Paradise Lost Review

Video games have had us infiltrating Nazi bases for decades now, but Paradise Lost takes a decidedly more tempered approach than the all-guns blazing action of Wolfenstein or Sniper Elite. Its underground bunker setting is almost completely desolate from the outset of the story, so the closest you’ll ever come to having a rifle is when you’re having a rifle through filing cabinets for clues to determine exactly what fate befell its inhabitants. Yet while I explored the often disturbing depths of Paradise Lost’s Swastika-adorned subterranea with a sustained sense of morbid fascination, its frustratingly sparse approach to storytelling meant that my emotional investment in the plight of its characters remained permanently stranded on the surface.

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In Paradise Lost’s alternate history setting, World War II continued through to 1960, allowing enough time for the Nazis to develop powerful atomic weapons in subterranean bunker facilities. Eventually, under pressure from the US and Soviets, the Nazis unleashed a nuclear holocaust and retreated underground, reducing the entire European continent to an uninhabitable wasteland. Paradise Lost’s story picks up twenty years later, when a 12-year-old Polish survivor named Szymon enters one of these bunkers in search of a mysterious man who knew his late mother, and I felt an immediate pull to find out exactly who or what was lurking below.

Third Reich Rapture

The eerie descent into Paradise Lost’s cavernous expanse initially gives the impression that you’re in for some kind of bunker-bound BioShock, and this feeling is reinforced when Szymon soon strikes up a two-way radio relationship with Ewa, who plays an Atlas-style role in helping Szymon navigate through each area while keeping her true motivations unclear. But there are no Splicers or Big Daddies to fight as you pick through the remains of Paradise Lost’s deserted dystopia, and for the most part your actions are fairly basic and limited to reading letters, listening to audio logs, and pulling levers to power up any dormant mechanisms that impede your path forward.

Outside of your interactions with Ewa, which are reasonably engaging but generally restricted to the intercom microphones you come upon every once in a while, you’re effectively left alone to try and piece together the narrative by scouring each office and hallway for as much information as you can. By far the most stimulating way to absorb a bit of the bunker’s backstory is the handful of times you get access to an archaic E-V-E computer terminal, which provides you with black box-style recordings of the last moments of activity in any given area. E-V-E is the AI that controls the bunker’s security and agricultural systems, among other things, and it’s oddly fascinating to watch a critical moment in this place’s history unfold on the terminal screen in a flurry of human-tracking heat maps and crisis management probability calculations.

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Curiously, these memory sequences are interactive, giving you control over where troops are deployed during a conflict between the Nazis and members of the Poland Underground State, for example. These choices helped to keep me engaged in the E-V-E interactions and they do have slight implications for Szymon’s story, but I could never really understand exactly how I was able to manipulate events that had already taken place. I guess I must have missed that memo, and believe me when I say I read absolutely every memo I could get my hands on.

In fact I sought out and pored over every scrap of information I could find in Paradise Lost, and yet I still don’t feel like I ever knew enough about the individuals on either side of its central conflict to really care about its outcome. At one point Ewa insists that Szymon explores the cells where Polish women were held for heinous experiments in eugenics, in order to pay respect to their individual stories. But there’s only so much you can learn when the sole interactive object in one cell is a used up punch card and another has nothing but a half-finished crossword puzzle, leaving it hard to connect with their struggle.

Bunker down

Such stingy storytelling is sadly consistent throughout Paradise Lost. Although the environments are extremely well crafted, from artificial beachsides beneath looming rock ceilings to the dishevelled dwellings of the living quarters, it’s mostly all look but don’t touch with very little available for up-close examination. Paradise Lost is like a bag of Doritos, it looks dense from the outside but once you actually open it up and reach around inside, it’s surprising just how much of the space is unused. It’s especially maddening just how often interactable drawers are completely empty when only one out of every ten or so can even be opened in the first place, particularly given the sluggish speed at which Szymon lumbers around each room in search of story morsels.

