Corsair HS75 XB Wireless Gaming Headset Review

Corsair is making a big splash on Xbox, just in time for the next-gen Xbox Series X and Xbox Series S. The HS75 XB, the company’s first officially licensed wireless gaming headset for the platform, delivers incredible high-quality audio that makes any game sound better. A revised version of the company’s premium PS4 accessory, the HS70, the HS75 gets a few style tweaks, and one major upgrade in the form of a Dolby Atmos license, which gives you access to Xbox’s premium surround sound at no extra charge. Simply put, the HS75 created one of the best audio experiences I’ve heard from an Xbox-specific headset. It has the look, the feel, and, most importantly, the sound you’re looking for.

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Corsair HS75 XB – Design & Features

On the outside, the Corsair HS75 looks nearly identical to its PS4-facing predecessor. It looks tall and thin because of the high curve in its leatherette-coated top band, thick aluminum forks, and oval ear cups. The HS75’s aesthetic is more subdued: It sports a much smaller version of Corsair’s text logo on the top band, and no longer has the cross-stitched pattern on its head-top padding. It retains the intricate grill on the backs of the cups, which give the headset a distinctive, polished look.

The memory foam padding inside the cans looks firm, but is quite comfortable on-head. Likewise, the tall frame gives the impression that it may clamp hard, but I found it perfectly comfortable to keep on for long stretches of the day. At 379 grams, it’s also light enough to wear for many hours without making you feel weighed down.

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The hinges that connect the top band to the forks can pivot a little, providing a little give for comfort’s sake, but they don’t rotate a full 90 degrees to let you lay them down flat. It’s not a huge loss, but it does come in handy more than you think.

Let’s talk for a minute about what’s on the inside: Like the HS70, the HS75 features 50mm neodymium drivers, whose sound is digitally augmented with Dolby Atmos for additional clarity and 7.1 virtual surround sound. The HS75’s Atmos license – which gives you access to the service without a subscription fee – is the HS75’s most crucial feature. The HS75 provides solid, balanced sound on its own, but Atmos enhances everything, making audio in games and while watching video more vibrant and full.

Corsair HS75 XB

Unlike most gaming headsets these days, the HS75 splits the buttons and ports across both cans. On the left, you have a general volume roller, a mic mute, a USB-C charging port, and the port for connecting the detachable wire mic. On the right, you have a second wheel for balancing gameplay and chat, and the power button, which you also use for pairing. On one hand, splitting the buttons on both faces makes it easy to navigate and find whatever you’re looking for. On the other, having an identically placed wheel on either side makes it easy to forget which wheel you need in those first few sessions.

As a licensed Xbox One headset, the HS75 links with your console via a 2.4 GHz wireless connection using Microsoft’s proprietary pairing format. Like your controllers, you pair them simply by holding the power/pairing button on the headset and the pairing button on the console at the same time. (You can also connect it to a gaming PC using Microsoft’s Xbox Wireless adapter). It’s incredibly easy and, once you’re paired, the headset will re-pair with your console automatically when you power it up.

Corsair HS75 XB

Corsair claims that the HS75 should get better battery life than its predecessor – up to 20 hours on a single charge. I found that it fell a bit short, getting around 15 hours in a stress test. More broadly, I needed to charge it every other day during regular, daily use.

Last, but not least, the HS75 features a detachable unidirectional noise-cancelling wire microphone. It looks unassuming, as detachable wire mics have become the de facto standard form factor for gaming headsets. It’s easy to position, despite the fact that the pop filter technically covers all the indicators of what side should face your mouth. The proper position comes naturally, though: You just need to curve it naturally so the mic is in front of your lips. That said, while the noise-cancelling works well, I found that you can use the mic effectively even when it’s somewhat askew, which is good: Not everyone wants to take the time to set up a mic perfectly every time they play.

Corsair HS75 XB

Corsair HS75 XB – Software

The HS75 XB is the rare console headset that supports configuration software. In this case, it isn’t Corsair’s, but the Dolby Access app, which you’ll need to download and pair with to activate Dolby Atmos.

