Women can use a wand to collect a vaginal sample, then mail it to a lab that will screen for cervical cancer. The device will be available by prescription through a telehealth service.
(Image credit: Teal Health)
Many people worry the rise of AI and robotics could lead to job losses, as machines become increasingly capable of performing tasks faster, cheaper, and more accurately than humans, concerns have grown about the long-term impact on employment, wages, and job security.
Even skilled professions, such as those in healthcare, finance, law, and technology, may not be immune. The growing capabilities of AI suggest that no sector is entirely safe from disruption.
These concerns are no longer hypothetical, they're becoming reality for some IT workers, after CrowdStrike recently announced it is cutting 500 jobs, which equates to around 5% of its workforce.
Realigning the businessIn a memo announcing the cuts, the security firm's CEO George Kurtz said, “CrowdStrike is defined by our mission to stop breaches, our disciplined execution, and our commitment to protecting customers."
"Today, our customers are facing an intensifying threat landscape and growing complexity. They trust us to help them move faster and operate more securely. To keep earning that trust, we are evolving how we operate."
Explained the company would be "realigning" parts of the business "to continue scaling with focus and discipline" and explained that: “AI has always been foundational to how we operate. AI flattens our hiring curve, and helps us innovate from idea to product faster. It streamlines go-to-market, improves customer outcomes, and drives efficiencies across both the front and back office. AI is a force multiplier throughout the business.”
CrowdStrike isn’t the only tech firm cutting jobs because of AI.
The Wall Street Journal reports IBM has, “used artificial intelligence, and specifically AI agents, to replace the work of a couple hundred human resources workers.”
However, as a result of these cuts, it was able to hire more programmers and sales and marketing people.
“While we have done a huge amount of work inside IBM on leveraging AI and automation on certain enterprise workflows, our total employment has actually gone up, because what it does is it gives you more investment to put into other areas,” IBM CEO Arvind Krishna told the publication.
So while AI might be taking some people’s jobs, it’s resulting in an increase of opportunities in other areas.
Krishna also urged the Trump administration to increase, rather than cut, federal AI R&D funding, telling TechCrunch:
“We have been an extremely strong advocate - and this is both the company and me personally - on that federally funded R&D should be increased. That’s the position, which is unequivocal, and we strongly believe in that.”
You might also likeThe meetings between top U.S. and Chinese officials in Geneva represent the first potential efforts to end a trade war that has frazzled financial markets.
(Image credit: Fabrice Coffrini)
Well, there goes Skype. Bye-bye, you garbage piece of software. I'm surprised you managed to hang around for as long as you did, frankly.
Okay, I’m being a bit mean here; the impact of Skype on the global tech ecosystem shouldn’t be downplayed, as it effectively brought video communication to the mainstream - something that previously was the domain of corporate execs with money to burn on expensive early video-conferencing solutions. For a wonderful, all-too-brief period in the early 2010s, Skype was everywhere: a way to chat face-to-face with distant relatives or schoolmates who were just beyond the reach of an after-class bike ride.
But I can’t pretend Skype was all sunshine and rainbows, even before the pandemic lockdowns and the rise of its chief competitor, Zoom. I remember sitting for ages waiting for a call to connect, frequent audio dropouts, and sometimes struggling to log in at all. Sure, internet connections are faster and more consistent now than they were when Skype was first conceived back in 2003, but that’s not an all-encompassing excuse for the app’s many failings.
The Microsoft problemSee, Skype’s greatest victory was also a sword of Damocles hanging over its head: its 2011 purchase by Microsoft. A multi-billion dollar deal that positioned Skype to replace Windows Live Messenger (formerly known as the ever-iconic MSN), the purchase proved to be an immediate boon for Skype, as it was widely inserted into Windows devices over the following years, thus reaching a massive global audience.
Unfortunately, this deal also meant that Skype was owned by Microsoft, which is rarely a safe position to be in. Remember Zune? Yeah, me neither. The list of products and services killed off by Microsoft over the years is long and storied, and many - including myself - saw the writing on the wall long before serious external competition arrived on the scene.
Aside from a recent cameo role in the Marvel Cinematic Universe, Microsoft's attempt to beat the iPod was a colossal failure. (Image credit: Marvel Studios)A key issue was Microsoft’s long-running and ill-placed desire to make Teams work. I’ll be honest: as someone who was, in a previous and much worse place of employment, forced to use Microsoft Teams, I can say with conviction that it sucks. Rigid settings, feature bloat, and an inexplicable ravenous hunger for RAM make it a frequently painful piece of software to use, especially on an outdated work PC.