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It certainly didn’t help that the intermittent nature of Szymon and Ewa’s radio chats meant I never bought into their bond, which becomes the primary focus towards the story’s climax. With their sparse conversations not providing enough substance to grab onto it all seemed a bit forced, and their fates just didn’t feel as important to me as Paradise Lost seemed to expect they would.

There were also some technical flaws present in the PC version that I played for review. Dialogue lines would often repeat, and on a couple of occasions I fell through the map, forcing a checkpoint restart. Since I opted to play with a controller with the Y-axis inverted for look controls, I was disappointed to find that it also reversed my inputs when I was interacting with objects – meaning I had to counterintuitively push the thumbstick forward to pull down on a lever, or pull it back to push through a door. That’s not how inverted camera controls should work.

Starbreeze CEO Talks About Payday 3’s Big New Deal And What It Means

Major news for Payday 3 recently broke when developer Starbreeze announced a €50 million deal with Koch Media to fully fund the upcoming heist game, and to support it for more than a year after release through its games-as-a-service model. Starbreeze also confirmed a 2023 release date for Payday 3 on next-gen consoles and PC as part of the news.

Payday as a franchise is crucial to Starbreeze’s business, so this was a major deal that could have lasting implications going forward. GameSpot caught up with Starbreeze acting CEO Tobias Sjögren to discuss this new deal and what it means for Starbreeze and the Payday series. In our conversation, Sjögren talks about how the deal came together in the first place, the benefits of having Payday 3 now be fully funded, what Starbreeze has in mind for Payday 3’s games-as-a-service approach, and how involved Koch is in the day-to-day.

Also in the interview, Sjögren talks about the possibility of expanding the Payday series to new media and more. You can check out GameSpot’s full interview below.

Payday 3 was originally announced back in 2016 when Starbreeze acquired the franchise for $30 million.

Can you walk us through how this deal with Koch Media came together?

Sjögren: We had several discussions ongoing simultaneously. In the end we believed Koch Media to be the perfect publishing partner for Payday 3; they share our passion for the IP and the games-as-a-service model. They were open to a co-publishing partnership and understand the value of what Starbreeze contributes with the IP, our community and the games-as-a-service model.

What does the injection of capital mean for Payday 3 and the team at Starbreeze overall? What does this allow you to do that you couldn’t before?

It means a lot for Starbreeze of course. With this deal, Payday 3 is fully financed to launch and beyond release. For the team it means ease of mind, and not having to be in ‘pitch-mode’ while developing at the same time–meaning we can focus on making the best game possible.

We estimate that the total investment up to 18 months after the release can be as much as 50 Million Euro or more–we have the resources needed to create the game we want. The deal-length is also significant–it cements a commitment to post-release development, something Payday 2 has done so well. We are still releasing content eight years after its launch that our community loves.

Beyond that, Payday 3’s development allows for a great exploration of how we can expand and innovate on the games-as-a-service model. We believe that making Payday 3 will give us great experiences that we can use to deliver Starbreeze’s unique take on games-as-a-service to other titles in the future.

Starbreeze acting CEO Tobias Sjögren
Starbreeze acting CEO Tobias Sjögren

What does it mean for Starbeeze and Payday 3 to have Koch Media as a co-publisher? How are you both working together? I understand Starbreeze owns the IP, but how involved is Koch Media on the day-to-day of the game?

To be fair, we just started working together, but the key thing for us going with Koch Media is their focus on expanding their publishing portfolio into the Games as a Service model. While we have a clear idea of where we want to take the Payday IP further, we know we can lean on a broad international organization for testing our ideas and getting great input. And the key here will be the on-going development of content beyond the release, where the publishing and development team will work close to each other in short iterations.

In the end, we each bring decades of experience to the table–we’ve been working on the Payday experience for ten years, and Koch Media has been publishing successful games for more than 20.

Payday 3 is now fully financed–in layman’s terms, can you talk about what this means for the game and its future?

