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Razer BlackWidow V4 Pro Review: A Lot of Choice in a Big Package

Razer’s latest iteration of its function-rules gaming keyboard atones for some sins of the past and adds some new tricks.

Razer’s customizing-comes-first mechanical gaming keyboard line, BlackWidow, hits its fourth generation with the BlackWidow V4 Pro, a $230 full-size model with some notable improvements over its predecessor. These improvements include expanded lighting, more programmable controls, USB passthrough and an improved wrist rest design. These are all notable updates; but while I welcome all the changes in spirit, I’m not thrilled with the execution in a few cases.

Nothing has changed in its fundamental keyboard aspects, with the exception of a boost of the maximum polling rate to 8,000Hz, something I’m not sure you really need here. The switches and keycaps remain the same: You have a choice of the latest generation of Razer’s tactile Green or linear Yellow switches and Razer’s durable DoubleShot ABS keycaps.

Razer BlackWidow V4 Pro

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Like

  • Expanded lighting zones
  • More programmable controls
  • Vastly improved magnetically attachable wrist rest
  • Added USB passthrough

Don’t Like

  • Buttons on left side are really easy to hit accidentally
  • multicontroller roller is too low relative to the height of the keys

There are a lot more lighting zones thanks to the addition of underglow strips on the left and right, plus a front strip on the wrist rest, five new backlit macro keys down the left side and a new programmable control dial in the upper left corner.

Razer says it’s added lenses to the individual backlight LEDs, which does seem to improve the focus in particular directions. I also think it’s made a difference in the number of perceptible brightness levels — if you need that level of granularity. I wish you could take advantage of that by controlling the brightness levels for individual or groups of keys the way you can control colors: That way the keys you need most frequently could be brighter as well as a different color, but not completely dark.

The new control dial allows you to map zooming, scrolling and other customization to your profiles. For example, the mappings default to zoom, keyboard brightness, task switching and track jogging. That’s becoming a more common feature these days, and it’s a useful one that extends beyond gaming. The physical control is fine, if a bit hemmed in. The downside is there are no presets beyond the basics — usually these controls come with sets — which means it requires a lot of time-intensive setup for a control you may end up not using.

There are also three new switches on the left side. I love the idea, but not so much the execution. I constantly make microadjustments to the location of keyboards — a nervous tic when I’m not actively typing — and so I end up hitting them a lot. It doesn’t help that I’m also adjusting to avoiding the left-side macro keys when reaching for alt-tab, where my compensation means my ring and pinky fingers naturally fall on those switches. And they’re too easy to activate, which may probably be a more broadly applicable issue.

These aren’t really complaints, since it’s certainly not the first keyboard to put the macro keys down the left side, but if you’re used to other layouts your muscle memory might need some retraining.

Then there’s the redesigned multicontroller, the roller bar with a bank of five, tall, round buttons above the number pad. It’s similar to the design on other keyboards, but the location and elevation don’t work, at least for my hands. The keys are so tall, relative to it, that it’s awkward to use. And remapping the control dial to do the same things, like adjust audio volume, isn’t quite as convenient, since you have to press it to cycle through the different mappings.

Like a lot of the programmability, you have to be running Razer’s Synapse utility for your customizations to work; you can’t save a lot of them to the internal keyboard memory. On the other hand, when you cycle through the mappings for the control dial there’s a popup telling you what the setting is and what the rotation does. There’s also a backlight color attached to each mapping but it’s not persistent, so you don’t know which setting the dial is currently mapped to with a glance.

The USB passthrough is a nice-to-have, and the new wrist rest is a lot more comfortable than the old one, plus it now attaches — pretty strongly — to the keyboard. If you’re sensitive to textures in a «I wear my shirts inside out because the seams make me crazy» kind of way, the bumpy faux leather may bother you, though.

It’s still big and heavy, but solidity in a keyboard isn’t something to complain about. Razer has upped the switch rating to 100 million keypresses, but they’re the same switches as before — they’ve just been tested more. I don’t put a lot of stock in durability ratings, but it’s nice to know that pounding on the keys won’t kill them any faster than it used to.