But Microsoft wanted - and still wants - it to be a Thing People Want To Use, which ultimately led to Skype taking a back seat as its features were gradually cannibalized to improve Teams. In fact, now that Skype has officially been taken out back with a shotgun, Microsoft is actively encouraging users to port their accounts over to Teams.
And what did Skype get in return? A drip-feed of features that nobody asked for, most of which did little to improve the core video-calling functionality. The interface became more cluttered, frequent UI redesigns left users confused, and yet there was a paradoxical feeling of stagnation; meanwhile, the meteoric rise of social-media-driven video calling across platforms such as Facebook and WhatsApp offered a far more streamlined and pleasant user experience.
Impacts of the pandemicZoom has been around since 2011 (ironically, the same year Microsoft acquired Skype) but you’d be forgiven for thinking that it just popped into existence at the start of the COVID-19 pandemic. When we were collectively displaced from our offices and had to construct impromptu workspaces inside our homes, video conferencing became an everyday necessity - and as we all know, this was where the cracks in Skype’s facade really started to show.
Zoom just works - here's TechRadar's own Lance Ulanoff and Jacob Krol proving it. (Image credit: Jacob Krol/Future)Technical debt is never an easy hurdle to overcome, and Skype’s aging software architecture - while cutting-edge back in 2003 - gradually became a weight chained around its ankle. With Teams at the forefront, investing in updating Skype never seemed like a priority for Microsoft. The app didn’t even change over to a centralized system from its outdated peer-to-peer networking until more than half a decade after Microsoft bought it.
One of the worst blunders was Microsoft’s insistence on keeping it partially anchored to actual phone numbers (with a dial pad feature, no less) in an era when interlinked accounts are king and phones are more than just phones. It was no doubt a move intended to retain the crop of older users who were unaware of the alternatives, but the 100-user call capacity and streamlined interface of Zoom made it an easy choice for professionals who needed to keep their careers afloat while the world screeched to a halt outside.
Long live ZoomIt’s certainly not a universal truth that Microsoft ruins everything it touches - the Surface tablet line is finally good now! - but the tech giant has something of a reputation for enshittification. I’ve been following the gradual decay of Windows for years now, and looking at how Microsoft treats its most widely known product makes understanding the fall of Skype very easy.
Microsoft has finally achieved some success with its Surface tablets, but I'm quietly surprised the brand has lasted this long. (Image credit: Microsoft)I’ve settled into a belief that Microsoft isn’t able to just let things be what they are. Everything had to be more! More features, more information, more settings, more AI! Forget what consumers actually want; the line must go up, the goalposts must keep moving, everything must be constantly changing and innovating or it’s worthless. Once you start to see Microsoft as a tech company incapable of sitting still, its successes and failures all start to make a lot more sense.
What people needed for the remote working shift during the pandemic was an effective, straightforward video conferencing tool. They didn’t find that in Skype, which had already become a bloated shell of its former self after years of ‘innovation’ at the hands of Microsoft. So I say this now, to the creators of Zoom: if it ain’t broke…
You might also like...We're expecting a brand new flagship phone from Sony in the very near future, and a new leak has revealed plenty about the upcoming handset – including the design of the device, the colors it's going to be available in, and some of the features it'll offer.
This all comes from Android Headlines, where you'll find a host of images of the Sony Xperia 1 VII, as well as some of its marketing material. We can see the standard Xperia design language in evidence here, including a flat screen and boxy corners.
The three colors the phone is going to come in are apparently black, green, and purple, and there are plenty of shots of each shade. We can also see a triple-lens camera around the back, matching the Sony Xperia 1 VI released in May 2024.
Only a few days ago we heard that this phone would be unveiled on May 13, and "powered by Alpha" – the name of the technology in Sony's digital cameras. It's clear that photography capabilities are going to be a big focus for the smartphone.
Battery and screen The Sony Xperia 1 VI (Image credit: Future / Andrew Williams)In our Sony Xperia 1 VI review, we praised the core specs of the handset, the strong photo and video performance, and the battery life. However, we did have concerns over the durability of the design and the charging speeds.