I guess the short answer is that thanks to this deal, we will not need any additional capital to deliver Payday 3, and can focus on making Payday 3 the best game it can be.

When we started the development back in October 2019 we knew Payday 3 would be a big game, and we realized we would be better off focusing on development rather than trying to self-publish. We knew this: Payday 3 deserves to be a game that has the best possible financing and organization behind it. And to complete that plan we knew we needed additional financing. With the co-publishing agreement with Koch Media we have that secured.

You’ve said there will be a long-term tail for Payday 3 with the games-as-a-service model and ongoing monetization. I know you’re holding back specifics for now, but at a high level, what can fans expect in terms of ongoing support for Payday 3, and how will microtransactions play into the formula?

Payday fans are familiar with what we call games-as-a-service already, since this is the current model for Payday 2. We want to continue to provide a full game experience that can evolve with more content over time. Based on the experience we have together with the community, we have seen this model work well both from a player perspective and our development cycle. So while we’re still working out specifics for Payday 3, we’re going to look at a number of options, including the potential for premium content released as DLC and other transaction models, suitable for the games-as-a-service model.

Payday is obviously a massively successful series with 28M installed units. As you look to grow the franchise further, do you have plans for transmedia efforts like a TV show or a movie or some kind of further extension?

Storytelling has always been an important pillar in our vision for Payday–you can see this in the various co-operations we’ve done with IPs like John Wick, Scarface, and Point Break. If you look around the industry, I think most people would agree that the world is more open to that kind of IP exploration now than ever before.

We want to continue exploring new opportunities to engage both our existing community as well as new fans–and with a franchise like Payday that’s built from the ground up to suit a Hollywood-style heist fantasy, we think there could be awesome opportunities to push this further. Overall, we think a franchise like Payday deserves multiple different entry points, and we’ll work to create these while always keeping our player community front and center.

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I understand development on Payday 3 is still relatively early, but what can you share about the game, what it will offer and how it will be more expansive and innovative than the earlier games?

Yes, it’s still a bit early to dive into specific features, but we can safely say that we are going to push the envelope and make sure that Payday 3 delivers on the high-octane, co-op first person shooter gameplay that our fans know and love. We’re aiming really high with this title, and want our players to live out the Hollywood fantasy of a world-class career criminal.

One item I can share is how excited I am that Payday 3 will be developed on the Unreal Engine. This will allow us to develop more quickly, be available on more platforms and to add new features that continue expanding the Payday 3 universe long after Payday 3 launches.

Hitman 3: Seven Deadly Sins Expansion Announced

IO Interactive has announced Seven Deadly Sins, a multi-part paid-for expansion for Hitman 3.

As the title implies, Seven Deadly Sins will be made up of seven new content packs that are themed around the capital vices of greed, lust, gluttony, sloth, wrath, envy, and pride. Each one will include a “visually distinct” contract, sin-themed unlockable suit, and at least one sin-themed object that can be used both in the new contract and across all missions in the Hitman trilogy.

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Delivered episodically, Seven Deadly Sins will start with Act 1: Greed, which launches on March 30. This pack features a new Escalation called The Greed Enumeration. Set in Dubai, it’s new notable feature is that it will allow players to carry certain special items over from stage to stage of the Escalation. Additionally, players will be able to unlock the golden Rapacious Suit, and make use of the Greedy Little Coin and Devil’s Cane items.

Pricing has not been announced, but when Seven Deadly Sins launches, players will have two options: to buy each new Season of Sin as it arrives, or buy all seven as part of a season pass for a discounted price.

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IO Interactive notes that the monthly Hitman roadmap, which delivers free content such as Escalations, Featured Contracts, and Elusive Targets, will largely remain in tact. However, the monthly set-up will be adjusted to the new ‘Season of Sin’ format, which can last anywhere between four and six weeks. When the season concludes, a new Season of Sin will start and the next premium Seven Deadly Sin pack will be launched, along with the expected new dose of free content. IO promises a full content roadmap for Season of Greed will be released in week beginning April 5.

