
Tag Archives: Gaming
Doom: The Dark Ages has been permanently discounted to $50

Netflix is making movies based on Crazy Taxi and Stranger than Heaven

Valve Steam Frame review: Solid standalone VR that’s too little, too late

Creative B3 gaming soundbar undercuts Razer and Asus with an ultra-affordable $50 price tag

Gaming soundbars are the new hot trend that promises to elevate the overall experience during high-octane action without breaking the bank. You don’t have to go for extensive surround sound setups if desk space is a premium, nor do you need to worry about the positioning of the speaker system relative to your sitting angle.
We’ve earlier seen Razer and, recently, ASUS has come up with a soundbar designed to sync with the RGB setup of the compatible lineup of accessories. Creative has jumped on the bandwagon with their gaming soundbar, and it looks equally good for gamers who demand quality in-game output and love to match it up with the right lighting ambiance.
Designer: Creative

Launched in China for now, the desktop gaming soundbar dubbed Creative B3 is listed on JD.com, and there is no word on its availability in other parts of the world. Carrying a retail price of 429 yuan ($64), the accessory undercuts the Razer Leviathan V2 and ROG Gjallar Soundbar by a long margin. According to trusted Chinese blogs, the soundbar will carry an even lower price of around 339 yuan (approximately $50) during the initial launch phase. Even if the soundbar can come close to what these two brands are already offering, it is a deal maker for gamers on a budget.

The 420mm-long gaming soundbar weighing 1.28 kg is designed to be placed under the desktop monitor to utilize space and keep the controls well within reach. This makes the accessory well suited for users who have an already constricted desk space. Just like Creative’s other audio accessories, this one makes use of modern connectivity options like Bluetooth 6.0 and audio performance we’re familiar with from their earlier products. The soundbar comes with four asymmetrical drivers that reproduce audio across the 20Hz to 20kHz frequency range for better audible separation. These include a 58mm low-end and mid-range driver, and two 40mm high-frequency and upper mid-range drivers.

The Creative B3 soundbar can deliver a thumping 20W output through the 4W left and right channels. 6W each is output via the dual subwoofer channels. Since wireless is going to be the go-to mode for desktop users and gamers with this soundbar, the built-in 32-bit transmission chip helps keep the latency down to he minimum. For the more audiophile users, there is the wired connectivity option with the included USB-C port, 3.5mm AUX jack, and optical port. The soundbar comes with native support for PlayStation 5 and Nintendo Switch. Gamers can activate the respective console to optimize the audio output for maximum enjoyment.
The gaming soundbar also includes an omnidirectional microphone with active noise cancellation. This comes in handy for communicating with other players in multiplayer titles, especially when you don’t want to wear headphones for long hours. The B3 soundbar has the RGB control bar in the center to tweak all the settings for lighting or the equalization controls.

The post Creative B3 gaming soundbar undercuts Razer and Asus with an ultra-affordable $50 price tag first appeared on Yanko Design.
Will GTA 6’s Ultimate Edition be worth the extra cost? Here’s what it’ll come with

The Mac Mini Belongs on a Desk, This Build Runs It From Your Hands
Most people who outgrow a Mac Mini just buy a bigger one. One builder went the opposite direction, gutting an M4 Mac Mini down to its bare motherboard and squeezing the entire machine into something you hold in two hands. The result runs full macOS, plays games with real controllers, and never touches a wall outlet, proving Apple’s desktop silicon was never actually tied to a desk in the first place.
The trick starts with restraint rather than miniaturization. Instead of ripping out Apple’s factory heatsink and blower fan to save space, the build keeps that original cooling setup intact, letting the M4 chip run demanding workloads without throttling under heat. The motherboard and its cooling system then slide into a custom 3D-printed shell nicknamed the Mac Nano, treating Apple’s silicon less like a sealed product and more like a component waiting to be rehoused.
Designer: Shing Solutions


That shell doesn’t bolt permanently into the cyberdeck’s body. It slides in and out on rails instead, resembling something closer to a Game Boy cartridge than a soldered motherboard. Pull it free, and the rest of the handheld, its screen, its keyboard, its controllers, stays behind as a shell ready for whatever core gets slotted in next, whether that’s a repair, an upgrade, or an entirely different chip generation down the line.


Up front sits a 7-inch touchscreen running at 120Hz, paired with a shrunken QWERTY keyboard that includes its own built-in touchpad. That keyboard began as a wireless accessory, but its battery got pulled and rewired to draw power straight from USB instead, trimming both weight and one more thing that could run out of charge mid-session.


Gaming input came from an unexpected donor. Circuit boards pulled from genuine Nintendo Joy-Con charging grips now sit on rails built into both sides of the cyberdeck, wired directly rather than paired over Bluetooth. Since macOS has no native support for wired Joy-Cons, Steam’s controller mapping layer bridges that gap, turning what looks like a stripped-down laptop into something that plays games with console-grade tactile controls in hand.



