Dying Light 2 was one of last year’s insatiable AAA time-sinks, designed to outlast any thought of refund or trade-in. It pulled dozens if not hundreds of hours from millions of players. And although that time slipped down the drain easily enough, happily wasted and easily forgotten, it’s now resurfaced—like a fatberg blocking up the sewers—in Spotify Wrapped-style presentations from the likes of Steam. Thanks, Gabe. Really, you shouldn’t have.

As it turns out, I personally spunked the equivalent of one-and-a-half working weeks on Techland’s overambitious zombie sequel. Being confronted with a hard figure like that, in the cold twilight of the new year, tends to prompt a little regret and reexamination. What was the motivation? Why did I settle on a 6/10 with my review editor at Edge magazine, and then go back for more?

(Image credit: Techland)

I can’t speak for other Dying Light 2 players, who perhaps sought escape or simply value for money. But I know that I was chasing something very specific. A high brought on a decade prior by the time trials of Mirror’s Edge—those taut yet freeform gauntlets made up of rooftop extractor fans, fire escapes and sudden chasms which made the best of first-person parkour. 

In Dying Light 2, as in Mirror’s Edge, navigation is almost always a high wire act that pushes you to think before you jump. But in timed challenge mode, that careful tread is balanced against a ticking clock. The toughest and most satisfying parkour trials in Dying Light 2 forced me to abandon the thoughtful approach in pursuit of pure speed if I was to stand a chance of reaching the top scores—firing myself forward with the assistance of my trusty grappling hook, while hoping that memories of recent runs would make sense of the blurred terrain as it flew by.

Those standout runs had to be teased out of the open-world morass of quasi-medieval Villedor, however. Dying Light 2’s parkour challenges are fairly numerous, but are uncovered organically, one by one, across the breadth of its city map—the largest part of which is gated behind campaign progress. And even then, many won’t be manageable until you’ve put in the hours with Techland’s skill tree. 

Wall running, sliding under objects, the emergency forward roll that saves you from pancaking after a long fall—these are all central components of the first-person parkour moveset which can be traced back to Mirror’s Edge. You’ll struggle to conserve crucial momentum without them. And yet they’re all buried beneath character progression in Dying Light 2, locked away until you’ve collected the necessary XP. As for that grappling hook, forget about adding it to your toolbelt until you’re deep into the hit-and-miss story.Neon White

(Image credit: Annapurna Interactive)

White hot

If the dim, flickering hope of proper parkour sustained me through Dying Light 2, then the release of Neon White in the summer was a blinding lightbulb. This is a game built almost entirely from first-person movement challenges, all timed and intended to be repeated in leaderboard battles with your friends. I say friends: I was driven on by the impressive performance of a former colleague I haven’t seen in years, and who probably has no idea I was using his scores as a high watermark. Nonetheless: cheers, Nick. Hope you’re well.

At first glance, you wouldn’t think Neon White has enough Mirror’s Edge about it to hit the spot. Its abstracted and lurid levels, built from severe and textureless towers and viaducts, evokes 90s shooters rather than the GoPro footage of real-life freerunners. And the parkour itself veers closer to Minecraft community efforts than DICE’s model. Press ‘w’ and you’ll move forward at a set velocity, gathering no momentum unless temporarily boosted by bombs or flowing water. Hit the spacebar and you’ll paint a floaty arc through the air, but won’t see any flailing limbs in your peripheral vision—only white streaks to suggest you’re travelling at speed. There’s no stamina bar, nor any way to interact with the ledges and walls in your path, other than to land on or circumvent them. 

