The Rokid Max 2 AR glasses are a solid pair of smart specs that are ideal for entertainment – watching films, and playing games – if you’re a fan of the big-screen experience, and especially if you’d like to take that experience on the go.
They boast a comfortable design which you can wear for hours, and while they’re generally very similar to rival smart glasses they do boast built-in myopia adjustment. Using a dial above each lens you can adjust the screens to suit a prescription in the 0.00D to -6.00D range without the need for add-on lenses.
This factor alone will be enough to win over some who have been frustrated by the difficulty of getting prescription lenses for other smart glasses.
Performance-wise they sit in the middle of the pack, with a solid 600-nit full-HD image from their 120Hz OLED displays. At a 50-degree field of view they can produce a large virtual screen, though their rivals can offer bigger.
What’s more, their audio is only, in a word, fine. You could make do without headphones if you’re at home, but if you’re out and about, or want the best possible sound, Bluetooth cans are a must.
At their full price of $529 / £399 this performance is a little disappointing, but at their regularly discounted price of $429 / £319 or less they're a much more compelling option in the smart glasses space.
If you won’t be advantaged by the myopia adjustment, though, you’ll probably prefer one of their competitors, such as the more affordable and impressive RayNeo Air 3S which feature on our best smart glasses list. But the convenient adjustments are a massive benefit that shouldn’t be ignored by people who would benefit from them.
(Image credit: Future / Hamish)
Rokid Max 2: Price and availability
Available in the US and UK for $529 / £399
They can often be found discounted
The Rokid Max 2 AR glasses are available in the US and UK priced at $529 / £399, though you can often find them discounted for $429 / £319 at sites including Rokid’s own store.
If you get them for full price you’re probably overpaying compared to some of their rivals (at least in the US), but at a discounted price the Rokid Max 2 AR glasses are a very competitive option.
You can turn the glasses into a more standalone device by picking up the Rokid Station – an Android TV puck for the specs – for an additional $199 / £159 (though we’ve often seen this discounted to $139 / £109)
Value: 3.5/5
Rokid Max 2: Design
Lightweight and comfortable design
Myopia adjustments between 0.00D and -6.00D
Polarized outer lens and cover to cut out background distractions
We’ve been here before. These Rokid Max 2 smart glasses, like others of their kind, look a lot like sunglasses, albeit with thicker frames, and a few details which become noticeable on closer inspection.
There's a USB-C port at the end of the left arm for connecting them to compatible devices via their USB-C to USB-C cable. There are control switches on the right arm for volume and screen brightness, and replaceable nose clips, so you can find the best fit for your face.
They’re comfortable to wear – at 2.65oz / 75g they’re very lightweight, and can be easily worn for hours at a time.
Plus, to help the glasses’ image stand out while you’re using them, you have two backdrop options.
The more open choice are the glasses’ polarized lenses. These cut out background distractions but still allow some light in – perfect for keeping an eye on your surroundings while you watch a show.
(Image credit: Future / Hamish)
You can also outfit the specs with their lens cover to block out all light and enjoy an improved (but more closed off) visual experience. There’s much less background light to compete with the image, giving it a sharper look and brighter colors, though you will have to be okay with being cut off from the outside world.
I’ve become quite used to electrochromic dimming tech in these sort of glasses, which has its advantages – chiefly it’s easier to swap between full immersion and full passthrough in a pinch – but the Rokid Max 2’s approach has proved itself as the next best thing in my testing thanks to its simplicity yet effectiveness.
Something the Rokid specs bring to the table which is fairly unique is built-in myopia adjustment. A dial above each lens allows you to adjust the screen in real-time from 0.00D to -6.00D.
This won’t be ideal for every user, but it’s certainly a handy upgrade that will mean fewer people will need to buy an optional lens upgrade to make the smart glasses usable.
With Sony micro-OLED panels – which in conjunction with the optical setup boast a 120Hz refresh rate, 600-nit brightness, and 100,000:1 contrast ratio – the full-HD image these glasses can produce is really good.
That's especially the case when you use the lens cover as a backdrop. With a complete lack of background light the image can seriously pop, with good contrast and bright colors, that, combined with a 50-degree field of view that leaves space for a giant virtual screen, create an immersive private cinema experience.
I used the Rokid Max 2 glasses to watch several shows and films including Captain America: Brave New World and Dandadan, and played games by connecting the specs to my PS5 – using them, among other things, to collect the last few Clair Obscur: Expedition 33 trophies I was missing.
Audio-wise the glasses aren’t bad, but they’re nothing to write home about either.
Their performance is passable if you’re in a quiet space, but they can feel a little lacking at times, with dialogue and music coming through the built-in speakers feeling as if it's been hollowed out. My advice: pick up a pair of the best Bluetooth headphones along with these specs (if you don’t already have some) if you want to get the best experience.
Not only will this improve the sound, it’ll help you to minimize ambient noise if you wear the smart glasses while traveling on a plane or train, which are the best places to use these kinds of AR specs.
(Image credit: Future / Hamish)
The only let-down performance-wise is that the optical system the glasses use can mean the image is disrupted by reflections.
The glasses use lenses to reflect the OLED screen’s image into your eyes, but that same lens can also reflect your chest into your view as well. In darker environments it’s less noticeable, and unless you’re wearing something very loud it’s generally not too distracting, but since testing the Xreal One Pros which use a different (and better) lens setup I’ve found the issue is much more pronounced on other glasses, and that's certainly the case here.
That said, the Xreal One Pros cost considerably more, and if you haven't tried those specs and been spoiled by their new approach to AR optics, which minimizes issues with reflections, you shouldn’t find too many reasons to get frustrated by the Rokid Max 2 and other glasses with the older style of lenses.
Performance score: 3.5/5
Should you buy the Rokid Max 2 glasses?
Attribute
Notes
Score
Performance
Performance-wise the Rokid Max 2 glasses are, in a word, fine. We've seen and heard worse, we've seen and heard better.
3.5/5
Design
The myopia adjustment helps elevate the Rokid Max 2 experience for prescription-glasses users, but they're not quite flawless in other areas.
4.5/5
Value
If you can pick up the Rokid for a discounted price it’s much better value; at its list price it’s a less appealing option compared to the competition.
3.5/5
Buy them if…
You have prescription glasses If you need eye glasses and a prescription in the 0.00D to -6.00D range these specs have in-built myopia adjustment that’ll save you having to pay extra for a lens insert to use these smart glasses.
You travel a lot Smart glasses are perfect for travelers – I use them all the time while commuting to work on the train, or when I fly.
You want privacy These glasses can help you hide what you’re watching from people around you while still letting you see the screen, making it perfect for binging that comfort watch you’re embarrassed to admit you like, or to get some work done while commuting without having people peeking over your shoulder.
Don't buy them if…
You’re getting them at full price The glasses seem to be perpetually on sale at Rokid’s own store, and the reduced cost is a much better deal than paying full price.
You want the best specs possible The Rokid Max 2 glasses are good, but there are better options out there, though they will generally cost you more.
You want 4K If you’re waiting for 4K quality visuals you’ll need to keep waiting, as like every other pair out there the Rokid Max 2 glasses are full-HD only.
Also consider
Xreal One The Xreal One AR smart glasses cost more at $499 / £449, and offer a better HD image and enhanced Bose audio. Read our Xreal One review
RayNeo Air 3S These budget smart glasses punch well above their weight with an overall quality that's generally on a par (even slightly better in some ways) than these Rokid glasses, though they do have downsides.
Meta Quest 3 While not a direct competitor to these AR smart glasses, the Quest 3 is an XR product you should consider if you want to experience what VR and MR have to offer – it’s simply superb. Read our Meta Quest 3 reviewView Deal
How I tested the Rokid Max 2 AR glasses
To review the Rokid Max 2 glasses I tested them over a two-week period, using them in a variety of environments including at home, on a plane, and on the train.
I mostly used the glasses with my Samsung Galaxy Z Fold 6 to watch movies and shows, but using an HDMI-to-USB-C cable I was also able to use the Rokid Max 2 to enjoy some gaming through my PS5, which allowed me to test their refresh rate and input delay, and see if the specs helped or hindered my gaming abilities.
Suunto has been working hard in recent years to innovate when it comes to smartwatches, and its latest dive watch carries on that trend with colossal improvements over its predecessor, the Suunto D5 (a watch that I personally own and dive with, so one that I’m pretty au fait with).
Like the outgoing model, the Suunto Ocean has a relatively small 1.43-inch AMOLED display, which works out to be 36mm. That sounds small, but the high-definition, circular display with automatic brightness adjustment makes it feel more similar to my 49mm Apple Watch Ultra 2 in terms of readability, so don’t be put off by this.
All models benefit from strong sapphire crystal glass, but the stainless steel case doesn’t offer as much protection from accidental dings as something like a Garmin Fenix 8, which is available for a similar price with titanium. We’d like to see titanium used in future Suunto models for better longevity, which is clearly an important consideration for the Finnish company Suunto quotes 11.63 CO2e emissions for the Ocean’s production, which are offset via a reforestation project. For reference, Apple claims 12kg of CO2e for the Ultra 2 with the Alpine or Trail Loop bands (not the bands built for scuba diving), so Suunto’s work to reduce emissions here is commendable if we take it at face value.
Among the 95+ activities you can track, in addition to sleep and recovery tracking, the main reason you’ll be considering a Suunto Ocean is for its dive-specific capabilities, including support for air and nitrox all the way up to 100% oxygen. You can configure five different gasses, but if you’re into pushing the limits, you’ll notice a lack of support for more advanced systems like rebreathers or trimix (a blend of oxygen, helium and nitrogen).
(Image credit: Craig Hale)
Handily, if you’re upgrading from a Suunto D5, then you’ll be pleased to know that the Ocean works with that same transmitter. If you’re buying new, then the Suunto Tank Pod is sold separately for around half the price of the watch (prices below).
Away from all the technical stuff, the Suunto Ocean is also a great option for freedivers and holidaymakers who just want to track their snorkeling expeditions with one of the best swimming watches. It’ll track you all the way down to 60 meters, which is above recreational limits. That said, the watch itself is physically rated all the way down to 100 meters, so it would be nice just to have that same amount of support for diving activities. After all, why cap it?
Our favorite Suunto Ocean feature is a new one to the industry – sure, if you're an experienced diver, those familiar dive profiles are extremely helpful to help you identify trends, patterns and potential causes for concern throughout your dive, but the watch will also use data from its sensors, like the gyroscope, to map out your dive in 3D.
In our experience, it wasn’t always completely accurate, but you’d expect this from a first-generation product. Even having an idea of where you’ve been on a map throughout your 40-minute dive is nothing short of a game-changer because it helps you to visualize an environment that offers very limited visibility when you’re in it (sometimes centimeters rather than meters).
Even though it handles land-based activity and sleep tracking, the Ocean’s battery life far exceeds the D5’s 6-12 hours of dive tracking. Suunto now claims 40-60 hours of dive tracking, or up to 16 days of regular smartwatch mode. That’s considerably more than the 30 hours’ dive tracking offered by the ultra-high-end Garmin Descent Mk3i.
On that note, the Suunto Ocean ships with an old-school USB-A charger, which doesn’t quite live up to modern standards. We’d like to see it upgraded with a USB-C connection, given that the world is moving that way. Remember that Suunto is all about reducing its carbon footprint, and that should extend to e-waste.
(Image credit: Craig Hale)
Our test watch also arrived with a short strap, which wasn’t long enough to go around a drysuit sleeve and might not be so good for wetsuits either. Given that it’s designed for diving, it would be good to have a longer strap included in the box. Still, you’ll want that shorter strap for when you’re not diving.
Just like any other piece of diving equipment I test, the Suunto Ocean had several outings at the dive club where it was inspected (in great detail) by many members. In this case, it led to a sale, with one member choosing to upgrade after witnessing the crisp, color display underwater and hearing about the impressive land activity tracking and battery life.
I think that just about summarizes my experience living with the Suunto Ocean, too – it’s the perfect blend of (relative) affordability, function and design, so it’s a really easy one to recommend to any recreational diver.
Suunto Ocean: Specifications
Component
Suunto Ocean
Price
$899 / £725 / AU$1,399
Dimensions
49.9 x 49.9 x 13.2 mm
Weight
99g
Case/bezel
Polyamide/stainless steel
Gas mixes
Up to 5 gases (Oxygen 21 - 100%)
GPS
GPS, Galileo, GLONASS, Beidou, QZSS
Battery life
Up to 16 days (40-60 hours diving mode)
Connection
Bluetooth, Wi-Fi
Water resistant
Yes, 60m depth
Suunto Ocean: Price and availability
(Image credit: Craig Hale)
$899 / £725 / AU$1,399
Suunto Tank Pod: $439.95 / £320 / AU$549
Suunto’s flagship dive watch, the Ocean, costs $899, which puts it on the more affordable end of fully fledged smartwatches. It’s more than the Suunto D5 ($649), but it does the work of two separate watches and still manages days of battery life, so you could save some cash versus buying two separate systems.
Suunto Ocean: Scorecard
(Image credit: Craig Hale)
Category
Comment
Score
Value
There aren’t many watches that can do this much at this price point.
5/5
Design
It looks very smart and clean, but it might not be as durable as titanium-clad rivals.
4/5
Features
You’ll be able to do everything you need, unless your next stage is tech diving with advanced gas mixes.
4/5
Performance
An extremely user-friendly interface with huge battery life improvements.
5/5
Suunto Ocean: Should I buy?
(Image credit: Craig Hale)
Buy it if...
You want something that’s easy to use
You get a few key shortcut buttons and an extremely simple operating system that anyone could learn within minutes.
You want to keep an eye on your spending
Diving is an expensive hobby, but you can cut costs with smart purchases like this Suunto Ocean.
