The Canyon Doublebee GTWS-2 gaming earbuds are a smart, budget choice that’ll make a fine gift for younger gamers. Its attractive charging case, along with its responsive touch controls and decent audio performance, present an impressive package. They’re certainly a margin above most other true wireless earbuds at this low price point.
However, there is an element of ‘you get what you pay for’ here, and, while they’re by no means terrible, there are very noticeable caveats to keep in mind should you consider purchasing them. For one, the Canyon Doublebee GTWS-2 gaming earbuds feature a rough, overcooked bass profile, which can render your listening experience uncomfortable and potentially ruin in-game immersion. A pretty poor battery life doesn’t help the buds, either.
Still, as far as Nintendo Switch and mobile-compatible gaming earbuds go, the Canyon Doublebee GTWS-2 is a solid budget option at £29.99 (they’re presently not available in the US or Australia). However, you may miss some of the extra features and performance found in some of the best gaming earbuds like the Sony Inzone Buds or the 1More Triple Driver In-Ear Headphones.
Design and features
Undoubtedly, the Canyon Doublebee GTWS-2 gaming earbuds’ best feature is its eye-catching charging case. While certainly imitating the look of Transformers’ Bumblebee, with a matte yellow finish and angular chassis, it’s not as garishly over-designed as you might think.
The top of the case is split in half, with two panels opening outward like a Lamborghini’s doors. Admittedly, this is quite fiddly, but I can’t help but be charmed by such a peculiar design quirk. A simple LED panel also shows the case’s battery life in numerical value, a nice touch that lets you see battery status at a glance. A couple of RGB strips flank the case on either side for some extra flourish.
Inside, both earbuds are held in place magnetically, and dislodge with relative ease. They’re relatively unremarkable in terms of design beyond keeping to the yellow colorway. An LED chevron on each will also indicate when the buds have successfully paired to your device of choice.
The earbuds themselves are fairly standard in terms of design at this price point. There are no soft tips here, meaning the hard plastic can grate on your ears after some time. I found that this wasn’t an issue up until they needed recharging, though your mileage may vary here depending on the size and shape of your ears.
Performance
The Canyon Doublebee GTWS-2 earbuds provide overall serviceable audio for both gaming and casual music listening. Testing on Nintendo Switch, the buds performed admirably with Mario Kart 8 Deluxe’s clean register and head bob-inducing jazz fusion soundtrack. For games with relatively laid-back soundscapes, the GTWS-2 gets the job done just fine.
However, it’s also worth noting that the buds have a rather flat audio profile, and they simply couldn’t match up to Astral Chain’s busy, bass-heavy soundscape. The character-action game’s usually excellent sound design felt muddled and lost much of its immersive qualities as a result. It was further impeded by what is easily the earbuds’ biggest flaw: that terrible bass register.
To put it bluntly, the GTWS-2 handles bass and lower-end audio with all the subtlety of a sledgehammer. It’s got a real thudding quality to it that’s rather brash and occasionally uncomfortable to listen to. It’s so bad that it often registers at the lower end with unwelcome distortion. This problem also occurred when casually listening to music; the opening notes of Kuze’s theme from Yakuza 0 demonstrated this perfectly - those rough guitar chugs lost all their satisfaction and instead sounded like someone was knocking against the earbuds with their knuckles.
Battery life doesn’t do much to save the buds in terms of performance, either. You’ll get a paltry four hours on a single charge. The charging case does fare better, offering an additional 35-40 hours, which is impressive for such a cheap set. It’s quick to charge up via the included USB-C cable, too, taking roughly an hour to go from empty to full.
The earbuds also feature an in-built microphone, handy for calls and voice chatting online. And like many aspects of the earbuds, it’s also just decent. Certainly not as crystal clear as what you might expect from the higher-end Sony Inzone Buds, but it is a good deal less sensitive than the mic found in the Turtle Beach Battle Buds. A working, if unremarkable, aspect overall, then.
Should I buy the Canyon Doublebee GTWS-2?
Overall, the Canyon Doublebee GTWS-2 are serviceable and certainly worth the aggressively budget price point. However, the deeply muddy lows and poor battery life mean we’d recommend looking for a more effective pair if you can afford it. The SteelSeries Tusq are a great option here, if you don’t mind the fact that they are a wired pair.
Buy them if...
Don't buy them if...
How we reviewed the Canyon Doublebee GTWS-2
I tested the GTWS-2 gaming earbuds over a few days, primarily gaming on Nintendo Switch and mobile. While I found the buds to perform decently for titles with less busy audio design, such as Mario Kart 8 Deluxe and Suika Game, they routinely faltered with anything more dynamic.
Platform reviewed: Nintendo Switch Available on: Nintendo Switch Release date: January 19, 2024
Another Code: Recollection brings two cult classic puzzle adventure games to the Nintendo Switch. Containing both the Nintendo DS game Trace Memory (which was titled Another Code: Two Memories over in Europe and Japan) and its Nintendo Wii sequel Another Code: R - A Journey into Lost Memories, this collection represents the very first time that this latter title has been officially released in the US.
Far from being simple ports, however, Another Code: Recollection offers two full-on remakes that don’t shy away from making some pretty surprising changes to their source material. All of the puzzles across the two games have been fully reworked to take better advantage of the Nintendo Switch hardware and a smattering of additional scenes have been added to the first game.
The biggest alterations are evident in the new version of Another Code: R, however, which is substantially shorter than its original incarnation. A lot of work has also been done to try and bridge the gap between what was otherwise two quite mechanically and thematically disparate titles, including a significantly changed ending that, while still very in keeping with the tone of the original, makes it very difficult to declare whether this reimagining should be considered the definitive version.
Short and sweet
Set on the remote Blood Edward Island off the coast of Washington State, Trace Memory sees you take control of Ashley Robbins - a young teenager who has traveled to the island to reunite with her missing father. She’s joined by her aunt Jessica, who promptly goes missing in the grounds of the island’s mysterious ancient mansion leaving Ashley to try and get to the bottom of things.
Armed with the DAS (a suspiciously Nintendo Switch-shaped device that can take photos and store useful tidbits), you navigate around the environment and solve a series of puzzles to progress. You’re soon joined on your adventure by D, a young amnesiac ghost of a former mansion resident, and the pair agree to team up to find Ashley’s family and recover D’s lost memories.
While the DS game was played from a top-down perspective, Another Code: Recollection shifts the camera to a more modern third-person view with a full 3D version of the world to explore. It’s a major change, but one that seems like an appropriate way to help modernize what would otherwise be an unapologetically old-school adventure game. There are still some clear hallmarks of the portable format, however, like the small cast of characters and focus on compact interior areas.
It’s in some of these interiors that the new camera can become a little awkward, too. It’s extremely slow by default (which can mercifully be adjusted in the settings menu) and often hovers a little too close behind Ashley for comfort. Navigation is cumbersome when her upper body takes up so much screen space and, although it’s by no means a complete dealbreaker, it definitely detracts from the overall presentation at times.
Accessibility features
Another Code: Recollection features several accessibility options. This includes a variety of different hints for in-game puzzles, a navigation assist mode and an autoplay setting for dialogue. Voice acting is accompanied by text throughout.
Dialogue fares much better though, as it plays out in charming visual-novel sequences with shifting manga panel-style boxes and chunky bubbles of text as characters go back and forth. It’s a pleasant visual effect that perfectly compliments the attractive, painterly art direction and greatly enhances what would otherwise be a plain barrage of text. The new addition of voice acting similarly introduces a more cinematic quality to most scenes, though the very occasional instance of less-than-stellar line delivery during major narrative sequences is jarring.
