GameSir isn’t the first name that comes to mind when it comes to controllers. But maybe it should be? That’s never been more true than with the release of their latest gaming peripherals – the GameSir T4 Cyclone Pro and GameSir T4 Cyclone.
The two share many key features. Chief of which are the Hall Effect sensing sticks. It’s one of the hottest features in gaming controls at the moment since it prevents stick drifts. It’s based on electromagnetic technology. Essentially, the stick makes no contact with any other part of the controller. And no contact means there’s little to no chance of the sticks going all Initial D(rift) on you.
Other than that, they share a similar overall footprint. And the layout is asymmetrical, similar to Xbox game controllers. Fitting since the controllers can be used with PC, the Nintendo Switch, Android, and iOS. A key difference, though, are the face buttons. The Pro variant follows the Xbox layout, while the non-Pro one follows the Nintendo Switch. Whichever one you get, you can always tweak these things in the settings to follow the physical layout.
Unboxing
The GameSir T4 Cyclone Pro and GameSir T4 Cyclone pretty much share the exact same packaging and contents. Except, the Pro variant comes with a Wireless Dongle in the box.
Connectivity
As mentioned earlier, these controllers can be used with many different devices. They can be connected via Bluetooth, USB-C and wireless dongle. The fine print says the non-Pro variant can also be used with a dongle. However, it didn’t come with one in the packaging. Just something to take note of.
For this review, I focused mostly on using the GameSir T4 Cyclone Pro. And while I tried all the three connections and all worked well, I’ve mostly defaulted to using the wireless dongle thanks to its convenience. It’s literally plug and play with no headache-inducing pairing involved. That’s great since I switched between some review devices during my time with the controller.
Look and feel
Sleek. That’s how I would describe the GameSir T4 Cyclone Pro. The look is simple and subdued. Nothing flashy going on here, but as usual, the devil is in the details.
The overall feel and footprint of the device feels like an Xbox controller.
But it does have two macro back buttons that’s remappable. A welcome addition to a controller that otherwise feels like a regular Xbox controller.
The build also feels very Xbox. There’s not a lot of heft here but it also doesn’t feel like it’ll break easily if you happen to rage quit and throw it across the room (don’t do that, please).
The face buttons feel very tactile while the trigger and shoulder buttons provide a more than adequate press and click feel.
The directional pad is okay. It’s not a button set that I used frequently. In fact, only really used it to call a couple of plays here and there while playing NBA 2K.
My favorite parts are the handles. They have tiny grooves that go a long way in making the controller more grippable and less slippery. It’s a tiny design choice that I wish more controller makers would opt for.
Play time thoughts
I’ve always held the opinion that a great device is one that doesn’t get in the way of what you intend to do with it. That’s the case with the GameSir T4 Cyclone Pro. I plug in the wireless dongle, press the GameSir button, choose the game I want to play, and off I go.
The thing that stood out to me is how it just worked. And how almost everything about it felt right. My comfort game is any NBA 2K so I make it a point to always play some version of the game whenever I test devices. My familiarity with the controls meant I didn’t have to think much despite the face buttons and shoulder buttons being named differently from what I used to. For context, I’ve mostly played on PlayStations since I was younger and those are the controls ingrained in me.
I had more of an issue when playing games off Game Pass. But that’s only because when I’m prompted to hit the X button I still sometimes wound up pressing where the X button would be on a PlayStation controller over where it is for Xbox. But that’s a “me” issue more than anything else.
The hall effect sticks don’t feel too different from non-hall effect ones. And that’s great. You get the same feeling while also eliminating the drift issue.
The GameSir T4 Cyclone Pro also has quad-motors inside which is great for shakes and rumbles wherever it is available in games. I only really felt this while Playing Ratchet & Clank: Rift Apart. Granted, I only really played PC Game Pass games sparingly.
The titles I tackled include Starfield (barely), Lies of P (just started), and Lego Star Wars: Skywalker Saga. I played mostly using the ROG Zephyrus G14 hooked up to my LG C2. And for the most part, this whole setup made me feel like I’m playing on a console.
