Gaming
The Razer BlackShark V3 Pro might be the comfiest headphones I’ve tried
The memory foam cushioning is divine.
Despite being a self-professed audiophile, I have always had a problem with wearing headphones the whole day. Sooner or later, the weight just becomes too much. So, when I saw the Razer BlackShark V3 Pro with its thick cushioning, it was love at first sight.
But will that love last?
Lookin’ like a succulent pork belly
Obviously, I’m exaggerating, but the head strap really does look like a pork belly because of how thick it is. And that’s not a complaint, either.
The BlackShark V3 Pro has one of the most comfortable cushioning I’ve ever experienced from a pair of headphones. Plus, both the head strap and the earcups use memory foam, so it feels like new every single time.
Over time, I can barely feel the headphones bearing down on the top of my head because of the thick cushioning. I lasted more than five hours before I felt anything. Even after taking it off for a spell, I was ready to get back into the game. For me, that’s an absurdly good record.
The earcups, on the other hand, fit perfectly. For reference, I have an average ear size. A lot of headphones I’ve tried often leave my ears in pain from all the flexing, but the BlackShark’s fit is just right.
A minimalist but elegant design
Besides the nice cushioning, the rest of the headphones exude that elegant look you might expect from more premium headphones. Except for incredibly subtle Razer branding and a thin ring of lime green around the mic button, there’s nothing to indicate that this is a pro gaming headset.
The earcups are connected to the strap via thin metal arms and a braided cable. The same arms offer 15-degree maneuverability to ensure the most comfortable fit.
Unfortunately, they don’t fold, so it’s harder to take these headphones outside. It’s a slight wrinkle in an otherwise stellar design.
Going back to analog
A lot of headphones today prefer using gesture controls over actual buttons and knobs. Getting rid of buttons does help make designs look sleeker. However, it comes with the added frustration of fiddling around with often-finicky gestures.
Thankfully, the BlackShark V3 Pro has a wealth of buttons and knobs for, in my opinion, easier control. This also lends to its credence as a gaming peripheral. When I’m in the zone, I don’t want to mess around with gestures that might not even work.
The left cup has a dedicated power button, a microphone button, a USB-C slot, and a 3.5mm port (for both input and output). It also has a nifty knob for volume control.
Meanwhile, the right cup has an equalizer button, a noise cancelling button, and a dial to adjust the ANC levels. There’s also audio feedback that lets you know exactly what you’ve pressed.
I love this layout. Though you can argue that all these buttons seem like overkill, there’s just something about manually pressing buttons and turning knobs, especially when you’re focused on gaming. It’s like a palpable feeling of turning it to 11 that you just don’t get with gesture controls.
Premium for gaming, a step less for everything else
The BlackShark V3 Pro is a bass-leaning headset. That’s pretty much what you’d expect from a gaming-focused device. A premium on bass helps you feel the immersive thump of gunshots, explosions, and even simple footsteps.
Personally, I don’t prefer bass-heavy devices. However, this pair refreshingly does not tear with high bass level. It offers a pretty rich output for the deeper end of the audio spectrum. An extensive listening session of metal created thrumming breakdowns and heavy drum solos.
However, there’s a clear step down when it comes to treble. It’s only one step down, though, because I can hear that these cans are capable of impressive treble. However, the focus on bass can drown out the other end. I’ve tried adjusting the equalizer, but it made too little difference to elevate the experience for audiophiles.
Additionally, the soundstage feels more centered than immersive. This pair isn’t what I’d pick for long listening sessions. Then again, this wasn’t made for that. This shines more brightly for gamers.
With THX Spatial Audio, these headphones feel more alive during FPS gaming sessions. Another audio enhancement can amplify footsteps, too. The audio adjustment feels weird at first, but it does give a competitive edge for shooters. It’s also compatible with a few other games, including Civilization VII, which gave a pleasant auditory experience.
A much better mic than I expected
The BlackShark V3 Pro comes with a detachable microphone you can snap on to the 3.55mm port. As a pro gaming peripheral, the attachment is expected but not even necessary for a headset of this caliber already.
It’s a fairly decent, well-thought-of accessory. The audio input was, according to people I played with, clear for in-game comms.
Even better, the Razer Synapse app comes with its own equalizer just for the mic. If you need more control over how you want your voice to be broadcast, these headphones give a surprising level of customization. Being easily accessible through the app is a huge plus, too.