The pace of events is often extremely slow, thanks in no small part to the sheer abundance of explanatory dialogue. However, Ashley and D make for a compelling pair, and the constant trickle of new clues makes it very difficult not to become wrapped up in their mystery if you’re a fan of a more traditional adventure. With supernatural elements and a hearty dose of sci-fi, it all pays off wonderfully in a memorable ending, too.
Pleasant puzzling
Given how much Another Code relied on DS hardware for its puzzle solving, making particular use of the stylus and touch-screen, it’s not too surprising that Another Code: Recollection takes things back to the drawing board in this respect. There’s a good variety of mechanics in the changed puzzles here, including the surprisingly frequent use of motion control for everything from tilting a stuck key through a miniature obstacle course to using a candle to uncover a hidden message on heat-sensitive paper.
These mechanics work well when they appear and the difficulty of the puzzles overall is almost perfectly balanced. Intriguing clues are hidden around the environment and there's plenty of optional character dialogue to help guide you.
If that’s not enough, some new settings do a great job of making the game more approachable. A handful of hints can be displayed on-screen at any time, walking you through each puzzle before finally revealing the complete answer - a great option to have if you’re entirely stumped. There’s also an optional navigational assist mode that highlights key items and adds a prominent compass around Ashley’s body that always points you in the right direction.
Best Bit
After spending hours in a confined mansion, the first time you step foot in the spacious Lake Juliet resort feels almost liberating. Exploring this fresh environment is often a literal walk in the park.
These are superb additions for newcomers that could come in especially handy as you move into the much larger environments of the second game, Another Code: R. Set two years later, it takes place in a sunny camping resort called Lake Juliet. You meet an older, stroppier version of Ashley who has been roped into a family camping weekend when she would much rather be at band practice with her friends. Things take a strange turn after she encounters a young runaway, however, and she begins to uncover a conspiracy that’s intimately connected with both her past and the history of the resort.
The more open structure of this sequel gives you a little greater freedom to explore at your own pace, taking in the lush scenery of the forest setting. Several new mechanics are introduced, including the RAS - a wrist-mounted version of the DAS that has you completing quick-time-event style code-breaking sequences to open electronic doors. Most of the puzzles are not hugely different from those found back in the mansion, though some stand-out favorites - like a segment that sees you trying to recover a floating briefcase with a remote control boat - offer more than enough variety to keep things fresh.
The approach taken with the story of Another Code: R is a little baffling, though. While it’s safe to say that the original runtime of over 15 hours was far too long, cutting about nine hours of content and dramatically changing the ending is a bold choice for a remake. Thankfully, the new story elements feel right at home and the cut content consists mainly of quite repetitive sections. However, it’s still easy to see why some might prefer the original version and, while it makes Another Code: Recollection considerably more interesting for returning players, it’s difficult not to think that newcomers are missing out on the ‘true’ experience.
Either way, Another Code: Recollection is still an enjoyable adventure with plenty of puzzles and a narrative that makes it well worth experiencing - especially now that it’s more approachable than ever.
Platform reviewed: PC Available on: PC, Nintendo Switch Release date: December 5, 2023
A Highland Song is an enchanting platform adventure game from developer Inkle that whisks you through the Scottish highlands on a quest to find your uncle by the sea before Beltane - the Gaelic May Day celebration that marks the beginning of Summer. On the surface, it appears as a simple adventure that rewards exploration of its environments, but what lies beneath is a journey of resilience and self-discovery embedded within an immersive atmosphere that sinks its hooks into you from the second your character, Moira, sneaks out of her bedroom window.
Throughout the adventure, you learn to manipulate depths using background illustrations like rocks or small cliff faces to open up the game’s environment, immersing you further into the game. In addition to this, the protagonist Moira narrates elements of the journey, and retells family anecdotes or stories that Hamish (her uncle) would tell her growing up. As these gently interrupt the calming music in the background, you start to feel incredibly involved with Moira’s internal monologue and once again sink further into A Highland Song.
While a time limit somewhat restricts the completion of the adventure, you quickly learn that A Highland Song travels at its own pace. It offers something akin to the phrase “the world is your oyster” and allows you to wander until you feel like you can wander no more. This sensation is accentuated by the game’s day/night cycle and Moira’s limited stamina, but, generally, A Highland Song feels like an incredibly open experience.
Keep to yourself
The moment you take control of Moira running from her family home, you’re left to your own devices and encouraged to explore the treacherous Scottish highland landscape. From the get-go, one thing A Highland Song doesn’t deliver is any sort of guidance or handholding in terms of which direction to go in, and while this is frustrating at first since the twists and turns of crags and caves are overwhelming, you soon learn that this gets to exactly what the game is about - exploration. Then, once you’ve soothed the frustration, you learn to appreciate just how much detail is put into creating different layers for you to scale and depths for you to discover.
Even though you walk alone, the hills are home to several characters you can interact with along the way. You’re given plenty of opportunities to chat or ask questions, and occasionally these characters will help you by providing a map or unveiling a path you may have otherwise missed. Generally, once you’ve got either a map or a path from them, you won’t need to speak to them again. But asking questions does help develop your understanding of the setting since they sometimes offer fun slices of lore to help you feel more connected to Moira and her reasons for making the journey.
Best bit
Stumbling into my first musical QTE and sprinting alongside a deer to the beat. It felt surprising to be thrust into a rhythm game-esque routine, but it really matched the whimsy of the whole game and I quickly fell in love with these short but enchanting sequences.
There are moments when this exploration becomes incredibly difficult. You simply won’t have enough stamina to climb rocks and mountains at points, especially when the weather turns, and you’re yet to rest and nurse Moira back to full health. With a constant timer hanging over you, it can be aggravating to have to constantly stop and take cover under a tree or in a cave mouth since this feels like a waste of precious seconds. But, it is realistic. Moira is a teenager, and while she’s insistent that she’s hard as nails, even she needs to rest now and then.
A Highland Song’s main objective - getting to Hamish before the celebration of Beltane - feels impossible to achieve in your first playthrough. You’ll get lost in the hills and simply won’t make it to the sea in time. However, you’re free to repeat yourself and retrace your steps in multiple attempts to make it with time to spare. Because of how relaxing the entire experience of trudging through the hills is, I felt inclined to try again rather than give in to frustration and feel the need to throw in the towel, which is part of the charm of A Highland Song. There’s no pressure, but you will feel a burning desire to succeed.
A musical guide
Although A Highland Song doesn’t provide a huge number of signposting, there are a few subtle hints that you learn to keep an eye out for. One of these, and something that’s my favorite part of the entire game, is a deer that accompanies you on part of your journey. Once you’re close enough to it, the deer will bolt, and you will sprint alongside it while music swells at the same time, triggering a rhythm game quick time event.
As you run across the hilltops and the music continues to build, you’re challenged to hit specific keys or buttons in time with the music. These match up perfectly with the melody, making it all the more satisfying to ensure you’re performing well, but if you miss you will also stumble and fall, losing some of your stamina. You’re not punished for missing a beat in terms of having to restart the section, and you have a few opportunities to regain your rhythm before the event ends, but when it does end, the deer will dash ahead, leaving you in the dust and to your own devices once more.
Accessibility
A Highland Song offers subtitles whenever there is narration but you cannot change the size of them. Other accessibility options offer things like altering quick time events to only use one button or key rather than several at a time. In addition, quick-time events can be adjusted to have simpler rhythms, and you can alter Moira’s climbing so she never flails, making your experience slightly easier.