You’ve got an eye on the environment
Suunto makes bold claims about its sustainability – a should-be core value of any diver.
Don't buy it if...
You need more advanced features
You’ll need to get a more advanced watch if you want to entertain advanced gas mixes or rebreathers.
You want the last word in premium
There’s no denying this is a very well-designed watch, but its materials are pretty ‘normal’.
Also consider...
Garmin Fenix 8
A high-quality all-in-one dive watch for true outdoor enthusiasts.
The Samsung S95F is the brand’s 2025 flagship OLED TV, delivering a premium set of features with the performance to match, pushing brightness levels for this kind of TV to some new highs.
The Samsung S95F boasts an impressive list of features, including a number of AI-based enhancement tools for picture, such as 4K Upscaling Pro and Real Depth Enhancer, and sound, such as AI Sound and Active Voice Amplifier Pro, as well as an AI assistant for live TV show analysis and recommendations.
Picture quality on the S95F is excellent overall. Delivering staggering brightness levels that produce punchy vibrant colors, as well as rich contrast, black levels and extremely realistic textures, the S95F is a sight to behold even compared to the best OLED TVs.
One thing to note here is that I reviewed the 55-inch version, which uses a new-gen QD-OLED screen, as does the 65-inch and 77-inch version, though the 83-inch size uses the same W-OLED new-gen panel as the LG G5. The benchmark measurements in this review are from the 55-inch model – I have also measured an 83-inch version, and included some information about that in the Picture Quality section, but those tests weren't done in our usual testing areas, and the set was tested pre-release, so may not totally match what you'll buy today, but I've included them for reference.
Its OLED Glare Free 2.0 screen delivers the same impressive reflection-beating performance as its predecessor, the Samsung S95D, but improves on black crush issues I found with the S95D. There is still some black crush present, and motion does require some tweaking to get to your own tastes, but the S95F still delivers picture quality that’s up there with the best TVs.
Built-in sound is punchy, accurate and delivers plenty of solid bass for such a thin TV, while also delivering clear speech and effective virtual surround sound. Atmos effects are still a little lacking and the soundstage can feel narrow at times, but most will be pleased with the S95F’s sound quality. Cinephiles: I’d still recommend one of the best soundbars.
The S95F is a physically stunning TV with a razor-thin, sharp and sleek design that gives it a premium look. Its One Connect Box, its external box for cable management and housing of ports, keeps things neat and tidy: excellent for those looking to wall-mount. Its stand requires a two person installation due to its weighty, metal design but it just makes the S95F feel that much more premium.
Tizen 9.0 is used as the smart TV platform for the S95F and it’s an improvement over previous generations. It’s smooth, mostly stutter-free and has plenty of picture settings, including AI ones, to tweak the picture to your liking. Recommendations are very good and although the home page can look a little cluttered and some settings are buried in menus, it’s definitely an upgrade over previous generations of Tizen.
The S95F is easily among one of the best gaming TVs of 2025. It supports 4K, 165Hz, VRR with AMD FreeSync Premium Pro, ALLM and HDR10+ gaming across four HDMI 2.1 ports, as well as boasting an ultra-low 9.5ms input lag time. Its Game Hub offers tons of cloud gaming options for those without a console and delivers razor-sharp performance and picture when gaming.
To get this premium performance, you have to pay a premium price. The S95F is similarly priced to its closest rivals, namely the LG G5, and while the price may be a bit lofty for some at launch, there will no doubt be discounts throughout its life cycle. For now though, it still mostly justifies its high price tag.
Should you buy this or the LG G5, which we also gave five stars to? I think the LG G5 just has the edge in most cases, thanks to its Dolby Vision support and the way it keeps black tones as dark and accurate as possible in more conditions. I think the Samsung is the better choice in really bright rooms where you know reflections are a challenge, or for aesthetes who love the idea of the One Connect box keeping cable clutter out of the way.
Samsung S95F review: Prices & release date
(Image credit: Future)
Release date: May 2025
55-inch: $2,499 / £2,499 / N/A
65-inch: $3,399 / £3,399 / AU$5,295
77-inch: $4,499 / £4,299 / AU$7,995
83-inch: $6,499 / £6,799 / AU$9,995
The Samsung S95F is the brand’s 2025 flagship OLED TV, sitting above the mid-range Samsung S90F and the entry-level Samsung S85F in its OLED TV lineup. The 55-inch model I tested launched at a price of $2,499 / £2,499, with the popular 65-inch model available for $3,399 / £3,399 / AU$5,295.
Several weeks on from launch, prices remain largely unchanged, although we've seen a $200 / £200 discount on the 55-inch model and sometimes the 65-inch model. There's sure to be more price drops throughout the year, as is normal for TVs.
Samsung S95F review: Specs
Screen type
QD-OLED
Refresh rate
Up to 165Hz
HDR support
HDR10+, HDR10, HLG
Audio support
Dolby Atmos
Smart TV
Tizen
HDMI ports
4 x HDMI 2.1
Built-in tuner
ATSC 3.0 (US)
Samsung S95F review: Benchmark results
Samsung S95F review: Features
Glare Free 2.0 matte screen
NQ4 AI Gen 3 processor with AI tools
One Connect box for external connections
(Image credit: Future)
The Samsung S95F uses a QD-OLED panel in its 55, 65 and 77-inch models, but the largest 83-inch model uses the new Primary Tandem RGB, or ‘four-stack’, OLED panel: the same used in the LG G5.
The S95F comes with the OLED Glare Free 2.0 screen: an updated version of the anti-reflection, matte screen found in its predecessor, the Samsung S95D.
It’s equipped with the NQ4 AI Gen 3 processor, which offers AI based enhancements such as Real Depth Enhancer, 4K AI Upscaling Pro, Auto HDR Remastering Pro, Color Booster Pro and AI Motion Enhancer Pro. There are also AI Customization settings for both picture and sound which can be tweaked.
As always, the S95F supports HDR10+, HDR10 and HLG HDR formats, but there is no support for Dolby Vision. It also supports Dolby Atmos enhanced sound format, but there is no support for DTS.
For audio, the S95F comes with a built-in 4.2.2 channel speaker array, totaling 70W of power. It has the Object Tracking Sound+ (OTS+) system for more accurate sound mapping as well as AI Sound mode with voice enhancement. It also supports Samsung’s Q-Symphony feature, where the TV can be used in tandem with compatible Samsung soundbars as an extra speaker.
The S95F is also a well equipped gaming TV, with four HDMI 2.1 ports that support 4K, 165Hz, VRR (AMD FreeSync Premium Pro included), ALLM and HDR10+ gaming. Its Game Hub is a useful portal for housing all things gaming, including cloud based gaming apps from Xbox, Luna, Nvidia GeForce Now and more.
In terms of physical features, the S95F’s most significant addition is the One Connect Box, an external box designed to house all connections such as HDMI and USB, connected to the TV by a single cable that carries power as well as video. For US viewers, the S95F carries an ATSC 3.0 tuner.
The S95F uses Samsung’s Tizen as its smart TV platform and has access to all major streaming apps such as Netflix, Prime Video and Disney Plus, as well as UK based apps such as ITVX and BBC iPlayer. Tizen has several hubs to house relevant apps including Home, the aforementioned Game, Ambient and Daily+.
Features score: 5/5
Samsung S95F review: Picture quality
Image 1 of 3
Movie mode (Image credit: Future)
Choosing the right picture mode for bright conditions can be important depending on the movie. The Batman is a particularly dim movie.
Image 2 of 3
Filmmaker Mode with Active Dynamic Tone Mapping (Image credit: Future)
Image 3 of 3
Filmmaker Mode with Static Dynamic Tone Mapping (Image credit: Future)
Spectacular color and brightness
Very effective anti-reflection screen
Improved black levels over the S95D
Starting with my measurements of the 55-inch S95F’s performance using out-of-the-box settings, the TV hit 2,132 nits of HDR peak brightness (measured on a 10% HDR white window pattern) in Filmmaker Mode. When I measured a pre-release version of the 83-inch model at a Samsung event, which has a different type of OLED screen (the same as the LG G5), I measured 2,388 nits of peak HDR brightness in Filmmaker Mode on that model, which is a good 10% step up over the smaller option.
The LG G5, for comparison, measured 2,268 nits in HDR peak brightness in Filmmaker Mode, so sits closer to the 83-inch version of the S95F, which makes sense.
The 55-inch S95F achieved 2,135 nits of peak HDR brightness in Standard mode, while the 83-inch version hit 2,102 nits in the same test. The LG G5 hit 1,850 nits in Standard Mode, so the S95F has a clear edge over its rival in that kind of mode.
I also measured the 55-inch S95F’s Movie mode brightness, as I found myself using this mode with some movies in brighter conditions, and it hit 2,109 nits of peak HDR brightness.
As for HDR fullscreen brightness, important for sports, daytime and bright room viewing, the 55-inch S95F clocked 390 nits in Filmmaker Mode (measured on a 100% white HDR window pattern), making it the brightest 55-inch OLED we’ve tested. It beat the previous champion, the LG G5, which clocked in 331 nits in its Filmmaker Mode.
However, the the 83-inch version of the S95F I tested crushed its smaller sibling, achieving 465 nits of fullscreen brightness in Filmmaker Mode – a figure you expect from the best mini-LED TVs.
With SDR fullscreen brightness however, the LG G5 still holds the crown, hitting 327 nits in Filmmaker Mode, whereas the S95F clocked in at 181 nits.
The S95F’s most unusual feature is its OLED Glare Free 2.0 screen, which like its predecessor, the S95D, eliminated mirror-like reflections even with bright overhead lights on in our testing room.
The issue with mirror-like reflections is that they're actually on a different focal plane to the TV, so when your eye catches them, you have to focus away from the rest of the screen. That's why they're so annoying, and are quite fatiguing to deal with. On the S95F they're reduced to just a haze at most.
I found when I tested the S95D that the matte screen caused black crush, particularly in Filmmaker Mode, so you lost detail in the dark areas OLED is supposed to excel in – and thankfully the S95F has improved this. There were still some instances of black crush in dark scenes in movies like The Batman and Nosferatu, but they were minimal in comparison.
I did find when watching dark movies in bright rooms, setting Dynamic Tone Mapping from the default Static to Active in Filmmaker Mode gave it a solid brightness boost without sacrificing black levels or contrast too much, and helped to reduce the black crush.
The S95F displays spectacular, vivid colors especially with HDR movies such as Wicked(Image credit: Future)
Where the S95F really shines with its picture is its colors. Watching a 4K stream of Elemental on Disney Plus, fire characters – as well as Ember’s glass and vase-making – deliver stunning, glistening reds and oranges with a real vivid punch in highlight areas of the screen.
A 4K Blu-ray of Wicked also demonstrated natural but vibrant colors, particularly in the Wizard & I scene where Elphaba stands among pink flowers. I preferred Filmmaker Mode’s accuracy, but those looking for a brighter dose of color can select Movie mode for something that's bold but still realistic.
It’s no surprise the 55-inch S95F delivered such spectacular HDR colors, because when I measured its HDR color gamut coverage, it yielded results of 100% and 89.3% in the DCI-P3 and BT.2020 color spaces. These are not only phenomenal results, but it’s also the first time a TV has hit 100% DCI-P3 in my time testing TVs. I measured the 83-inch S95F at 94.9% of P3 color gamut coverage, however – this is surprisingly low, considering the LG G5 with the same panel achieved 99.6%, so it might be best to take it with a pinch of salt, since I tested it pre-release.
Black levels and contrast are still excellent on the S95F, particularly when viewed in dimmed or pitch black conditions. Watching The Batman, the subway fight and crime scene sequences showed deep black levels with brilliant contrast between dark areas and light areas from light sources such as lamps, torches and flashbulbs. Shadow detail was great as well, with objects on walls still visible even in dark sections.
The S95F was great for black and white movies, as scenes from Oppenheimer showed deep black tones, vibrant white tones and a full range of gray tones with fantastic depth and texture.
Textures and details are given a near 3D-like quality on the S95F (Image credit: Future)
Speaking of textures, the S95F showed a near 3D-like quality for every 4K movie I used. Clearly, the Real Depth Enhancer was hard at work, as every facial feature, skin tone and object looked accurate, lifelike and refined. I found the S95F’s upscaling was effective when viewing an HD stream of Fight Club. While not as successful with lower resolution TV shows, textures were definitely still upscaled.
Motion for the S95F was responsive, though I did find that Blur and Judder reduction needed to be set at 5 each, though this may require some adjusting for some. A panning shot of a cliffside in No Time To Die was smooth without the dreaded soap opera effect with these settings. For Sports, I opted for Standard Mode with these settings and found the action smooth without any ghosting of the ball during a stream of a soccer game.
Object Tracking Sound+ (OTS+) for accurate mapping
Dolby Atmos, but no DTS support
The Samsung S95F comes equipped with a built-in 4.2.2 channel speaker array, with 70W of total power. It includes AI Sound mode options and supports Dolby Atmos soundtracks. There is no support for DTS soundtracks, however. There are two preset sound modes to choose from: Standard and Amplify.
With the S95F set to the Amplify sound mode, the Batmobile/Penguin chase scene in The Batman produced hefty, impactful bass and rumble from the Batmobile’s engine and explosions. The OTS+ system was effective at mapping effects such as screeching tyres and gunfire and keeping the action on screen and sound tightly connected and controlled.
Throughout Wicked, the S95F’s speakers also delivered clear vocals and speech as well as a very good balance between said vocals and the uplifting and powerful score, which was itself delivered with clarity and precision.
While its built-in sound is very good, I couldn’t help but find the soundstage narrow in places and that its volume needed to be pushed to get the full experience. When pushed too high however, there can be some buzz from the bass. For a proper cinematic experience, one of the best Dolby Atmos soundbars remains recommended.