For more from Hitman, check out the Hitman 3 March Roadmap, as well as our Hitman 3 review. And if you want to see some of the most talented players in action, be sure to take a look at our Devs React to Hitman 3 speedrunners video.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

PUBG Mobile Has Been Downloaded Literally One Billion Times

PUBG Mobile has just surpassed a frankly enormous 1 billion downloads worldwide.

The news was revealed by the official PUBG Mobile account on Twitter. A commemorative video has been released alongside the news, thanking players for their continuous support.

Krafton and PUBG Studio CEO C.H. Kim delivered a special message to fans to mark the occasion, which also happens to be the third anniversary of the game’s launch in March of 2018. Kim told fans to “stay tuned as PUBG Mobile continues to evolve.”

It’s not clear how the game will coexist with PUBG: New State, the sequel to PUBG Mobile set in 2051, with futuristic equipment to utilise. The new game will add in-game weapon customization, drones, a combat roll ability, destructible windows, interactable objects, futuristic ballistic shields, and new environments to explore, including a defunct shopping mall.

PUBG Mobile recently introduced a number of music-based abilities as part of the Hundred Rhythms update, which sees players using musical armbands to commit abilities and thwart foes. Back in November of 2020, a special version of the game was reintroduced to India after the game was banned in the country. If you’re just digging into the new content, here’s a video covering everything you need to know about PUBG Mobile’s Season 18.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Dave Bautista Removes Himself From WWE Hall Of Fame This Year

Dave Bautista is a former six-time world champion in WWE and was supposed to be inducted into their Hall of Fame last year, but that was inevitably post-posed. This year, the ceremony was to combine the 2021 class with the 2020 class in a mega celebration, but Big Dave has taken himself out for this year.

Due to previous obligations, Batista will be unable to attend and will be inducted at a later date to properly “thank the fans and people who made my career possible.” He was supposed to be inducted alongside greats like The Bella Twins, The nWo, JBL, “British Bulldog” Davey Boy Smith, and cruiserweight icon, Jushin “Thunder” Liger.

While he got his big push as a founding member of Evolution with Triple H, Ric Flair, and Randy Orton, Bautista–who simplified his ring name to Batista–became a standalone star in 2005 after winning the Royal Rumble and winning the World Heavyweight Championship at Wrestlemania 21 that same year. He previously won the tag team titles with Ric Flair, John Cena, and Rey Mysterio. He had originally retired and came back to the company to win his second Rumble in 2014. Batista had his retirement match against Triple H at Wrestlemania 35 in 2019.

The 2021 class will so far include former Women’s Champion, Molly Holly, and Eric Bischoff, whose vision for WCW made it a serious rival for WWE during the Monday Night Wars. The ceremony will stream Tuesday, April 6 exclusively on Peacock for US fans, but on WWE Network everywhere else.

Bob Odenkirk’s Character In Nobody Is More Personal Than You Might Know

Actor Bob Odenkirk has spoken about how his new movie, Nobody, is very close and personal to him due to traumatic incidents in his past. In the film, Odenkirk plays an unassuming man whose house gets broken into, leaving himself and his family in shock and terror. His character grapples with the idea that he could have done something to stop the home invaders. As it happens, this very thing happened in Odenkirk’s life, and it’s still something gets emotional talking about.

“I can only talk about it a little. My family has had two break-ins here in L.A., and the first one was particularly traumatic,” he told The New York Times. “The residual feelings of frustration and anger are real and stayed with me. They were something I thought I could build this character out of. I know that violence doesn’t solve anything. But believe me, you have a desire to hurt someone who hurts your family.”

In the film, Odenkirk’s character is called out for not trying to personally stop the assailants, and Odenkirk said he, too, was shamed over his own home invasions. Asked if a police officer told him something similar when his home got broken into, Odenkirk said he remembers being told, “That’s not what I would have done.”