These musical interludes don’t make up a huge amount of the adventure, but you’re in for a treat when you do come across one. Generally, they’re a great way to tell whether or not you’re on the right track since a deer and an open stretch of hill mean you’re heading in the right direction. Although short, they connect you further with the game’s environment, and with the concentration required to hit each corresponding button at the right time, you feel intimately responsible for Moira and ensuring she gets to the next place without losing too much morale.
The more time you spend with A Highland Song, the further into its painterly landscape you’ll sink. It’s an incredibly easy game to lose yourself in for hours at a time, with its gorgeous environments, well-paced narration, and gentle musical accompaniment. Mixing this with the laid-back gameplay, rather than pressuring you to complete the journey in a restrictive timeframe, is what helps A Highland Song really shine. Although elements of its exploration are frustrating, and you will lose your way at first, there’s enough charm in A Highland Song to keep you coming back for more to see what secrets you might uncover next.
We’ve got a list of the best indie games if you’re looking for alternative adventures to lose yourself in. We’ve also got a list of the best cozy Nintendo Switch games which might point you in the direction of another relaxing experience too.
The Nintendo Switch is no stranger when it comes to fun controllers and accessories, and PDP is usually the brand behind the majority of the eye-catching designs. With products like the PDP Rematch Glow boasting a beautiful Mario-inspired aesthetic, and the Rock Candy series offering translucent casings spotlighting some of your favorite characters, the company offers budget-friendly controllers that would work just as well as display pieces as they do practical hardware.
So it comes as no surprise that the PDP REALMz series follows in hot pursuit, offering the first look at a set of collectible clear controllers with tiny figures embedded in and layered, thematic designs inside. This gamepad is certainly a visual treat, and while the selling point for many will be the appearance, it’s hard to fault its performance, especially as a budget-friendly controller - and we've spent a lot of time with the best Nintendo Switch controllers. It’s responsive, simple to set up, and feels good to use with solid sticks and buttons, despite not boasting any fancy or 'pro' features.
But, with all budget-friendly products, it's important to remember that certain features - especially on the Nintendo Switch - have been ruled out. The PDP REALMz controller doesn’t have gyro controls, which could be pretty integral for someone who utilizes this ability in games like The Legend of Zelda: Tears of the Kingdom or Splatoon 3. Nor does it host any rumble features which diminishes its feature set slightly for more casual players. But, generally, it’s still a surprisingly decent controller given how heavily it leans on the singular selling point of its excellent aesthetic.
Price and availability
The PDP REALMz Sonic controller is available for purchase right now for $39.99 / £34.99 from a variety of retailers. Players in the US will be able to purchase it through the official PDP store, or places like Target, Walmart, and Amazon. In the UK, it’s available to buy from popular online retailers like Argos and Amazon. Alongside the Sonic design, Knuckles and Tails are also in the Sonic range, and a leafy green Pikmin controller is also available.
Compared to other PDP controllers available, and alongside other competitors in the market such as PowerA, the REALMz controller is only slightly more expensive than its fellow budget-friendly alternatives. For example, a wired PowerA controller with a special design will usually cost around $27.99 / £20.99, but I’ve always found the designs to be a little too vivid and the decals scratch off fairly easily. The build quality alone is enough to set the PDP REALMz collection above other offerings. And, for its collectible nature and solid performance, it’s a fantastic controller to add to your bank of gamepads and makes for a great talking point if you’re an avid collector of all things Sonic.
Design and features
The main appeal of the PDP REALMz Sonic controller is its design. Boasting a clear shell with a multi-layered print of the iconic Green Hill Zone, it’s an impressive-looking piece of hardware. The print doesn’t feel as though it can be scratched off easily, which is helped by the multi-layered design being concealed behind the plastic shell.
The left grip contains a small Sonic figure which highlights the quirky collectible side of the series, which also goes for the other controllers containing Tails and Knuckles - so there is an incentive to collect them all. Even though it does lean on the gimmicky side with its appearance, it’s pretty enough to add to your collection.
When in use, the controller also features some white lights to help spotlight its design. The color of these lights can’t be changed, unlike controllers like the GameSir T4 Kaleid and the Gioteck SC3 Pro, but they’re effective in tying together the aesthetic. You can, however, increase or decrease the brightness with the use of the face buttons, but that’s it in terms of personalization.
Outside of its design, the features of the controller follow the routine of everything you’d expect from a budget pad. The build quality is decent, with the plastic shell offering a sturdy form factor. The bright red buttons and thumbsticks stand out nicely, too. Given its collectible gimmick, you’d expect quality to be sacrificed in favor of the design, but generally, the PDP REALMz controller offers an overall solid design.
Performance
There isn’t much to fault when it comes to the performance of the PDP REALMz controller either. It isn’t trying to usurp the Nintendo Switch Pro Controller, so don’t expect a wealth of ancillary features, but that’s not to say its performance doesn’t meet our expectations for a PDP controller.
Its wired connection means you don’t have to worry about battery life when in use. The included cable is 6.5ft (2m), which is more than enough length for you to sit a comfortable distance away from your setup too.
Occasionally the all-plastic build does feel cheap, mostly felt through its face and directional buttons. But when in use you don’t think about the weight and feeling of the buttons since the overall quality of the controller is good enough. Generally, buttons feel responsive and satisfyingly clicky which is especially noticeable when you’re repeatedly pressing them.
The only real drawbacks I found with the controller are the lack of rumble, which isn’t essential but adds to a game’s immersion, and no gyro aiming. With that said a lot of third-party controllers lack both of these features for the Nintendo Switch, and the absence of them doesn't wreck the entire experience. So, even though it’s not offering groundbreaking performance, it’s perfectly solid given its price.
SHOULD I BUY THE PDP REALMZ SONIC NINTENDO SWITCH WIRED CONTROLLER?
Generally, if you’re looking for a controller to add to your setup that boasts an impressive design without breaking the bank or offering any excessive lighting and features, then the PDP REALMz is well worth considering. It’s not the cheapest controller for the system, but it is a fantastic choice for anyone with a love for Sonic and charming hardware. It makes a perfect gift for younger players, and a great conversation starter for collectors of all ages, but generally - it’s another hit from PDP even if it won’t be your primary controller for the console.
Buy it if...
Don't buy it if...
How we tested the PDP REALMz Sonic controller
I tested the PDP REALMz Sonic wired controller with my Nintendo Switch OLED over a few weeks, using it for multiple games on the system including Key-We, Super Smash Bros. Ultimate, Bubble Bobble, and The Legend of Zelda: Tears of the Kingdom. I'm used to using wireless controllers during play sessions with the Nintendo Switch, be it through the Joy-Con or third-party products like the Gioteck WX4 wireless controller, so it was a refreshing change of pace to not have to worry about the battery life, too. In addition to this, with my longest one-sitting session running about four hours, I can happily say the PDP REALMz controller never felt uncomfortable, unlike the Joy-Con usually would during a session this long.
For a more general guide to making the most out of your Nintendo Switch, you might want to check out our guide to the best Nintendo Switch accessories. However, if you find yourself constantly on the go, you might want to check out the best Nintendo Switch carry cases too.
The latest version of the Nintendo Switch OLED is now coming with rather subtle Super Smash Bros.-themed controllers and the actual Super Smash Bros. Ultimate game. The paint job itself isn't as exciting as previous Nintendo Switch iterations, but the console has a couple of goodies coming with it.
The full Super Smash Bros. Ultimate game is included in the retail package along with a three-month free trial of the Nintendo Switch Online Individual membership. The whole bundle will set you back $349 and that's pretty good given that the regular Nintendo Switch OLED is priced the...