Customizations
As mentioned earlier, whether you go for the Pro or non-Pro variant, you get the flexibility of using it with multiple devices. And you can always map the controls to match the face buttons of the T4 Cyclone controller you opted to get.
For more customization options, especially when playing on mobile, you can pair the controller with your smartphone and make adjustments on the GameSir app. This lets you map the controller on the specific games you regularly play.
I’m personally not big on mobile games these days but the growing number of near AAA level games on the platform, and with these controllers in tow, means I get to enjoy these games the way I want to – which is pressing actual physical buttons and not tapping on a screen.
Is the GameSir T4 Cyclone Pro your GadgetMatch?
The GameSir T4 Cyclone Pro is a great choice of a controller for anyone who plays games on multiple devices. The multiple connectivity options and depth of customization means you’ll be able to squeeze a lot of value from a US$ purchase.
GameSir needs to be more top-of-mind when it comes to gaming controllers. And the T4 Cyclone Series is a set of devices that goes a long way in heading into that direction. These controllers are well-built, function well, and are great additions to your gaming peripherals.
The GameSir T4 Cyclone and Game Sir T4 Cyclone Pro are now available on the Offcial website, Amazon, AliExpress, and select retailers.
Pricing are as follows:
- T4 Cyclone: US$39.99/£49.99/€59.99/JP¥6599
- T4 Cyclone Pro: US$49.99/£55.99/€65.99/JP¥7999
Order on the Official Website here and use MATCHT4C upon check out for 10% off.
Microsoft is making PC Game Pass more affordable in the Philippines. But there’s a trade-off for fans of one of its biggest franchises.
Starting today, PC Game Pass drops to PHP 225 per month, down from PHP 320. The move lowers the barrier for players looking to jump into the service’s growing library across PC.
The update also comes with new US pricing. PC Game Pass now costs $13.99/month (from $16.49), while Xbox Game Pass Ultimate drops to $22.99/month (from $29.99).
But alongside the price cut comes a notable shift: future Call of Duty titles will no longer launch day one on PC Game Pass.
Call of Duty won’t be day-one anymore
Beginning this year, new Call of Duty releases will arrive on the service around a year later, typically during the following holiday season. That means subscribers will need to wait longer before accessing new entries in the franchise.
Existing Call of Duty titles already included in the library will remain available, so current players won’t lose access to what’s already there.
The change also applies to Xbox Game Pass Ultimate globally, where pricing has similarly been adjusted following feedback that the service had become too expensive. (Game Developer)
Still a strong value play
Despite the delay in Call of Duty releases, PC Game Pass continues to offer a wide catalog of games, including day-one launches from Xbox Game Studios and partner publishers.
Subscribers still get access to hundreds of titles, along with perks tied to the broader Game Pass ecosystem depending on their plan.
Microsoft says it will continue refining the service based on community feedback, signaling that more changes could come as it balances pricing, content, and long-term value.
Gaming
Marathon review: You will lose everything but queue again
Brutal runs, high-stakes firefights, and a loop that punishes you into coming back.
You don’t drop into Marathon expecting mercy. You drop in expecting silence—broken only by the scrape of boots on alien metal and the echo of your own breath inside a suit that feels one size too tight. Every run is a gamble. Every corridor feels like a question you aren’t ready to answer.
In Marathon, you’re not the hero. You’re a runner—hungry, ambitious, expendable. Extraction isn’t guaranteed. Survival is never promised. What you carry out is what you earn.
First taste? Yeah, it bites back
A quick disclaimer: Marathon is my first extraction shooter. I’ve spent plenty of time with first- and third-person hero shooters, so I’m not new to the “shooter with abilities” formula—but this is a different beast entirely.
My first few runs were brutal. Extraction shooters introduce a level of tension I wasn’t prepared for. Losing everything on death raises the stakes in a way few other genres do. Fighting UESC bots alone is already challenging—their AI is surprisingly aggressive and reactive—but once you factor in other players who will shoot you on sight, the experience quickly becomes overwhelming.