“Yes–implying that they would have done something violent or confrontational. My immediate thought was, ‘Everybody be cool, get this person out of the house, we’re all OK,'” Odenkirk said. “It’s not really true; we weren’t all OK. And the violation that happened, the damage from that–honestly, there’s parts of it I can’t talk about. I would just say it resonates through our lives. That sense of being victimized by something you can do nothing about and in no way push back against. It really stayed with me, and it still does.”

For Nobody, Odenkirk said he enjoyed “acting out my rage” in the film. The action and stunts are purposefully over-the-top, thanks in part to direction from producer David Leitch (John Wick). “It’s all phony baloney but super fun,” he said.

Nobody comes to theaters on Friday, March 26. For more on the film, check out a roundup of Nobody review scores from across the internet.

Shazam 2 Adds Helen Mirren In Villainous Role As Hespera

Helen Mirren has been cast in a key role in the DC sequel Shazam: Fury of the Gods. As reported by Deadline, Mirren will play a villainous character named Hespera.

While this character doesn’t exist in DC comic books, in Greek mythology Hespera is one of the three daughters of the god Atlas, who were entrusted with the care of a tree of golden apples for the goddess Hera. It had already been rumored that the Shazam sequel will feature three sisters as the villains.

This will be Mirren’s first role in a superhero movie. Most recently, the veteran British star appeared as Magdalene Shaw in The Fate of the Furious and Hobbs & Shaw, and is set to return to that franchise in this summer’s F9: The Fast Saga.

Shazam: Fury of the Gods hits theaters on June 2, 2023. Asher Angel will return as Billy Batson, as will Zachary Levi as Billy’s heroic alter ego Shazam. Jack Dylan Grazer plays Billy’s pal Freddy once more, while Rachel Zegler was recently cast in a currently unknown role. The movie is directed by David Sandberg, who helmed the first movie. Sadly however, it won’t feature ’90s comedian Sinbad.

While the Shazam sequel is still a couple of years away, there’s plenty of DC movies arriving before then. James Gunn’s The Suicide Squad releases in August, with Matt Reeves’ The Batman following in March 2022. Beyond that, The Flash and Aquaman 2 are currently scheduled for November and December 2022, while Dwayne Johnson will make his DC debut in the Shazam spin-off Black Adam, which doesn’t have a release date yet. For more, check out GameSpot’s guide to every upcoming DC movie we know about.

In related news, it was announced this week that DC’s parent company Warner Bros. has reached a deal with Regal theater owners Cineworld over the exhibition of its movies from 2022. Warner films will pay exclusively in Regal theaters in the US for 45 days, before heading to digital platforms.

Now Playing: Shazam! – ‘Meet Shazam’ Official Featurette | Zachary Levi

Amazon’s LOTR Series Adds Doctor Who, Preacher Director Wayne Che Yip

The latest news about Amazon’s Lord of the Rings TV show has arrived, with Amazon Studios announcing that Wayne Che Yip–known for his work on Preacher, Doctor Who, and Hunters–has come aboard to direct four episodes of the upcoming fantasy series. Yip will also be the co-executive producer of the big-budget project.

J.A. Bayona, who directed Jurassic World: Fallen Kingdom, directed the first two episodes of Amazon’s Lord of the Rings series. Tolkien scholar Tom Shippey, who consulted on the show, said there will be 20 episodes in season 1, leaving lots of room for additional directors.

Yip joins the creative team for Amazon’s Lord of the Rings series, whose showrunners are J.D. Payne and Patrick McKay.

“It is a true honor to be invited into the world of Tolkien by J.D. & Patrick and Amazon Studios. Every day I look forward to working with the incredible team here in New Zealand as we humbly contribute to the legacy of the greatest stories ever told,” Yip said in a statement.