Samsung S95F review: Design
The Samsung S95F is a super-slim and sleek TV (Image credit: Future)
Super slim, modern design
One Connect Box for external connections
Solid, sleek metal base
The S95F is a sight to behold. Razor-thin with a bezel-less screen, the S95F is incredibly sleek and has an appealing modern look. It comes with a weighty, black metal stand and while assembly requires two people, once attached it gives the TV a floating look and feels solid and sturdy.
The S95F comes with the brand’s One Connect Box, which houses the S95F’s many connections, including four HDMI 2.1 ports, three USB ports, an optical port, tuner ports for broadcast TV and an Ethernet port. This box is then connected to the S95F via a single cable and the box itself can be housed on the back of the stand. It’s ideal for those looking to wall-mount their TV with minimal cables.
For remotes, the S95F comes with the SolarCell remote, a small remote with volume control, app shortcuts and the new AI button, for AI assistant shortcuts. The remote can be charged via USB-C or the solar panel on the remote. UK users will also find an older-style remote with numbered buttons in the box as well as the SolarCell remote.
Design score: 5/5
Samsung S95F review: Smart TV & menus
Tizen 9.0 is an improvement over previous generations of the Tizen smart TV system (Image credit: Future)
Tizen smart TV platform
Home, Game, Ambient and Daily+ hubs for apps
Good number of picture settings
The S95F uses Samsung’s own Tizen smart TV platform, with this year’s version called Tizen 9.0. It has access to all the major streaming apps, but UK users should note it does not include Freeview Play for broadcast TV, instead using Samsung’s own Samsung TV Plus. UK based streaming apps are still available however.
Tizen 9.0’s home page is split into three sections: For You, which houses AI-tailored content recommendations (which are mostly accurate and effective based on my own experience) Live, for live TV and Apps, for a fuller apps page list. For You is the default and while there is a large banner at the top of the screen, a neat, customizable row of apps sits at the bottom of the screen and is easily accessible.
Aside from the Home page, there are three other main hubs: Game for gaming based applications; Ambient, for an ambient mode in place of standby; and Daily+ for lifestyle and workplace based apps.
Menu and settings navigation is made easier thanks to a quick menu, which I didn’t find as effective as LG’s but is still a welcome addition. Accessing the right menus and settings can be long-winded and navigation can stutter on occasion, but it was a mostly smooth experience.
As well as the usual picture and sound settings, of which there are a good amount for picture customization, there are a number of AI-based tools including AI picture and sound modes. There is an AI assistant as well. A press of the remote’s AI button on a TV show on Samsung TV Plus gave me a summary of the show and recommended similar shows.
Smart TV & menus: 4.5/5
Samsung S95F review: Gaming
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The Samsung S95F is an exceptional gaming TV, with extensive features and performance Pictured: Game Hub (Image credit: Future)
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Pictured: Battlefield V with Game Bar (Image credit: Future)
4K, 165Hz, VRR, ALLM and HDR10+ gaming
Ultra-low 9.5ms input lag time
Game Hub for cloud based gaming apps
The S95F is an extremely well featured TV for gaming. It features four HDMI ports that support 4K, 165Hz, VRR with AMD FreeSync Premium Pro supported, ALLM and HDR10+ gaming. Samsung’s Game Hub continues to be an excellent portal for everything gaming related including a healthy choice of cloud based gaming apps from the likes of Xbox, Nvidia GeForce Now and Luna.
As with Samsung’s TVs, the S95F is no slouch with gaming performance either. An ultra-low 9.5ms input lag time delivers a smooth experience with no hint of screen tear or stutter in performance whatsoever. Playing Battlefield V, intense combat sequences were exciting to play and targeting was easy, snappy and extremely responsive.
The S95F also delivers superb picture quality for gaming, with several levels in BattlefieldV given a truly bright, vibrant and dynamic look filled with color and detail. Again Real Depth Enhancer Pro gave the picture a hyper-realistic look with fantastic detail in every object on screen.
Gaming score: 5/5
Samsung S95F review: Value
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Samsung's SolarCell remote adds a new AI button at the top middle. (Image credit: Future)
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UK users get both the SolarCell and older, button remote (pictured here) in box. (Image credit: Future)
Performance and features justify price
Closely priced with rivals
Still a premium priced TV
Value is a tough area to judge for the Samsung S95F, as it carries most of the features you’d ever need while also delivering high-quality performance, but this all comes at a premium price.
The 55-inch model I tested costs $2,299.99 / £2,299 (roughly AU$3,554) at the time of writing. The S95F’s main rival, the LG G5, 55-inch model costs $2,199.99 / £2,199.99 / AU$3,495 at the time of writing, making the G5 the more tempting of the two. Expect prices to battle throughout the year, reducing over time.
I’d usually recommend the S95F’s step-down sibling – the S90F – as a cheaper alternative, because the 55-inch model there costs $1,799 / £1,899 / AU$3,299. However, there is no guarantee of getting a bright QD-OLED screen over a dimmer mid-tier W-OLED screen, which means I can’t recommend it for certain. At 65 inches, you are guaranteed a QD-OLED panel, though, so at that size the S90F is a great option – here's our full 65-inch Samsung S90F review.
The S95F is a premium priced TV, there’s no getting around it. While there are a number of cheaper options available, it does deliver an undoubtedly premium experience and does strongly justify its price.
Value score: 4/5
Should you buy the Samsung S95F OLED TV?
The Samsung S95F showcases superb contrast between light and dark tones, shown here in The Batman(Image credit: Future)
Samsung S95F 55-inch
Attributes
Notes
Rating
Features
The Samsung S95F offers a stacked list of smart and gaming features, along with superb picture quality and solid audio quality. There is still no Dolby Vision HDR support though.
5/5
Picture quality
The S95F delivers a near-complete picture experience, especially when with colors. Black levels may not be as deep as some rivals, but they're rich enough.
5/5
Sound quality
Delivering clear, punchy and accurate sound, most people will be pleased with the S95F's sound. Bass could be better controlled and the soundstage could be wider, however.
4/5
Design
It's unbelievably thin, extremely modern looking and features the useful One Connect Box. the S95F is easily one of the best designed TVs available.
4.5/5
Smart TV and menus
Finding the right settings isn't always easy, but Tizen provides a very smooth experience with new AI tools should you want to use them.
4.5/5
Gaming
Ultra-responsive performance and a full list of features, the S95F is an excellent TV for gaming.
5/5
Value
The S95F is a premium priced TV, but offers great features and performance for the money.
4/5
Buy it if...
You want to watch in a bright room The S95F's OLED Glare Free 2.0 screen eliminates reflections, making it ideal for viewing in bright rooms. View Deal
You want a bright, colorful picture The S95F's color display is spectacular, especially with HDR sources. Paired with its high brightness, and you get a phenomenal picture experience.View Deal
You want an OLED TV for gaming The S95F's gaming performance is smooth and responsive, it has a ton of features and its picture is sublime for gaming. View Deal
Don't buy it if...
You want Dolby Vision HDR Like all Samsung TVs, the S95F doesn't support Dolby Vision HDR, instead featuring support for HDR10+. View Deal
You're on a budget As it's a flagship OLED TV, it does come with a premium price tag. Even though it covers a lot of the bases, it will outstretch most budgets: at launch at least. View Deal
You want accurate, out-of-the-box Filmmaker Mode A small complaint, but some tweaks need to be made to Filmmaker Mode when viewing in bright conditions, which isn't the case with the rival LG G5. View Deal
Also Consider
Samsung S95F
LG G5
Sony Bravia 8 II
Samsung QN90F
Price (55-inch)
$2,499 / £2,499 (roughly AU$4,199)
$2,499 / £2,399 / AU$4,199
$3,499 / £2,499 / AU$4,195
$1,799.99 / £1,699 (roughly AU$2,788)
Screen type
QD-OLED
OLED
QD-OLED
Neo QLED / mini-LED
Refresh rate
165Hz
144Hz
120Hz
144Hz
HDR support
HDR10+/HDR10/HLG
HDR10, HLG, Dolby Vision
HDR10, HLG, Dolby Vision
HDR10, HLG, HDR10+,
Smart TV
Tizen 9.0
webOS 25
Google TV
Tizen
HDMI ports
4x HDMI 2.1
4x HDMI 2.1
4 (2x HDMI 2.1)
4 x HDMI 2.1
LG G5 OLED TV The S95F's main rival, the LG G5 delivers elite performance with a similar number of features to match. Its black levels are richer in most conditions, but the S95F is still better for viewing in bright rooms thanks to its Glare Free screen. This will come down to personal preference.
Sony Bravia 8 II QD-OLED TV Sony flagship OLED TV for 2025 is currently under review, but from what we've seen so far, its real strength lies in its sound. The S95F has it beat for brightness and gaming features. Watch this space for our full review.
Samsung QN90F mini-LED TV The Samsung QN90F offers higher fullscreen brightness and its own glare free screen, making it a solid TV for sports. Its the mini-LED equivalent of the S90F in Samsung's 2025 lineup, so if you're looking a feature-packed TV but with mini-LED, this is your best option.
Tested in different lighting conditions in our testing lab
Measurements taken using Portrait Displays' Calman color calibration software
Before my critical testing, I first spent time establishing the most accurate picture modes that I would use for both subjective testing and objective measurements. I landed on Filmmaker Mode and sometimes used Movie mode, depending on lighting conditions.
I tested the S95F's using reference scenes from both Standard Dynamic Range (SDR) sources, such as DVD, Blu-ray and broadcast/low-resolution TV, and High Dynamic Range (HDR) sources, such as 4K Blu-ray and 4K streaming.
I used these sources to analyse the S95F's picture quality, focusing on color, contrast, black levels, textures, upscaling, as well as sound quality and motion for sports and movies.
I also watched the S95F with various different lighting conditions to test the effectiveness of its OLED Glare Free anti-reflection screen.
I focused on SDR and HDR brightness measurements, with a focus on peak (10%) and fullscreen (100%) brightness, color and grayscale accuray by taking the average of the Delta-E values (the margin for error between the source pattern signal and what's shown on screen) and HDR color gamut coverage, focusing on DCI-P3 (also called UHDA-P3) and BT.2020 color spaces.
I also analyzed the S95F's gaming performance using an Xbox Series X, and a Leo Bodnar 4K HDMI Input Lag Tester to analyze its input lag in milliseconds.
Sitting at the top of Garmin’s recreational dive watch family, and by extension the best swimming watch for divers, the Descent Mk3i’s AMOLED display – 43mm or 51mm – uses a scratch-resistant sapphire crystal lens – something that’s more important than you might realize in scuba diving, where you and your buddy can be exposed to a variety of hard materials like other watches, knives and the natural topography, such as rocks and wrecks.
I didn’t treat the Descent Mk3i any differently to how I dive with any of my own watches (slap it on and forget about it without being overly cautious), and so far, the display has proven to live up to its scratch-resistant claims. That titanium case has also held up well during testing, but be aware that the Mk3 without air integration is a stainless steel model.
Getting used to the five physical buttons can take some getting used to, but take the time to explore their functionalities, and you’ll be swimming. And on that, if you’re not swimming and are instead in a dry environment, you can use the touchscreen to navigate the Decent Mk3i.
Where this dive computer stands out against virtually all of its rivals is with its SubWave sonar technology, which enables diver-to-diver communication up to 30 meters. None of my buddies have one of these for me to try it with, but you can be sure that I’ve done my fair share of research on the feature and it comes highly recommended. However, I’ve just highlighted the biggest problem of SubWave-based communication – you need to be diving with like-minded Garmin fans.
(Image credit: Craig Hale)
If you are in that position, especially if you’re running a dive school, then you’ll also love being able to monitor the tank pressures of up to eight divers (who are within a tighter 10-meter range).
Compared with other recreational watches, the Garmin Descent Mk3i is much closer to the boundary of tech diving – apart from single gas mixes, you can also set it up for multi-gas dives and rebreathers, so if you plan on going deeper or staying for longer, then your requirement to use different equipment and gasses will be supported by this high-end watch.
It also works all the way down to 200 meters – that’s way below recreational diving limits, but is a welcome upgrade over most watches, which cut out at 40 meters (around 10-20 metres short of maximum recreational diving limits). Many rivals can withstand water pressures down to 100-200 meters, but they tend to stop tracking your diving activity way before this.
When you’re on land, the sensors take regular readings of your heart rate, respiration rate, pulse oximetry and more to estimate your in-the-moment health like the rest of the best Garmin watches, and these metrics feed the Dive Readiness score.
There’s even a Jet Lag Adviser to offer guidance on light exposure, sleep schedule and exercise – perfect for those action-packed dive holidays. Although the science behind preventing decompression sickness is still being developed, we do know that physical exertion can bring on the effects, so being advised of your dive readiness before you get in the water is a handy tool.
(Image credit: Craig Hale)
Unlike the Apple Watch Ultra 2, which lives on my left wrist 24/7 (apart from when it’s charging), the Descent Mk3i’s battery life promised 30 whole hours of diving, which was more than enough to cover my weekend of four dives. And on the weeks when I wasn’t diving, I made a habit of charging it on a Sunday evening – that 10-day battery life is a game-changer, even with all the sensors going every few seconds.
Besides being deep in the Apple ecosystem, the only reason I can think of stopping me from moving over to Garmin fully is the fact that it still has a relatively clunky UI, but that’s hard to solve given how unbeatably feature-ridden it is. It has features like Garmin Pay and a voice assistant, but it’s not quite as slick as native Apple or Google watches.