For the follow-up, the materials leaked by Android Headlines suggest that we'll get a new Zeiss coating on the screen to combat glare, while there'll be a 5,000 mAh battery inside (the same as on the Xperia 1 VI) that apparently offers two-day battery life.
Focus lock and macro photography features are highlighted, as well as full-stage stereo speakers, while the screen is apparently going to make some use of the same Bravia technology that Sony deploys in its television sets.
This coming Tuesday everything will be made official, and of course we'll bring you all the details of the Sony Xperia 1 VII as they're announced. From what we've heard so far, it looks set to jump straight to the top of our best Sony phones list.
You might also likeBeelink, a relatively unknown Chinese PC vendor, has introduced a compact mini PC aimed at AI workloads, gaming, and content creation.
The system, dubbed the GTR9 Pro, is powered by AMD’s Ryzen AI Max+ 395 processor and is designed for high data throughput and demanding computing tasks.
Beelink says the GTR9 Pro delivers processing capabilities of up to 126 trillion operations per second (TOPS) and can run AI models with as many as 70 billion parameters, including those based on frameworks like DeepSeek.
Compact AMD-based system built for AI, gaming, and creative tasksThe GTR9 Pro can function as a standalone system or be integrated into clustered computing environments.
With two 10Gbps Ethernet ports and two 40Gbps USB4 ports, the device supports high-speed data transfer both between systems and to external devices.
Its integrated AMD Radeon 8060S GPU features 40 cores and offers graphics performance comparable to Nvidia’s RTX 40 series. It also supports up to 96GB of dedicated video memory, positioning it as one of the more powerful workstation options available.
The GTR9 Pro is capable of running modern gaming titles at high settings and handling AI tasks and media production with ease. It is part of Beelink’s “Quietly” series, indicating a low-noise thermal design.
For creatives, it supports professional applications such as Adobe After Effects and Photoshop, and it is well-suited for tasks like rendering and live streaming.
Beelink describes the system as “engineered for innovators, gamers, and creators who demand more performance, less noise.”
The GTR9 Pro will be priced at $1,999, although Beelink has not yet announced an official launch date.
You might also likeU.K. Prime Minister says Europe and the U.S. are "calling out" Putin, by proposing a 30-day unconditional ceasefire starting Monday.
(Image credit: Stefan Rousseau)
Last year, I finally upgraded from an iPhone 12 Pro to an iPhone 16 Pro, and to say it was a big step up would be an understatement. From the speedy performance and improved camera system to the Dynamic Island and super-smooth 120Hz display, I’ve found a lot to love about the best iPhone money can buy in 2025.
Since getting an iPhone 16 Pro, one thing I’ve really grown fond of is Camera Control. This built-in tool lets me quickly open the Camera app when time is of the essence, and I can even do it as I’m taking my phone out of my pocket. There’s no need to look at the display or fumble with on-screen controls – it’s just a quick, snappy way to start shooting.
Yet there’s one new feature in my iPhone 16 Pro that I really haven’t taken to: the Action button. Simply put, I’ve never found a compelling use case for it.
Part of my indifference towards the Action button comes down to how little time it might save me. Lots of the pre-defined options that Apple proposes – like activating the flashlight and setting off Shazam – are easy enough for me to get to in other ways, either via the Lock Screen or in the Control Center.
Likewise, I’ve set my Focus modes to start up automatically, so I never really need to do so manually using the Action button. I don’t use Visual Intelligence or Voice Memos enough to warrant adding them instead. And I’ve found nothing in Apple’s suggested list of controls, shortcuts, or accessibility features that I’ve wanted to add to the button.
In the end, I’ve spent most of my time with the Action button set up as a mute toggle, which is exactly what the feature replaced on my old iPhone 12 Pro.
Shortcuts to success (Image credit: Future | Alex Walker-Todd)Part of the problem is that the thing I’d really love to use the Action button for is incredibly fiddly (or downright impossible) right now.
For me, it would be great to use the side-mounted toggle for contextual shortcuts – where, at a certain time of day or a specified location, the Action button does one thing, and at another time or location, it does something else. I haven’t found a way to do that yet.
And while there are ways to have multiple shortcuts run when you press the button, setting them up is an involved, complex process. I’d like to see a native option to do so from Apple, but that doesn’t seem to be forthcoming, unless the company has something up its sleeve for the Worldwide Developers Conference (WWDC) this June.