All of this might strike you as a backward step for the parkour genre. Yet Neon White isn’t featureless. It’s focused. And its levels aren’t blank—they’re clean and easy to read, all the better for plotting a laser-guided route through. Their tidiness leaves room for a tactical layer, provided by a hand of cards which can each be used in one of two ways, either to fire a projectile at an enemy, or punctuate your parkour in some specific way. A pistol is also a double-jump. A rifle can be a horizontal dash. The uzi? A ground-pound that drops you like a plummeting elevator. By the time you’ve perfected a map, you’ll have decided exactly how to play each card and when—expending them with split-second precision.Neon White

(Image credit: Annapurna Interactive)

Map perfection is achievable not only by streamers and YouTubers who specialise in that sort of thing, but the average player—thanks to the Neon White’s tight scope and instant resets. It’s a kind of accelerated learning made familiar by micro-challenge platformers like Celeste and Super Meat Boy. Since you’re never more than a handful of seconds from your last wrong turn, you can correct your flaws, experiment with routes, and iterate on runs at breakneck pace. The curve from first contact to mastery can be drawn in just a few minutes, but it’s no trick—this is real, skill-based problem-solving you can be proud of.

Which makes it all the more frustrating to remember every time Dying Light 2 booted me back to the open world rather than letting me retry an obstacle course while it was fresh in my head. It’s understandable, of course: Techland’s sequel doesn’t just do parkour, but also exploration, scavenging, stealth, survival horror, first-person melee and branching narrative. Every part of that equation must be balanced with the rest, and none can take precedence—since variety in activities is a central tenet of the open-world formula. But looking back on the year, I’m grateful to Neon White for letting me skip to the good bit. Even if it did highlight just how many hours I’ve flushed down the u-bend.



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Dying Light 2 was one of last year’s insatiable AAA time-sinks, designed to outlast any thought of refund or trade-in. It pulled dozens if not hundreds of hours from millions of players. And although that time slipped down the drain easily enough, happily wasted and easily forgotten, it’s now resurfaced—like a fatberg blocking up the sewers—in Spotify Wrapped-style presentations from the likes of Steam. Thanks, Gabe. Really, you shouldn’t have.

As it turns out, I personally spunked the equivalent of one-and-a-half working weeks on Techland’s overambitious zombie sequel. Being confronted with a hard figure like that, in the cold twilight of the new year, tends to prompt a little regret and reexamination. What was the motivation? Why did I settle on a 6/10 with my review editor at Edge magazine, and then go back for more?Parkour in Dying Light 2

(Image credit: Techland)

I can’t speak for other Dying Light 2 players, who perhaps sought escape or simply value for money. But I know that I was chasing something very specific. A high brought on a decade prior by the time trials of Mirror’s Edge—those taut yet freeform gauntlets made up of rooftop extractor fans, fire escapes and sudden chasms which made the best of first-person parkour. 

In Dying Light 2, as in Mirror’s Edge, navigation is almost always a high wire act that pushes you to think before you jump. But in timed challenge mode, that careful tread is balanced against a ticking clock. The toughest and most satisfying parkour trials in Dying Light 2 forced me to abandon the thoughtful approach in pursuit of pure speed if I was to stand a chance of reaching the top scores—firing myself forward with the assistance of my trusty grappling hook, while hoping that memories of recent runs would make sense of the blurred terrain as it flew by.

Those standout runs had to be teased out of the open-world morass of quasi-medieval Villedor, however. Dying Light 2’s parkour challenges are fairly numerous, but are uncovered organically, one by one, across the breadth of its city map—the largest part of which is gated behind campaign progress. And even then, many won’t be manageable until you’ve put in the hours with Techland’s skill tree. 

Wall running, sliding under objects, the emergency forward roll that saves you from pancaking after a long fall—these are all central components of the first-person parkour moveset which can be traced back to Mirror’s Edge. You’ll struggle to conserve crucial momentum without them. And yet they’re all buried beneath character progression in Dying Light 2, locked away until you’ve collected the necessary XP. As for that grappling hook, forget about adding it to your toolbelt until you’re deep into the hit-and-miss story.Neon White

(Image credit: Annapurna Interactive)

White hot

If the dim, flickering hope of proper parkour sustained me through Dying Light 2, then the release of Neon White in the summer was a blinding lightbulb. This is a game built almost entirely from first-person movement challenges, all timed and intended to be repeated in leaderboard battles with your friends. I say friends: I was driven on by the impressive performance of a former colleague I haven’t seen in years, and who probably has no idea I was using his scores as a high watermark. Nonetheless: cheers, Nick. Hope you’re well.