Note that the Ayn Odin 2 doesn’t ship with any games and that the downloading and distributing of ROMs is a well-documented legal grey area. Please note the use of emulators may violate game developer and publisher terms and conditions as well as applicable intellectual property laws. TechRadar does not condone or encourage the illegal downloading of games or actions infringing copyright.
Building on the great work of its predecessor, the Ayn Odin 2 arrives as the premier handheld games console for anyone looking for an Android-based gaming device. It improves upon the original Ayn Odin in almost every way, from its faster chipset to its more ergonomic controls - not to mention capitalizing on the broader growth of Android as a gaming platform.
With the full Android app store at your disposal, the Odin 2 lets you tap into pretty much every conceivable aspect of gaming: whether you’re looking to stream from Xbox Game Pass, or fire up an old-school classic with emulators, it’s only limited by your patience to learn the intricacies of, and configure, varying gaming applications.
And that’s even before considering all the other handy Android things it can do, from streaming Netflix to browsing the web. There’s a lot to love - and a lot to get through, so let’s crack on with what makes it so great.
Ayn Odin 2 review - Price and availability
Like its very popular predecessor, the Ayn Odin 2 has been fully funded via an IndieGogo campaign. It's still available to order ahead of mass production, with early backers set to receive their units in December 2023, before it goes on general release.
The Ayn Odin 2 comes in three different configurations, with each also available currently at a pre-release early bird pricing. Here’s a rundown of every model and pricing level:
Five color schemes are available: a Wii-like white, a SNES-like grey with purple buttons, an all-black model, plus purple and blue transparent options. All other specs remain the same across all three models.
For this review, we’re looking at the Odin 2 Pro, the middle-of-the-range option. We’d say this is the sweet spot here for price to performance - while more storage is always welcome, you’ll be hard-pressed to find Android gaming experiences that take advantage of the 16GB of RAM found in the Max model.
The Ayn Odin 2 is on the premium end of the scale for Android devices of this kind but is priced favorably against similarly-spec’d Android smartphones, and doesn’t look too bad against the attractively-priced Steam Deck either - though that Linux-based PC gaming device, while serving a similarly entertaining purpose, is quite a different proposition in practice.
In addition, Ayn offers a ‘Super Dock’, a USB-C dock ($64 / £53) for hooking up external displays and controllers. However, a standard USB-C dock gets the job done just as well.
Ayn Odin 2 review - Design and features
The Ayn Odin 2 is, effectively, an Android phone wrapped in a gaming controller. That’s not as unusual a concept as it was when the original Ayn Odin launched in early 2022, with many rivals (such as the Anbernic RG552) and controller grips for your smartphone (like the BackBone One) available. But the Ayn Odin 2 beats out all these alternatives, and its trail-blazing forebear, thanks to excellent ergonomics and powerful internals.
Let’s look at what’s going on inside first. Every model of the Ayn Odin 2 is powered by a Qualcomm Snapdragon 8 Gen 2 processor, with a 64-bit Kyro CPU and Adreno 740 GPU. It’s a beefy chipset - though it’s coming up to a year old, it’s still one of the most high-performance options out there, similar to the guts behind flagship devices including this year’s Samsung Galaxy S23 Ultra. Depending on the model you opt for, that’s backed by 8GB, 12GB, or 16GB of DDR5 RAM, and 128GB, 256GB, or 512GB of built-in storage. The 12GB / 256GB Pro model we’re reviewing is the sweet spot between price and performance in our eyes. Storage expansion is easily afforded via a microSD slot.
It’s no slouch in connectivity terms, too. A speedy and stable Wi-Fi 7 connection makes for a super game streamer from services like Game Pass, while Bluetooth 5.3 is onboard for hooking up wireless controllers and gaming earbuds. There’s no cellular connection here despite the smartphone-like underpinnings, but there is a gyroscopic sensor for any apps that support them.
The build holds up just as well externally. A solid 6-inch 1080p touchscreen display in landscape orientation sits in the center of the device. It’s colorful and responsive, and reasonably bright, too - though, strangely, there isn’t a huge degree of difference between its brightest and dimmest setting, which can be slightly annoying during late-night play.
The Ayn Odin 2 uses Hall Sensor analog sticks in an asymmetrical (Xbox-style) arrangement. Hall Sensors use electrical resistance rather than physical contact between parts to interpret movement, and are excellently smooth in operation, protected from the dreaded stick-drift that’s plagued Nintendo’s Switch over the years. Adjustable LED lights, which can be set to any RGB color with adjustable brightness, sit both under the joysticks and around the edges of the device. They add some flair to an otherwise reserved design but can be switched off entirely if you find them distracting.
An excellent D-Pad, perfect for a swift Street Fighter shoryuken, sits under the left stick, while well-sized A, B, X, and Y buttons, arranged in the Nintendo style, sit above the right stick. These buttons are a touch smaller than you’d find on an Xbox or PlayStation pad, but have just the right amount of resistance, and are responsive in play. They’re very similar to what you’d find on a Steam Deck. Start and Select buttons sit at the top of the front face, and are easily reachable. Stereo speakers sit along the lower edge and are surprisingly loud and clear given the size of the device.
For anyone familiar with the Ayn Odin 2, there are two significant changes. The first is a physical ‘Return’ (or ‘Back’) button below the right analog stick (a ‘Home’ button sits below the D-Pad on the left-hand side). This Return button wasn’t present on the last model and is a handy additional way of navigating the Android interface without resorting to swipes and touchscreen gestures (the more you can avoid touching the screen, the less often you’ll be cleaning fingerprints off it).
The second, and perhaps more important change, is the overall depth of the device. The controller grips are deeper than the previous model, and though it makes for a fatter device, it also makes for a more comfortable one. It gives you more to wrap your fingers around, giving you a better hold of the device, and easing fatigue over long play sessions. It’s a fair trade against making for a bigger overall device.
Around the top edge, you’ll find the R1 and L1 buttons, and analog R2 and L2 triggers, capable of discerning between slight taps and full presses. Along the top is also a volume rocker and a fingerprint-scanning power button, a microSD slot, a micro HDMI-out for hooking up to a TV, and a vent for pumping hot air from the internal fan.
The bottom of the device keeps things simple with a 3.5mm headphone jack and USB-C 3.1 charging port. That port also features Display Port out functionality, letting you easily hook it up to a monitor and power from a single cable.
Turn the device over and you’ll find a large air intake grille, with an active cooling fan keeping the Odin 2 from getting too toasty. Sitting where your fingertips rest are two programmable buttons which can be set as shortcut buttons.
With measurements of 8.9in x 3.9in x 0.7in / 225mm x 98mm x 17mm and a weight of 15.17oz / 420g, it’s not a pocketable handheld, and a touch chunkier than the original Odin. But its weight distribution and ergonomic grips mean it’s comfortable to play with for hours without much strain. It’s way more portable than a Steam Deck, at any rate.
Overall it’s an impressively comfortable and well-constructed build. There’s no sense of flex to the chassis, smooth travel to all buttons, and no worries about the device overheating, even under the most intense load.
Ayn Odin 2 review - Interface
The Ayn Odin 2 runs off a relatively bloat-free version of Android 13 - so you get full access to the Google Play Store, pre-installed Chrome, the standard Android file browser, and other stock Android apps. You could essentially just live in this view of the device. But Ayn has also tweaked Android with some smart gaming-focused additions courtesy of the pre-installed Odin launcher.