Sure, maybe this is a “me” problem – after all, my colleagues John-Anthony and Axel have found some excellent uses for the Action button involving artificial intelligence and language translation. But neither of their setups really appeals to me and my lifestyle. Right now, I’m still looking for something to change my mind.
Still searching (Image credit: Apple)Perhaps the only thing that might convince me of the Action button’s utility is Shazam – like Camera Control, it’s something that’s designed to be used quickly. But even so, adding it to the Action button is only likely to save me a second or two compared to opening Shazam from the Control Center. Yes, identifying a song can be time-sensitive, but not quite as much as snapping a photo before the moment’s gone.
At the end of the day, I’m fine with the Action button and my minimal use of it. After all, it doesn’t get in the way or slow down my day-to-day life. Most of the time, I simply forget it’s there.
But it would be great to find a really convincing reason to use it that can revolutionize how I use my iPhone 16 Pro. If anyone can suggest one to me, I’m all ears.
You might also likeA new NYT Connections puzzle appears at midnight each day for your time zone – which means that some people are always playing 'today's game' while others are playing 'yesterday's'. If you're looking for Saturday's puzzle instead then click here: NYT Connections hints and answers for Saturday, May 10 (game #699).
Good morning! Let's play Connections, the NYT's clever word game that challenges you to group answers in various categories. It can be tough, so read on if you need Connections hints.
What should you do once you've finished? Why, play some more word games of course. I've also got daily Strands hints and answers and Quordle hints and answers articles if you need help for those too, while Marc's Wordle today page covers the original viral word game.
SPOILER WARNING: Information about NYT Connections today is below, so don't read on if you don't want to know the answers.
NYT Connections today (game #700) - today's words (Image credit: New York Times)Today's NYT Connections words are…
What are some clues for today's NYT Connections groups?
Need more clues?
We're firmly in spoiler territory now, but read on if you want to know what the four theme answers are for today's NYT Connections puzzles…
NYT Connections today (game #700) - hint #2 - group answersWhat are the answers for today's NYT Connections groups?
Right, the answers are below, so DO NOT SCROLL ANY FURTHER IF YOU DON'T WANT TO SEE THEM.
NYT Connections today (game #700) - the answers (Image credit: New York Times)The answers to today's Connections, game #700, are…
I might be missing something here (in fact I am definitely missing something here) but what on earth does MOTHER MAY I mean? That one caught me out today, which was a shame because otherwise I spotted all of the elements of the MOTHER ___ group, EARTH, GOOSE and SUPERIOR, which would have given me purple before any of the others.
As it happened I only solved that one by default, but fortunately none of the other groups were too tricky either. I got blue, COMMON VIDEO GAME FEATURES first – POWER-UP and LEVEL made it too obvious – then whizzed through yellow and green without any problems. If only they were all so easy.
How did you do today? Let me know in the comments below.
Yesterday's NYT Connections answers (Saturday, May 10, game #699)NYT Connections is one of several increasingly popular word games made by the New York Times. It challenges you to find groups of four items that share something in common, and each group has a different difficulty level: green is easy, yellow a little harder, blue often quite tough and purple usually very difficult.
On the plus side, you don't technically need to solve the final one, as you'll be able to answer that one by a process of elimination. What's more, you can make up to four mistakes, which gives you a little bit of breathing room.
It's a little more involved than something like Wordle, however, and there are plenty of opportunities for the game to trip you up with tricks. For instance, watch out for homophones and other word games that could disguise the answers.
It's playable for free via the NYT Games site on desktop or mobile.
A new Quordle puzzle appears at midnight each day for your time zone – which means that some people are always playing 'today's game' while others are playing 'yesterday's'. If you're looking for Saturday's puzzle instead then click here: Quordle hints and answers for Saturday, May 10 (game #1202).
Quordle was one of the original Wordle alternatives and is still going strong now more than 1,100 games later. It offers a genuine challenge, though, so read on if you need some Quordle hints today – or scroll down further for the answers.
Enjoy playing word games? You can also check out my NYT Connections today and NYT Strands today pages for hints and answers for those puzzles, while Marc's Wordle today column covers the original viral word game.
SPOILER WARNING: Information about Quordle today is below, so don't read on if you don't want to know the answers.
Quordle today (game #1203) - hint #1 - Vowels How many different vowels are in Quordle today?• The number of different vowels in Quordle today is 3*.