Amazon’s Lord of the Rings series remains shrouded in mystery. We know it’s set in the Second Age of Middle-earth, which is thousands of years before the events of The Hobbit and The Lord of the Rings. It will feature an “ensemble cast of characters,” some of whom are new and some are familiar, Amazon said. The series will take viewers to places like the Misty Mountains, the elf-capital of Lindon, and the kingdom of Numenor.

In addition to Payne, McKay, Bayona, and Yip, Amazon’s Lord of the Rings show has Breaking Bad and Better Call Saul’s Gennifer Hutchison attached as an executive producer.

Whenever it’s available, Amazon’s Lord of the Rings show will stream on Prime.

In other news, actor Tom Budge recently left the show due to creative differences. Budge saw the episodes that were filmed so far and didn’t like the direction it was headed in for his character.

Reminder: Super Mario 3D All-Stars Goes Away March 31

Nintendo has posted a reminder that Super Mario 3D All-Stars will be harder to come by after March 31, 2021. The game will no longer be available to purchase in digital format on the Nintendo eShop after that date. And in fact, Nintendo says the physical version “will continue to be shipped to retailers and available for purchase through March 31, 2021 or while supplies last.”

That means time is running out to grab the collection. Thankfully, it’s still widely available in both physical and digital formats right now (it’s even on sale for $50 at Best Buy and Walmart). Here’s where you can buy it currently.

Grab Super Mario 3D All-Stars Before It’s Gone

super-mario-3d-all-starsPhysical Copy

Digital Copy

Removing a perfectly good game from the market is an odd move in the world of video games, but Nintendo often makes odd choices. Here’s a rundown of what Nintendo has announced about how it’s going away and what that means for you.

Can I Still Play Super Mario 3D All-Stars After March 31?

Yes, if you’ve purchased the game in any format, you can still play it after March 31.

Can I Re-Download It from the eShop if I Delete It?

Yes, anyone who purchases a digital copy of Super Mario 3D All-Stars while it’s available will be able to re-download the game from the eShop after March 31, 2021.

Can I Redeem a Code for It After March 31?

Yes, if you have a code for a digital download of Super Mario 3D All-Stars (purchased from Amazon, for instance), you can still redeem the code after March 31.

What Is Super Mario 3D All-Stars?

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Super Mario 3D All-Stars is a collection of three classic 3D Mario games from previous Nintendo consoles. It comes with Super Mario 64, which first arrived on Nintendo 64 in 1996. Also included in the collection is the Dreamcast-era game Super Mario Sunshine, which arrived in 2002. Finally, it also contains Super Mario Galaxy, a game that originally came out on the Wii in 2007.

Is Super Mario 3D All-Stars any Good?

Indeed it is. Super Mario 64 and Super Mario Galaxy have been considered classics pretty much since they came out. Super Mario Sunshine is the most divisive entry in the collection by far, but it has its defenders. Plus, even a lacking Mario game is better than most other games.

In lieu of a traditional review, IGN did a Super Mario 3D All-Stars port analysis that talks about how the games look and play on the Switch and how they hold up by today’s standards.

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Chris Reed is a commerce editor and deals expert at IGN. You can follow him on Twitter @_chrislreed.

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Asus ROG Phone 5 Ultimate Edition Gaming Smartphone Review

Typically gaming phones differentiate themselves with faster displays and high-end processors, but many of those features are finding their way to the latest flagship Android phones.  This year Asus is throwing everything it has at the wall to make the ROG Phone 5 stand out from the pack.

Featuring an even bigger screen, smaller bezels, plus higher refresh rates and responsiveness than most mainstream handsets, the display is easily the most eye-popping thing about the ROG Phone 5. Aside from that, Asus has packed in as much value as it can with more virtual and physical controls, louder speakers, a DAC-powered headphone jack, better cooling, twin batteries for faster charging, and much more.

But does it all add up to a smartphone that’s worth $1,545? Find out below.

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Asus ROG Phone 5 Ultimate Edition  – Designs and Features

Despite the ROG Phone 5’s aspirations to be the ultimate gaming phone, it’s actually the least gamer-looking handset Asus has put out thus far.