Accessed initially like any other app, it makes for something approaching a more console-like interface. Apps are arranged into a grid and can be organized and sorted by category type (such as Games, Entertainment, and Productivity). Swiping from the left lets you access these different app groupings, as well as letting you tweak the RGB lighting and cycle through three different performance modes for when you want to push the chip a bit harder. Swipe from the rightand you can access connectivity options, check storage, tweak brightness, clear the RAM cache, and change device behavior when hooked up to an external screen. The aforementioned performance options, LED settings connectivity and brightness tweaks can be accessed by swiping from the top too, as well as letting you cycle through three fan settings (plus switching them off). However I rarely found the need to go beyond the default performance and fan settings, such is the power and thermal efficiency of the chipset. If you like what the Odin launcher offers, you can set the device to launch straight into it from boot.
When in an app, a swipe from the right also opens up a performance overlay. Here you can check FPS readouts, temperature readings, CPU and RAM usage, and another brightness slider, as well as live streaming app shortcuts, screenshots, and screen capture options. There’s another RAM cache toggle here too, plus a notifications toggle. But the most important part of this interface is the keymapping software - turn it on, and you get a drag-and-drop interface that lets you tie the device’s physical buttons to touch-only games’ touchscreen buttons. It’s a great, intuitive feature that works really well, with profile support letting you test out any number of button mappings for each game.
The joy of being Android based of course is that there are plenty of other ways to customize the device, from home screens to widgets. If you’re running lots of apps, streaming services, or emulated retro games, it’s worth considering configuring a front-end launcher, which can be used to organize your apps and games into a jukebox-like library, complete with game box art, manuals, and other metadata. I’ve had great fun using the Daijishō retro launcher (free, pictured up top) and Launchbox (free, with in-app purchases). But remember that a side effect of tapping into the many apps available, created by different developers, means the experience isn’t as unified as you’d get with a traditional console.
Ayn Odin 2 review - Performance and battery life
If it runs on Android, it runs on the Ayn Odin 2. It’s the best possible praise you can give a device like this - no matter what you throw at it, the Ayn Odin 2 will take it on at the maximum performance settings.
If you’ve got a mind to indulge in retro gaming emulation, there’s no better Android device out there. Using apps like Retroarch or standalone emulators, you’ll be able to play anything from 8-bit classics up through and beyond the 128-bit sixth-generation consoles like the Gamecube and PS2. Not only that, there’s enough power to considerably upscale these later-day systems, as high as 4K resolutions for outputting on a 4K TV. Though the original Odin could touch upon these 3D systems, performance was a mixed bag, and upscaled resolutions of these advanced consoles would cause the Odin to stutter. Here, it’s almost flawless - better in some ways even, than on original hardware, given the resolution bumps.
The complicating factor, beyond the legal grey area emulation sits in, is that the apps that make this possible aren’t always immediately intuitive. But the retro handheld scene is a growing one, and you’ll find plenty of guides and documentation online to talk you through getting started if you’re interested.
High-end Android gaming is a breeze with the Ayn Odin 2, too. Demanding titles like Call of Duty Mobile, Genshin Impact, Honkai Star Rail, and Diablo Immortal can be run at their highest resolutions and graphical settings without dropping frames. More lightweight games like Vampire Survivors benefit from a traditional physical control scheme. And if you’re not a fan of touchscreen controls, you can use the launcher’s keymapping tools to bring the physical controls into play on games even where they’d otherwise be unsupported.
If you want to play the latest console or PC games, they’re not out of reach either, provided you’re set up with subscriptions to streaming services. I had lots of fun streaming titles directly from my Xbox Series X and PS5 to the Odin 2, as well as from the cloud over Game Pass and Nvidia GeForce Now. Wi-Fi 7 ensures a smooth experience provided your broadband speed is up to the task, and latency is an increasingly minor side effect of the non-native gaming experience.
Taking streaming into account, the Odin 2 has the potential to be a whistlestop tour from the earliest days of gaming right through to modern releases, and being able to have them all on one portable device feels like magic.
And of course, being an Android device, other experiences are open to you, too. You’ll be able to browse the web, stream films from Disney Plus or Netflix, listen to music and audiobooks, catch up on your YouTube subscriptions, plug in a keyboard and mouse, and much more. Like I said - if it runs on Android, it runs on Ayn Odin 2.
As for the battery, it’s a whopper. With a capacity of 8,000mAh, it’ll last as long as 24 hours between charges. It’ll vary depending on the intensity of the application you’re using. A retro gaming session will take baby sips at the juice, while high-end Android games or 3D emulation will see it drain far quicker - perhaps as quickly as six or seven hours. But even at the low end of the scale that’s a respectable performance. You’ll get a full recharge in around two hours with 65W quick charge. Regardless, the Ayn Odin is going to be an excellent travel companion.
Should I buy the Ayn Odin 2?
Whether you’re looking to play the latest, most graphically-intensive Android games, stream from your console or the cloud, or tap into gaming’s rich past through its wide-ranging emulation capabilities, the Ayn Odin 2 puts awesome power at your fingertips. Take the time to learn the Odin 2’s every trick and you’ll be unlikely to ever need another handheld.
Buy it if...
Don't buy it if...
How we tested the Ayn Odin 2
I spent two weeks with the Ayn Odin 2, using it daily as my main gaming machine during that period. I tested it with Android gaming apps including Call of Duty Mobile, Vampire Survivors, and Genshin Impact, streaming apps such as Xbox Game Pass and Moonlight, as well as emulator apps including multi-system emulator Retroarch.
I was also able to take the Odin 2 away on a flight during a trip to put its portability and battery life through its paces, as well as compare its performance directly against the first-generation Odin, which I previously reviewed for TechRadar and have also used extensively over the past year.
Platform reviewed: Nintendo Switch Available on: Nintendo Switch Release date: November 3, 2023
If there’s one thing you can count on the WarioWare series for, it’s simple, silly fun. On that, WarioWare: Move It! certainly delivers - the latest in Intelligent Systems’ fast-paced party microgame series has pulled out all the stops to ensure that anyone playing looks as ridiculous as possible, with motion control-based activities that are designed to utilize all of the Joy-Con controllers’ features, and your entire body to play.
The story’s premise is simple: Mario’s garlic-munching rival manages to win himself and his friends a holiday to a faraway vacation resort, where they’re each handed their own Form Stones (which, spoiler alert, look suspiciously like your own Nintendo Switch Joy-Con controllers). Everyone must then partake in microgames (incredibly short minigames which are played back to back until you lose all your lives, and increase in speed the longer you keep going), which require the mastery of various Forms, using said ‘stones’.
Throughout the short but sweet story mode, you’ll gradually be introduced to these Forms - such as Choo Choo (in which you must position your arms like you’re impersonating a train) and Knight (which has you place your Joy-Con controllers on top of each other, holding them like a sword). Different microgames call for different Forms, and as you progress, you’ll be expected to switch between Forms freely to perform numerous motions.
Before a microgame starts, you’re clearly instructed as to which Form position to take, but the actual movement within the game switches around based on what’s happening on the screen. For the most part, if you allow yourself to get lost in the game and pretend that you’re acting out a motion rather than trying to input a specific control, it’s clear what you should be doing. You might find yourself imitating a car’s windscreen wiper, scrubbing a floor with a broom, or adjusting your arms to block a giant nose’s nostrils. The free-flowing movement is extremely satisfying, and when it works properly (and it usually does), you feel truly engrossed in the action.
Get in formation
Anyone who’s played WarioWare: Smooth Moves on the Wii will immediately see a resemblance between the 2006 game and Move It!, and for good reason. In many ways, Move It! very much feels like Smooth Moves if it was created solely for the Nintendo Switch, and that’s not a bad thing. Some of the quirky poses you’re forced to pull, like Ba-KAW! (which, as the name might suggest, has you impersonate a chicken using a Joy-Con for your beak and tail) could only ever work with the Joy-Con controllers’ more advanced motion controls.
