HyperX Cloud Stinger... reviewed!

HyperX Cloud Stinger is easily one of the more popular headsets in the $50 range... and there is a reason why; it's an awesome headset!


When this package arrived at the office... all I could think is “It's go time!”. So I grabbed the scissors... after multiple attempts to slice the tape with a pen.

Opening this bad boy up... I knew what to expect (like duh) but, it was still exciting because I'm a bit of an audiophile. You can find me sleeping with headphones on... often. Which is why my avatar has them.

Anyway, even though these headphones are presented on the lower end of the price scale... they are presented in packaging that's surprisingly better than others I've come across in this range. Granted some companies want their headphones seen through the packaging at retail stores (or being creative with the cheaper packaging), it just doesn't feel like a higher quality presentation (to me). So I was pleasantly surprised.

These headphones were made with quality in mind... while also keeping them in the realm of affordability as far as the average Joe is concerned. There are nice touches to these headphones like the adjustable steel slider... that didn't have to be added, but they went the extra mile. This adds to the quality of the product... which doesn't feel flimsy.

In addition, this headset is lightweight... and doesn't feel like I'm lugging something around on my head. The 90-degree rotating ear cups are also a plus for me... because if headphones are not on my ears, they're on my neck or close by. It allows me to place one cup on my ear if they're around my neck or allows for full movement of my head when both cups are laying flat on my shoulders... which doesn't seem like a big deal, but (again) these are being reviewed by someone that uses headphones nearly every single day. When it boils down to it, when I want to multitask or get the headphones off my ears... when I'm not home or in between online matches, this comes in handy. I don't want to feel like my head is trapped in between ear cups pressing against my cheeks.

The earcups are comfortable also. When wearing them on my head... I have been able to keep them on for hours without needing a break, and they aren't pressing against my ears... they fit fully around them. That's a plus for me because my ears are sensitive and don't feel too well if something is pressing against them for a long period of time; if you have your ears pierced up top... this is a plus). This sensitivity with my ears has caused me to cycle through multiple headphone types in search of comfort that allows me to enjoy my love of quality audio.

If the comfort isn't there... I really don't care how good they sound (although its a sad day whenever that happens) because I need a combination of comfort and quality audio to help up the enjoyment of my experience. FYI: Noise cancellation is pretty good too.

The HyperX Cloud Stinger headset has simple controls... that get the job done. I have another headset with various controls on the cord, but it feels like an anchor at times. While this headset on the other hand... has a volume slider under the right ear cup... and a mic on the left earcup that you merely swivel down to turn on and up to turn off. That's all there is to it, and... that's fine by me... especially with what I am seeking when gaming on the go. Members of HyperX know that my alternate headset has a USB connector, it's cool... but heavier and remains in the office because I can't connect it to multiple devices. This headset on the other hand... gives me multi-platform compatibility, and this versatility puts a smile on my face because you know what time it is from that point.

The HyperX Cloud Stinger has 50mm direction drivers... which have given me excellent sound playback in games like Nex Machina (which I've been playing the crap out of), movies and music. The music surprised me... the headphones deliver some nice bass and the sounds of the instruments consumed me for the duration of the tracks I listened too.

I mention these non-gaming-related options... because I get my worth out of headphones to a serious degree. Gaming is obviously a major factor also, and this headset gives you the option to go from PC gaming, to console gaming to mobile... and back again.

As far as the mic is concerned, the recording is pretty clear... but I'm going to go ahead and use this to usher in the cons for an even better version.

The headphones are great, but when the mic is swiveled up... I get concerned about it being hit and going back too far, ending in a damaged mic. If it were me, I would've added something on the side to block it from going back to the point of no return. When it comes to the cons... that's the only one I have with these headphones, so feel free to rejoice now.

This isn't a con... but I believe that if HyperX had another set of these Cloud Stingers that had a detachable cord and mic... for maybe $15 more, those would likely be the more popular version (it decreases the concern of a damaged headset in the event of snagging).

Overall, this is a great gaming headset, especially if you want to get an affordable pair that doesn't feel... cheap. I recommend the HyperX Cloud Stinger for online multi-player, multi-platform gaming, gamers that present commentary & eSports team action. Discord & TeamSpeak are just a number of compatible programs that will work with this headset... so you're good to go. What's also included in the box is an extension cable that has separate 3.5mm headphone and mic jack plugs.