This is especially true of the phone’s Ultimate Edition, which features a stark white paint job, matte finish, and angular silver streaks, giving it the look of a futuristic building or space station. The only real gaming flare here is an azure blue tab on the side with the acronym GLHF etched into it. There’s also a small monochromatic OLED screen on the back. By default, it cycles through a ROG logo animation, but you can customize it to display any image or animation of your choosing.

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Interestingly, Asus has removed the ROG Phone 5’s cooling vent. Instead, this handset features two layers of graphene sheets and a restructured thermal layout to help keep it and your hands cool. The main processor has also moved to the middle of the device to help keep heat away from your digits as you play.

The front of the phone doesn’t look dramatically different from its predecessor. The main difference is even slimmer bezels, measuring only 7mm thick. This is largely thanks to the front-firing speaker being reduced to only a sliver in thickness.

Asus ROG Phone 5 Ultimate Edition Review

Don’t think they’re any less powerful though. These thin speakers still pack a wallop, as is especially evident in the boisterous, electronic unsheathing sound effect that plays every time you turn on the phone. That’s not to say the speakers sound unpleasant though. In fact, they have a surprisingly nuanced sound when playing music while offering plenty of bass for games full of gunfire and explosions.

The headphone jack has made a triumphant return, and this time it comes with a HyperStream II Quad DAC. In other words, not only will you be able to pull your wired headphones and earbuds out of storage, but you’ll also get premium Hi-Res audio out of them.

Asus ROG Phone 5 Ultimate Edition-14

The screen is bigger than last year’s offering, now measuring at 6.78 inches instead of 6.59 inches. Asus has also moved up to a Samsung E4 OLED panel, which is capable of a 1080 x 2448 resolution with 800 nits of peak brightness and HDR10+.

In real life, it’s a dramatically good-looking display with deep blacks and colors that pop off the glass. The smoothness is also exceptional thanks to the display’s maximum 144Hz refresh rate. Unlike most phones that automatically turn the refresh rate up or down depending on what you’re doing, you can set the refresh rate to always be 144Hz, 120Hz, or 60Hz. This means you can finally scroll through Instagram and Twitter with maximum smoothness, though be warned that locking to a high refresh rate will mean sacrificing some battery life.

Asus ROG Phone 5 Ultimate Edition Review

The shoulder-mounted Air-Triggers make a return, while the Pro and Ultimate Editions also get two additional capacitive rear sensors to act as virtual buttons, similar to the rear touch buttons from the PS Vita. Mapping two extra rear touch controls is great, but to actually use them you have to uncomfortably pin the phone between your palms since your fingers can’t cradle it from the back anymore.

Another major change on the ROG Phone 5 is the accessory port on the side of the handset. Whereas the previous three generations of Asus gaming phones have used two USB-C ports, this latest model trades one out for a pogo pin interface.

Asus ROG Phone 5 Ultimate Edition Review

The new pogo pin system is a big improvement as it frees up the other USB-C port for charging the phone, even while holding the device in landscape mode. The first accessory to go with the new system is the AeroActive 5 cooler, which also features two new physical buttons you can use like the paddles on an Xbox Elite Series 2 controller. Compared to the rear touch buttons, these physical buttons are much more comfortable to use, with a much preferable tactile feel.

Unfortunately, this new pogo pin-based connector also means most existing side-mounted ROG Phone accessories – such as the Twin View Dock 3 and Mobile Desktop Dock – won’t work with this new phone.

Asus ROG Phone 5 Ultimate Edition Review

At the same time, Asus has only introduced a small family of gaming accessories for the ROG Phone 5. In total there are four accessories including the aforementioned AeroActive 5 cooler: the Kunia 3 controller – which is actually a holdover from the ROG Phone 3 – the ROG Gaming Clip, which lets you mount the phone to an Xbox, DualShock, or Stadia controller, and lastly the Professional Dock, that’s basically a USB-C Dock with an HDMI and two USB ports.