In terms of quality, I might still default to a dedicated external mic. However, if you don’t have one, Razer’s premium pair is a great alternative.
Battery good enough for almost two weeks
Razer promises that the BlackShark V3 Pro can last around 70 hours on a single charge. This is a fairly accurate prediction which aligned with how I used the headphones.
As I mentioned, I can withstand around five hours straight of using the headphones. By the end of the first week, I still had a lot of juice. And if I didn’t push it to my absolute limit, I could make this last even longer than two weeks.
Ultimately, the battery’s life depends on how you use the headphones, which differ greatly from person to person. And, at the end of the day, I had no problems with keeping the headphones connected to the long and braided wire.
Is the Razer BlackShark V3 Pro your GadgetMatch?
The Razer BlackShark V3 Pro is one of the most comfortable pair of headphones I’ve ever tried. It’s also a premium gaming peripheral that reflects its price point well at US$ 249.99.
Sure, you won’t get a pair of headphones worthy for an audiophile, which makes this a Swipe Left if you are. But as a gamer, these are more than what you need, which makes it a hardy Swipe Right.
As someone who’s both, I’d still give this a Swipe Right. My audiophile side already has a more balanced alternatives, after all. But the BlackShark V3 Pro is excellent as a tough-as-nails daily driver.
Gaming
WWE 2K26 lets you live out all the fantasy matches you could want
But you have to play for hours and hours to unlock everyone.
The old SmackDown vs. RAW games were some of the most fun I’ve had as a teenager. Though I didn’t own a PlayStation 2 or 3 then, I had a PlayStation Portable and the series’ corresponding version. Sure, it didn’t have the then-advanced graphics, but the games kept me company for many a day and night. And it all revolved around a simple premise: letting wrestling fans live out their fantasy matches.
Now, with over 400 playable characters on launch, WWE 2K26 hopes to rekindle that magic. Previously, 2K’s take on the wrestling simulator never really captivated me as much as the SvR series did. Though players still had a similarly large roster throughout the years, the series felt too homogenized, too riddled with microtransactions. This year, the series got me thinking again: Can sheer numbers singlehandedly usher a new renaissance for WWE gamers?
The good: Four hundred superstars under one banner
WWE 2K26 touts over four hundred playable characters on launch. With unannounced DLCs still on the horizon, this number will surely balloon further. Even for a dedicated WWE fan, having over four hundred playable characters is insane. Where else can I pit Joe Hendy against Andre the Giant and create my own WrestleMania III moment?
The only catch, however, is that the game did some stat padding to get to this enormous number. Besides having multiple personas for a single wrestler (and CM Punk alone has ten of these), the roster includes a platoon of fictional MyRISE characters, which comes off as distracting if you don’t particularly engage with the MyRISE mode.
Ironically, the game didn’t even need to pad its stats this way. For the first time in the series, the launch roster includes Superstars from the current WWE roster, TNA, AAA, and the Hall of Fame. I could spend hours just feeding a litany of Superstars to TNA legend Abyss. That’s something I could never have done in the old SvR days.
The good: A more fluid fighting system
It also helps that WWE 2K26’s fighting system is the most fluid that the series has been. Wrestlers no longer feel like wooden animatronics skipping from one animation to the next. Each punch flows smoothly into a clothesline, a grapple, a carry, or a finisher.
It is, of course, at the expense of a more complex control scheme where each input combination corresponds to its own move. A stray waggle of the right joystick, for example, can have your wrestler careening towards their opponent in ways you never intended.
It takes some time to get used to. Every time I get a WWE 2K game, I always need a refresher course for the controls. Plus, each entry introduces something different. This year introduces rushing opponents to the corner and carrying opponents in different ways.
Another new addition is the new third-person camera which follows your character, rather than being locked to the ring. To me, this was a welcome feature. The original camera can often betray you by having various elements (other wrestlers, the ring itself) block your view of the action, thus preventing you from reacting correctly to your opponent. The dynamic third-person camera solves this and makes the fight more immersive.
That said, the camera necessarily changes the controls a bit because you need the right joystick to look around. Because of that, I had to revert back to the original camera after a while. Regardless, this is a step in the right direction.
The improved fight scheme is also a step in the right direction. WWE 2K26 is the franchise’s most immersive entry to date because of how fluid the action plays out.