On the whole, though, if you can look past the high price point, I think the Garmin Descent Mk3i might just be the best all-in-one smartwatch for divers you can buy today, and even with its four-figure price tag, it still represents good value for money on the basis that you get one of the most comprehensive and reliable sports trackers in the business.
Garmin Descent Mk3i: Specifications
Component
Garmin Descent Mk3i (model tested: Carbon grey DLC titanium with black silicone band, 51mm)
Battery life
Up to 10 days (4 days always-on display, 30 hours diving mode)
Charging cable
Garmin proprietary clip charger with USB-C connection
Air, Nitrox and Trimix, up to 100% O2; 1 bottom gas and up to 11 deco and/or backup gases
Component
Garmin Descent Mk3i (43mm)
Price
Starts at $1,400 / £1,250 / AUD $2,500
Dimensions
43 x 43 x 14.13 mm
Weight
68.3g with bands
Case/bezel
Fiber-reinforced polymer / stainless steel
Gas mixes
Air, Nitrox and Trimix, up to 100% O2; 1 bottom gas and up to 11 deco and/or backup gases
GPS
GPS, Galileo, GLONASS
Battery life
Up to 10 days (30 hours diving mode)
Connection
Bluetooth, Wi-Fi
Water resistant
Yes, 200m depth
Garmin Descent Mk3i: Price and availability
(Image credit: Craig Hale)
$1,400 / £1,250 / AUD $2,500 for 43mm
$1,600 / £1,600 / AUD $3,200 for 51mm
T2 tank pressure transmitter: $500 / £430 / AUD $900
The top-of-the-range Garmin Descent Mk3i (with transmitter) is a $2,000+ wearable, which puts it right at the top of its class, but it could still end up costing you less than buying a dedicated dive watch and a second fitness tracker for land.
To fully benefit from the Mk3i’s capabilities, you’ll need to pair it with the T2 tank pressure transmitter for a fair chunk more cash.
If you’re on a tighter budget, there’s also the Descent Mk3. The removal of the ‘i’ in its name means it won’t work with the tank pressure transmitter, but you can save yourself some cash and pick it up for $1,200 / £1,100 / AUD $1,250.
Garmin Descent Mk3i: Scorecard
(Image credit: Craig Hale)
Category
Comment
Score
Value
It’s loaded with more features than most rivals, but it’s still very expensive
4/5
Design
Rugged and durable design with high-end titanium finish on Mk3i models
5/5
Features
There’s no denying this is the ultimate watch for outdoor and diving enthusiasts
5/5
Performance
Responsive operating system and long-lasting battery life
5/5
Garmin Descent Mk3i: Should I buy?
(Image credit: Craig Hale)
Buy it if...
You want something that can do it all
It’s expensive, but there’s not much that comes near to offering as much functionality as the Descent Mk3i.
You’re a tech-reational diver
You can push the limits of recreational diving with this watch, which offers tools to support tech diving.
You spend a lot of time outdoors
Superb GPS tracking, detailed body metrics and endless workout options help you to go wild.
Don't buy it if...
You’re on a budget
There are watches that offer similar metrics and tank pressure monitoring for less money.
You’re a novice diver
Chances are you don’t need everything the Descent Mk3i offers, so why not consider a Fenix 8?
Also consider...
Garmin Fenix 8
A high-quality all-in-one dive watch for true outdoor enthusiasts.
Releasing a follow-up to 2021's critically acclaimedIt Takes Twowas never going to be easy. But Swedish Hazelight Studios proved it was more than up to the challenge when it released co-op action adventure Split Fiction for Xbox Series X|S, PS5, and PC in March 2025.
Review info
Platform reviewed: Nintendo Switch 2 (and PS5) Available on: Nintendo Switch 2, PS5, Xbox Series X|S, PC Release date: June 5, 2025 for Switch 2 (March 6, 2025, on other platforms)
Split Fiction took the lauded co-op experience of It Takes Two to a new level, offering more varied environments and gameplay and a lot more explosive (literally, at times) action. Now, the hit co-op adventure has been ported to the Nintendo Switch 2, releasing as part of the new console's launch lineup alongside titles such asDeltarune, Mario Kart World, andHitman World of Assassination – Signature Edition. But does this Switch 2 port of the co-op game manage to maintain the magic?
Mostly, yes. Split Fiction on Switch 2's brilliantly fun, character-driven story and overall gameplay mechanics remain the same, but there's a distinctive drop in visual and performance quality compared to the PS5. Pair this with a multitude of confusing local and online co-op play options and a less-than-optimal Tabletop mode experience and there's some frustrating niggles to this Switch 2 port.
However, overall, this is a solid port that's, for the most part, well-suited to the Switch 2's versatility. Just don't expect the same level of polish as the other platforms.
Worlds collide
(Image credit: Hazelight Studios)
Split Fiction begins at Rader Publishing, where fantasy writer Zoe and sci-fi writer Mio are summoned, along with others, under the premise that their stories are finally going to be published. What CEO J.D. Rader has up his sleeve, though, is far from a sit-down chat and contract signing. Instead, he introduces "The Machine," which can create a complete simulation of a writer's world. While everyone is excited at the prospect of jumping into their stories, with each becoming encased in their individual bubble simulation, Mio is (rightfully) suspicious of the technology and gets in a fight with the staff, only to fall into Zoe's bubble.
Mio spawns in Zoe's magical, fantasy world, much to both's chagrin, alongside a suspicious-looking glitch. When the writers approach the glitch, they're pulled into Mio's story, a chaotic sci-fi thriller full of explosives, dogfights, and lasers.
It's the perfect setup for what you should expect in Split Fiction. With each level, you jump from Zoe's enchanting fantasy world to Mio's explosive, sci-fi world – one minute you're flying dragons and the next you're lobbing bombs in a cyber game show.
As you'd expect, Mio and Zoe are, on the surface, polar opposites. From the start, Zoe is painted as an optimistic, bubbly daydreamer, while Mio is surly, suspicious, and sarcastic. But, once they realize Rader's intentions are (as Mio predicted) sinister, they must work together to find all the glitches and escape the simulation.
(Image credit: Electronic Arts)
We put a little bit of ourselves into everything we write. Through their adventure, Zoe and Mio discover this is more true than they thought. Their friendship grows as they come face-to-face with the surreal, funny, magical, and darker aspects of their lives that have made their way into their work – allowing them to see they have more in common than originally thought.
This character growth is well-paced, with some emotional twists that you'll likely see coming a mile off, as the writing isn't amazing. But it's the visual interpretations, the worlds, and how they portray the story's emotional beats that hit hardest. The metaphors may be on the nose at times, but they do help you to understand both writers without the need for words.
But don't worry, this isn't a heavy adventure. Instead, Split Fiction carefully walks the line between thrilling action and laugh-out-loud silliness. Its gameplay, too, keeps you guessing. As with It Takes Two, Hazelight isn't afraid to experiment with different genres and gameplay mechanics here, throwing in platforming, shooting, puzzles, and more, resulting in the perfect formula for co-op partners who struggle to agree on what to play.
A clear split
(Image credit: Hazelight Studios)
While Split Fiction, at its core, is a great game, its Switch 2 port is a noticeable downgrade from its PS5 counterpart – and this is clear from its opening splash screen showing the title. In TV (docked) mode, the splash screen's blacks are blocky, and the frame rates on the animation are noticeably lower than on PS5. Even sitting on the main menu, I spotted issues before playing, with the shadow renders on the Rader Publishing sign flickering. In-game, the visual drawbacks are apparent, too.
While the cutscenes look alright, the visuals are considerably less polished than on PS5, with character hair textures a bit frazzled at the ends and the graphics overall looking less refined and detailed. It's not a huge surprise, given Split Fiction on Switch 2 runs at 1080p/30fps, a drastic drop from the 4K/60fps of the PS5. If you've not played Split Fiction on another platform, you may not notice these issues, but you'll likely still clock a few.
During actual gameplay, there's occasionally a clear blur when characters move quickly, and the shadow rendering is less than optimal, resulting in dark, poorly lit areas and flicking shadows. While the worlds and characters still look good, again, they're nowhere near as impressive as on PS5. The visual refinement isn't quite there, which can result in Mio looking a bit like a cartoon character at times. For the most part, this isn't a huge issue, but the blur and darker areas can make it slightly harder to navigate certain areas where careful footing is critical.
(Image credit: Hazelight)
This is particularly frustrating in Tabletop mode. While the general visual and performance aren't so obvious when playing in Handheld and Tabletop mode, the shadows are a killer. This is mainly because playing Split Fiction in Tabletop mode is a less-than-optimal experience. Firstly, this is because it's really hard to see what's going on on your side of the screen anyway when there are two of you gathered around the screen. In TV mode, I can struggle at times to keep track of my character and their footing, but on a smaller screen, it's a much bigger challenge, especially when you hit those darker areas.
My partner and I struggled to play Tabletop in our living room, pondering if our 30+-year-old eyes were to blame while also questioning how anyone could play optimally on the go. If we struggled in our living room, huddled up on our sofa to try and see the screen, how feasible is it to play in an airport or on a train? This is exacerbated by the fact that you cannot play Split Fiction with just one set of Joy-Con 2 controllers, like you can with other Nintendo co-op games. Instead, you need to own two sets of controllers to play. This is great if you have another set, but less than ideal if you find yourself needing to shell out $95 / £75 on top of the game price to play with a friend locally.
The audio, however, in TV mode and Tabletop mode is impressively loud and detailed, especially for the latter. So, at least that's something.
Play nice with others
(Image credit: Hazelight Studios)
Where Split Fiction confused the heck out of me was its numerous co-op play options. Trying to work out who I could play with locally and online and on what platform seriously hurt my head (even with the information boxes beside some). So, here's what I eventually worked out.
Playing couch co-op with a friend is easy; just select the 'Play Local' option. The 'Play Local Wireless' option has three choices: 'Host through Local Wireless,' 'Find and join through Local Wireless,' and 'Host a game using GameShare.' Hosting and joining local wireless only lets you play Split Fiction with a friend on Nintendo Switch 2 who is in your vicinity, and doesn't seem to require an internet connection. It does, however, seem to require your friend to own Split Fiction.
If you want to play Split Fiction with a friend on the original Nintendo Switch, you can't do this online. Instead, you need to use the GameShare option to stream it to them (the quality will drop a bit more), but they must be in your vicinity. You can also use this option to play with a friend on Switch 2, where you can utilize the console's GameChat feature, allowing you to see and speak to your friends while you play. Local GameShare doesn't seem to require an internet connection, nor does the other person need the game, so it's probably the better option over local wireless.
Playing online, you can make use of Split Fiction's Friend's Pass to play the full game online with a friend who doesn't own it. All you need to do is select 'Play Online', and you can invite your Switch 2 friend. You can also crossplay with those on other platforms (PS5, PC, and Xbox Series X|S) by entering their EA account name. If you are using the Friend's Pass, your pal will need to download the Friend's Pass to their console before you can play.
The number of co-op play options can be a bit overwhelming, and playing with a Switch 2 or current-gen platform player is pretty straightforward, but I was disappointed to not be able to play online with an original Switch friend.
A solid but less-than-optimal experience
(Image credit: Hazelight Studios )
Split Fiction offers the same thrilling fun on Switch 2 as on other platforms, but don't expect the same level of polish here. While Tabletop mode, in theory, offers the opportunity to take your co-op playthrough on the go, it's not the most optimal experience, and you'll likely find playing in TV mode more enjoyable.
Overall, this is a pretty solid Switch 2 port, with some annoying niggles, but I advise picking up this co-adventure on another platform for the best experience all-round.
Should you play Split Fiction Switch 2?
Play it if...
You want a full-fledged co-op adventure to sink your teeth into Split Fiction is a lot of fun and offers around 15 hours of playtime, depending on how much you explore and how many side stories you do. This is a fully-fledged, full-length action-adventure co-op game that you can play over a few sittings, making it well worth its $50 price tag.
You want a varied gameplay experience The gameplay mechanics vary throughout this game, with Mio and Zoe each getting a unique new ability with each level. Hazelight, too, throws in different mechanics, like platforming, puzzles, and shooting elements, to shake up the gameplay now and then. The jump between varying sci-fi and fantasy levels, too, keeps things fresh, and each level within these worlds is different from the last. So, don't expect to get bored.
You and your co-op partner have different genre tastes My partner would play a fantasy game over sci-fi any day of the week, so a full-on sci-fi action-adventure would not be his cup of tea. Despite not being a huge fan of Split Fiction's sci-fi levels, he thoroughly enjoyed the game, as the jump between genres meant he never had to linger in one he disliked too long. While I enjoyed aspects like puzzles and platforming, he preferred the shooting and action elements. The variety of genres and mechanics incorporated means this game should suit you and your buddy, no matter your tastes.
You need an exciting co-op game to play on the go While the Tabletop experience isn't necessarily optimal, the ability to whack out this co-op game with your buddy while waiting for a flight, out for drinks, or on the train is welcome. Just make sure you have a second controller stashed away.
Don't play it if...
You don't have someone to play with Whether that be online or locally. Split Fiction is a co-op game and must be played with two human players (there's no AI player two coming to help you.) Thankfully, the Friend's Pass means you can play with a Switch 2 player who doesn't own the game online, and you can easily play with a friend in person, but if you don't need a soul who'd play this game with you, you may not get to play it at all.
You want visuals and performance on par with the other platforms Split Fiction on Switch 2 doesn't look as good as on PS5, Xbox Series X|S, and PC, and the frame rates are much lower. On PS5, for example, you get 4K at 60fps, while the Switch 2 port seems to be 30fps at 1080p. This isn't as noticeable in Tabletop mode, but you can spot it in TV mode. So, if you want the most optimized version, get it on another platform.