* Note that by vowel we mean the five standard vowels (A, E, I, O, U), not Y (which is sometimes counted as a vowel too).
Quordle today (game #1203) - hint #2 - repeated letters Do any of today's Quordle answers contain repeated letters?• The number of Quordle answers containing a repeated letter today is 1.
Quordle today (game #1203) - hint #3 - uncommon letters Do the letters Q, Z, X or J appear in Quordle today?• Yes. One of Q, Z, X or J appears among today's Quordle answers.
Quordle today (game #1203) - hint #4 - starting letters (1) Do any of today's Quordle puzzles start with the same letter?• The number of today's Quordle answers starting with the same letter is 0.
If you just want to know the answers at this stage, simply scroll down. If you're not ready yet then here's one more clue to make things a lot easier:
Quordle today (game #1203) - hint #5 - starting letters (2) What letters do today's Quordle answers start with?• Q
• M
• A
• U
Right, the answers are below, so DO NOT SCROLL ANY FURTHER IF YOU DON'T WANT TO SEE THEM.
Quordle today (game #1203) - the answers (Image credit: Merriam-Webster)The answers to today's Quordle, game #1203, are…
Quordle threw a couple of curveballs our way today, in the shape of QUASH and UNDUE. There aren't many words that contain two Us, so that one in particular may have been tricky to spot.
But the hardest word here was MUNCH, simply because there are so many -UNCH words: PUNCH, LUNCH, HUNCH and BUNCH, as well as the answer itself. I solved it, but needed to play HIMBO to rule out three of those words in one go.
How did you do today? Let me know in the comments below.
Daily Sequence today (game #1203) - the answers (Image credit: Merriam-Webster)The answers to today's Quordle Daily Sequence, game #1203, are…
Have you played the MotoGP series lately? Challenging, isn’t it? Nobody’s gone this deep into sim territory in bike racers as Milestone’s recent releases, and while direction has served a hardcore nucleus of players willing to master the extremely nuanced inputs required to stop the bike without being launched into orbit, MotoGP 23 and 24 were a tough sell to newcomers and racing fans looking for something they could pick up and play.
Review infoPlatform reviewed: PC
Available on: PC, PS5, PS4, Xbox Series X and Series S, Xbox One, Nintendo Switch
Release Date: April 30, 2025
Enter MotoGP 25 and its bushel of new features, including a new arcade handling mode that finds a pleasing halfway point between the ultra-demanding, ultra-gratifying sim handling of recent iterations and a more approachable take.
The bike still feels potent, twitchy and dangerous – it’s just that you can absolutely launch it down the inside of your opponents now and brake well into the apex, without tucking the front and pressing the rewind button for the 70th time this lap.
Easy rider (Image credit: Plaion)As someone who (semi) mastered the sim handling in MotoGP 24, I was surprised how much of a draw the arcade handling is.
Far from feeling watered down, or like the bike’s riding itself, like the feeling you get when you use the neural aids, this mode just feels like you’ve got an incredible set of tires on. You can turn in more sharply than other riders, get on the power earlier, brake that little bit later. And that means I don’t have to do every practice session before a grand prix in order to find the pace. I can just launch into the race.
However, I do miss a few elements of the ‘pro’ mode, like bike setup and tire choice options. I can see why Milestone would remove these on paper, since having more variables to fiddle with might seem overwhelming to a newcomer. But it’d be nice to be able to turn them back on again if you want them.
There’s another drawback to arcade mode: the AI opponents are way too easy. I wouldn’t dream of racing against 120% AI in the last game, but this time in arcade mode I whizz past them like a rocket-propelled Valentino Rossi weaving past little kids on scooters. I’m not sure if it’s a feature or a bug, but I want more challenge.
Best bit(Image credit: Plaion)Working your way up from the junior categories is a joy in this game that even EA F1 doesn’t have a direct answer to. Moto 3 and Moto 2 bikes each handle according to their own physics, but the sense of accomplishment you get from doing well enough in those categories to get a MotoGP contract is a real high.
Over to pro handling, then. It’s definitely received some tweaks since the last game, and in general the bike seems more compliant, particularly under braking. I found I could get away with braking harder for longer into corners without washing out, and the ride height device seems to activate and deactivate in a smoother way in and out of corners, making it slightly easier to maintain a flow and carry more corner speed.