First run, first lesson: Nothing is yours
My first deployment was on Perimeter with two random teammates. We spawned near the Hauler, a massive land vehicle on the west side of the map. Not knowing what we were getting into, we went inside—only to find it packed with UESC bots.
Our team’s Destroyer, the tank of the group, went down first, though not without taking a few enemies with him. As the Triage—Marathon’s support/healer role—it fell on me to revive him. I managed to clear the remaining bots, but burned through all my ammo and consumables in the process.
My reboot ability, which allows for ranged revives, wasn’t ready yet, so I attempted a manual revive. That’s when a UESC ghost appeared out of nowhere and dropped me in two shots from behind.
With both of us down—reduced to loot bags—it was up to our Assassin, who had been lurking nearby. He popped a smoke screen, revived me first, and dropped a couple of patch kits. I immediately used my reboot ability on the Destroyer, grabbed a kit, and deployed my healing drone. Somehow, we stabilized.
We cleared the Hauler, looted better gear, and decided to extract early. But on the way to exfil, another team ambushed us. The fight wasn’t even close—we were wiped instantly.
Then came that dreaded screen: elimination, along with a breakdown of everything we’d just lost.
That moment defined Marathon for me.
The game doesn’t need to cheat—you’ll die anyway
The UESC bots are no joke. Some strafe and dodge gunfire, others rush you down with melee attacks, and some will snipe you from rooftops with lethal precision. There are grenadiers that bombard you relentlessly, shielded elites that soak damage, and ghosts that move quickly and unpredictably.
Each map also features a Warden boss—something you absolutely shouldn’t underestimate. I learned that the hard way.
Beyond bots, there are additional threats like Ticks, turrets, and drones. Environmental hazards are just as dangerous: toxin plants, explosive claymores, heat cascades, and frost rooms can all end a run if you’re careless.
Loud, neon, and unapologetically weird
As a fan of cyberpunk and utilitarian sci-fi, I love Marathon’s visual style. It won’t appeal to everyone, but it’s undeniably distinct.
Where many shooters lean into muted palettes and desolate landscapes, Marathon goes in the opposite direction—bold, high-contrast visuals with rich neon tones. It’s a risky choice, but it pays off. The aesthetic not only stands out but also reinforces the game’s tone and identity.
If you’re not listening, you’re already dead
The audio design is one of Marathon’s strongest elements. The soundtrack is filled with high-energy tracks that heighten tension, and subtle shifts in music often signal danger before you even see it.
Sound cues are everything here. Sprinting produces loud, unmistakable footsteps. Even walking can give you away if you’re not careful. Crouch-walking is quieter, but not silent—nearby players can still hear you.
Everything makes noise. Opening containers, interacting with objects, even doors—especially doors. The larger they are, the louder they sound. I’ve never paid this much attention to audio in a shooter before, and Marathon trains you to listen or die.
The guns? Yeah, they carry this game
Gunplay is easily the highlight of the experience.
At launch, Marathon features 28 weapons across eight categories, covering everything from close-quarters combat to long-range engagements. Standouts include the M77 Assault Rifle, V75 Scar, Bully SMG, V22 Volt Thrower, Demolition LMG, WSTR Combat Shotgun, Longshot sniper, Ares RG Railgun, and the V11 Punch pistol.
Weapons can be heavily customized with mods and attachments that don’t just tweak stats—they fundamentally change how guns behave. Putting a stack overflow mod chip on a WSTR Combat Shotgun suddenly gives you four bullets instead of two. Unique gold mods like the Overcharge Lens for the V22 Volt Thrower turn the SMG into Halo’s Needler.
The result is a system that rewards experimentation and mastery. PvP encounters feel incredibly satisfying once you get the hang of it—landing headshots, timing abilities, and outplaying opponents creates moments that keep you coming back.
Great style, messy menus
Visually, the UI aligns well with the game’s aesthetic. The UX, however, needs improvement.
Inventory management can be frustrating. Many items look nearly identical, and mods often differ only slightly in appearance. You’re forced to hover over items and read tooltips to distinguish them—something that feels at odds with the game’s fast-paced, high-risk nature.