Wiring that many peripherals into one small chassis created its own bottleneck. The fix came from combining two miniature USB splitter boards into a single custom three-port hub, stripped of their bulky original connectors to fit the tight internal layout. A bank of rechargeable cells rounds out the build, feeding a custom power delivery setup that keeps the whole machine running for hours without a cable in sight.



None of these choices were about making the smallest possible Mac Mini. They were about proving a desktop chip could be pulled apart, rehoused, and handed a battery without losing what made it worth owning in the first place. That kind of modular thinking, where the computer becomes a swappable cartridge rather than a sealed box, points toward a version of portable computing that upgrades in pieces instead of getting replaced whole.

The post The Mac Mini Belongs on a Desk, This Build Runs It From Your Hands first appeared on Yanko Design.
Apple is Working on Two iPhone Game Controllers Under its Beats Brand

Apple and the gaming crowd have always had one of those relationships where you nod at each other across a party and never actually walk over. Apple makes the chips, brags about them beating a PS5 in some benchmark slide, then goes right back to talking about spreadsheets and stargazing apps. Gamers, meanwhile, buy a Steam Deck or a Switch and never think about the iPhone in their pocket as a gaming device at all. Bloomberg’s Mark Gurman just reported that Apple wants to finally cross the room, having spent over a year quietly developing its own gaming controllers for the iPhone. The bigger twist is who gets to wear the name tag. Rather than an Apple logo, the hardware is reportedly launching under Beats, the audio label Apple has been slowly turning into its lifestyle catch-all since buying it in 2014.
Code unearthed in a leaked macOS 26.7 build gives the rumor real teeth, naming two unreleased devices, T6502 and T1057, each carrying its own dedicated controller profile instead of placeholder code. Both come with the standard gamepad vocabulary, sticks, triggers, a D-pad, face buttons, the stuff every controller on the planet already has. T6502 keeps things simple and wired. T1057 adds Bluetooth, motion sensors, and a noticeably different haptic engine, suggesting more than one idea is being tested at once. Nothing is priced, dated, or confirmed, but the code alone says this has moved well past a mood board.
Designer: Apple

Gurman’s sourcing on the branding is the part I keep chewing on. He says Beats executives are leading both the engineering and the product concept, not just slapping a logo on something Apple’s industrial design team already finished. His reasoning is that the culture and lifestyle around gaming controllers fits Beats better than it fits Apple, and that the sub-brand gives the company room to use cheaper materials and a louder design without dragging down the premium finish people expect from anything wearing the actual Apple logo. Read between the lines and that is Apple admitting its own aesthetic has a ceiling. Titanium and glass photograph beautifully, but nobody wants to grip a cold slab for a three-hour Genshin Impact session. Beats, with its glossy plastics and its very unserious relationship with color, is a far more honest home for an object designed to be squeezed, dropped, and thrown in a backpack pocket.

There is a decent trade-off lurking here too, and it is worth naming before anyone gets too excited. T6502, the wired one, is basic by design, which means it will likely be the cheaper, more disposable option with none of the motion sensing or richer haptics that make a controller feel alive. T1057 sounds like the one worth wanting, but Bluetooth controllers introduce pairing friction and battery anxiety that a simple USB-C plug-in never has to deal with. Apple will have to pick a lane, or price the two far enough apart that the choice makes sense, and so far there is no signal on either price or release window. History also isn’t fully on Apple’s side. The company has floated controller ideas for years without shipping one, and it once required developers to support the Siri Remote’s accelerometer as a de facto gaming input before quietly dropping that mandate. A leaked profile in a beta build is not a keynote slide.

Where this actually matters long term is the software Apple has already built around it. iOS 26 shipped a dedicated Games app that pulls your library, your Game Center friends, and Apple Arcade into one hub across iPhone, iPad, Mac, and Apple TV, and Arcade itself has quietly grown past 250 titles for $6.99 a month. A first-party controller, even a scrappy Beats-branded one, gives all of that infrastructure something physical to plug into, which is a very different goal from just selling more hardware. It also puts Apple in the odd position of competing with its own shelf space, since the Apple Store already sells the Backbone One and the SteelSeries Nimbus, and we covered how Backbone’s own Pro model already chases full-size ALPS sticks and forty-hour battery life at a premium price. Razer’s brand new Prio takes the opposite approach entirely, folding down to credit card size for people who would rather not carry a controller-shaped commitment at all. Apple showing up now, later than everyone, wearing someone else’s logo, says less about gaming and more about how Apple treats every category it enters late. Quietly, sideways, and only once it has found a version of itself that does not feel like Apple at all.
The post Apple is Working on Two iPhone Game Controllers Under its Beats Brand first appeared on Yanko Design.
Apple’s rumored gaming controller for iPhone could feature Beats branding

Blizzard is reviving StarCraft as an open-world shooter, but it’ll be a long wait