Design: 4
Quality: 5
Comfort:5
Price: 5
Usability: 5 

I rate the HyperX Cloud Stinger headset a 4.8 out of 5.

You can get the HyperX Cloud Stinger headset... for $49.99, and for what it's worth... if you were looking for a nicely priced headset for gaming, etc. might as well get something with some oomph (that's realistically portable). That said... thanks for checking out this product review, game on!


Brought to you by... HyperX!


Rush Hour: A TellTale Series?!


Do you remember this gut-punch comedy starring Jackie Chan & Chris Tucker? It is easily one of my favorite film franchises... and considering the various avenues you can take with this martial arts meets comedy duo, it deserves a game series. Not just any... A TellTale Series, I think they'd be able to come up with awesome-packed episodes that deliver a combination of action and funny (so good) that even non-gaming fans of the franchise would want to spectate. Wouldn't be the same without the actual voices of Chris & Jackie... as... Detective's Carter & Inspector Lee though. If this ever becomes a reality... you heard it here first, but justice would be served with the actual actors.

That would probably require a kickstarter to afford the actors, but who knows... maybe they'd be willing to receive shares on the back end instead of everything off the top. Enough of the business chatter though, I just think it would be great to continue the adventures off the big screen... because their approach to solving crime can be applied to scenario after scenario... with plenty to spare (for the next season or more). Just a thought.

What do you think? Is this a game you'd be interested in? - Blu

Yeah this would be dope as hell, but until these games can be made by SDGT, I really don't foresee these ideas being brought to life. I'm glad you're saving all the ones that are true original IPs now. - Luis D. Lucha


This game would have to have the essence and witty pace the franchise is known for. Even the bloopers were better than scenes kept in other movies. Do you think their writers would be able to do that? - Yang


They have been able to deliver with multiple other games... so I don't see why not. It's what they're known for... and the studio's name is quite accurate for what they do. Adding comedy wouldn't be a stretch in my opinion. - Blu


True, but would it be on the level of what Rush Hour is known for? - Yang


I don't think it would have to mirror it to that degree, it would be TellTale's translation... which they've delivered well on in other games (is what i'm saying). - Blu


Understood. I'd play it just to see how they make it work. - Yang


lol That's what I was going to say. I would play it to play it... but I would be playing it to see if its really like Rush Hour. - RkRk


You know how that goes... it would still be different since games and movies aren't the same, but TellTale comes close since they keep you on rails in the right way... that let you jump from one track to the next. Speaking of movie related games, they did make Back To The Future... so keep that in mind. (By the time this posts... TellTale Games will have a link.) - Blu




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Baseball'n #3: 2 - 0?


It's real in the field... and the competition is bringing it. Two games in, are we going to pull come out 2 - 0 or will we take our first L?

Luis is a bit annoyed about his character stats... so I will see how we can change that. Mine suck too, but substitutes might be made in the next game.






Dear Developers: Bugs


This is one of those topics that goes beyond one platform, one generation... no matter who the audience is, and that is bugs. Bugs... do just that, bug gamer's if they affect game play for the worse. It doesn't matter the size of the developer... granted smaller developers get more of a pass, especially if the game is more ambition than a small indie title. That said... no one gets a pass if a game has been released and goes un-patched, that's annoying, especially if the game is still being sold like fully functional games are.

There are fun bugs, but the ones that stand in the way of gameplay should result in the game being temporarily free until... it gets fixed. There could be a free window to play... like how games have those free weekend's on Steam. That would be motivation to fix the game asap.

As a matter of fact... it may piss a lot of developers off, but games released without a disclaimer of still being development (which there are a few on Steam)... I think all platforms should do a free window until it's patched. Some games may not be able to do that since the experience can be enjoyed in one sitting... but in that case they shouldn't be available to play or buy. It would be cool if developer could decide between not having the game available for sale or a play window, until they swat those bugs.

I'm not deliberately trying to make myself public enemy #1 with this post, but there is a silver lining.

Think of the reviews, the word of mouth, the detoured sales and your overall reputation when it comes to future games. This isn't our first dance with this topic, but I was reminded of it... when I saw a fellow gamer, Gunn3r... playing Mercenary Kings on Steam.