Overall the limited number of accessories and lack of backward compatibility with older attachments is a bit of a letdown. One of the big things that drew me to the ROG Phone over other gaming phones was its large ecosystem of accessories. The new accessories work well enough, but it’s unfortunate that existing users will have to jettison their current hardware if they upgrade to the ROG Phone 5.

Asus ROG Phone 5 Ultimate Edition Review

Asus ROG Phone 5 Ultimate Edition – Gaming and Performance

The ROG Phone 5 comes running with the same Snapdragon 888 processor you’ve probably seen in most flagship Android phones. Unlike years past, this gaming phone isn’t running a Plus version of the mainline processor, so it won’t have any extra power over a high-end handset like the Samsung Galaxy S21 Ultra.

What it does have over other Android phones is faster memory and storage, with 18GB of LPDDR5 RAM (specifically on the Ultimate Edition) and 512GB UFS3.1 SSD storage, respectively. Those graphene sheets and the improved cooling system I mentioned earlier also mean the ROG Phone 5 can run at full tilt for longer while remaining cooler than other devices.

Compared to most standard smartphones, the screen is much more tuned to gaming with a 144Hz refresh rate and a 300Hz touch sampling rate. That means the touchscreen reports your touch inputs three times every second, giving you a distinct edge of response time and accuracy over other players on regular phones.

Asus ROG Phone 5 Ultimate Edition Review

Turning on X-Mode, which is activated by squeezing the sides of the phone, also tells the device to max out and prioritize CPU clocks, GPU power, network speeds, and memory for gaming. While you’re gaming you can also slide out the Game Genie interface to quickly adjust settings such as refresh rate and disable notifications. This is also where you map the Air Triggers, Rear Touch, and the Kunai 3 controls.

While there’s been a growing market of phone controllers, nothing allows you to map physical buttons to every on-screen control quite like this. The only thing I don’t like is Asus still has yet to add an option to invert the thumbstick controls.

Of course, the best thing of all about having a controller that connects directly with the Asus ROG Phone 5 is it’s a fantastic combo for streaming games on Stadia or GeForce Now. The layout of a standard controller perfectly lines up with that of the Kunai 3, and the hardwired connection with the handset helps reduce any input lag as you play games streaming from the cloud.

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Asus ROG Phone 5 Ultimate Edition – Camera

When it comes to cameras, there’s nothing new compared to the ROG Phone 3. Spec for spec, you’re looking at the same exact camera setup as last year’s model.

  • 64 MP, f/1.8, 26mm (wide), 1/1.73″, 0.8µm, PDAF
  • 13 MP, f/2.4, 11mm, 125˚ (ultrawide)
  • 5 MP, f/2.0, (macro)
  • 24 MP, f/2.5, 27mm (wide-selfie), 0.9µm

The good news is the ROG Phone 3 basically has every camera option you would need on even a mainstream Android phone, let alone one so focused on gaming.

The ROG Phone 5 takes sharp, highly detailed photos, but colors can often look washed out. Oddly enough, I think the extra processing put on night mode images actually makes them look better than any pictures taken in daylight and good lighting.

Asus ROG Phone 5 Ultimate Edition Review

Asus ROG Phone 5 Ultimate Edition – Battery Life

The Asus ROG Phone 5 comes equipped with two 3,000mAh batteries for a total of 6,000mAh of battery capacity. Twin battery setups like this are becoming the norm with smartphones because it allows them to charge at faster rates without sacrificing capacity or getting too hot.

With a fast-charging rate of 65W, the ROG Phone 5 was able to get back up to 45% battery capacity after just 30 minutes and then 75% capacity after a full hour of charging.

As for longevity, the 6,000mAh battery is plenty big enough to get you through a long day. Without the least bit of restraint, I played games and streamed videos for hours, took photos, browsed the web and social media all day long, and yet I still ended the day with 48% battery capacity still in the tank. This phone can definitely see you through a long day and then some.

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