You've only got one set of controllers but want to play local on the same Switch 2 Unlike many other co-op games on Switch 2 and Switch, you can't play Split Fiction locally (in-person with someone else) on the same Switch 2 with just one set of Joy-Con 2s. To do this, you need two sets of Joy-Con 2s (or other Switch 2 controllers), as you can't use one Joy-Con 2 per person. If you want to play this way but only have one controller or set of controllers, and don't want to shell out for more, it may be worth holding off on picking it up.
You want a co-op game for kids Unlike It Takes Two, Split Fiction has some crude humor, mild sexual innuendo, swearing, and some graphic violence. As such, it's rated PEGI 16 and in the UK, and isn't recommended for younger children (though the ESRB has rated it a Teen (13+). Either way, if you planned to play this with your six-year-old, you probably shouldn't. If you've not played it yet, It Takes Two offers an experience more suited to younger teens, and has some mild violence and the occasional bad language.
Accessibility features
Split Fiction offers a solid selection of accessibility features. In the Options menu, there is an Accessibility tab that allows you to reconfigure the controls for Mio and Zoe. The options include the ability to change button-bashing prompts and toggle spinning/wiggling prompts, so you just need to hold the button, or they complete automatically, the option to turn on subtitles and closed captioning, the ability to skip gameplay areas, and to reduce enemy damage.
You can also remap controls and make adjustments to the camera and controller rumble under other tabs in this section.
How I reviewed Split Fiction on Switch 2
I played Split Fiction for roughly 18 hours across PS5 and Nintendo Switch 2. During my playtime, I completed the main story as well as all the side quests I could find. Having played the game on both platforms, I was able to compare and contrast the experience on PS5 and Switch 2, primarily focusing on the Switch 2 version's performance, visuals, audio, and overall experience.
I reviewed Split Fiction on Nintendo Switch 2, playing local co-op with my fiancé using a Nintendo Switch 2 Pro controller and a set of Joy-Con 2 controllers. We primarily played in the console's TV mode with my Samsung Q80T QLED TV, but also played in Tabletop mode to test what effect this mode had on the experience. I tested the GameShare function by sharing my Switch 2 game with my Nintendo Switch Lite and the crossplay functionality by beginning a game between my Switch 2 and PS5.
I also tested whether I could play Split Fiction online with someone with an original Nintendo Switch by trying to GameShare and online play with a friend (this didn't work).
Split Fiction on Switch 2, first reviewed June 2025
The Fujifilm Instax Wide Evo is instantly striking with its retro design and ultra-wide body. If you're after the best instant camera for hybrid photography (i.e. the ability to print film images taken directly on the camera or sent from your smartphone) and prefer to shoot on wide format prints, then this really looks like it's the model for you.
Although it doesn't come cheap, the Instax Wide Evo is very much the step-up from Fujifilm's other Instax hybrid, the Mini Evo, that was launched in 2021, offering most of the same great features, including an LCD display screen, 10 lens and 10 film effects that make 100 different creative combinations, and a microSD card slot, along with a few more new additions that I'll break down below.
(Image credit: Future)
A wider film print means this instant camera is a bit on the larger side, but it makes use of the extra real-estate by adding more physical buttons that let you quickly change settings. These include a dedicated wide angle button that lets you switch to a more standard field of view (FoV) if you don't want that cinematic look.
Speaking of, you can also switch between six different film styles, one of which puts black bars to give your pictures that IMAX feeling, using a button on top of the camera. There's also a dial on the left side of the camera to cycle through the 10 different lens effects, with another dial on the opposite right side to switch between the 10 different film effects. My favorite, though, is the crank that lets you manually print a picture by winding it, which is a nice design nod to the crank for winding back film on the best film cameras.
So it's a full five stars for all the creative photo editing options it offers, but what about the Instax Evo Wide's image quality? It's by no means as rich or dynamic as an analog instant camera can produce. Instead the picture quality of the physical print outs is more in line with what you'd expect from your phone's smartphone camera. Of course, the digital copies of these images when compared to those taken your phone can't compete.
The Instax Evo Wide will by no means replace your dedicated digital camera – and if you love the 'magic' of purely analog instant film cameras, then this might not be right for you either as your images will always be digital first – but it is a perfect piece of extra gear if you want to be creative with your photography and experiment with a larger field of view.
Fujifilm Instax Wide Evo: Price and availability
There's a dedicated button at the top of the camera for switching between six different film styles. (Image credit: Future)
The Fujifilm Instax Wide Evo was launched on January 21, 2025 with a price tag of $349.95 / £319.99 / AU$599.
The Wide Evo is also almost double the price of Fujifilm's other Instax hybrid too, the Fujifilm Instax Mini Evo, which retails for $199.99 / £174.99 / AU$299.99. Does the extra cost account for the more premium, larger features in the step-up model? As the brand's first wide format hybrid camera (and second hybrid camera overall), the Wide Evo does offer a premium package, which it's not great on value.
There's also optional accessories available for the Evo Wide, including a leather case that costs $49.95 in the US and £37.99 in the UK. Although optional, this might be a necessary additional cost to make sure to protect the LCD display screen (if this gets too scratched up, then you won't be able to take let alone see your photos).
Fujifilm Instax Wide Evo: Specs
Film Type:
Fujifilm Instax Wide film
Print size:
62mm x 99mm
Focus range:
f = 16 mm (35 mm equivalent)
Aperture:
f 2.4
Shutter Speed
Automatic switching, 1/4 to 1/8,000 seconds
Power:
Internal lithium ion rechargeable
Charging time:
2–3 hours
Dimensions:
138.7 mm x 125 mm x 62.8 mm (excluding protruding parts)
Weight:
490g
Fujifilm Instax Wide Evo: Design
The left dial on the Instax Wide Evo is for switching between the 10 different lens effects. (Image credit: Future)
A hybrid instant camera that can print directly or from your catalog of shots, stored on Micro SD
Plenty of dials and switches to select various film effects
Includes a mirror and switch to take selfies
When rumors started to circle about the Instax Wide Evo, there was talk that it would be "regarded as the best-looking Instax camera ever made" and that caught a lot of enthusiast's attention, including TechRadar's senior news editor Mark Wilson who said off the back of it that the "Instax Wide Evo sounded like my dream instant camera".
Now that the camera is out in the wild, we can officially say that it's a stunning piece of equipment. It has a relatively slim body to balance the camera's wide build, making the Instax Wide Evo one of the more sizable options on the market. This is offset by a stylish retro look that mimics those vintage cameras that had black textured bodies with silver lenses.
Considering that the only wide-format Instax camera alternative is the big and bulky Instax Wide 400, the Wide Evo's textured, minimal black design is definitely a lot more easy on the eye than the plasticky, dull green finish of its larger cousin. (Another alternative if you're set on a wide-format is 2024's Lomo’Instant Wide Glass – an attractive instant camera that we gave 4.5 stars in our in-depth review.) Indeed, I don't think many would be opposed to slinging the Wide Evo over their shoulder for the day.
This is how you would hold the Instax Wide Evo to take a selfie, with your thumb pulling down on the shutter switch button. (Image credit: Future)
The leather case that you can buy alongside the Wide Evo makes this very easy to do and might be a crucial accessory – not just for protecting it from nicks and scratches but – to make sure that it has a long life, as the LCD screen could easily get scuffed up over time. That's not great for a camera that doesn't have a viewfinder. Of course, I can't yet say that this will be an issue but it's worth considering.
It also helps that the Evo Wide is light – it weighs about half a kilo – making it very portable, but don't expect to be able to fit the Wide Evo in any pocket. As you would expect, because it takes wide-format instant prints, it's on the larger side.
Fujifilm Instax Wide Evo: Performance
This image was shot with the warm film effect and color shift lens effect settings turned on. (Image credit: Future)
Plenty of scope to try different looks, with 100 creative combinations
The widest-ever Instax lens and wide-format prints give extra breathing room for your subjects
The Fujifilm Instax Wide Evo's built-in film and lens effects make experimenting with different styles extremely easy. The fact that you can create 100 different creative combinations with these settings means there's plenty of room to play around.
Fujifilm has made the ability to customize all your images with various different effects a core part of the Instax Wide Evo. Indeed, if you're someone that likes to experiment with different effects such as lens flares, borders and color filters, then this camera is built for you.
The entire design of the camera is focused on making those photo editing tweaks simple, quick and easy. Both the lens and film effects each have dedicated dial buttons on the side of the camera. Even the top most prominent button on the camera (the placement of which is normally reserved for a shutter button) is for adding different film styles to your images.
The Wide Evo even has a dedicated button on the front of it that turns off the wide-angle, which is a nice feature that nods to its hybrid functionality. Another more less visible button is the lens of the camera itself, which can be twisted to adjust the intensity of the filter and film effects you're applying.
The dial on the right side of the Instax Wide Evo is for switching between the 10 different film effects. (Image credit: Future)
I had a lot of fun playing around with all the different film effects and styles because of these dedicated buttons, but my favorite physical feature of the camera has to be the hand crank on the side for printing images. It's a nice nod to the analog nostalgia that the Wide Evo embodies.
The shutter button is a lot different to the Mini Evo, which has a standard push button on top of the camera. Instead of this, the Wide Evo has a rocker style switch (like the ones you would use to turn on a light) that's situated on the front of the camera, beside the lens. I found this placement and style initially cumbersome, especially when taking a selfie as I couldn't immediately engage the auto focus by half pressing it down.
To be clear, this might be just be because I didn't spend a lot of time using it and could become more easier, but I will say it's not initially intuitive. That's also not to say that all the buttons are like this. The spin dials and crank for printing photos, for instance, are extremely tactile and easy to use.
On top of all this, there's even an Instax Wide app for more standard editing options, such as being able to crop an image or increase the brightness and contrast, as well as a 'Discovery Feed' for sharing and seeing fellow Instax Wideo Evo owners' creations. One thing to note about the app is that only printed images are automatically saved. Any photos you take on the camera itself won't just appear in your personal library in the app, which means you'll have to still transfer them of a microSD card.
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(Image credit: Future)
Every image that you choose to print on the Instax Wide Evo will automatically be saved in a library on the app, giving you detailed information about which effects you used.
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(Image credit: Future)
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(Image credit: Future)
Fujifilm Instax Wide Evo: Image quality
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(Image credit: Future)
I experimented with several different film effects and styles while testing the Instax Wide Evo.
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(Image credit: Future)
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(Image credit: Future)
Images are digital first, which loses the 'magic' of analog
Picture quality of printouts appear flat but look fine digitally
Not on par with pure analog instant cameras like the Instax Mini 99
There's a trade-off with every instant camera when it comes to picture quality that most of us are willing to accept. These cameras don't produce the same precision as newer dedicated digital cameras, but many people that purchase these type of cameras are more interested in the nostalgia that instantly printed photographs brings, so I appreciate that this isn't the most important component.
When it comes to the picture quality overall, I was most interested in testing out how the film prints compared to those taken on a non-hybrid instant camera as the images are digital first on the Evo Wide. This is a big deal for me because I'm split between analog and digital, and this in my opinion takes a bit of the magic away.
For context, I bought my first Instax in 2014 and of course quickly realized how expensive this style of photography is after discarding some duds, which made me even more selective with every picture I took. My boyfriend decided to buy me an Instax printer to solve this issue, but this for me took away what I loved about the style in the first place. I also found that picture quality from a printer wasn't on par, as the photographs appeared flatter and less dynamic than those printed on an analog instant camera.
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(Image credit: Future)
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(Image credit: Future)
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(Image credit: Future)
With this in mind, if the image quality of the prints is really important to you then you're better off buying an analog Instax camera in my opinion, because the prints are much more rich in contrast due to the light passing directly though the sensor rather than being digitally scanned. They also don't tend to be as overexposed as those printed on a hybrid Instax.
In terms of the wide-angle prints themselves, the larger size makes them feel much more premium than the smaller rectangular formats that mimic your smartphone pictures and is much more akin to the classic square instant prints that were once more popular.
As for the digital images that are taken by the Instax Wide Evo, these by no means match up to the quality you'd find from one of the best cameraphones, which benefit from more advanced sensors and image processing algorithms. For this reason, outside of sharing the images you take on the Instax Wide Evo to social media, you most likely won't use these elsewhere.
How I tested the Fujifilm Instax Wide Evo
A one hour hands-on session at the UK launch event
Ad-hoc testing during the day and night over a week
I tried various filters, two lenses and selfie mode
My time with the Fujifilm Instax Wide Evo was brief: following attending the UK launch event in London, I was able to test out the camera for less than a week around the office and home.
However, during this time, I had decent chance to get a feel for the camera; how it handles for regular photos and selfies, plus the various filter and film effects possible through the physical controls on the camera.
I used two packets of the Fujifilm Instax Wide Evo at the event, each of which had 10 prints, and a couple more packets during the week-long product loan
Is FBC: Firebreak meant to be a commentary on the monotony of labor under late-stage capitalism? It's the only conceivable reason why a developer as esteemed and talented as Remedy Entertainment would create something that's so fundamentally miserable to play.
Review info
Platform reviewed: PS5 Available on: PS5, Xbox Series X and Series S, PC Release date: June 17, 2025
A co-op shooter spin-off set in the weird and wonderful universe of the smash hit Control, FBC: Firebreak seems like it was designed from the ground up to be as frustrating as possible. From its artificially padded progression and small selection of levels to the bland cast of characters and poorly designed player abilities, there's very little to like here.
Sure, everything technically functions and seems to work as intended with minimal bugs, but that’s damning with faint praise when stacked up against the studio’s past line-up of ground-breaking experiences like Alan Wake 2.
Out of control
(Image credit: Remedy)
I booted up FBC: Firebreak feelingoptimistic, as its core concept is certainly intriguing.