It’s still incredibly demanding, and ultimately incredibly gratifying. And it’s still probably too much to ask of most players, which is why it’s a really big deal that the arcade handling option feels so good. A minor point, though: tire choices still feel a bit arbitrary. I picked a soft front and rear in every dry race of my four-season career in Moto 3, Moto 2 and MotoGP categories, and never had a reason to do otherwise.
Flat track friends (Image credit: Plaion)Whichever mode you choose, the new additions to career mode prove a compelling draw. Top of the billing here are the training events, in which a rider from the roster of real competitors invites you to race minibikes, flat track or motard between race calendar rounds.
The gameplay benefits are twofold: you raise your rider fitness level to increase performance (though I’ve still no idea how this actually manifests and whether it just makes your lap times quicker) and boosts your relationships with the riders you train with. So if you want to land a factory Ducati ride one day, accepting all of Marc Marquez’s invites to go racing between rounds is a good way to improve your chances.
It’s also a thoughtful way of reflecting the real sport. Riders increasingly train together in cliques in modern MotoGP, so there’s an extra degree of immersion to getting out there onto the new tracks (four layouts over two locations) and cutting some sick lines with your paddock pals.
All three disciplines handle convincingly and are bolstered by bespoke new animations, and outside of career mode you can set up events using these bikes in the Race Off mode as solo or PvP events. Personally I didn’t feel especially compelled to master any of them. As a career mode mainliner, these training events were a means to an end, but a welcome addition.
What’s another year (Image credit: Plaion)In terms of presentation, the game’s shifted over to Unreal Engine 5 and upgraded its audio by capturing sound directly from the 2024 bikes as they were raced on the track. I don’t notice a huge jump forwards visually that one might associate with an engine upgrade, but MotoGP was already a looker in the first place.
I do notice some newfound fidelity in the sound though, both in differentiating between manufacturer engine noises, and some additional pops and rumbles.
Further down the order, there’s a revamped bike development system which allows you to dictate exactly what area of the bike your team focuses on, and that’s been tied more closely to the career mode objectives that set rivalries with different opponents. For example, when given the choice of trying to beat one of three different riders as your next objective, one might boost your reputation, another might boost your bike development, and another will raise your relationship with a specific rider.
Time to pose the question that every annualised release must ultimately face: does it do enough to extract another full-price purchase from your wallet? To my mind as a series veteran who puts 100+ hours into every game, every year… Just barely, yes.
And I’m surprised to find that it’s the arcade handling, as much as anything else, that leads me to that decision. Not only do I find it a refreshing change for myself, it’s also an easier sell to my friends. The online community has always been smaller in this game than in contemporaries like EA’s F1 series or Assetto Corsa Competizione, so getting into an online race whenever I like isn’t a given. Opening the gates to a broader audience can’t be a bad thing.
However, I still feel the absence of historical bikes and riders, as we saw four games ago now in that superlative ‘Nine’ mode, and I still feel short-changed by the same old gloves, boots and leathers, with very limited colour customisation. There are more options in this game, but I want to be able to apply custom designs to them like I can with helmets, not just change their colour.
A close win is still a win. MotoGP 25 is headed in the right direction, and it can’t be easy to add the volume of content it’s added in less than twelve months. Maybe I’ll skip a year soon, but for now, I’m back in the title hunt.
Should I play MotoGP 25? (Image credit: Plaion) Play it if…You follow the real sport
There are so many authentic touches here, from the broadcast sound effects when a rider crashes to the inclusion of Moto 2 and Moto 3 categories
You’ve been put off by the handling before~
Pro mode still exists and is still a handful, but the new arcade physics is a much more accessible option
You’re already tired of watching Marquez win every race
There’s only one thing for it. Save us all from another 2019 and start winning some races.
You want Crazy Taxi levels of arcade handling
At its heart this is still a sim, so be prepared to have to spend some time mastering the handlingView Deal
You’re fatigued by spending too many hours in MotoGP 24
If you burned out on the last game, there’s probably not enough to revive your interest. Skip a year then check back in. View Deal
There’s a decent range of options in the game for adjusting subtitles to maximise visibility, and 10 different languages available.
A colour blindness filter has been added, with the additional option of adjusting the filter intensity. On the audio side there’s a tinnitus reduction filter with individual frequency adjustment.
How I reviewed MotoGP 25I played 30 hours of MotoGP 25 on PC, using an Xbox Elite controller. That time’s been split evenly between arcade and pro modes, using manual gearing and all assists disabled in either mode.