Best bit
The first time the game prompted me to use the Hand Model Form, I was tasked with making gestures at the Joy-Con controller’s infrared sensor. It was exceptionally impressive for this to work as flawlessly as it did, but it was made even cooler since the infrared scan of my actual hand was shown on screen as part of the microgame.
This is a double-edged sword, however, as despite the motion controls working most of the time, the precision needed and expected from you means that you won’t always be able to complete a microgame’s action successfully before the time is up, either due to it not being detected properly or simply because you were holding the controllers slightly wrong before starting. It needs to be said that when you’re getting used to the different Forms, switching between them when they all require the Joy-Con to be held or placed in different ways can be overwhelming. This makes it difficult for anyone who’s not already familiarized themselves with the Forms via Story Mode to simply pick up some controllers and join in - far from ideal for a party game that’s got a significant focus on multiplayer.
Additionally, since the actions you must perform are so varied, it isn’t always obvious what you’re actually supposed to be doing, especially at the first time of asking. Given that you’re only given a few seconds to both work out the action and perform it correctly, it’s infuriating to lose a life when you feel you were just thrown in at the deep end with no concrete guidance - and that’s coming from someone who’s played the game for several hours. Again, it’s hard to imagine this being a game that can easily be shared amongst a group of people who haven’t played before, given that there’s pretty much no time to explain what to do from game to game.
This confusion is ramped up a notch further when you unlock the microgames that call for button inputs as well as motion controls. When the button-control Form is first explained, the game tells you to simply go with your heart when choosing which buttons to use from game to game. You’d be forgiven for thinking that this means any will do, but that’s not the case. Specific ones must be pressed, and despite the game’s belief that your heart will tell you the answer, chances are you’re going to guess wrong. Practice makes perfect, of course, but WarioWare games thrive on offering simple games that are immediately understandable with even the briefest instruction on what to do, and many of Move It!’s additions fail to fit this brief. Not only that, but there are no options to change button mapping to make the controls more accessible, and this is just one fault that the game has when it comes to accessibility (discussed further below).
Switch hardware at its finest
For those who can get used to WarioWare: Move It!’s restrictions and frustrations, there are some genuinely genius uses of the Switch’s hardware to marvel at. My favorite microgames are those that ask you to use the Hand Model Form, where you hold up the right Joy-Con so that it’s facing your palm, and make gestures that are detected by the infrared sensor. For example, you can close your fingers together to catch a frisbee, or make different hand gestures in order to crack a safe. It’s not often that Switch games use the Joy-Con’s infrared sensor like this, and in Move It!’s case, it never loses its charm.
Another surprisingly innovative feature is Move It!’s use of the Joy-Con wrist straps. I’ll admit, in the seven years I’ve owned a Switch, I’ve not once attached the straps to my Joy-Con, never mind my wrists, so when the game instructed me to do so, I let out a sigh as I had to dig them out of my console’s box. However, this slight inconvenience is well worth it - certain microgames will have you purposely drop your controllers (one has you swing the remote like it’s on a vine to reunite two characters), and some will have you pull them back up with the straps, too - one has you drop food into oil and pull it back out when it’s cooked.
All in all, WarioWare: Move It! is heaps of fun, and I can imagine it being a hit with groups of friends who are all willing to put in the time to learn the different whacky Forms in order to play. Sadly, this only goes for anyone who’s comfortable with playing most of it standing up, as those who can’t may well find its inflexible control scheme limiting and frustrating.
Accessibility features
Accessibility is a huge problem in WarioWare: Move It!. Although it provides the option to specify whether you’re right or left-handed and presents alternative instructions for the different Forms, there are no further ways to customize the controls in any way.
This is problematic since a number of the Forms - such as Squat, At Attention, and Big Cheese - are clearly intended to be performed in a standing position (upon loading the game, a message states that the “best results” can be achieved standing up). It’s difficult to replicate all of these sat down, and as such, some microgames can be very finicky to complete for those who aren’t able to play the game standing up.
Additionally, for the microgames that require the use of the Joy-Con button controls, there’s no way to adjust button mapping for ease of interaction. One of the games asks players to press several random buttons simultaneously while the Joy-Con controllers sit flat, and this could prove troublesome for anyone with limited mobility in their hands.
How we reviewed
I spent around six hours playing WarioWare: Move It!, and in that time, I completed the main story (in around two hours), unlocked all of the 200+ microgames, and tested out the game’s various single-player modes. I played on a Nintendo Switch OLED console mainly in docked mode on my TV, although I tested it in handheld mode too (by using the console’s kickstand with the Joy-Con detached).
If you’re on the lookout for more fantastic games to play on Nintendo’s hybrid console, be sure to check out our list of the best Nintendo Switch games. To keep up with future releases, you can also read our roundup of upcoming Switch games.
The PDP Rematch Glow wireless controller’s bold Super Mario aesthetic may give off the impression that it’s for younger audiences, but it’s really a controller for almost every Nintendo Switch owner. This is largely because of its impressively sturdy build quality and modules that come close to rivaling the feel of those found on the Nintendo Switch Pro Controller.
And that’s for the best, as the unique selling point here - that glow-in-the-dark effect - really doesn’t amount to much. The effect is quite weak, and doesn’t last very long. Plus, it’s only substantially glowy in truly dark environments, meaning its use case is extremely limited. Still, it’s a fitting gamepad if you’re looking to get your spook on over Halloween by turning off the lights and playing the best horror games.
And while the Rematch Glow’s lack of gyro aiming and choice of micro-USB connectivity is disappointing, it’s by and large a solid wireless controller that’s both responsive and packs a seriously impressive amount of battery life. It comes recommended, then, if you’re after a reliable wireless gamepad that offers a comparable experience to some of the best Nintendo Switch controllers on the market.
Price and availability
You can buy the PDP Rematch Glow controller right now. It’s available at most big box retail outlets such as Amazon, as well as Walmart and Best Buy in the US, while UK buyers can grab one from Argos. It’ll run you $54.99 / £44.99 (around AU$86.99), a decent bit cheaper than the Nintendo Switch Pro Controller and 8BitDo Ultimate’s price of $69.99 / £59.99. However, these gamepads are of a higher quality overall, so the gulf in price is largely to be expected.
Design and features
If you’re planning on picking up Super Mario Bros. Wonder, then there really isn’t a more thematic gamepad to play it with than PDP’s Rematch Glow. The series of yellow stars set on a matte black background is very pleasing to the eye, and the aesthetic is complemented by yellow triggers and shoulder buttons, and a wonderfully shiny gold-hued D-pad.
Sadly, the Rematch Glow’s standout feature - the fact those stars can glow in the dark - is underwhelming. It’s old-school glow-in-the-dark, too, meaning you’ll have to subject the controller to bright lights throughout the day for it to activate effectively. And, whenever I managed to get the glow effect working, it didn’t last particularly long, rendering the whole feature to be a bit gimmicky.
The Rematch Glow’s form factor and button layout is strikingly similar to that of the Nintendo Switch Pro Controller, so players who have experience with that gamepad should feel at home with PDP’s. It’s got the same asymmetrical stick layout, similarly sized face buttons, and comfortable textured grips to ensure the pad won’t slip from your grasp in particularly intense moments (looking at you, Splatoon 3bonus stage).
There are some differences, though. Oddly, the Rematch Glow’s Start and Select buttons placement have been swapped around with the screenshot and Home functions. This was a little tricky to get used to, as I often found myself back on the Nintendo Switch’s Home menu when I just wanted to save my game. Similarly, I accidentally took a screenshot of Link’s rather stoic expression in The Legend of Zelda: Tears of the Kingdoma few times when I intended to open up the Purah Pad instead.