At first glance, you wouldn’t think Neon White has enough Mirror’s Edge about it to hit the spot. Its abstracted and lurid levels, built from severe and textureless towers and viaducts, evokes 90s shooters rather than the GoPro footage of real-life freerunners. And the parkour itself veers closer to Minecraft community efforts than DICE’s model. Press ‘w’ and you’ll move forward at a set velocity, gathering no momentum unless temporarily boosted by bombs or flowing water. Hit the spacebar and you’ll paint a floaty arc through the air, but won’t see any flailing limbs in your peripheral vision—only white streaks to suggest you’re travelling at speed. There’s no stamina bar, nor any way to interact with the ledges and walls in your path, other than to land on or circumvent them. 

All of this might strike you as a backward step for the parkour genre. Yet Neon White isn’t featureless. It’s focused. And its levels aren’t blank—they’re clean and easy to read, all the better for plotting a laser-guided route through. Their tidiness leaves room for a tactical layer, provided by a hand of cards which can each be used in one of two ways, either to fire a projectile at an enemy, or punctuate your parkour in some specific way. A pistol is also a double-jump. A rifle can be a horizontal dash. The uzi? A ground-pound that drops you like a plummeting elevator. By the time you’ve perfected a map, you’ll have decided exactly how to play each card and when—expending them with split-second precision.Neon White

(Image credit: Annapurna Interactive)

Map perfection is achievable not only by streamers and YouTubers who specialise in that sort of thing, but the average player—thanks to the Neon White’s tight scope and instant resets. It’s a kind of accelerated learning made familiar by micro-challenge platformers like Celeste and Super Meat Boy. Since you’re never more than a handful of seconds from your last wrong turn, you can correct your flaws, experiment with routes, and iterate on runs at breakneck pace. The curve from first contact to mastery can be drawn in just a few minutes, but it’s no trick—this is real, skill-based problem-solving you can be proud of.

Which makes it all the more frustrating to remember every time Dying Light 2 booted me back to the open world rather than letting me retry an obstacle course while it was fresh in my head. It’s understandable, of course: Techland’s sequel doesn’t just do parkour, but also exploration, scavenging, stealth, survival horror, first-person melee and branching narrative. Every part of that equation must be balanced with the rest, and none can take precedence—since variety in activities is a central tenet of the open-world formula. But looking back on the year, I’m grateful to Neon White for letting me skip to the good bit. Even if it did highlight just how many hours I’ve flushed down the u-bend.



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If you aren’t in the loop when it comes to web3 tarnished, tech-brand anime, you should probably save yourself and close this tab now. XPG just dug its NFT hole a little deeper at CES 2023 with a full PC setup based around the main character of its own terrible anime.

A while back, the Adata subsidiary brand came out with Xtreme Saga. It’s a story of a strong female protagonist kicking butt and preaching about hope, justice, leadership, and empathy. While that may sound epic, sadly the concept was never done justice. 



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The new Razer Leviathan V2 Pro soundbar has just been announced at CES 2023, and it’s promising an AI-powered head tracking beamforming audio solution for the desktop. It all sounds pretty techno-forward, but thankfully I’ve had the opportunity to try it out at home over the past few weeks to see if it’s the real deal or not.

If you don’t already know, beamforming is when a signal is directed at something to better improve the signal strength and quality. It’s not just an audio thing, there are loads of uses for beamforming in regards to wireless signals, but that’s what Razer is using it for with the new Leviathan V2 Pro. Basically, the system will determine where you are and, through some neural network computing, beam the audio signal directly at your ears.

To do this, the Leviathan V2 Pro comes with a small infrared sensor array, located in the middle of the unit. The data from which is then fired through a neural network processor to sense where a user is, or more specifically where their ears are, to better create spatial audio. That data is then “immediately discarded” and never gets transferred to your PC or the cloud, so sayeth Razer (opens in new tab).