I’ve been using optomechanical switches for so long — and, more recently, linear ones — that going back to the feel of the tactile mechanicals has required some adjustment. But it’s nice to know that my fingers won’t accidentally trigger strokes if I rest them on the keys. That’s one of the perks that I miss with other types of switches.

For games where fast keyboard combos you can program are more important than single-key quick responsiveness, the BlackWidow V4 Pro makes a lot of sense. But unless you’re on board with how all the controls work, $230 might feel too expensive for your needs.

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WWE 2K25 Jumps From the Top Rope Onto PlayStation Plus in September

Subscribers will also be able to play a turn-based strategy Persona game.

«The American Nightmare» Cody Rhodes, son of one of the greatest pro wrestlers of all time, «The American Dream» Dusty Rhodes, is the current undisputed WWE champion. And PlayStation Plus subscribers can bring Rhodes down a peg or help establish a new wrestling dynasty with the champion beginning on Sept. 16 in WWE 2K25.

PlayStation Plus is Sony’s version of Xbox Game Pass, and it offers subscribers a large and constantly expanding library of games. There are three PlayStation Plus tiers — Essential ($10 a month), Extra ($15 a month) and Premium ($18 a month) — and each gives subscribers access to games. However, only Extra and Premium tier subscribers can access the PlayStation Plus Game Catalog. 

Here are all the games PS Plus Extra and Premium subscribers can access starting on Sept. 16. You can also check out the games all PS Plus subscribers can play in September, including Psychonauts 2.


Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.


WWE 2K25

Take control of your favorite superstar from the men’s and women’s divisions in this knockdown, dragout wrestling game. Become one of over 300 wrestlers from today and years past, like Rhea Ripley and Andre the Giant. This entry in the series also introduces intergender wrestling matches, barricade diving and new brawl environments where you can get over or turn heel.

Persona 5 Tactica

Join the Phantom Thieves in this real-time strategy game set in the Persona universe. You and the group wander into a bizarre realm where people are living under tyrannical oppression, and you cross paths with a revolutionary named Erina. Now you’re in cahoots with the rebels as you try to free an oppressed people and find your way back home.

Other games on PS Plus

Those are a few of the games Sony is bringing to PlayStation Plus, and subscribers can play these games as well starting on Sept. 16.

*Premium subscribers only.

For more on PlayStation Plus, here’s what to know about the service and a rundown of PS Plus Extra and Premium games added in August. You can also check out the latest and upcoming games on Xbox Game Pass and Apple Arcade.

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Little Nightmares 3 Hands-On: a Creepy Co-Op Game Arriving Just in Time for Halloween

The sequel adds cooperative play with all the haunting hallmarks of the earlier games.

After about an hour playing Little Nightmares 3, I’d used a person’s bisected halves to solve a puzzle, gotten a high score in a carnival shooting game and escaped the murderous claws of a deranged baby. As a 2-foot-tall youth trying to survive the morbid dangers of one demented area after another with my co-player, I was terrified and delighted.

I’ve only sampled the first two Little Nightmares games, but in my brief preview of Little Nightmares 3, it felt like a refined version of the series’ premise: small protagonists endangered by a large, grim world filled with traps to evade, puzzles to solve and horrid, lethal enemies to outwit. Take the scale of the animated horror movie 9, mix it with the darkest of stop-motion director Henry Selick’s maudlin settings and let players enjoy the haunting ride, room by perilous room.

This time, players aren’t alone. In Little Nightmares 3, developed by Supermassive Games, two players (or one and an AI companion) choose between characters Low (a bird-masked boy with a bow) and Alone (a girl with a jumpsuit and a wrench), who rely on each other and get out of rooms using their unique tools or just good ol’ fashioned teamwork. Sometimes this means pushing a box for the other to jump on, but other obstacles require rather complex puzzle-solving. 