It’s not the only design oddity the controller bears, either. It’s got two programmable rear buttons, where you can assign secondary inputs. However, they’re both connected to one larger paddle, which is made from quite flimsy plastic.
Lastly, PDP has opted to use a micro-USB port for charging and wired play. It’s a strange, outdated choice that falls behind the USB-C standard of most Nintendo Switch controllers. It’s not a huge issue, as the Rematch Glow comes packed with a micro-USB cable (not to mention its incredible battery life meant I rarely needed to charge the thing), but something you should be aware of as it’s another cable you’ll need to carry with you when traveling.
Performance and battery life
The PDP Rematch Glow performs very solidly as a Pro-adjacent Nintendo Switch controller. I primarily played with the controller wirelessly, and had no issues whatsoever in regards to response time or input delay. Pairing the controller to my Switch was a breeze, too, simply requiring me to hold down the pairing button at the top with the console’s ‘Change Grip/Order’ menu open. Plus, unlike otherwise excellent controllers like the 8BitDo Ultimate, you’re able to turn on your Switch wirelessly with the Rematch Glow by pressing the Home button.
The Rematch Glow’s modules - those being its sticks, buttons, and triggers - all feel fantastic. The sticks have a pleasant concave design that snugly accommodates my thumbs. Its triggers and shoulder buttons feel a little soft but have a very short travel time making them more responsive to compensate. The face buttons are also wonderfully tactile, with a clicky feel that makes playing titles that employ heavy use of them, like Hyrule Warriors: Definitive Edition and Astral Chain, even more of a joy to play.
One weakness when it comes to the gamepad’s performance is those rear paddle buttons, as they’re quite stiff to press. You are able to remove them via a sliding switch which pops the plastic paddle off the gamepad easily. But this then causes your middle fingers to rest unnaturally on the back of the controller.
Furthermore, the controller doesn’t support motion-based gyro controls at all. This may be a dealbreaker to some buyers out there, as it means that aiming in games like Splatoon 3 and Metroid Prime Remasteredbecomes significantly harder when you instead need to rely on the analog sticks.
Easily the best thing about the PDP Rematch Glow, though, is its battery life. You’ll get approximately 40 hours on a full charge, which makes it an excellent controller for playing longer titles with, such as Xenoblade Chronicles 3or Fire Emblem Engage. Over a two-week period of testing, I only needed to charge the controller once, a quality on par with that of the Nintendo Switch Pro Controller.
Despite its faults, the PDP Rematch Glow is a solid third-party Nintendo Switch controller that sits alongside other quality pads in the manufacturer’s line-up such as the PDP Realmz controller. If you’re not particularly fussed about its weak glow-in-the-dark gimmick or fiddly rear paddle buttons, you’re still getting a high-performance gamepad that’s comparable to some of the console’s best.
Should I buy the PDP Rematch Glow wireless controller?
Buy it if...
Don't buy it if...
How we reviewed the PDP Rematch Glow
I tested the PDP Rematch Glow over a period of two weeks, where I made it my go-to Nintendo Switch controller. A variety of games were tested, from big-hitters like Super Mario Odyssey and Bayonetta 3 to indie gems like Hollow Knightand Crypt of the NecroDancer. The lack of gyro controls presented a problem in some multiplayer-focused games like Splatoon 3, but overall, I found the Rematch Glow to be a solidly-performing controller in spite of its shortcomings.
Looking for more Nintendo Switch goodies? Consider browsing our guide to the best Nintendo Switch accessories for choice picks in upgrading your portable experience.
Playing Super Mario Bros. Wonder reminded me what video games are all about: having fun. Nintendo’s latest side-scrolling platformer has refined and built upon the 2D Mario installments that came before it, adding an onslaught of original, creative ideas that never feel old, loads of secrets to uncover, visuals that pop, and tiny details that are a genuine joy to spot.
From start to finish, Super Mario Bros. Wonder is a delight. With this new Nintendo Switch release, the developers have been afforded more creativity than ever before when it comes to spicing up the numerous levels for Mario and his friends to traverse, thanks to the inclusion of the titular Wonder Effects. Triggered by finding a Wonder Flower in a course, these are weird and wonderful events that can alter the very way that a level is played and make each one a truly memorable experience.
Some Wonder Effects offer an additional amount of challenge, others are a visual spectacle to behold, and others exist seemingly with the sole purpose of making players smile. I wrote in my extended preview that I’ve never played a game that’s made me smile as fast as Super Mario Bros. Wonder, and now that I’ve completed it, I can confirm that I never stopped smiling throughout my time with the game, with the Wonder Effects being one of the main reasons why. Of course, discovering these firsthand is a massive part of the fun, so I won’t go into specifics here beyond what I discussed in my preview, but needless to say, they’re so much more than a simple gimmick, but an intrinsic yet eccentric part of the experience.
Best bit:
After I thought I’d finished the game, I revisited one of the worlds and found a hidden area that I’d completely missed the first time around and had the thrilling realization that I had plenty more to explore.
More intrinsic still is Wonder’s overall charm, which goes far beyond its bright, colorful coat of paint. Everyone and everything is so expressive: characters’ hats are seen almost flying off their heads when they plummet down gaps, their gaze grows more determined as they shift from a gentle stroll to a faster sprint, and Goombas look up in fear as they see you about to land on their heads. Certain details are hidden in the game’s music and sound effects, too: ground pounds are preceded by drum rolls, and background tracks lower in pitch when someone transforms into their chunky elephant form using an Elephant power-up. There are too many to list here, but all of these things contribute to Wonder feeling like the liveliest 2D Mario game to date - it feels like walking into a side-scrolling version of The Super Mario Bros. Movie.
Badge of honor
Super Mario Bros. Wonder doesn’t rely solely on Wonder Effects to spice up its platforming experience - the addition of Badges is an enormous deal for replayability, accessibility, and accommodating differing playstyles. There are numerous to unlock throughout the game, and they’re divided into three categories - Action, Boost, and Expert - and one can be equipped at a time.
Boost Badges include the Auto Super Mushroom and Safety Bounce Badges - the first of which transforms player characters into their larger ‘Super’ forms at the start of each level (or each time they respawn), while the latter prevents them from dying by falling down pits or into lava. Elsewhere, Expert Badges such as Jet Run (which forces players to zoom forward without stopping) and Invisibility (you’ll never guess what that one does) exist to provide an extra challenge for anyone who dares take them on.
Action Badges, like the self-explanatory Crouching High Jump and Parachute Cap Badges, give players new movement options which they can utilize at any point, giving Mario and his buddies new ways to run, leap, and soar. While none are required to access areas in any of the ‘regular’ levels (more on that shortly), they can make certain maneuvers easier, and it’s fantastic fun to explore stages in different ways by using alternate abilities. The feeling is almost akin to playing 3D Mario titles such as Odyssey, in which talented players can parkour and catapult themselves pretty much wherever they please with enough practice.
I imagine that experimenting with Action Badges will be popular in the speedrunning community, although it’s worth noting that the double and triple jump, previously included in past Mario games as built-in special moves, aren’t present in Wonder. This is a pity, as being able to combo these special jumps into Action Badges would have added even more possibilities for free-flowing action.
Secrets, spice, and all things nice
Even if you’re not too bothered about mixing and matching the Badges you use during the majority of the game, Badge Challenge levels provide a short but sweet outlet to test your skills and learn the quirks of each ability in stages that are purpose-built to make use of them. These levels, alongside the bite-size ‘Break Time!’ stages (one of which, for example, has you knock out a few Piranha Plants on musical note blocks, before playing a nostalgic Mario tune) break up the longer regular stages nicely and help add even more variety to Wonder’s vast array of action.
