collection, which included Super Mario Galaxy, Super Mario Sunshine and Super Mario 64, and sold for £60 at launch.

While not billed as a remaster, the Super Mario Galaxy collection for Nintendo Switch will include a number of improvements. The game should run at a higher resolution compared to the original Nintendo Wii version. The game has also been expanded with some additional story content, all contained in Rosalina's Book, a mechanic that was originally introduced in Super Mario Galaxy 2 but will now be present in both games on Switch.

Nintendo has confirmed that it plans to release both games as separate purchases digitally on the Switch eShop.

Discuss on our Facebook page, HERE.

KitGuru Says: Super Mario Galaxy ranks highly amongst the best games in the franchise. Still, a £70 asking price is a tough pill to swallow for games well over a decade old. 

The post Super Mario Galaxy Switch bundle to cost £70 first appeared on KitGuru.
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Randy Pitchford goes to war against PC gamers following Borderlands 4 criticism

Borderlands 4 launched late last week and after a full weekend with the game, PC players have come away with the impression that the game was not very well optimised. This has led to a mixed overall score for the game on Steam and now, Randy Pitchford is tweeting out his many frustrations with PC gamers.

Randy Pitchford, the CEO of Gearbox, has been known for his social media rants. He has put together one for the record books this morning as he proclaims that Borderlands 4 is actually ‘very optimal' and blames PC gamers for expecting too much from their hardware.

“Every PC gamer must accept the reality of the relationship between their hardware and what the software they are running is doing”, Pitchford's thread begins. “We have made an amazing and fun and huge looter shooter campaign game. The game is pretty damn optimal – which means that the software is doing what we want without wasteful cycles on bad processes.”

Pitchford moves on to point out that Borderlands 4 has a bunch of features that will allow PC gamers to balance their frame rate and resolution. He then goes on to say: “For a campaign shooter looter, it is absolutely reasonable for developers to focus on default settings achieving 30fps on minimum specification and 60fps on recommended specification.”

“It is a mistake to believe or expect that PCs between minimum specification and recommended specification can achieve all of extremely high frame rate, maximum/ultra features, and extremely high resolution.”

One common complaint amongst the negative Steam reviews is the need for DLSS to achieve 60FPS+ frame rates, even on high-end hardware like an RTX 5080. While it is true that DLSS is a great performance tool, when we are dealing with £1000+ graphics cards, we tend to expect native 4K performance to be high, with DLSS providing the bump to get to ultra-high frame rates. As pointed out by wccftech, an RTX 5090 can't run the game at native 4K/60FPS – and that is a £2000+ graphics card.

While Pitchford's latest rant may be ill advised, there is a good chance that some of the performance issues in Borderlands 4 are not Gearbox's fault. Unreal Engine 5 is known to be a heavy engine that causes common performance issues across a range of titles, especially games with large open world areas. Rather than blaming the gamers for not being satisfied with sub 60FPS on hardware that costs thousands of dollars, perhaps the focus should really be on Epic Games and the fact that they've allowed a number of issues to persist for years.

A number of performance problems with Unreal Engine 5 are due to be fixed with the new 5.6 version of the engine, which includes new performance optimisations developed by CD Projekt Red for use in The Witcher 4. However, it is going to be years before we see these tools in practise, in shipped games. By that time, Epic Games will likely be gearing up the marketing for Unreal Engine 6.

Discuss on our Facebook page, HERE.

KitGuru Says: Have you tried Borderlands 4 since it launched last week? How is the game running for you?

The post Randy Pitchford goes to war against PC gamers following Borderlands 4 criticism first appeared on KitGuru.
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Star Citizen’s Squadron 42 reportedly won’t be at CitizenCon due to fresh delays

Fans hoping for a new, in-depth look at Squadron 42 at the upcoming CitizenCon event will have to temper their expectations. Cloud Imperium Games has officially confirmed that the highly anticipated single-player spin-off of Star Citizen will not have a presence at this year's show.

In a live broadcast (via PC Gamer), CIG's CTO, Benoît “Bault” Beauséjou, explained that the decision was made to keep the development team focused on hitting their previously announced release window. “We drew a line in the sand when we said 2026”, he stated. “I just know we're gonna do every single thing possible to make it, and part of that is not taking the time for the distraction of CitizenCon”. He stressed that the absence is not due to a new delay but rather a commitment to preventing one.

This focus on development also extends to the event itself. Beauséjou noted that this year's “CitizenCon Direct” will be smaller compared to the hours-long, deep-dive talks of previous years. The showcase will have a narrower focus on content coming to the main Star Citizen MMO in the next year, rather than a grand reveal of the 1.0 launch or other long-term roadmaps.

While the news will undoubtedly be disappointing for those eager to see more of the perpetually in-development title, CIG is framing this as a necessary sacrifice to get the game into players' hands. In the meantime, the main game continues to receive regular content updates as the long wait for Squadron 42 continues.

Discuss on our Facebook page, HERE.

KitGuru says: Have you played Star Citizen? Are you interested in Squadron 42? 

The post Star Citizen’s Squadron 42 reportedly won’t be at CitizenCon due to fresh delays first appeared on KitGuru.
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