The meh: Iterative game modes
Every yearly sports simulator falls prey to the curse of iteration. Because it’s an annual release, every game needs to add something new for players. At the same time, the same game can’t iterate too much, or it might end up alienating fans of the previous title. Each WWE 2K title has to be the same but also a bit different.
WWE 2K26 goes through the same rigamarole. Most of the game’s different modes don’t offer a lot of improvements from last year. So, if you loved last year’s MyRISE, MyGM, and Universe Mode, you’ll likely find this year’s iteration inoffensive.
“Inoffensive,” however, isn’t the best way to sell a new game. At the very least, MyFACTION gets interesting improvements. For a mode I historically dislike every year, WWE 2K26’s MyFACTION ended up being the one I loved the most this year.
This year, the layout feels more intentional. Though it still lacks the exciting animations of NBA 2K, opening a pack no longer looks like a PowerPoint presentation. There’s also more ways to fight offline with the addition of a challenging World Tour mode. Plus, with intergender support and team chemistry, this feels like the update that MyFACTION needed.
In another twist of fate, Showcase Mode ended up being the loser this year. WWE 2K26 rehashes last year’s schtick of having the star rewrite their history. Last year, this worked with Paul Heyman, a notorious bad guy. It doesn’t really stick with this year’s star, CM Punk, the so-called voice of the voiceless.
Punk could have shined with the traditional style of laying their commentaries over their past matches, especially with his shoot style. Instead, we got a series of what-ifs with practically no commentary. It’s just not what I expected from a firebrand like CM Punk.
The bad: The Ringside Pass
For the first time in the series, WWE 2K26 has a battle pass called the Ringside Pass. Like battle passes in other games, the Ringside Pass unlocks more content as you play through the game. However, unlike today’s standard which revolves mostly on cosmetics, this version locks a treasure trove of playable wrestlers behind an experience gate.
Even if you already paid for the game, WWE 2K26 asks you to play an inordinate number of hours just to unlock the best wrestlers in the game.
To be fair, it’s not all bad. Right out the gate, the game already gives you access to heavy hitters like CM Punk, Shawn Michaels, and John Cena. However, a lot of favorites are still unplayable including Bret Hart and Kurt Angle. This even includes the strongest version of Bray Wyatt, who’s locked under the last tier of the current pass.
Gaining experience isn’t an easy feat, either. After playing for hours and hours, I still haven’t unlocked more than half of the tiers. At the very least, there is no time limit, so I can play the game at my own pace.
Props to WWE 2K26 for making its battle pass have fulfilling rewards, but it’s still unfortunate that significant elements of the game are locked behind hours and hours of playtime.
The gameplay loop is real and repetitive. And it all circles back to how iterative the game modes are. If only the game modes ended up being as exciting as they were last year, then it would have been exciting to play over and over again. Instead, WWE 2K26 prevents you from engaging in greatest strengths: an exciting roster and a fluid fighting system.
Is WWE 2K26 your PlayMatch?
Last year’s WWE 2K25 was an exciting period for the series. Though this year’s version keeps most of what made the previous game so exciting, WWE 2K26 also adds features, especially the Ringside Pass, that ultimately detract from the entire experience. It’s a small step back, which can hopefully be rectified next year, if not in future updates.
WWE 2K26 is a Swipe Left if you didn’t love last year’s game anyway. The game doesn’t add anything that might change your mind.
However, it’s a Swipe Right if you missed the pure joy of creating dream matches. The game’s massive roster allows for so many impossible matchups to happen, even if only in the digital realm. Just get ready to grind for a long time.
Gaming
God of War: Sons of Sparta takes a more contained approach to Kratos
Filipino devs were part of it.
There’s a version of God of War that lives in most people’s heads. It’s loud. Cinematic. Heavy with consequence. The kind of game that feels bigger than you.
God of War: Sons of Sparta isn’t that. At least, not in the way you expect.
It’s more contained. 2D. Pixel art. But spend a little time with it, and you start to see what it’s trying to do. Not replace the modern games. Not outdo them.
Just… revisit something familiar from a different angle.
A different take on Kratos
Instead of gods and world-ending stakes, Sons of Sparta focuses on Kratos earlier in his life, training as a Spartan alongside Deimos. It’s more contained. More personal.
