At this point, nearly every DIY builder knows the O11 Dynamic. Scores of people love using it too, even when there's not a single tube of custom water-cooling inside. The case is a showpiece, and if Lian Li's many size variations of it are any indication, it's a formula not to be messed with. Other companies have produced uncannily similar creations, to boot.
Not Hyte. This relatively new offshoot of system integrator iBuyPower launched last year with the Revolt 3, a case that resembled the NZXT H1 and SSUPD Meshlicious, and yet held its own with distinct details that set it apart. In 2022, the company's doing it again with the Hyte Y60, a case on the opposite end of the scale—think the size of the just-launched O11D Evo.
Design
The Y60 gives a “panoramic view” of the build inside, accoring to Hyte.
Hyte
At 456 x 285 x 462mm, the Hyte Y60 shares similar dimensions with the O11D Evo—Hyte even says its case is almost “dead-on” in size compared to the Evo. The Y60 is far more striking, though. Instead of having a standard cube frame, the left front edge has been replaced by an angled piece of tempered glass, making for an uninterrupted view of the interior.
Initially that “panoramic view,” as Hyte describes it, can take a moment to absorb. It's a unique look that requires a little growth of imagination, but picturing a system decked out with RGB fans, custom fan grills, and even figurines or a plush toy (yes, that is a trend), and you can see it like a display case.
And indeed, Hyte sees the Y60 as being designed for photography—you can capture your build in all its glory with a single shot, rather than having to use multiple perspectives. (It remains to be seen how cooperative that glass is in terms of reflectiveness, though.)
The glass panels aren't the only features that makes it photo-worthy. Not only does Y60 focus exclusively on vertical GPU mounting, which puts your hard-won graphics card on full display, but it tucks away the bottom fans in a shallow, vented shroud to keep the focus on the star of the show. And the included custom-length PCIe 4.0 riser cable for the vertical GPU mounting comes with its own little shroud to cover it, too.
Hardware support
Mixed with these aesthetic touches are sensible, pragmatic elements as well. That vented shroud supports up to two 140mm fans to ensure maximum airflow for your GPU, for example, and included with the case are two 120mm fans. Accessing the bottom fans is as simple as opening a panel on the Y60's underside.
Airflow in the rest of the case should be easy to manage as well, with a top mounting spot that supports both 120mm fans (up to three) and 140mm fans (up to two) as well as 280mm and 360mm radiators. The side mounting spot can take up to two 120mm or 140mm fans and up to a 280mm radiator, with a noteworthy amount of clearance allowed for rad setups—you can go up to 130mm thick before needing to worry about running into the GPU. Hyte says push/pull rad configurations are easily accommodated. Rounding out the mounting points is a single spot at the rear, which can take up to a single 120mm fan or rad.
The Y60 also supports ATX power supplies and up to two 3.5-inch or four 2.5-inch drives (or some combination in between), which all install behind the motherboard. Speaking of motherboards, you can drop in ATX, micro-ATX, mini-ITX, and EATX boards up to 10.6-inches in width. Hyte says it designed this case with ATX builds in mind, though. In fact, the Y60 supports half-height PCIe cards behind the GPU, so that you can still get some use out of all the PCIe slots on ATX mobos.
Price, availability, and colors
Colors for the Hyte Y60 include this all-black version. White and red/black are the other options.
Hyte
The Hyte Y60 will launch with an MSRP of $200 USD and a target of mid-March for release in North America. Other territories will follow after. For comparison, the O11D Evo has an MSRP of $170 USD, with the vertical GPU mounting kit an optional purchase and no fans included.
Colors available will be white, black, and a red/black combination. When asked, the company says the removable top and right-side panels can be sold separately upon request, so if you want to roll a different color combo (say,
white and red), it's possible.
Time will tell how deeply the Hyte Y60 will lessen PC builders' current love affair with Lian Li, but from the look we had at it, it seems poised to enter the field as a strong rival. That's not the only area of PC building and PC gaming that Hyte is looking to shake up, either—also announced were the SR65, a highly customizable premium mechanical keyboard in the $350 to $400 range, and the Eclipse HG10, a minimalist wireless headset that'll sell for $100.