While some stages unlock in a linear manner, many can be accessed in any order in free-roam sections. Not only is this brilliant for the simple matter of being able to choose what sequence to play them in (which is a relief, as some are genuinely difficult), but these parts of the map can be home to secret areas and levels, encouraging players to investigate every last inch of the overworld. Secrets exist within courses, too - alternative exits and paths can be found in several levels, meaning there’s a great deal of replayability for anyone who wants to discover everything.
In case it wasn’t already abundantly clear, I adore Super Mario Bros. Wonder. Not only does it wholeheartedly feel like an innovative rebirth for 2D Mario, but it can’t be overstated how well-polished it is. As well as the adorable and amusing subtleties that populate every pixel and exude personality, the controls are responsive, everything runs smoothly even when the action gets chaotic, and in my time playing, I didn’t encounter any bugs or glitches. Although not an absolute necessity for enjoyment, Wonder looks stunning on the Nintendo Switch OLED, with the console’s screen suited to making vivid colors pop.
While I’ve completed literally everything that the game has to offer, I can’t stop thinking about Super Mario Bros. Wonder. It’s impossible to imagine it being anything but a must-play title for any Nintendo Switch owner - particularly for anyone who grew tired of the repetitive 2D New Super Mario Bros. series. If you like feeling happy, you’ll love Super Mario Bros. Wonder.
Accessibility features
Super Mario Bros. Wonder offers plenty of features for a more accessible experience. Controls can be adjusted, allowing players to swap the buttons used to jump and run, and controller vibration can be strengthened and weakened.
Of the 12 playable characters, Nabbit and the Yoshis are immune to damage, meaning that anyone can switch to them if they’re having trouble with a level. It does feel unfortunate, however, that this damage immunity can’t be applied to all characters, or removed from Yoshi and Nabbit if fans of the characters want to play without the additional feature.
The aforementioned Boost Badges, such as the Auto Super Mushroom Badge and Safety Bounce badge, are also very helpful in providing support to players as and when they need it. However, it’s worth noting that Badges must be unlocked, so they’re not all available right from the start of the game.
Elsewhere, Talking Flowers can speak in 15 different languages, and their dialogue is automatically subtitled - they can be adjusted to speak without subtitles, or just via in-game text.
How we reviewed
I spent around 27 hours playing Super Mario Bros. Wonder to 100% completion. It took me roughly 17 hours to finish the main story, but it could be done faster if players are less focused on finding all the collectibles and hidden levels. I played on a Nintendo Switch OLED model, in a mix of handheld and TV modes.
If you’re after an all-in-one Nintendo Switch accessory that offers a comfy and responsive gaming experience, then look no further than CRKD’s superb Nitro Deck. Essentially a portable dock for your console, the Nitro Deck offers several quality-of-life enhancements that make portable play even better.
The Nitro Deck swaps out your Joy-Con controllers for its own on-deck modules. These include all the buttons, sticks, and triggers you’d expect on a Nintendo Switch, as well as four programmable back buttons for custom secondary inputs. Best of all, the Nitro Deck makes use of Hall effect sticks - an upgrade over traditional analog that greatly reduces the risk of stick drift. If you’ve had bad luck when it comes to replacing older Joy-Cons, then you could save a lot of cash in the long run by purchasing the Nitro Deck.
Furthermore, a dedicated USB-C port on the dock, into which you’ll slide your Switch handheld, means that you’ll experience less input lag than you would through a wireless or Bluetooth connection. Additional input and output ports also allow you to charge up your console while playing with the Nitro Deck. In short, if you’re a portable-first Switch owner, we highly recommend the Nitro Deck as one of the best Nintendo Switch accessories you can buy.
Price and availability
The Nitro Deck will be available to buy from September 18, 2023, via CRKD’s official store page. It’s purchasable in the US and UK, with the individual unit coming in white, black, or gray colorways for $59.99 / £59.99.
Alternatively, you can opt for a limited edition version of the Nitro Deck which includes a carry case, 2.5m USB-C cable, and a pair of extra concave thumbsticks. This version will run you $89.99 / £89.99, and you can choose from three distinct color variants: Retro Mint, Classic Grey (emulating the look of the original Game Boy), or a Retro Purple that riffs on the Nintendo Gamecube’s aesthetic.
Design and features
The Nitro Deck and Nintendo Switch OLED tablet combined weigh just shy of 1.3lbs / 600g, which is about on par with the Asus ROG Ally, and less than the Steam Deck’s 1.47lbs / 669g. This means that, with the Nitro Deck, you’re getting a relatively lightweight portable experience. Though given the unit’s rather bulky 4.3” x 10.2” x 1.8” (110mm x 260mm x 46mm) size, you may want to consider purchasing the Limited Edition version that comes with a carry case, especially if you plan on taking it out of the house.
As for the Nitro Deck’s modules, they’re of mostly high quality. The dock itself is made of sturdy plastic, with a comfortable grip design that rests securely in your hands. Both analog sticks have a nice, firm weight to them, rocking easily under your thumbs with just the right amount of resistance. The shoulder buttons and those programmable back buttons are similarly satisfying, with a lovely tactile and clicky feel.
The triggers are a highlight, too, featuring a very soft and quiet press that’s perfect for portable play, especially if you’re in busier environments. The only real drawback here, in terms of design, is that the D-pad can feel a touch stiff. It’s still an improvement over the Joy-Cons’ button-based D-pad, but the Nitro Deck’s is a slight letdown given just how nice the rest of its modules feel.
Rounding out the design is a simple kickstand, useful if you want to use the deck in conjunction with one of the best Nintendo Switch controllers. There’s also a handy switch at the bottom rear of the device, which helps to neatly take your Switch back out of the Nitro Deck to return it to its original dock for TV play.
Performance
The Nitro Deck provides a greatly enhanced portable play experience for Nintendo Switch. Improvements over Nintendo’s official hardware, such as Hall effect sticks similar to those found in the 8BitDo Ultimate, effectively eliminate the risk of analog stick drift. That means you can potentially shelve your finicky Joy-Con controllers for good.
The dock’s dedicated USB-C connector firmly clicks your Switch into place. Similar to mobile controllers like the Backbone One or Razer Kishi, being directly connected to the dock reduces input lag for more responsive play, relative to using a wireless or Bluetooth connection.
It’s also very easy to set up those programmable back buttons. Simply hold the Program button found on the rear of the device, in conjunction with one of those back buttons. Then, press the button on the front of the dock you wish to assign a secondary input for, and you’re set. I found this to be useful for some of the best Nintendo Switch games like Super Smash Bros. Ultimate; being able to assign the jump command to a rear button meant I could keep my fingers on the attack commands, thus more effectively maintaining an offensive playstyle.
Lastly, while there’s no dedicated 3.5mm headphone jack to be found on the Nitro Deck, it leaves the Switch’s port at the top accessible for if you own one of the best wired gaming headsets.
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How we reviewed the Nitro Deck
The Nitro Deck was tested with a Nintendo Switch OLED, playing a variety of games to best get a feel for its high level of comfort, Hall effect sticks, and programmable rear paddle buttons. I tested the Nitro Deck with The Legend of Zelda: Tears of the Kingdom for a robust single-player experience, Splatoon 3 for multiplayer gaming on the go, as well as the recently released F-Zero 99 to really get a feel for its overall responsiveness.
Want some enhanced audio to go along with the Nitro Deck? Have a look at our best Nintendo Switch headsets guide. And if you’re opting for the base Nitro Deck model, our best Nintendo Switch carry cases list can help you save money on top carry case options.