Career mode has accounted for most of those hours, where I worked up from Moto 3 to the big bikes, like I do every year. I’ve also tried ranked and unranked online PvP, and individual Race Off events.
First reviewed May 2025
Hitman World of Assassination on the PSVR 2 is, simply put, a must-play game for anyone with the latest PlayStation VR headset.
Being so intrinsically tied to the flat game – this title exists solely as a DLC expansion for the PS5 version of Hitman – there was a risk this game would feel overwhelmingly familiar. Stale, even.
Review infoPlatform reviewed: PSVR 2 (PS5)
Available on: PSVR 2 (PS5, PS5 Pro)
Release date: March 27, 2025
Moreover, given the series’ rocky relationship with virtual reality up until this point, Hitman on the PSVR 2 could have quite easily blown past ‘boring’ and landed itself squarely in ‘bad game’ territory.
Much like a well-executed assassination, however, Hitman on the PSVR 2 finds its mark with the perfect balance of faithful recreation and fresh mechanics courtesy of its enhanced VR perspective.
In doing so, Hitman proves itself as not only one of the best PSVR 2 games but one of the best VR games in general, with this (currently) PlayStation exclusive taking a chunk out of the Meta Quest 3’s seemingly impenetrable armor.
It also serves as a blueprint for other PS5 titles to follow should they wish to port themselves to PSVR 2 – a guide I seriously hope they follow, as with more experiences like this in its repertoire, PlayStation's second attempt at VR would struggle not to be a smash hit.
Sometimes the direct approach is best (Image credit: Future / IO Interactive) Ready for more, 47?Anyone who has dipped their toes into the World of Assassination since its 2016 debut knows the drill. Across 22 bespoke sandboxes bursting with creative killing methods – a puzzle game disguised as a shooter – the player, as Agent 47, must find and execute his targets (ideally without being noticed).
It’s much the same in this VR reimagining of the series, but with renewed player agency that comes with VR’s inherently more interactive nature.
An immediately noticeable change is the game’s first-person perspective. It’s one thing to watch Agent 47 push through the crowded streets of Marrakesh, it’s another to be weaving your way through the packed market for yourself.
Everything is more involved. You have to physically swing, throw, or pull the trigger of your weapon of choice to take out non-player characters (NPCs) – both targets and potential foils to your murderous schemes alike – and you even have to physically swipe keycards or pick locks to explore restricted areas of the map.
Act natural 47 (Image credit: Future / IO Interactive)True to Hitman's creative nature, VR doesn’t just serve as a way to embody the Agent 47 you see in the flat game. It also opens up new options for your strategies.
My favorite is the ability to dual-wield. This mechanic opens the door to more violent dual-firearm approaches which see you go on a bloodthirsty rampage as you gun down everyone in your way, but also as the simple (yet effective) dual-soda can approach that allows you to incapacitate two guards by throwing your both cans (or your preferred blunt object) in different directions at the same time.
Speaking of throwing, I appreciate that the game gives you two options. The basic chuck where you simply hurl the item, or a more targeted throw which you can activate using the controllers, which helps ensure you hit your intended target rather than an unintended bystander.
Perfectly executedTo this end, Hitman isn’t afraid to adopt VR in its own way.
There’s realistic weapon reloading and other object interactions, which are staples of the genre, but also reticle targeting for your throws and the use of the third-person perspective during climbing and when 47 is blending in to lend the player a hand when needed.
While some may find leaving first-person a little immersion-breaking breaking I always found it useful. When blending in, or clambering up drain pipes or across ledges, you need to be able to take in your surroundings to know when to emerge – otherwise you could get rumbled immediately.
Best Bit(Image credit: IO Interactive)Re-exploring missions once you have a wider arsenal and understanding of the level is supremely satisfying. You feel like a true master assassin as you perfectly execute your exit with the 5-star Silent Assassin rating.
I felt the more informative third-person perspective matched how Agent 47 would be paying closer attention to the world around him in these moments, working as both a narrative and mechanical tool.
One area I wish more assistance had been given to the player, however, was when attempting to use the sniper rifle.
In my hours of playing, I never once felt I mastered this weapon. In fact, I felt I got worse over time.