Dolby Access allows you to select from a handful of game-, movie-, and music-optimized audio modes. The game modes skew toward enhancing positional audio, the movie modes enhance clarity, especially for dialogue, and the music modes seem to be focused on “power.” You also have the ability to make up to three custom EQ mixes. This is the most customization I’ve seen on a console-focused headset: If you want to make your sound perfect – or as close to it as possible – Access gives you some tools to play with.

I only had one small hiccup with Dolby Access, which I offer up as a tip, rather than a critique: If you’ve already downloaded Dolby Access prior to pairing the HS75, you’ll need to delete and reinstall the app to ensure that the app detects the headset.

Corsair HS75 XB

Corsair HS75 XB – Gaming

The Corsair HS75 XB makes the audio elements of any gaming experience a delight. I tested it with both competitive games, such as Star Wars: Squadrons and Apex Legends, and more music-forward experiences like Streets of Rage 4 and Tony Hawk Pro Skater 1 + 2 Remake. I also threw in a few miscellaneous games like Hellblade: Senua’s Sacrifice, which served as a strong experiential surround sound test.

Across the board, the HS75 generated sound that was well-balanced and full-bodied. In Squadrons, you can feel the rumble of the engines in the bass, and the whirring of blasters as you weave through a tight dogfight (or, in my case, get shot down a lot). I found myself bumping along with Street of Rage 4’s synthy tunes more than usual because I could hear them more clearly and with more detail than ever.

Corsair HS75 XB

Through Dolby Access, the HS75 XB offers a specific “performance” mode that highlights gameplay relevant sounds like footsteps, in addition to emphasizing positional audio, in general. In Apex Legends, I found performance mode offers a minor benefit, but was much more subtle than other versions of this mode that I’ve used. In general, I prefer Atmos’ general positional audio, which delivers both performance and quality sound, over Windows Sonic, the Xbox’ default surround sound tech, which highlights performance-relevant audio more, but in a way that impedes your immersion.

Given that, it may not surprise you to hear that my favorite test was with Hellblade: Senua’s Sacrifice, which takes heavy advantage of the headset’s virtual 7.1 surround sound to create unsettling ambient noise. Having a headset with this level of fidelity truly upgraded the experience.

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Corsair HS75 XB – Purchasing Guide

The Corsair HS75 XB is available now for $149.99 through Corsair’s website, as well as digital retailers, including Amazon.

The Falconeer on Xbox Series X: Hands-On at 120fps

It’s tough for just about any game to get noticed these days, and even trickier for a one-man indie game launching on the Xbox Series X alongside 30 other choices. But maybe this will do the trick: what if I told you that, in some loose but refreshingly familiar ways, The Falconeer feels like something of a spiritual successor to the beloved original Xbox aerial combat game Crimson Skies?

To be fair, you’re on a giant Warbird here, not in a plane, and you can’t dismount and wander around on land. And the setting is pirate-fantasy rather than an alternate-reality post-World War I. But both are aerial dogfighting games where you’ll need to dive, roll, and evade your targets in spectacular fashion. They also both take place out on the high seas as well, and both give me the same exhilarating feeling in combat. For whatever reason, games like this don’t come around too often, and as such The Falconeer feels fresh and new.

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The Falconeer makes a reasonable attempt at worldbuilding, but at first it’s all pretty dense. The story isn’t told through cutscenes; rather, it’s dictated to you by characters in the world. You’re a Warbird pilot in The Great Ursee, trying to defeat the bad guys while also taking on the occasional side job. You can upgrade your Warbird along the way, too, with mutagens that up its stats while you level up as its pilot. The stylized graphics probably won’t blow you away on the Series X, but of what I’ve played on the new Xbox so far, The Falconeer’s 120fps option is the most impressive high-framerate game I’ve seen; I wish I could properly show it to you on this video. It’s glass-smooth no matter how much you whip the camera around, even in the most heated of battles, and it still hits 1800p in this mode. Dial it down and you’ve got a rocksteady 4K at 60fps.