You’re still fighting through brutal encounters. But the framing feels different. Less about destiny, more about who Kratos was before everything spiraled. And somehow, even in pixel form, it still feels like God of War.
Where Filipino developers come in
One of the more interesting parts of this project is how it came together.
Mega Cat Studios worked closely with Santa Monica Studio to build the game. That includes a strong presence from their Philippine team.
But it’s not framed as a separate unit.
“There is no separation between Mega Cat Pittsburgh and Mega Cat Philippines,” says Art Director Janley Clavio.
“We operate as one phalanx, and were part of the game from the beginning.”
That last part shifts the narrative from “support work” to actual collaboration.
The kind of work you feel more than you see
The team contributed to environment art, asset production, and overall polish across different areas of the game. Not the flashy headline stuff. But the kind that shapes how the game feels moment to moment.
“Our work supports the player experience without pulling attention away from the story,” Clavio explains.
Think temple interiors and ruined battlefields. Small details that hint at what happened in a place before you got there. It’s subtle. But it adds up.
Staying true to God of War—even in 2D
Working on God of War comes with a certain weight. Fans know how this world is supposed to look and feel. So, even if Sons of Sparta shifts genres, the expectation doesn’t really change.
“We had to make sure it wasn’t just any retro pixel art game—it had to be a God of War pixel art game,” Clavio says.
That meant studying the details. How materials look. How lighting behaves. How environments guide you. And then translating all of that into something simpler—but still recognizable.
A team that knows when to hold back
One thing that stands out from the conversation is restraint. There’s an understanding that when you’re working on something like God of War, you don’t need to reinvent everything. You just need to get it right.
“When you’re working on something fans already love, your job is to enhance it—not reinvent it.”
That mindset shows up across the game. It respects what came before, but still finds space to do its own thing.
Small details, personal touches
There are also a few quiet nods tucked into the game. Nothing too obvious. Nothing that breaks immersion. But enough for the team to leave their mark.
“For our Filipino artists, it’s a point of pride knowing that a little piece of our culture helped shape a world millions of players will explore.”
It’s not something the game calls attention to. But it’s there.
Not just another spin-off
Sons of Sparta is easy to label as a side project. And sure, it kind of is.
But it’s also a good example of what happens when different teams come together with a clear understanding of what they’re building.
A more contained God of War game that still feels like it belongs. A different perspective on a familiar story. And a project where Filipino developers weren’t just involved. They were part of the process from the start.
It doesn’t try to be the biggest entry in the series. And honestly, it doesn’t need to be.
Gaming
SHINOBI: Art of Vengeance’s SEGA Villains Stage out on April 3
Face off against legendary SEGA bosses from different franchises
The SEGA Villains Stage DLC for SHINOBI: Art of Vengeance will release on April 3 for PlayStation 4 and 5, Xbox Series X|S, XBox One, Nintendo Switch, and Steam.
The DLC lets players face off against legendary SEGA bosses from different franchises: Like a Dragon and Yakuza, Golden Axe, and Sonic.
An animated trailer has been unveiled as part of the announcement. It features those franchises’ characters, Goro Majima, Death Adder, and Dr. Eggman.
There will be a total of five crossover stages, three bosses, and two Boss Rush modes featuring the bosses for the DLC.
In addition, there will be three more Ninpo, three new outfits, and six new music tracks. The SEGA Villains Stage DLC is a free update for all players.
Aside from the crossover, players can also try out a new Hardcore Mode which features changes in enemy placement and stronger boss attacks.
Additional combat settings also lets players adjust recovery frames, the flash effect, and camera shake. Various quality-of-life improvements are also planned for the 2D action-platformer.
-
Reviews1 week agoPOCO X8 Pro Max review: A new beast from the far east
-
News1 week agoPOCO X8 Pro Series: Price, availability in the Philippines
-
Laptops2 weeks agoApple MacBook Neo Review
-
Features2 weeks agoGalaxy AI on the Samsung Galaxy S26 Ultra
-
Apps2 weeks agoGoogle Maps is finally getting a 3D mode
-
Entertainment2 weeks agoThe internet is thirsting over the One Piece Season 2 cast
-
Automotive2 weeks agoBYD is reportedly considering an F1 team
-
Gaming2 weeks agoResident Evil Requiem will get a story expansion


