In a game where every second matters, clarity is crucial. I’ve lost runs simply because I was stuck comparing item tooltips mid-loot.
Additionally, some font choices feel inconsistent and occasionally jarring, which further impacts readability.
It punishes you—and that’s the point
Marathon is not a game that welcomes you—it tests you. It punishes hesitation, rewards awareness, and demands that you learn quickly or lose everything.
As a first-time extraction shooter player, the experience was overwhelming at first, even frustrating. But beneath that harsh learning curve is something deeply compelling. The tension of every run, the satisfaction of a successful extraction, and the adrenaline of unpredictable encounters create a loop that’s hard to walk away from.
Its strengths are clear: tight, satisfying gunplay, exceptional audio design, and a bold visual identity that sets it apart from its peers. At the same time, it isn’t without flaws. The UI/UX friction, particularly around inventory management, can actively work against the player in critical moments.
But maybe that friction is part of what defines Marathon. It’s not just about surviving the map—it’s about managing risk, making fast decisions, and accepting that sometimes, you’ll lose it all anyway.
And yet, you queue up again.
Not because it’s forgiving—but because it isn’t.
Bandai Namco Entertainment has unveiled a slate of updates across its Dragon Ball game lineup during the annual Dragon Ball Games Battle Hour 2026 in Los Angeles.
The two-day event wrapped with a global livestream featuring announcements for Dragon Ball: Sparking! ZERO, Dragon Ball FighterZ, Dragon Ball Xenoverse 2, and Dragon Ball Gekishin Squadra. The showcase built up to the official reveal of Dragon Ball Xenoverse 3, previously teased under the codename “Age 1000.”
A new Xenoverse begins
Dragon Ball Xenoverse 3 continues the series with a brand-new take on the Dragon Ball universe. Players will once again create their own hero and explore a new world shaped by the vision of Akira Toriyama.
The game launches in 2027 for PlayStation 5, Xbox Series X, and PC via Steam.
Xenoverse 2 reaches its final chapter
Meanwhile, Dragon Ball Xenoverse 2 is closing out its long-running post-launch support with FUTURE SAGA: Chapter 4.
Arriving in Summer 2026, the final DLC chapter brings the game’s nearly decade-long run to a close. It promises a climactic finale that revisits the series’ core themes—protecting history, shaping the future, and facing overwhelming power in a last stand.
New fighter joins the arena
Dragon Ball FighterZ is adding Goku (Super Saiyan 4, DAIMA) as part of its upcoming DAIMA DLC, launching on April 22.
The new character introduces fresh mechanics, including Wild Dash, which can branch into multiple follow-up attacks for more aggressive playstyles.
Sparking Zero expands its roster
For Dragon Ball: Sparking! ZERO, Bandai Namco revealed details for the Super Limit-Breaking NEO DLC.
The update adds Vegeta (GT) and Trunks (GT) to the roster—marking their debut in the Budokai Tenkaichi series—alongside new abilities and a solo progression mode that lets players strengthen characters through battles and events.
Gekishin Squadra gets crossover and esports push
Dragon Ball Gekishin Squadra is also getting new crossover content with Xenoverse 2, including themed skins and emotes.
The game will also host its first offline-format world championship, bringing top players from different regions to Japan to compete for the global title.
-
Cameras1 week agoDJI Osmo Pocket 4 review: A solo creator’s production crew
-
Reviews1 week agoTECNO POVA Curve 2 review: Munch That Power Crunch!
-
Reviews1 week agoHONOR MagicPad4: A tablet that found its place
-
News1 week agovivo X300 FE launches with ZEISS telephoto system
-
Automotive7 days agoLuxury you can ride: The Vespa 180cc Collection
-
Hands-On1 week agoMatch Pulse: HONOR Pad X8b
-
Entertainment2 weeks agoBINI, KATSEYE among top worldwide Google Searches ahead of Coachella
-
Reviews1 week agovivo V70 review: Pretty darn good for nights like this


