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Maneuvering takes a bit of getting used to, but is really fun once you get the hang of it. Speeding to your next objective can be aided by holding the left bumper, which drains your stamina. But simply dive back down towards the water (be careful not to hit it, though fortunately you won’t die if you do) and you’ll recharge that meter. Do rolls with the right bumper, and hold left trigger to slam on the air brakes for even tighter 180’s. Cycling through targets by pressing the X button couldn’t be simpler. It all adds up to an easy-to-pick-up, moderate-to-master control scheme that will have you outdueling your rivals in no time.

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I do think there’s too much idle downtime en route to or on the way back from mission spaces, and the introductory loading screen doesn’t do a great job of easing you into The Falconeer’s lore, but it is worth a look on either Xbox, for sure. It’ll be on Xbox Game Pass when it launches on November 10 alongside the Xbox Series X, so you’ve got no excuse.

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Disc Room Review – Getting Buzzed

There are times in life where it feels like no matter what you do, something is waiting to ruin your day. Obstacles that come from all directions, trying to take you down when you’re just trying your best to make it to the next day. Perhaps they’re big, foreboding, and scary. Maybe there are lots of little things that can harm you just as easily. Something might seemingly come out of nowhere and just wreck your entire being. That’s the vibe of the year 2020 Disc Room, a ball of anxious energy in the form of a 2D action game. But as nerve-racking as that sounds, Disc Room is also a game that will eventually encourage you to come to terms with frequent failure, learning instead to cherish the small successes that help you push forward.

A giant disc-shaped object has appeared over Jupiter, or so Disc Room’s introductory text tells you, and as a charming little space person your goal is to explore what is revealed to be a labyrinth filled with numerous deadly rooms. Each room houses a unique trial involving copious spinning buzzsaws threatening to cut right through you, something that will happen more times than you’ll be able to keep track of.

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It’s a twitch-action game that focuses solely on the most heart-pounding element of bullet-hell shoot-em-up games: trying to avoid a ridiculous number of projectiles. Disc Room is concentrated on difficulty and pushing you into panicked situations, featuring a creative variety of aggressive enemy discs. Each exhibits particular behaviors, but none follow a predetermined course, making even the relatively simple stages dangerously unpredictable and challenging every time. Disc Room’s reality is one where you’re trapped in a room with over a dozen bouncing, fatal blades, where dark electro thumps non-stop, and where death can occur in less than a second.

Most of the game’s challenges, which allow you to proceed through the labyrinth upon completion, ask you to avoid death for at least a set amount of time. But it’s tough going. Surviving for 10 seconds before dying is usually a good effort worthy of forward progress; 20 seconds is a remarkable achievement deserving of the game’s equivalent of a gold star. You will also fail to reach these milestones again and again. You will frequently get minced into a little puddle of cartoonish gore before you can take stock of the situation, and you’ll leap out of your chair and shout when you finally manage to hit that tenth second after failing to break nine for so long. These seemingly trivial feats feel more rewarding because of the sheer difficulty of avoiding death. But Disc Room also manages to create some value and a sense of accomplishment around your deaths, too. You’ll quickly discover that dying to certain enemies will reward you with unique abilities to help you stay alive (dashing, slowing, and cloning, among others). On top of that, another key to unlocking more routes through the map is dying to each of the game’s many varieties of discs. You can be terrible at a certain stage, but Disc Room will often have alternative avenues to help you progress as you continue to hone your skills.

The excitement of near-misses, the struggle of survival, and making sure your causes of death are comprehensive, are all enough to propel you through the first hour or so, with changes in biomes later mixing up the conditions for counting up the clock. For example, some stages require you to stay within a particular area or collect golden orbs to add seconds to the timer. But more intriguing is the puzzle layer of Disc Room that eventually reveals itself. Certain rooms will require a mix of lateral thinking and creative use of abilities to complete objectives. Attempting to uncover more discs to die from turns into a more perplexing challenge later on. On a couple of occasions, you’re given cryptic objectives to try and decipher for yourself (e.g., ????? the ?????), providing a few pleasing avenues for brain-twisting eureka moments.