There are five 2-inch speakers included within the soundbar, operated with different interference patterns to keep the user in the sweet spot for audio, and a subwoofer that plugs in at the back to go on the floor.

So is this all worth it? I’m going to write a full review on this product soon enough, but I am pretty impressed with how seamless the audio shifting is as I move my head at my desk. You sit in the middle of your desk and the audio is firing right at you. You move to the left and the audio is firing right at you. You move to the right and the audio is firing right at you.

You get the idea.

There are a couple of modes onboard that work best in different scenarios: THX Spatial Virtual Headset and THX Spatial Audio Virtual Speakers. 

I quite like the THX Spatial Virtual Headset mode for listening to music. It delivers the aforementioned described beamforming effect but is mostly just a straightforward stereo, 2:1 listening experience.

(Image credit: Razer)

The Virtual Speakers, however, are a bit more involved, as they attempt to replicate a surround sound speaker setup without the hardware. I’m usually pretty sceptical about these sorts of features, as I don’t find the dip in audio quality to often be worth the positional audio gain, but I have to admit the Leviathan’s virtual speakers are pretty impressive. I ran a 5.1 speaker test locally on my machine and the positional audio is so much greater than the standard stereo output. Not a bad loss in quality either, though a little bit tinier on the rear left and right directions. I mean you definitely don’t want to listen to music with this mode enabled, but for gaming I could see this coming in handy.

First impressions have been pretty good, then. Though I was expecting to be blown away: it’s $400 (opens in new tab). That’s $150 more than the Razer Leviathan V2 (opens in new tab) we reviewed earlier in the year, let alone a normal pair of computer speakers (opens in new tab). That leads to my biggest concern so far: it’s a neat feature but definitely not a must-have one, and for that sort of money it’s likely a tough sell to most.

I have more testing I want to do with this soundbar before drawing conclusions. The Leviathan V2 Pro will ship from January 31, so there’s plenty of time to make my mind up before then. Stay tuned for that.



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The new Razer Leviathan V2 Pro soundbar has just been announced at CES 2023, and it’s promising an AI-powered head tracking beamforming audio solution for the desktop. It all sounds pretty techno-forward, but thankfully I’ve had the opportunity to try it out at home over the past few weeks to see if it’s the real deal or not.

If you don’t already know, beamforming is when a signal is directed at something to better improve the signal strength and quality. It’s not just an audio thing, there are loads of uses for beamforming in regards to wireless signals, but that’s what Razer is using it for with the new Leviathan V2 Pro. Basically, the system will determine where you are and, through some neural network computing, beam the audio signal directly at your ears.

To do this, the Leviathan V2 Pro comes with a small infrared sensor array, located in the middle of the unit. The data from which is then fired through a neural network processor to sense where a user is, or more specifically where their ears are, to better create spatial audio. That data is then “immediately discarded” and never gets transferred to your PC or the cloud, so sayeth Razer (opens in new tab).

There are five 2-inch speakers included within the soundbar, operated with different interference patterns to keep the user in the sweet spot for audio, and a subwoofer that plugs in at the back to go on the floor.

So is this all worth it? I’m going to write a full review on this product soon enough, but I am pretty impressed with how seamless the audio shifting is as I move my head at my desk. You sit in the middle of your desk and the audio is firing right at you. You move to the left and the audio is firing right at you. You move to the right and the audio is firing right at you.

You get the idea.

There are a couple of modes onboard that work best in different scenarios: THX Spatial Virtual Headset and THX Spatial Audio Virtual Speakers. 

I quite like the THX Spatial Virtual Headset mode for listening to music. It delivers the aforementioned described beamforming effect but is mostly just a straightforward stereo, 2:1 listening experience. Razer Leviathan Pro V2 soundbar on a desk.