You play as a Firebreaker, specialized agents in the fictional Federal Bureau of Control (FBC) tasked with venturing into abandoned districts of the bureau’s HQ to contain rogue supernatural forces, in a team with up to two other players.
I absolutely adore the portrayal of the FBC in other Remedy games and was excited to learn more about its inner workings and explore new parts of the Oldest House (the mysterious, shifting brutalist skyscraper where the events of this game and Control take place).
Unfortunately, there’s no story content in FBC: Firebreak. You’re introduced to Hank, the leader of Firebreak, and his assistant Jerry, who exchange short quips as you navigate through the main menus, but that, on top of Hank’s occasional guidance during missions, is all you get.
Worse still, the dialogue is never particularly amusing, and the slapstick tone of these interactions feels a tad out of place. Control was not a massively serious game, but FBC: Firebreak really leans into its comedy to its detriment. It’s a game that seems more like it’s trying to ape Borderlands than actually expand on what made the source material so interesting.
It’s also a shame that the playable characters are all generic, masked goons. You can pick from a handful of distinct player voices, but it’s impossible to become invested in protagonists with no other identifiable characteristics.
Even the game’s unlockable cosmetic items fail to help them stand out. There’s nothing appealing about the prospect of grinding for hours in order to unlock a red helmet that nobody is realistically going to notice in an online lobby.
It’s like the developers knew this too, as unlocking cosmetics is often mandatory in order to reveal new shop pages with more useful items.
Dead end job
(Image credit: Remedy)
This is one of many decisions seemingly made to pad out the game’s runtime, which would otherwise be incredibly short.
There are a total of only five missions, or Jobs as they’re called in-game, with each split into three stages. The first two stages are always very basic, often taking just five or so minutes to clear.
They both feel like pointless filler compared to the third, which offers similar but more substantial objectives and sometimes a big boss fight to top it all off. The first two stages are, of course, mandatory as there would be practically no reason to endure them otherwise.
The missions themselves are at least conceptually interesting, but fail to capitalize on their most unique elements in enjoyable ways. Paper Chase, for example, seems like a slam dunk with the novel idea of offices that have been taken over by swarms of supernatural sticky notes.
Sadly, the mission just boils down to mindlessly shooting surfaces covered in sticky notes as an on-screen number showing the remaining notes ticks down for around fifteen minutes.
Best bit
(Image credit: Remedy)
The hub area is home to your living quarters, a few rooms that can be extensively customized by spending a currency obtained on your travels. Placing objects to make the space your own is quite satisfying. Most can also be interacted with to see unique animations.
During every mission, waves of Hiss, humans possessed by a malevolent entity, beam in around you. I can count the number of unique enemies on one hand, with the same few enemy models popping up endlessly with no variation.
Even with the difficulty cranked all the way up, the pacing of these waves feels off-kilter, too, as there are frequent awkward stretches where there are no enemies on screen.
I would be able to forgive most of this if the guns were actually satisfying to use. They aren’t. Generic appearances and sound effects aside, there are just six to choose from.
Poor balancing means that one, the bolt action rifle, is so terrible that you wouldn’t ever want it in your loadout. The pump action shotgun and revolver, in contrast, are by far the most effective of the bunch so there’s no real reason to ever use anything else.
In crisis
(Image credit: Remedy)
Much of the game’s marketing has focused on the Crisis Kits - the three sets of abilities that you can choose in your mission.
There’s the Splash Kit, granting a water cannon that can wash off annoying environmental effects (of which there are several) or put out fires, the Jump Kit with an electrical device for quickly charging generators, and the Fix Kit which lets you quickly repair broken items by swinging a big wrench around.
You can still accomplish all these tasks without the respective kits, but the interactions take the form of highly repetitive button-mashing that gets old quickly. Every mission has some component that can benefit from a particular kit, so there’s no strategy in which one you pick. Each match has three players, so obviously you just need one of each. There are no real advantages or disadvantages of any of the individual kits, either, so it really is as simple as that.
Each kit can be upgraded up to three times to unlock new secondary and special abilities, including a powerful attack that provides a welcome break from the endless shooting.
However, this only feeds into the biggest issue with FBC: Firebreak: the fact that the first hour is unremittingly awful.
For some reason, you start out with broken gear that’s woefully ineffective. The water cannon, for example, can only blast a few drops of water at a time. Similarly, your firearms deal reduced damage. You have to grind through a game after game in this state until you have the currency required to get everything back in working order, not to mention pick up some of those abilities and some perks to boost your stats.
I don’t understand this decision at all, as it just makes for a horrendous first impression. It’s easy to imagine most players downloading the game, experiencing one or two slogging matches with their artificially weakened gear and abilities, and then just uninstalling it to play something more rewarding.
This, unfortunately, makes it very difficult to recommend FBC: Firebreak in its current state. If you could simply log on and play around with everything right away, it might be able to provide a couple of hours of co-op entertainment before the boredom sets in.
As it stands, you’ll be sick of what's there before even getting to experience its flagship features.
Should I play FBC: Firebreak?
(Image credit: Remedy)
Play it if…
You can get it for ‘free’ FBC: Firebreak is part of PS Plus and Xbox Game Pass. If you are already subscribed to one of those services, it might be worth trying to see whether it’s tolerable for you and your friends.
It receives some patches Some of the biggest problems with FBC: Firebreak could be addressed down the line with patches. If you’re reading this after the game has been out for some time, give it a go to see if things have changed.
Don’t play it if…
You’re expecting lots of lore FBC: Firebreak contributes very little to the universe of Control and other Remedy games. If you’re a huge fan of the lore, you can safely skip this one.
You don’t have hours to grind The start of FBC: Firebreak is a frustrating grind. Avoid it unless you have the time to invest in order to get to the less painful parts.View Deal
Accessibility
There is, unfortunately, no dedicated accessibility menu in FBC: Firebreak. The controls can be fully customized on console, though, and there are a number of options that allow you to toggle actions like aiming down sights. The game features subtitles throughout.
How I reviewed FBC: Firebreak
I played almost ten hours of FBC: Firebreak on PS5 and DualSense Wireless Controller in the build-up to launch using a copy provided by Remedy Entertainment.
I experienced every mission that the game has to offer at least once, trying out multiple weapons and each of the Crisis Kits. I played both solo and multiplayer, using the game’s built-in online matchmaking to play with random players, and participated in a few matches with other reviewers.
28 Years Later reunites Alex Garland and Danny Boyle, and it’s everything you could hope for from this genius writing and directing duo.
It’s been more than two decades since we saw Cillian Murphy wandering around an abandoned London in the opening scene of 2002's 28 Days Later, and the impact of that movie on the post-apocalyptic horror genre can still be seen to this day.
At the time, that movie stood out for its pioneering take on the horror staple that is the zombie, imbuing the 'infected' with an especially terrifying trait: they were able to run. Before this, films like Dawn of the Dead had portrayed zombies as slow-moving, imbecilic creatures, which made the idea of sprinting monsters even more petrifying.
The first sequel, 2007's 28 Weeks Later, wasn't made by the original filmmakers and is not now regarded as canonical, so does not factor into the plot of the new movie28 Years Later. Instead of the infected reaching Europe, as we saw at the end of 28 Weeks Later, in this telling the 'rage' virus, which escaped from an animal testing lab, has been contained by quarantining Britain from the rest of the world.
A recording of Rudyard Kipling's poem Boots features on the soundtrack of 28 Years Later, evoking parallels with Britain's historic wars (Image credit: Sony Pictures)
28 Years Later has a more folk-horror feel compared to the original, centering on a community of survivors who've made a home for themselves on Lindisfarne, an island separated from the coast of northern England, and from the infected, by a gated causeway.
It's here where we meet Alfie Williams' (His Dark Materials) character Spike, a young boy who's about to make what seems to be a rite of passage to manhood by accompanying his father Jamie, played by Aaron Taylor-Jonson (Kick-Ass), to the mainland for his first kill, the quarry being the infected.
Before they leave, the pair are reminded that the rules of their society mean they won't be rescued if they don't return. This adds a foreboding note to their journey, setting us up for our first encounter with the now-evolved infected, which have morphed into new variants that feel inspired by The Last Of Us.
The new infected include fat, crawling bloaters, pack-like families that can still sprint, and ripped 'alphas' that have evolved to be much smarter and bigger than the rest – and these new leaders aren't as easy to kill, even if Spike, like his father, is already a skilled archer.
The introduction of a baby raises a lot of questions about what this means for the lore of the film series (Image credit: Sony Pictures)
The movie soon shifts from a father and son's fight for survival to an equally fraught mission. When Spike sees a opportunity to save his sick mother Isla, who's played by the incredible Jodie Comer (Killing Eve), mother and son set off in search of a reclusive doctor who's rumored to live on the mainland.
Queue perhaps of the best performance of the movie, as we meet Ralph Fiennes' (Schindler's List; The Grand Budapest Hotel) Dr Kelson, surrounded by skulls and bones in one of the most elaborate graveyard shrines I've ever seen. The introduction of Fiennes' multi-layered character marks a turning point for the film, setting up events that will likely play a central role in the next film – 28 Years Later: The Bone Temple – that's set to be released in January 2026.
In a lot of ways 28 Years Later is a coming-of-age story that grapples with themes of loss, grief, and survival, making it a lot different to the societal breakdown that was the focus of 28 Days Later. The themes running through both films, though, are underpinned by Garland's unsparing exploration of what makes us human.
Much as 28 Days Later did with its flower-painting scene, 28 Years Later at times employs a dream-like aesthetic – look out for the galaxy of stars (Image credit: Sony Pictures)
Despite the time between the two films, 28 Years Later pays homage to the original by including the same lingering wide shots, and by featuring the iconic and unsettling track In the House – In a Heartbeat by John Murphy, while also setting the scene for the next chapter.
The opening scene of 28 Years Later, which shows a group of children watching Teletubbies before they have to flee an attack by the infected, may seem disconnected from the rest of the film, but it all makes sense when Spike unknowingly encounters Jack O'Connell's (Eden Lake) character, who wears the same cross we saw one of the children being given, in the closing scene.
This sets up the film series to go forward on a much more larger scale, as it introduces us to different strands of survivors that will no doubt be a big part of the next two movies. As the first of this new trilogy, 28 Years Later is a captivating watch with multi-layered filmmaking, phenomenal performances, and a story that hits closer to home than it might, initially appear.
28 Years Later is available to watch in cinemas around the world from June 19. We don't yet know which of the best streaming services it will be added to, or when.
After what felt like an eternity of waiting after all the leaks and eventual official announcement back in January 2025, the Nintendo Switch 2 is finally here.
To say the console’s had a rough start is an understatement, though, with retail stock difficult to come by at this early stage. This, plus the console’s relatively lofty price tag (as well as those of its games), means there are some folks seeking handheld gaming console alternatives.
At the time of writing, I’ve had my Nintendo Switch 2 a couple of weeks, and I’ve been spending each and every day playing its games and testing the hardware to rate its performance and assess any improvements over the original 2017 console.
Despite the lack of ambition and innovation (at least compared to prior consoles like the Wii and Nintendo DS), I think Nintendo has produced an exceptional system here that finally realizes the full potential of the Switch concept.
The obvious upgrades, such as support for 4K and 1440p resolutions in docked mode and 120Hz capabilities (both in portable mode and docked on compatible displays) are extremely welcome, and move the Switch 2 a step closer to parity with its more powerful peers in the PS5 and Xbox Series X and S.
Of course, the Switch 2 doesn’t quite have the raw graphical prowess of those Sony and Microsoft-built machines, but it’s not a million miles away, as we see with certain Nintendo Switch 2 ports like Street Fighter 6 or Cyberpunk 2077.
Other display-oriented modernities are present here, too, such as HDR10 and VRR support (though, confusingly, variable refresh rate is currently only available in handheld play).
The former provides juicier contrast and richer colors on compatible displays, while the latter smooths out framerates for more stable performance.
Unfortunately, it’s fair to say that the Switch 2’s launch game line-up is on the slighter side. Mario Kart Worldis great and an ideal title to have from day one, but a good chunk of launch day games have been ports of original Switch games or ones carried over from other platforms.
While it is great to see big hitters like The Legend of Zelda: Tears of the Kingdomrock an extremely solid 4K/60fps on Switch 2, it hasn’t been the most fulsome launch if you’re coming at it from a strictly first-party point of view.
(Image credit: Future)
Thankfully, the Switch 2 breathes life into original Switch titles via impressive backwards compatibility. I’ll delve more into this in its own section, but I’ve seen monumental results playing some of my own Switch favorites on the new console – some of which Nintendo itself hasn’t even officially mentioned.
There are some downsides worth talking about, of course. For one, battery life is sorely lacking in handheld mode and feels like an abject downgrade compared to the original Switch models.
I also clocked some very noticeable audio delay with multiple gaming headsets and earbuds via Bluetooth connection. Furthermore, the skeleton of the original Switch is still present in many ways, with an almost identical Home dashboard, a lack of customization, and the ongoing threat of drift prevailing in the new Joy-Con 2 controllers.
Still, the Switch 2 is an accomplished bit of kit, and one that provides a night and day upgrade over its eight-year-old predecessor. I’m definitely looking forward to its game library expanding, as well as the system itself receiving various quality-of-life upgrades via future firmware updates.
Nintendo Switch 2: price and availability
(Image credit: Future)
The Nintendo Switch 2 went on sale on June 5, 2025. The console by itself costs $449.99 / £395.99 / AU$699.95. There is also an official bundle that packs in a digital copy of Mario Kart World alongside the console for $499.99 / £429.99 / AU$769.95. Some US and UK retailers have also stocked their own bundles, often throwing in an extra pair of Joy-Con 2 controllers or Nintendo Switch Online subscription time, but you can expect to pay a premium for these.