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But Disc Room is still a twitch game first and foremost, one that demands intense focus, split-second reactions, and deft maneuvers. The game’s user experience caters to this perfectly–restarting after death is instantaneous, and teleporting to the other side of the labyrinth to begin butting your head against a different challenge for a while takes seconds. It’s a rapid-fire grinder of action-packed movement, where 30 seconds of white-knuckle gameplay can feel like an hour and achievement is tough to reach but all the more fulfilling for it. The minimal time investment and the fact that another run will only take seconds of your time drives you to keep respawning and trying to best your last attempt, again and again. What’s more, a persistent leaderboard displaying the best times from the developers and your friends also pushes you further if you’re prone to a resolute competitive streak–former GameSpot editor Peter Brown inadvertently motivated me to spend far more time in certain stages long after I had achieved all the objectives.

Graciously, Disc Room also offers several difficulty adjustments that allow you to alter the speed of enemies, hazards, and other assists, with the game’s objectives changing to suit. On the flip side, once you’ve made it through the initial set of trials and rolled the credits, a second, more difficult labyrinth of stages is unlocked. While stage conditions remain, the game’s puzzle elements are mostly gone in favor of pure survival under even more demanding conditions–even 10 seconds of life is a significant achievement here, and making your way through Hard Mode continues to provide new doses of the energetic feeling you get from winning hard-fought battles.

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But you never really “win”‘ Disc Room. You just survive it adequately enough to move onto the next thing. The light, mysterious plot has a weird but worthwhile end, but the real reward that Disc Room gives you is learning how to appreciate your own small achievements. The game is fraught with dangers and failure, but it frames the handful of seconds you are able to hang on as something exciting, something to be proud of. Disc Room helps you feed on those tiny bursts of success, in addition to providing success in failure, to keep you moving and pushing through all its trials. Maybe we could all learn something from these… rooms full of discs. Like all great twitch-action games, Disc Room is at once exciting and stressful, challenging and fulfilling, and its spinning saw blades can seep into your everyday thoughts. But moreover, Disc Room feels like a pleasantly positive take on difficulty-first games–you didn’t die after 10 measly seconds, you managed to survive for 10 whole seconds. And that’s good enough for Disc Room. Thanks, Disc Room.

Devil May Cry 5 Has Several Performance Modes on PS5 And Xbox Series X

Devil May Cry 5: Special Edition launches in a few weeks for next-gen consoles, and ahead of its arrival Capcom has further clarified which graphical options players will have to choose from. On PS5 and Xbox Series X, you’ll be able to focus on either a performance boost or visual spectacle that adds ray tracing options to the game.

“Having checked with our DMC hype man Matt Walker, I can confirm that DMC5: SE will support 4K@60fps when [ray tracing] is turned off,” Capcom’s William Yagi-Bacon wrote on ResetEra. According to Yagi-Bacon, this means that the following graphical options will be available:

  • 4K/30 FPS with ray-tracing on
  • 1080p/60 FPS with ray-tracing on
  • 4K/60 FPS with ray-tracing off
  • Up to 120 FPS with ray-tracing off

If your priority is on performance instead, then the optional High Frame Rate Mode will turn its attention to object rendering and disable ray tracing. Playing on Turbo or Legendary Dark Knight gameplay mode will also disable those lighting and reflection features. It’s worth noting that on Xbox Series X, ray tracing features will only arrive sometime after Devil May Cry 5: Special Edition launches on that platform.

When asked about the release date for the Vergil-only DLC for PS4, PC, and Xbox One, Yagi-Bacon said that Capcom will have more info to share “in the coming weeks.”

Devil May Cry 5: Special Edition launches digitally first on Xbox Series X and Series S on November 10, and PS5 on November 12. A physical edition will also be available from December 1.