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Recently, Halo Infinite has settled into a nice multiplayer groove. Soon after the free-to-play multiplayer mode launched, its monetization and battle pass were bombarded with rightful criticism from players. Over the past couple months, however, changes to the Battle Pass progression have been regular. Daily challenges finally offer enough experience points to effectively level up the game's battle pass within a single gameplay session. Weekly challenges now have more variety and are easier to complete. An effective test case for this is the second Fracture Tenrai event. The first week of the event was controversial, as players claimed that it took too long to complete event-specific challenges with little reward to compensate. Seemingly in response, this week's event offers more challenges (10 as compared to seven) and more frequent cosmetic rewards.
Changes to Halo Infinite multiplayer based on player feedback have been slow, rather than dramatic, but this latest event is a firm step in the right direction. However, even good changes belie the fundamental problem of Halo Infinite's monetization system. No matter how much slicker systems of monetization and play become, the game's money-making component relies on players spending more time and money than they otherwise might.
This isn't to say that Halo Infinite has not undergone real improvement since its multiplayer mode launched in November. A good challenge structures play rather than dominates it. Sometimes I'm really in the mood for Slayer or Fiesta, but generally I'm up for whatever; I just want to play Halo. Challenges direct me to certain playstyles or modes. They help me feel as if each match is building to a larger goal than just winning in the moment. The addition of challenges like "Complete five FFA matches" or "Earn 7,500 Player Score In Team Slayer" help direct play while being relatively unobtrusive.
The primary problem here is having a whole queue of mode-specific challenges means you can only complete them one at a time. Fortunately, multiple challenges for the same mode tend to cue up at the same time. It's relatively easy to bang out a challenge or two simultaneously, before moving on to the next "set."
The challenge system still includes some annoyances, though they are significantly smaller than at launch. For example, I tend to skip challenges based on getting kills with certain weapons, unless those weapons are easily obtainable. Because each weapon spawn offers a type of weapon (e.g. pistol or shotgun), rather than a specific gun, it can be difficult to find the right weapon for your challenge, even if you know the maps by heart. Especially with the game's more powerful weapons, which spawn on a timer and are also randomized based on the map, it can take five or more games to even get the opportunity to use a weapon for a challenge. The alternative is playing Fiesta, a mode where loadouts are randomized at spawn, but that obviously has a similar problem. It is always a little tough when a challenge locks you out because of random chance. To be fair, I have, at least, always had enough challenge swaps to get rid of particularly taxing or annoying challenges.
Despite the improvements, there is still a fundamental friction with the game that cannot be solved with better or more generous challenges. Multiple times, I have stopped playing Halo, though I was still up for more games, because I could get more XP in the morning. If I waited for the dailies to reset before activating a double XP boost, I could complete weekly and daily challenges simultaneously, thereby earning even more XP. I've also booted up another match, even though I felt done, because I needed one more kill to finish a goal. Fundamentally, battle passes and challenges push players to spend more time, more consistently with the game, regardless of whether they are enjoying that time or that consistency.
Furthermore, everything in the store is just too expensive. I, like every gay person playing Infinite, contemplated buying the cat ears bundle. I just couldn't bite the bullet on spending 10 dollars on a minor accessory and the color pink. If you are playing the game for free, cosmetic options are limited to a handful of color swaps. This would be inconsequential if the game's default designs were dynamic or varied. I am less interested in cosmetics in a game like Apex Legends, because the default designs are cool and at least vary from the dozens of other characters people might play. Loading into a match of Halo Infinite with four grey knock-off Master Chiefs is a grim sight, particularly since the game spends the opening and closing moments of the match showing off each player's cosmetics. Because the multiplayer is free-to-play, it is inevitable that access to cosmetics requires plenty of time and at least a little money. That doesn’t make it feel any better.
Unfortunately, many or even most of these problems are inherent to monetization through a battle pass and a cosmetic store. There will always be a tangible difference between players who have spent money and those who haven't. The battle pass will always encourage people to spend time on the game’s terms, rather than their own. I've said this before, but by nature, microtransitions uphold an exploitative economic model. This does not mean that it is fruitless to criticize issues with specific games or celebrate gradual change. Rather, I would invite us to open the possibility space, to trace the problems of monetization to their source, and to use these smaller controversies as fuel for transforming a frequently exploitative and destructive industry.
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