Price-wise, though, the Nintendo Switch 2 (while certainly more expensive than its predecessor) falls about in line with similar contemporary handheld gaming devices, including the original Steam Deck ($399 / £349 / AU$649) and the Asus ROG Ally ($549.99 / £449 / AU$999). Premium devices like the Steam Deck OLED and ROG Ally X are even more expensive, positioning the Switch 2 at a relatively mid-range price point among gaming handhelds, but certainly on the more affordable side within the space.
In terms of home consoles, the Switch 2 does come in cheaper than the PS5 ($499.99 / £479.99 / AU$799.95) and lands in the same ballpark as the PS5 Digital Edition ($399.99 / £389.99 / AU$649.95). It’s also comparable in price to the Xbox Series X Digital Edition ($449.99 / £429.99 / AU$699).
It’s also worth noting that Nintendo Switch 2 stock has been an ongoing issue since the pre-order phase. At launch, it’s been incredibly difficult to purchase a Switch 2 at retail, and flashes of stock in all major regions come and go in an instant. However, this was also the case with the original Switch and competing systems like the PS5. In both cases, stock became much more plentiful in the months after launch, so I’m hoping the same is true for Nintendo’s latest.
Nintendo Switch 2: specs
Price
$429.99 / £395.99 / AU$699.95
Weight
1.18lbs / 535g (with Joy-Con 2 attached)
Dimensions
10.7 x 4.5 x 0.6in / 272 x 114 x 15mm
Storage capacity
256GB internal
Storage expansion
microSD Express
Connectivity
WiFi 6, ethernet, Bluetooth
Display
Vivid LCD
Resolution (docked)
Up to 4K
Resolution (handheld)
Up to 1080p
GPU
Custom Nvidia processor
CPU
Custom Nvidia processor
Battery life
2-5 hours
Ports
2 x USB, 1 x HDMI, 1 x LAN, 2 x USB-C, 1 x 3.5mm headphone jack
Nintendo Switch 2: design and build quality
(Image credit: Future)
What’s most striking about the Nintendo Switch 2 out of the box is its look and build quality improvements over its predecessor. The console looks distinctly less toy-like, largely helped by an overall sleeker design and the ditching of the original Joy-Con’s neon red/blue aesthetic.
Some may lament the loss of whimsy, and that’s fair enough. But it nonetheless stands out amongst the busy gaming handheld crowd. The Switch 2, despite its increased size, remains impressively slim. In fact, it’s just as thin as the original Switch, and importantly, lacks the bulk of the likes of the Steam Deck OLED and ROG Ally X. This means that even though it is bigger thanks to the larger display size, it remains an eminently portable console.
Though I would recommend investing in a carry case if you’re planning on taking your Switch 2 out and about. While it’s undoubtedly sturdier than the Switch, it’s still prone to the same environmental wear and tear of any handheld system.
The Switch 2 dock has also seen a size increase, but for good reason. This time, the dock houses an internal fan to help keep the unit cool during lengthy play sessions. Thankfully, the dock is still small enough to fit into even the most compact gaming spaces. Whether that be on a TV stand or your computer desk, or elsewhere, you should have little issue incorporating your Switch 2 into a docked setup. The dock also houses two USB ports, one ethernet port, and a HDMI slot for use on TVs or gaming monitors.
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As for the handheld itself, there’s a lot to go over in terms of design. The unit now houses two USB-C ports - one on the top and the other at the bottom. Next to each port are sets of speakers. At the top, you’ll also find the power and volume buttons, as well as the game card slot, 3.5mm headphone jack, and a built-in microphone.
The Switch 2’s kickstand is a huge improvement. The 2017 model had a simple stub kickstand on one side, which felt extremely rigid. The Switch OLED did widen this design idea, but it wasn’t much better overall. On Switch 2, the kickstand has been entirely redesigned. It spans almost the entire length of the handheld and can be rotated to a much greater degree. This allows for greater freedom with how you place your Switch 2 on a surface for tabletop play.
Another massive improvement comes in how the Joy-Con 2 controllers attach to the handheld. Instead of the original Switch’s rigid rail system, the Switch 2 opts for a magnetic connection. As such, the Joy-Con 2 click into place seamlessly and instantaneously. You can also easily pop them back out by pushing in a button housed just underneath the ZL/ZR trigger buttons.
One last thing to note is that the Switch 2 is impressively lightweight. At just 1.18lbs (535g), it’s only marginally heavier than the original Switch, which was 0.88lbs (399g), and the Switch OLED’s 0.93lbs (422g). Admittedly, I was expecting something much heavier before my hands-on preview some months ago, but I remain pleasantly surprised by the Switch 2’s slimness. And when compared to the bulkier Steam Deck OLED’s 1.41lbs (640g), playing with Switch 2 in bed or on the go is less strenuous overall.
Nintendo Switch 2: display
(Image credit: Future)
Unlike the namesake screen of the Switch OLED, Nintendo has opted for an LCD display for the Switch 2. This may come across as a downgrade on paper, but in reality, the move back to LCD has its own advantages. For one, LCD is less prone to screen burn-in than OLED, allowing for a panel that should last longer.
I have no complaints when it comes to the Switch 2’s display. It is a monumental upgrade over the original’s 720p LCD screen.
Furthermore, Nintendo has still managed to ensure that your games still look crisp and vividly colorful during portable play. Nintendo describes its display as ‘Vivid LCD,’ and it’s an accurate description to say the least. The display supports HDR10, meaning games that support this screen tech (like Super Mario Odyssey and the upcoming Metroid Prime 4: Beyond) can be just as eye-poppingly colorful on the handheld as they would be on a larger OLED panel.
This 1080p screen also supports VRR (variable refresh rate), helping demanding games maintain a smooth framerate and helping 120Hz-compatible titles meet that target. At launch, there aren’t many games that benefit from the Switch 2 screen’s 120Hz capability, though Metroid Prime 4: Beyond is confirmed to have a 1080p performance mode that targets this high refresh rate. It’s bound to look stunning on the handheld that already has a native 1080p resolution.
Of course, there will be times when you won’t want to make use of HDR10, perhaps in order to save battery or to have a play experience that’s less demanding on the eyes. Nintendo has thankfully thought of this, and there are options in the settings menu to disable HDR entirely or to only enable it for true HDR-compatible games.
In my testing, I have no complaints when it comes to the Switch 2’s display. It is a monumental upgrade over the original’s 720p LCD screen. The jump to 1080p helps both Switch 2 and OG Switch games look incredibly sharp. Even titles that utilize a dynamic resolution in handheld mode - like Bayonetta 3 and Astral Chain - are better able to meet this target thanks to the increased power of the Switch 2.
Nintendo Switch 2: user interface and settings
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The Switch 2’s Home dashboard is a disappointment at first glance. In fact, you might not be able to tell it apart from the original console’s menu if it weren’t for the rounded edges applied to game icons on the Switch 2. It’s still aggressively bland, then, and you’ve still only got the choice between two basic white and black themes, but there have been some key improvements worth talking about.
The big thing to make note of is performance. Issues with the glacial input delay are practically nonexistent now, and nowhere is this more apparent than the revamped Nintendo eShop. There’s a completely new user interface here, and items are organized much more cleanly and smartly than before. And while, yes, you still won’t be escaping the mountains of genAI shovelware when looking through the deals section, I’d still argue that the eShop now is a good deal more responsive than even the PlayStation and Microsoft Stores.
Over to System Settings, then, and you’ll find much of what was available on the original Switch. On Switch 2, there are plenty more options to take advantage of the hardware’s new features. These include setting TV output to 1440p or 4K, fine-tuning HDR, as well as preventing your system from topping up its battery all the way to full in order to help the battery last longer in the years to come. A similar option is common with best iPhones and best Android smartphones, so it’s nice to see it here on a portable gaming device.
Nintendo Switch 2: audio
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One important addition to the Nintendo Switch 2 is the implementation of a bespoke surround sound system, supported by the speakers on both the top and bottom of the handheld.
What impressed me the most here was the surprising level of audio quality when not using a pair of headphones in handheld mode. The speakers are significantly less tinny than the original Switch (though that did also see an improvement with the OLED model), and they provide surprisingly clear audio for such a compact device.
The speakers work great for a wide range of games, whether that’s the vast immersive soundscape of The Legend of Zelda: Tears of the Kingdom or the infectiously catchy tunes of Splatoon 3. Even older NES and SNES games that are playable via Nintendo Switch Online benefit, with their simpler melodies coming through with great clarity.
Bluetooth support is where the Switch 2 falters in the audio department. Don’t get me wrong, you’re still getting strong surround sound support here. But with the gaming headsets and earbuds I tested - including the RIG 900 Max HS and the Nothing Ear (a) earbuds - there was a very noticeable audio delay of around half a second. This was the case in both docked and handheld modes, though it was certainly more pronounced with the latter.
On that note, I’d recommend hooking up a pair of wired headphones via the 3.5mm jack. In this case, I tested my Razer BlackShark V2 headphones, and audio came through crystal clear without a hint of delay.
Nintendo Switch 2: Performance
(Image credit: Future)
Now, overall gaming performance is where the Nintendo Switch 2 really impresses. At least at this early stage in the console’s life, the notion of poor framerates and heavily compromised Nintendo Switch ports seems to be a thing of the past.
Nintendo’s own output has thus far been stellar on this front. Mario Kart World runs at a clean 1440p while docked (1080p on the handheld) at a solid 60 frames per second (fps) at all times. That’s especially impressive given the series’ shift to a vibrant open world.
However, I was even more surprised by some of the console’s ports. Street Fighter 6, for example (while slightly worse off in terms of image quality with some noticeable graining), runs superbly at 60fps both online and offline. The marquee single-player World Tour mode does take some hits with battles being locked to 30fps, but that’s the only real blemish on this otherwise exceptional port.
The one major downside to all this is the Switch 2’s shockingly poor battery life. In handheld mode, Nintendo itself estimates that you can get anywhere between two to six and a half hours. However, in all my testing, I simply didn’t find this to be the case. Of course, more demanding titles will drain the battery a good deal more, but even with original Switch games, I struggled to get more than three hours at full charge. And yes, that’s even after bypassing the bug where the console thinks it’s got around 10% less battery life than what it actually has.
Even when playing less demanding titles, such as side-scrollers or Nintendo Switch Online (NSO) retro games, battery life struggles. You can, of course, mitigate things by turning down the console’s brightness and disabling HDR for certain games, but this does come at the cost of overall image clarity.
I’d say, at a push, you can get around five hours tops with less visually demanding games, after testing titles like Hollow Knight, Puyo Puyo Tetris 2S, and numerous Switch Online classic titles. Heck, even idling on the Home dashboard seems to drain the battery at an alarming clip, so do make sure to keep your console in standby when you’re out and about and it’s not in use.
Nintendo Switch 2: Backwards compatibility
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Nintendo Switch 2’s backwards compatibility is - in a word - excellent. Particularly when it comes to running and playing original Switch games. Firstly, most Switch games at a baseline level benefit from Switch 2’s faster internal storage. That means you can expect games to boot and load scenes much faster on average.
For example, booting Xenoblade Chronicles X: Definitive Editiontook me from the Home dashboard to the in-game menu in around 4 seconds. Then, from the menu to in-game was roughly 10 seconds. It’s a similar story with Super Smash Bros. Ultimate, which loads into a match in literally less than 3 seconds. Another standout example is Hyrule Warriors: Definitive Edition, which I’ve already written about as being one of my favorite Switch 2 experiences so far, despite being an original Switch title. In the main story mode, the game transitioned from level selection to loading to gameplay in, again, around 3 or 4 seconds.
Many Switch games also benefit from an increase in image quality and overall performance, not just games that have received paid Nintendo Switch 2 Editions. The standout example here is Pokémon Scarlet and Violet. Most would agree that the original Switch release was a mess, with horrific image quality and choppy animations. On Switch 2, the game has been transformed, rocking a solid 60fps and targeting 4K while docked and 1080p on the handheld. Now, the game’s overall art style still does feel a bit flat, but with its key performance issues solved on Switch 2, it’s now well worth playing, as it’s still a fine Pokémon adventure.
Another game that benefits is, again, Hyrule Warriors: Definitive Edition. That game originally had an uncapped framerate, meaning the Switch 2 is able to brute force a 60fps performance at all times. Image quality in handheld mode is also sublime, with the game sporting a 1080p output and no longer needing to downsample to 720p to fit the original Switch display. If you know of any other OG Switch titles with uncapped framerates, definitely give them a try on Switch 2, as the results may surprise you.
Nintendo Switch 2: Joy-Con 2
(Image credit: Future)
Now onto the Switch 2’s pack-in controllers - the Joy-Con 2. And again, we find a pretty sizable improvement over the previous model in some ways. Their overall design is much sleeker, and they’re slightly rounder than the original Joy-Con controllers. Their larger size also makes them much more comfortable to play with for longer sessions - even when sharing an individual Joy-Con 2 with a pal for co-op play.
The big addition here is mouse controls, which are supported by certain titles, including Civilization 7and Cyberpunk 2077. Mouse controls can also be used to navigate the Switch 2’s Home dashboard and Nintendo eShop (though the lack of a scroll wheel does hurt things a little here). It’s a very smart implementation, and performance is extremely smooth with no unnecessary acceleration. You can even adjust mouse sensitivity in the System Settings menu and in supported games.
It is worth mentioning that there have already been reports of Joy-Con 2 controllers suffering from stick drift, and the sticks themselves appear to have the same design as the originals.
This is a huge shame and a big disappointment, as one of my biggest concerns before launch was the lack of improvements in this regard. Nintendo does offer a free repair and replacement service for Joy-Con 2 controllers suffering from stick drift, but I’d obviously prefer a Hall effect solution in order to avoid this issue entirely.