Now Playing: Devil May Cry 5: Special Edition Reveal Trailer| PS5 Showcase

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Kojima Productions Has Started Its Next Game, And It’s Hiring

A little less than a year since the release of the wildly ambitious Death Stranding, Kojima Productions has confirmed its next game has entered development. In traditional Hideo Kojima fashion, however, we’re being kept in the dark about exactly what it is.

In a statement to GameSpot, Kojima Productions didn’t mention if the project had any connections to Death Stranding or would be something completely different. It’s currently recruiting for roles in its Tokyo studio across several different departments, including game programming, sound design, art, game design, production, projection management, writing, and localization. Applicants must be able to speak and write Japanese fluently for the roles.

Hideo Kojima isn’t exactly known for brevity–in development time or the length of his games–so it’s likely it will be several years before we actually get to play the studio’s next game. Death Stranding released late last year after being announced more than three years earlier. Its development came after Hideo Kojima’s acrimonious split with Konami. Though Metal Gear Solid V: The Phantom Pain released during this time, his other project, Silent Hills, was canceled.

There were multiple carryovers from that project, however. Star Norman Reedus also played the lead role in Death Stranding, while co-creator Guillermo del Toro’s likeness was used for one of its main characters. If we know Kojima, something this goofy will probably be included in the studio’s next game, as well. We’re hoping for Werner Herzog.

Now Playing: Death Stranding Video Review

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Yakuza: Like A Dragon Has “Near-Instant” Loading Times On Xbox Series X

Yakuza: Like a Dragon is among the 30+ launch titles for the Xbox Series X, and now the developer has shed a little more light on how the game performs on Microsoft’s next-gen console.

Chief producer Masayoshi Yokoyama spoke to Xbox Wire about how the game leverages the power of the console, and Yokoyama is particularly looking forward to players experiencing the dramatically faster load times. Yokoyama said the load times are “nearly instantaneous.”

“I was personally most excited about the reduction in loading times due to the SSD, it’s nearly instantaneous; there’s not even time to read the loading screen tips!” Yokoyama said.

Yokoyama went on to say that Like a Dragon, overall, has a “much higher performance level [on Xbox Series X] than we’ve ever been able to achieve before.”

“Seeing the game run at a smooth 60 FPS gameplay experience or in native 4K with near-instant load times is incredible,” Yokoyama said.

You can check out the full interview here. Have a look at the video above to see the latest trailer for Yakuza: Like a Dragon.

GameSpot’s Michael Higham got a chance to play a part of the game on Xbox Series X recently.

“Even with just a small slice of the game in this Xbox Series X demo, Yakuza: Like A Dragon shows us why the franchise has won the hearts of so many and continues to stand out among its peers,” Higham said. “I’m convinced that the move to a turn-based RPG can pay off, and I’m already invested in our new protagonist Kasuga Ichiban and his friends, because Like a Dragon pulls these things off in ways only Yakuza can.”

The latest Yakuza game will launch alongside the Xbox Series X and Series S on November 10, so check out our preorder guide for all the details on those consoles and the games that will be available on them from day one. Yakuza: Like A Dragon will also be on PS4, Xbox One, and PC on the same day, and will arrive on PS5 early next year. The game supports Xbox Smart Delivery, so you can buy it for Xbox One and upgrade to the Series X/S edition for free later on.

If you feel like celebrating the impending launch of the Yakuza sequel, you can splurge on a $282 USD bowl of ramen that Sega’s Australian distribution partner Five Star Games created to promote the game.

Now Playing: Yakuza: Like a Dragon – Official “Next Generation Of Yakuza” Trailer

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Kojima Productions Confirms It’s Working on a New Game

Kojima Productions has confirmed that it’s working on a new project, and is hiring “best-in-class talent” for its Tokyo studio.

Confirmed on Twitter, the studio explained that, “a new project is in development and is looking to hire the best-in-class talent to work out of our Tokyo studio.”

The game itself is something of a mystery at this point, with only vague clues listed on the Kojima Productions careers page. There are mentions of 3D model production for “weapons, gadgets, vehicles, mechas”, and desired experience with “Event control system[s] in RPG”, but there are very few specifics beyond that.