(Image credit: Razer)

The Virtual Speakers, however, are a bit more involved, as they attempt to replicate a surround sound speaker setup without the hardware. I’m usually pretty sceptical about these sorts of features, as I don’t find the dip in audio quality to often be worth the positional audio gain, but I have to admit the Leviathan’s virtual speakers are pretty impressive. I ran a 5.1 speaker test locally on my machine and the positional audio is so much greater than the standard stereo output. Not a bad loss in quality either, though a little bit tinier on the rear left and right directions. I mean you definitely don’t want to listen to music with this mode enabled, but for gaming I could see this coming in handy.

First impressions have been pretty good, then. Though I was expecting to be blown away: it’s $400 (opens in new tab). That’s $150 more than the Razer Leviathan V2 (opens in new tab) we reviewed earlier in the year, let alone a normal pair of computer speakers (opens in new tab). That leads to my biggest concern so far: it’s a neat feature but definitely not a must-have one, and for that sort of money it’s likely a tough sell to most.

I have more testing I want to do with this soundbar before drawing conclusions. The Leviathan V2 Pro will ship from January 31, so there’s plenty of time to make my mind up before then. Stay tuned for that.



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The U.S. House of Representatives is currently in something of a crisis, as Republican leader Kevin McCarthy has failed in multiple attempts to be elected speaker of the house. This is an internal Republican spat but the effect has been to paralyse the government and leave the House unable to actually do anything. Or as the BBC puts it: Three days. Eleven votes. Still no US House speaker. (opens in new tab)

Unsurprisingly, Democrats are getting a bit sick of this, but Representative Jared Huffmann of California apparently decided to express his distaste through an echo of World of Warcraft’s most famous meme. During the latest vote to determine the next speaker, Huffmann voted for the Democrat Hakeem Jeffries, and he did so by shouting “Haaaakkkkeeeemmmm Jeffriiiieeess!”



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Not a moment too soon, we’re finally getting details of retail SSDs supporting the latest PCIe Gen 5 interface at CES 2023. We’ve already seen Phison showing off its latest E26 PCIe 5.0 controller chip (opens in new tab) in an engineering demo drive. But now we’re getting the actual retail drives themselves.

To briefly recap, PCIe Gen 5 doubles peak bandwidth over Gen 4. On paper, that means maximum throughput of 16GB/s versus 8GB/s. In practice, the maximum attainable actual bandwidth will be less due to various protocol overheads.



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2016’s Let it Die is a F2P brawler developed by Grasshopper Manufacture, which found its way to PC in 2018 (opens in new tab), and it’s a semi-decent game with superb presentation. The title was published by GungHo and, in October 2021, a sequel was announced, being developed by the Grasshopper spinoff Supertrick Games. Deathverse: Let it Die had a beta in summer of last year before launching in October, and was immediately beset by two problems: No-one was playing it and, when they were, connection issues abounded.

The game currently has ten players in it. Today’s peak number of players was 33. Deathverse’s all-time peak was 1,380 at launch (opens in new tab). These are not close to sustainable numbers for a F2P live service game and now, a scant three months after release, a new blog post announces the “suspension” (opens in new tab) of Deathverse this summer.



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This could be a bit of a reach, but were you attempting to transmogrify gaming and personal transport you might end up with something like the Dee, BMW’s future-gazing car concept (opens in new tab) for CES 2023.

The basic idea is a car that changes color in real time. Inevitably, the fine detail is techier than that and uses E Ink. In not-so-short, the concept car is covered in teeny tiny capsules filled with electro-active pigments that change color when a current is applied.



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Genshin Impact codes are one of the many reasons you might tune in to the version 3.4 livestream, other than to see what’s happening in the latest update. You can redeem these free rewards in-game or on the official website, and they’ll net you a tidy little sum of Primogems to help towards getting some new characters.

Other than doing your daily commissions, events, and opening chests, there aren’t too many ways to get Primos for no-spend players, so the regular livestream is always a great opportunity to bolster what you’ve been saving to pick up new characters, especially with Alhaitham and the long-rumoured Yao Yao arriving in version 3.4. 



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