Nintendo Switch 2: GameChat
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Finally, Nintendo has a true party voice chat solution built into one of its consoles. While numerous titles on the original Switch supported voice chat via the official Nintendo Switch Online app, chatting with friends this way was nothing short of awful - often thanks to forced disconnections between matches and low-quality audio.
So, is GameChat a decent alternative to the likes of Discord? Well, yes and no. GameChat obviously takes great inspiration from the world’s leading group chat software. Audio quality via the Switch 2’s built-in mic is surprisingly clear, and headset microphones are also supported. It is objectively a big improvement over Nintendo’s prior efforts.
The problems come with its implementation. Namely, shrinking the game screen down in order to display your friends’ Switch 2 profile icons. This seems needless, especially when not using the Nintendo Switch 2 Camera accessory, not to mention the fact that GameChat adds massive black borders around your game screen. Discord already solved this with its simple and effective overlay that maintains image resolution while displaying profile icons off to the side in a semi-transparent manner.
Editor's note
Good news - the potential issue we identified with GameChat compressing your game's live feed has been accounted for. If you head to the settings within GameChat, you'll see you have two further display options; Extend Main Screen and Fullscreen. The former shrinks the GameChat UI, and the latter removes your friends' icons entirely, instead showing a small overlay in the lower right-hand corner with the name of whoever is currently speaking.
GameChat isn’t lacking ambition, though, and there are some neat ideas here. For example, being able to see your friends’ game screens is a novel idea, and a neat way of translating split-screen play in an online space. The problem, again, is the execution of it. Your friends’ displays are rendered at an uncomfortably low framerate, to the point where it can actually be quite distracting.
I hope Nintendo continues to improve the GameChat service going forward and flesh it out with more customizable options, because it is a handy thing to have for party chat with friends online, and it does have some neat ideas of its own. But for now, I would still recommend setting up a chat with friends via Discord.
Should I buy the Nintendo Switch 2?
Buy it if...
You want a night and day upgrade over the original Switch Simply put, the Nintendo Switch 2 is the Switch’s vision fully realized. An astronomical performance improvement, paired with superb load times and a crisp 1080p display, arguably makes it the definitive gaming handheld.
You already have a decent-sized Switch game collection Your original Switch games play better than ever on Switch 2. While not all benefit from image quality and performance improvements, those that do have never been better. Plus, most games do benefit from the console’s snappier load times.
You want a handheld gaming device that’s genuinely portable While larger than the original Switch, it remains just as thin. If you’re put off by the bulk of the Steam Deck in particular, then the Switch 2 is an excellent portable alternative if you like to game while out and about.
Don't buy it if...
You’re waiting on more first-party games Nintendo’s own launch roster for the Switch 2 is very slim. If Mario Kart World isn’t your bag, and you’re not too keen on playing some of these Switch 2 Edition games again, I’d say it’s best to hold off until the game library improves.
You want a gaming handheld that’ll go the distance, battery-wise The Switch 2’s battery life is incredibly poor. And while battery packs do exist to extend portable playtime, these do have the unfortunate side effect of bulking up the console. If you’re a frequent flyer or regularly find yourself on long commutes, the Switch 2’s battery life might let you down.
Also consider...
If the Nintendo Switch 2 isn’t quite for you, or if you simply can’t find stock for the currently hard-to-get console, here are a couple of alternatives that might better suit your preferences.
Nintendo Switch 2
Steam Deck OLED
Asus ROG Ally X
Price
$429.99 / £395.99 / AU$699.95
$549 / £479 (around AU$849)
$799.99 / £799 / AU$1,599
Weight
1.18lbs / 535g
1.41lbs / 640g
1.49lbs / 678g
Dimensions
10.7 x 4.5 x 0.6in / 272 x 114 x 15mm
11.7 x 4.6 x 1.9in / 298 x 117 x 49mm
11 x 4.5 x 1.5in / 280.2 x 114 x 37mm
Storage capacity
256GB internal
512GB NVMe SSD
1TB M.2 2280 SSD
Storage expansion
microSD Express
microSD
microSD
Connectivity
WiFi 6, ethernet, Bluetooth
Wi-Fi 6E, Bluetooth 5.3
Wi-Fi 6E, Bluetooth 5.2
Display
7.9in Vivid LCD
7.4in OLED
7-inch FHD
Resolution
4K docked, 1080p handheld
1080p
1080p
CPU
Custom Nvidia processor
AMD Zen 2 four core 2.4-3.5GHz
AMD Ryzen Z1 Extreme
GPU
Custom Nvidia processor
AMD RDNA 2
AMD Radeon Graphics
Battery life
2-5 hours
2-3 hours
Around 8 hours
Ports
2 x USB, 1 x HDMI, 1 x LAN, 2 x USB-C, 1 x 3.5mm headphone jack
1 x USB-C, 3.5mm headphone jack, microSD
2x USB-C, 1 x combo jack, 1 x SD card reader slot
Steam Deck OLED Valve’s premium gaming handheld is impressively customizable, supporting your entire Steam library as well as third-party apps and emulators. The OLED screen is a real treat, too. Just be prepared for some Steam games not being perfectly compatible with the handheld, and expect some performance hits for the more demanding titles.
Asus ROG Ally X A performance powerhouse and decent battery life position the Asus ROG Ally X as a seriously tempting gaming handheld. While still not quite up to spec with gaming laptops and Windows 11 not being the best fit as an operating system, it’s nonetheless a superb way to play Steam, Xbox Game Pass, GOG titles, and more.
Nintendo Switch OLED It does belong to the original Switch family, meaning it’s certainly not packing the power of the Switch 2. But still, the OLED is still a worthwhile and more affordable alternative, and packs a gorgeous 7-inch OLED display.
I tested the Nintendo Switch 2 for just over two weeks for this review. In docked mode, I played on a 4K-capable LG CX OLED TV, but I also split my time evenly between docked and handheld play. My picks for controllers during my testing were the Joy-Con 2, Nintendo Switch 2 Pro Controller, and the wireless Nintendo GameCube Controller for use with the new GameCube classics library via Nintendo Switch Online + Expansion Pack.
My testing also involved playing a whole bunch of Switch 2 and original Switch games. These include Mario Kart World, Street Fighter 6, Yakuza 0: Director’s Cut, Tears of the Kingdom - Nintendo Switch 2 Edition, Deltarune, Xenoblade Chronicles X: Definitive Edition, and Hyrule Warriors: Definitive Edition.
I also compared the Switch 2’s gaming performance to that of the base PS5 and the Switch OLED. While it does lack the sheer power of the former, it’s not too far off the mark as we see with some of the Switch 2’s excellent ports. And in the case of the latter, it’s no contest, and I found it exceptionally hard to revisit my older Switch especially when the new system is almost fully backwards compatible.
For audio, I mostly relied on the Switch 2 handheld’s in-built speakers, but tested headset audio with the RIG 900 Max HS, Nothing Ear (a) earbuds, and the Razer BlackShark V2 gaming headset.
Ask around, and most enthusiast photographers and creators are familiar with the accessory maker Peak Design, but newcomer Heipi? Nope.
Well, I have a welcome surprise – Heipi's carbon fiber 3-in-1 Travel Tripod W28S beats the Peak Design Travel Tripod in just about every regard, plus it's cheaper too. Three-Legged Thing's Punks Brian 2.0, however, provides stiffer competition for standard use – I explain why, below.
The W28S replaces the W28 – which I described as one of the most relevant and best travel tripods today in my in-depth review – delivering several refinements for a virtually complete and highly versatile three-legged support, in three ways.
Its 3-in-1 credentials cover regular tripod support for camera gear, the ability to support a phone instead via a clamp that's hidden in the integrated ball head, plus a generously-sized removable mini tripod, which is nestled inside the main legs, and which doubles up as a center column – the novelty of this feature hasn't worn off in this second-gen model.
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You're not seeing double – this is the Heipi 3-in-1 tripod's main legs (right) and mini tripod that slots inside the main legs when not in use (left) (Image credit: Future)
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Given that the main legs can tuck inside the mini tripod legs when you're done, there's no wasted space and the Heipi 3-in-1 is able to pack away more compact than most, plus it comes supplied with a snug-fit carry case.
There are limitations though. I'd hesitate to mount particularly large and heavy gear – although that's true of all travel tripods – and the Heipi tripod's maximum height is bettered elsewhere. Also, despite its 3-in-1 party tricks, there's no monopod built into one of the legs. Nor can you swap out the supplied ball head for a fluid head, which would provide smooth panning movements for video.
If none of the above are dealbreakers, though, then Heipi's latest travel tripod is the complete package, with some unique features.
It's carbon fiber build quality is top-drawer, while improved leg locks are easier to lock-off and unlock than before. Also, they lock-off with even distribution on the leg sections (rather than a clamping lock), which reduces lateral movement between sections.
The addition of a bubble-level in the base is a neat touch, even if you can't see it properly when the center column is tucked away.
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Heipi also offers handy extras for accessory-laden users, such as clamp arms, which easily screw into the mini tripod legs via a 3/8-inch screw. The arms Heipi supplied to me for this review can support accessories such as an external monitor, and can even work with Heipi's optional phone clamp, so you can support a camera and phone simultaneously.
I've been able to switch between using a phone and a mid-range mirrorless camera with moderate size lens, with ease. Panning movement? No problem, unlike the Peak Design which is locked off.
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Even the design of the mini tripod, which easily rests on a table top for vlogging and is impressively sturdy with a 11 lbs / 5kg max payload, has been improved. The last version felt like it sacrificed ease of use for versatility, because it was stiff to extend and put away compared to a regular center column.
Now the mini tripod slides up and down much more easily, and when fully removed it even offers multiple leg angles to work from for a variety of shooting angles, including close to the ground.
It can also be reversed and locked-off upside down in the main legs in order to shoot from lower angles. Put simply, the mini tripod is one of the most sophisticated of its kind.
With camera gear generally getting smaller and lighter, and many creators using their phones as much as 'proper' camera gear, the case for the travel tripod grows as the case for bulkier supports diminishes.
And of all the many travel tripods I've reviewed, the Heipi 3-in-1 Travel Tripod W28S is the one I come back to most often – I reckon this is the best tripod for most people.
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Is Heipi's travel tripod perfect? No. There were times that I wished it could work from a higher level than its 59in / 150cm maximum reach (with the center column fully raised).
However, given it packs away with a tighter diameter than most and to just 17.7in / 45cm in length, while it weighs just 3lbs / 1.35kg (with ball head included), I'm happy to sacrifice any extra reach.
And one party trick it lacks, which you can find in many alternatives, is the ability to remove one of its legs for used as a monopod.
If you can live with the few limitations mentioned above, then the Heipi 3-in-1 Travel Tripod W28S will be the most versatile tripod you've ever used, complete with a high-quality and lightweight carbon fiber build, plus tiny pack-away proportions.
If you want a lightweight support for a variety of camera gear, Heipi would be my first recommendation.
You can discover more about the W28S's design and features in my W28 in-depth review, the two share much in common besides some of the design tweaks mentioned above.
Heipi 3-in-1 Travel Tripod W28S: key specs
Total weight
3.04lbs / 1.38kg (including ball head and mini tripod)
Max height
59.8in / 152cm (with center column fully raised, or 47in / 119cm without)
Legs sections
5
Packed length
17.7in / 45cm
Max capacity
Up to 44lbs / 20kg
Heipi 3-in-1 Travel Tripod W28 price and availability
There are also optional accessories such as a QR plate, and a different type of ball head in a pricer bundle. Heipi also sells clamp arms, an add-on phone clamp, plus a hammock for stowing accessories or even a weight to increase stability.
Heipi 3-in-1 Travel Tripod W28: Also consider
Peak Design Travel Tripod For the look and compact fold-away design, the Peak Design Travel Tripod is a leading alternative. However, Heipi's tripod is a compelling newcomer – its ball head has a panning motion, which Peak Design's tripod doesn't, plus the mini tripod and integrated phone clamp. Did I mention Heipi's is much cheaper, too?
3 Legged Thing Punks Brian 2.0 The 3 Legged Thing Punks Brian 2.0 sits in top spot in our best travel tripod guide and with good reason; it's the most versatile tripod for regular use – being easier to use and make fine adjustments, and with a better max height. However, Heipi's tripod is versatile in a different way for users that switch between types of gear and uses cases. Both are excellent supports.
You shoot with a variety of gear in a variety of ways The phone clamp is a neat trick, while the tripod plate gives a secure hold for camera gear. The mini tripod impresses too.
You want a lighter-than-most tripod I'm struggling to think of a tripod with a ball head that packs away as compactly as the Heipi 3-in-1. If you need a small package, this is the real deal.
Don't buy it if...
You need a tall working height It's maximum height of 59.8in / 152cm with the center column fully raised is bettered elsewhere.
You'd like an integrated monopod It offers features no other tripods do, but what Heipi lacks is a built-in monopod. Perhaps that'll come with a future Heipi 4-in1?
How I tested the Heipi 3-in-1 Travel Tripod W28S
I've used it over several months
I've extensively used its 3-in-1 features
I've attached various mirrorless cameras and smartphones
I've had the Heipi 3-in-1 Travel Tripod W28S for months and it has been my go-to camera gear support during this period.
It has ably supported beginner, mid-range and pro mirrorless cameras, although I've drawn a line at the larger sports-focused bodies and bulky telephoto lenses.
I've also used the phone clamp, attached a variety of smartphones the largest of which was an iPhone 15 Pro Max, plus tried out optional extras including clamp arms for an external monitor.
The mini tripod has had equally thorough testing as the main tripod legs. Generally I've used the gear in fair weather, but it has also withstood moderate rain and use on sandy beaches.