Developing…

Here’s How The Walking Dead Is Filming Season 10 During COVID-19

The undead shamble forward relentlessly, and so must AMC’s The Walking Dead. The show recently resumed production, filming a set of bonus episodes to fill in the gap between seasons 10 and 11, and are taking measures to keep cast and crew alike from contracting COVID-19 (via EW).

“We wear these little tracers in our clothes that will tell us how long we spend in proximity to one another,” said Norman Reedus in an interview on SirusXM’s EW Live. The crew isn’t stopping there, though.

“There’s tons of rules now,” Reedus said. “Everybody’s masked up or has shields on. I have a big scar on my face so that this mask doesn’t work, so I wear the shield everybody else wears masks.”

Further the crew has their temperature taken when they get on set and everyone is subjected to rapid COVID-19 testing three times a week, Reedus explained.

The new measures will certainly make a difference, but they’re not without side effects. Reedus said that the show has a different vibe with the lack of physical touch. It also means that when an actor shows up to set, they announce the actor.

“And then the people part like Moses and the sea and I’m like, ‘Excuse me, coming through.’ It’s embarrassing,” Reedus said.

Even stunts are requiring some rethinking, Reedus said, citing an instance where one of the stuntment had to stiff-arm him instead of tumble around with him. The proximity required by stunts is exactly why Netflix’s wrestling drama GLOW ended up getting un-greenlit, so it makes sense that the crew would be proactive about keeping things safe.

The Walking Dead’s bonus episodes will air in early 2021; The Walking Dead’s eleventh season is expected to air sometime in the second half of 2021.

Now Playing: The Walking Dead Universe – What’s Next For Morgan, Rick Grimes, Maggie and Negan | NYCC 2020

New Spider-Man: Miles Morales Suits, AOC Among Us Stream, & More Ghost Of Tsushima | Save State

Insomniac Games has revealed more suits for the upcoming PS5 launch game, Spider-Man: Miles Morales. First up is the Crimson Cowl Suit, as well as Miles’ famous T.R.A.C.K. Suit, which is a preorder bonus, but is also unlockable in-game.

Congresswoman Alexandria Ocasio-Cortez streamed Among Us on Twitch with streamers such as Jacksepticeye, Pokimane, and fellow US House Representative Ilhan Omar. It was one of the biggest Twitch streams ever, maxing at 430,000 concurrent viewers on AOC’s page.

Ghost of Tsushima developer Sucker Punch is staffing up. A job listing is looking for a narrative writer with experience in feudal Japan, but it’s unknown if it’s for Ghost of Tsushima DLC or for a sequel. Ghost of Tsushima will be playable on the PS5 via backwards compatibility, and it’ll run at 60 FPS. For more on the PS5, as well as the Xbox Series X|S, make sure to check out Generation Next, GameSpot’s weekly show all about the next generation of consoles.

Roblox Passes $2 Billion On Mobile Alone

The MMO Roblox is performing phenomenally well on mobile. According to Sensor Tower’s estimates, the game has now crossed $2 billion in lifetime revenue globally across iOS and Android.

Like other games, Roblox’s mobile edition saw its microtransaction revenue surge during the COVID-19 pandemic. In particular, May 2020 was the game’s biggest month ever, with $113 million in spending.

The US is by far the biggest market for Roblox, accounting for $1.3 billion in lifetime revenue. The UK is No. 2 with $161 million, while Canada comes in third with $81 million, according to Sensor Tower.

The iOS version of Roblox is much more lucrative than the Android edition, bringing in around $1.5 billion compared to $545 million on Google Play. Apple itself has made $450 million from the iOS edition, while Google has taken $164 million; all of this is due to the 30% cut that each company takes a platform-holder.

Roblox has been downloaded around 437 million times on mobile so far, and the US is No. 1 with 113 million, which represents 26 percent of global downloads.

The owner of Roblox, Roblox Corporation, is reportedly planning to go public with an initial public offering or a direct listing. Roblox is also available on PC and Xbox One, so these numbers only represent a portion of the game’s total playerbase and scale.

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