In the game, Low and Alone seek to escape the bleak Nowhere and its roulette of dystopian lands. My preview was limited to one of these areas — Carnevale, a demented circus where our small characters had to sneak under the feet of grotesque, ambling workers (or their corpses, tied up or swinging for the sport of their fellows). When we thought we were safe, possessed puppets sprinted after us until we could team up to knock their wooden heads off and crush them. Being noticed by anyone meant our demise, requiring frantic cooperation amid the anxious stakes of rather gruesome deaths. 

It’s this tension and the dour setting that sets Little Nightmares 3 apart from other co-op games like the more excitable and dynamic Split Fiction released earlier this year, a rollercoaster flipbook of game genres that made for a breathless if not terribly coherent experience. In contrast, the section of Little Nightmares 3 I played unfolded like a series of grim vignettes that rely on its pleasingly goth trappings as much as working together with your friend (or computer teammate) to progress. 

Surviving your little nightmares

While I got only an hour with the game, Little Nightmares 3 seems to iterate on rather than innovate away from its predecessors: Expect more of the same in new, grotesque settings, just with the welcome addition of tightly designed teamwork dynamics. For fans of the series, this is likely a good thing. There’s not much else like Little Nightmares.

The Carnevale stage I played through opened up with rain pelting red-and-white circus tent tops, which I as the masked Low (and someone from Bandai Namco who kindly played as the jumpsuit-wearing Alone) skittered between. Lumbering above us were brutish factory workers seeking escape at the funfair, which very quickly turned sinister as we very shortly saw some hanging tied-up as others took turns beating them like a piñata. We entered one room to find one worker in connected boxes as the subject of a magician’s saw-in-half trick…which was no trick, as we had to separate the halves to climb out of a window. I tried, and failed, to ignore the viscera slopping out of the boxes.

While we hid from the human-size enemies, we had to fight the wooden puppets. Like Geppeto’s most horrid creations, they ambushed us in several rooms, requiring me to knock their heads off with Low’s bow and run away from their decapitated bodies while my teammate rushed forward to crush their heads with Alone’s wrench. 

But most of the rooms are about solving puzzles, which could be as simple as moving a box for my teammate to jump up and pull a switch or figure out how a radio plays into a complex solution. While these quiet moments are a nice break from the tense combat or pursuit, they also give time to appreciate the macabre backgrounds: I ran past one room with a circle of empty tall chairs only to come back a few seconds later to find them filled with puppets, unmoving but watching.

And then there are the really, really tense moments. We moved from the carnival to the adjoining candy factory (apparently where all those brutes work) and up to the offices where the boss works, to find him asleep with the TV droning on in the darkness…and his frankly hideous baby nestled next to him. Naturally, we had to make noise, cranking open a grate, awakening the terrifying spawn who ran after us. After many, many failed escapes, my teammate and I discovered we had to scramble for a hiding place after making it past the grate. 

This was perhaps the most frustrating part of the preview as we panicked looking for a solution to our deadly woes (as opposed to the slow, methodical gameplay earlier) — but that’s part of the tension, especially when adding a teammate to the mix. Ultimately, it was a hard-won lesson in patience. In the next room, a kitchen, the nightmarish baby banged a bowl on the table until the father walked over to a corpse (presumably his worker) and cut out some meat for his ghoulish child to eat.

In my short time with it, Little Nightmares 3 seems like a cooperative spooky storybook for players and their friends (but not couch buddies, sadly — it’s online co-op only) to experience. How much it lives up to previous games in the series, especially as developer Supermassive Games takes more of the reins from the franchise’s original creators Tarsier Games, is anyone’s guess. (Tarsier’s similar spiritual sequel to Little Nightmares, Reanimal, is coming in 2026.) 

But as the air turns crisp and Halloween beckons, it’s the best time of the year for a creepy co-op game like Little Nightmares 3 to land.

Little Nightmares 3 comes out Oct.10, 2025, for PC, PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch and Nintendo Switch 2.

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