I never mastered the sniper rifle (Image credit: Future / IO Interactive)During my final mission before writing this review, I missed a dozen or so shots from the top of Sapienza’s church’s bell tower, resulting in zero kills, two panicked targets, and a small army of angry guards storming my position.
There are ways to slow time while using the sniper rifle, which help a little, but I found my scope simply swayed too much to be effective, even when I tried my darndest to stay still. I’ll endeavor to improve what is very possibly a skill issue, but some assistive mechanics would have certainly helped me with sniping, and I imagine several over players would appreciate them too.
A view to a killBeyond its gameplay successes, Hitman also looks pretty and runs very well on the PS5 system.
Even locations packed with NPCs like Miami and Paris ran smoothly while still looking just as crisp as the flat version. At times, the visuals were such a delight that it was easy to forget about my mission as I just got lost in the environments.
The tradeoff is that, unlike some VR titles, the objects littering the various maps are mostly set dressing. If an item is one you could pick up in the base game, it’s the same in VR, but other objects like kitchen frying pans, radios, and other decorations are cemented in place.
While this can initially be disappointing, IO Interactive's approach is understandable considering the technical nightmare this would cause for both the development team and the PS5 hardware. And frankly, Hitman’s sandboxes are full enough already.
Strangely, Hitman’s final success is that it isn’t exclusively a VR game.
Even VR veterans need to take a break to handle motion sickness or general fatigue from waving their arms around for a couple of hours, and with many titles, that means putting the game you’re enraptured by down until you’re ready to put the headset back on.
The level locations in Hitman are so varied (Image credit: Future / IO Interactive)With Hitman on the PSVR 2, because it exists as an expansion of the base flat game, you can simply swap to the non-VR version and boot up a new mission while relaxing on your couch.
All of your unlocks and the knowledge you’ve gained about a target carry over between versions, and I generally appreciated the freedom I had to experience this game how I wanted across different sessions. I could play it in VR, I could play it on my TV, or I could swap between the two on a whim.
IO Interactive has done a superb job translating the Hitman experience to VR with this PSVR 2 port. It simultaneously feels fresh yet familiar with a resulting package that I’m sure will be enjoyed by complete newcomers and Hitman aficionados alike.
If you’re looking for an excuse to replay the Hitman World of Assassination trilogy, this is it, and if you own a PSVR 2 headset and haven’t yet picked up this game, what are you doing still reading this review?
Should you play Hitman on PSVR 2? Play it if…You have a PSVR 2 headset
The PSVR 2 system has a few excellent games available to play on it, and this is easily one of its best.
You need an excuse to replay Hitman
Whether you're new to Hitman or looking for an excuse to replay it this PSVR 2 version is an excellent choice as the first-person perspective and new mechanics make everything feel fresh again.
You want a complete VR sandbox
Hitman provides you with a lot of freedom but not every object is interactable, and some actions will shift you to a third-person view rather than keeping you immersed.
You're a complete VR newbie
Himan on the PSVR 2 system has some comfort controls, but its large maps and smooth motion won't be easy for complete newcomers to stomach.
Hitman has a handful of accessibility settings to make the game more approachable. Chiefly, it has three optional difficulties you can swap between to make the gameplay experience more or less forgiving.
When it comes to VR-specific settings, the whole game can be played sitting down or standing, though you will need some range of upper body movement to use weapons and reload.
There are also comfort controls like vignetting, snap/smooth turning, and other adjustments, which can make the game more comfortable for newcomers. Overall, I found the experience not too nauseating (I could easily play for an hour or two at a time without trouble), though it does seem like a VR game best suited to people with a little VR experience who will be used to smooth control stick movement while wearing a headset.
(Image credit: IO Interactive) How I reviewed Hitman on PSVR 2I reviewed Hitman World of Assassination using a standard PlayStation 5 console and PlayStation VR 2 headset. My only upgrade is that I swapped the wired earbuds for a pair of Marshall Monitor III ANC headphones.
I played the game for around 30 hours, splitting my time fairly equally between the VR and non-VR versions of the title (which I would sometimes play in cinematic mode while using the headset if I wanted to continue a save state I had created in the flat game).
During the VR playthrough, I made sure to visit each location to explore, try a range of mission story assassinations, and see how the game runs, as well as testing a wide range of weapons to understand how intuitive item interactions felt. I never once noticed any hiccups, and never wanted to put my headset down as I enjoyed being immersed in this title immensely.
First reviewed April 2025