I inquired on whether the game had been patched since the last time I had played... which was quite awhile ago (granted many games have to be played). He did a bit of playing and testing it out, only to get back to me saying that there are still problems with the game (main when he plays in full screen).

I still have to check it out myself... but that game was released back in 2014! I mention this game for the purpose of including all games in a similar space... don't let your efforts go to waste.

On the flip side... there are situations that occur in development teams that never reach the public. Arguments between teammates, legal disputes, team mates leaving the project. So there are things that can affect the project beyond a developer merely choosing not to get it done, but there should be efforts to seek new members to fill those voids... because someone is still collecting a check as long as the game is being purchased.

A game like Mercenary Kings doesn't have to stop at the initial missions... because it's one of those multiplayer games where more can be added on to further and enhance the gamer's experience. I'd personally take and expand over the course of 4 years based on crowd funding. That would extend the life of the game and... pave the way for a new installment (if it makes sense based on new ideas and tech). Anyway... developers, think about this stuff, especially if you're just starting out and haven't considered the downside of incomplete game releases.



Nex Machina... is here! + A Tip



To all you PC gamers getting your hands on... Nex Machina, I have a tip for you. We received the game yesterday from the studio (hats off to Housemarque) and ran into a bit of a pickle. The controllers weren't working for the game... so I reached out and they got back with a quick answer (thanks Rob). If you want your controller to work instead of using a keyboard and mouse:

Go to > Options > Player 1 Controls > (press) Tab
and... it should change from keyboard and mouse to... controller (on that note, check out the info below and... game on)!


-          Nex Machina started as the "Jarvis Project" a few years back
-          From the team that created RESOGUN and in collaboration with Eugene Jarvis (Robotron, Smash TV)
-          Intense arcade shooter that blends the best of coin-op skillful gameplay and modern cutting edge voxel tech
-          Travel through a diverse alternate universe where robots have taken over and humans have an unhealthy symbiosis with their screened devices. Starting from the "Techno Forest" you make your way through ever increasing robot infestation as you attempt to save humanity.
-          Particle explosions and neon lights are always better with a great soundtrack. Ari Pulkkinen (RESOGUN) returns to helm an adrenaline fueled set of tracks that blend synthwave and retro game influences.

FEATURES:
-          Nex Machina features a fully-fledged arcade Campaign that can be played solo or in local co-op with a friend.
-          Tons of secrets and alternate paths in each world. Upgradeable player character with access to six (6) different special weapons, that all can be lost as you perish in the torrent of endless robots.
-          Deep layered gameplay that lets you juggle with saving humans and trying to stay alive.
-          Complex enemy design and pulsating bullet patterns that can get you in the zone.
-          Three different main difficulty setting and more to unlock as you learn the ropes. Each difficulty offering new things to learn and conquer.
-          A changing challenge mode called the Arena, where you can return to locations in the game that are now totally different with faster speeds and other fresh modifications. Competing to beat your friends and the world with unique leaderboards for each challenge.
-          Unlockable skins, weapon colors and more that open up as you play the different modes available.
-          Nex Machina is developed and published by Housemarque, marking it the first self-published IP by the 22 year old Finnish developer.
-          Lead Game Design by Harry Krueger (RESOGUN).
-          Eugene Jarvis from Raw Thrills acts as a Creative Consultant.

Wait... there's more!

In honor of the launch of Housemarque’s first-ever self-published game, Nex Machina, the development team has released a short featurette from the upcoming documentary, Name of the Game. For nearly three years, a documentary crew has recorded Housemarque and Eugene Jarvis --- legendary creator of Robotron 2048 and Smash TV - on this journey, and this featurette, which primarily uses footage exclusive to this video, offers a candid look into the preparation it took to debut the game at PSX 2016. It shows the pressures of showing off a game to an audience for the first time and the drama of grappling with builds fresh out of the box. But not without Eugene Jarvis and Harry Krueger taking some time to discuss game design philosophy in the process.



This featurette is part of a full length documentary—Name Of The Game—delving into the entire development process of Nex Machina. For now, though, Housemarque just wanted to share a taster of things to come as a thank you. In their words, “we’re just some folks with the dream of making a game like the ones we used to play as kids.”

Congrats to Housemarque for its first self-published IP. - Blu