Gaming
ASUS ROG Strix Scar 17 review: A daring proposition
Bulky-sleek, with power you’ve relied on for years
Most gaming laptops these days are going for sleeker design options even with hefty internals inside. At first, you would think that it poses several issues with thermals and heat-filled components you can fry eggs on. Obviously, the benefit for it is a power-hungry machine for great gaming performance.
I’ve seen ASUS ROG’s previous STRIX SCAR laptops that follow a similar trend of producing sleek yet power-hungry devices. Unlike their other gaming laptops, these look and feel easy to bring around while equipped with the latest gaming-ready internal hardware. Again, with sleek form factors comes the thermal issues surrounding it.
So, when the latest version of the ASUS ROG STRIX SCAR 17 (G733) was launched, I wondered “what are these guys going for this time?” It arrived at my doorstep in a rather hefty packaging, with lots of freebies inside. Right out of the box, it doesn’t seem like it’s anything different from the other STRIX SCAR laptops they’ve had.
Wait, why does it look sleek but it feels bulky?
When I first removed the device from the box, it felt a little bulkier physically. Don’t get me wrong, I looked at it from all angles and it’s still quite slim and sleek compared to most gaming laptops. However, I felt that this gaming laptop has some heft to it in its sleek form factor at about 2.7 kg.
While we’re on the form factor, ASUS ROG manages to retain the same design features with one key difference. The review unit I received came in a pristine black finish, with the LED ROG logo on the lid. Of course, you can’t really take any of the RGB LED strips away from the bottom of the laptop. For ergonomic reasons, most of the ports are at the back, which is a great touch.
Unlike the previous models, ASUS ROG’s main gimmick here is the customizable Armor Caps for added customization. Essentially, they’re just a part of the hinge mechanism for the display that you can customize with any color or logo. Plus, you can 3D print your own cap if you’re not really a fan of the ones they have in the box. Personally, it’s not something I’d completely rave about but it’s nice that they extended the customization to that level.
Gaming performance, as expected, delivers well
One thing I would completely rave about the ROG STRIX SCAR 17 is its gaming performance. See, the device comes with an AMD Ryzen 9 5900HX processor and an NVIDIA RTX 3080 inside the bulky-sleek form factor. Ideally, what you’re getting is, quite simply, a power-efficient gaming setup fit for the competitive scene.
Most of the games I played through this machine ran quite well, all things considered. Part of the reason is also because the FHD anti-glare display also came with a 300Hz refresh rate, which is pretty smooth. Although, it does come with a 3ms response rate so you may have a little bit of difficulty reacting to somebody one-tapping you.
Now, because this device came with a more modern RTX card, I figured that I should look at some games a bit separately. Hopefully, I’m painting a good whole picture here:
Standard, old-fashioned, high quality gameplay
Without even turning any RTX setting on, most games fared more than well on the ROG STRIX SCAR 17. Here’s just a bit of a run down of how some of the games I played ran with their respective game settings:
| Title | Graphics Settings | Avg. FPS |
| VALORANT | Max. Settings | Agent Select: 367 FPS
In-Game: 210 FPS |
| Fortnite Battle Royale | Epic Settings | 119-133 FPS |
| Apex Legends | Max. Settings using all 16GB of VRAM | Lobby: 125-130 FPS
In-Game: 155-170 FPS |
| Call of Duty: Warzone | Max. Settings | 107-110 FPS |
| Cyberpunk 2077 | High Settings | 67-74 FPS |
| Rocket League | High Quality Settings | 255-264 FPS |
| GTA V | Max. Settings | 91-103 FPS, depending on the environment |
| Shadow of the Tomb Raider | Ultra Settings | 91 FPS |
Clearly, the RTX 3080 slayed in most competitive and casual games alike, while also providing accurate colors and details. There were some instances of momentary lag due to too many things happening — especially with intense gameplay. However, for the most part, it’s a gaming machine fit for every possible game you could throw at it.
Turn on the ray-tracing power
Admittedly, among all of the games I played, only four of them support any RTX functionality of any kind. Whether it was shadows or immense lighting effects, my assumption is that the RTX 3080 can simply handle all of it. My goal here was to, at the very least, achieve a playable frame rate given how beefy ray-tracing is:
| Title | RTX Compatible | Graphics Settings | Avg. FPS |
| Fortnite Battle Royale | Yes | Epic Settings
For RTX: set to Quality and all set to highest |
50-57 FPS |
| Call of Duty: Warzone | Yes | Max. Settings | 98-105 FPS |
| Cyberpunk 2077 | Yes | High Settings
DLSS on Quality For RTX: set to Ultra |
54-58 FPS |
| Shadow of the Tomb Raider | Yes | Ultra Settings
For RTX: no option for it, but there is RTX for Shadow Quality |
94 FPS |
While I was playing these games, it was a pleasure just taking in all the visual enhancements ray-tracing brings. Reflections and shadows are present and in roughly full detail, and I still got close to 60 FPS on games with the ray-tracing turned up high. Then again, I’m playing on a FHD display so I still prefer replicating this on higher resolutions.
Pumping the brakes for a little bit
With an AMD chip inside this machine, I was expecting that it would last quite well under significant load. During my entire usage of it, I got about 6-7 hours using it for productivity purposes and a little bit of gaming. When you’re gaming full time at 60 FPS, I only got about 2 hours worth of juice on it — right around most gaming laptops.
Although, when you do need to fill it up again, it doesn’t take that long. In my tests, it took close to 2 hours for one full charge provided you’re not doing anything else. While you’re using it while charging, it takes just an hour and 45 minutes longer on average. It’s still quite fast, but it’s probably also a reminder for you to take a break from intense gameplay.
Now, the package also came with a 100W USB-C charger that you can use for both your phone and laptop. Although it doesn’t charge your bulky laptop that fast, it’s something quite nice to include as a multi-device charger.
Staying cool under pressure
I touched on this earlier about how most sleek gaming laptops have some thermal issues with it. If it comes with heavy-duty components, the devices tend to get pretty warm and uncomfortable to use for a lengthy period of time. Sometimes, it would feel like you could fry eggs on your keyboard, but please don’t try to do that.
In the ROG STRIX SCAR 17’s case, it does feel warm around the sides and rear end — where most of the ports are found. When you’re playing for longer hours or under all that ray-tracing workload, it heats up significantly. I mean, just the air coming out of the heatsinks at the sides feels enough to burn my hand. Also, the fans tend to get quite loud at times, so prepare your headphones.
However, for some reason, it wasn’t uncomfortable, especially around the keyboard. See, ASUS used its patent Liquid Metal cooling technology for the powerful CPU and GPU inside. Even while boosting the GPU to push out better performance, the device remained warm enough not to make the keyboard an uncomfortable, hot piece of equipment.
About the other assets in the package
Apart from everything I’ve mentioned above, I feel there are a lot of other things to highlight for this device. First off, I thoroughly enjoyed using the mechanical keyboard of the ROG STRIX SCAR 17. It uses optical mechanical switches that act a level of clickiness with every key press, and they’re also quite accurate.
One other thing I liked was the inclusion of more ROG peripherals within the package itself. When I took everything out of the box, the ROG STRIX SCAR 17 came with the ROG Chakram Core, the ROG Delta RGB Headset, and the ROG Eye. All in all, it feels like a complete package that you can also give content creation or streaming a go for this device.
Also, inside the package is the Keystone II in a nifty keychain. Essentially, if you’ve had any of your Aura Sync settings or you just need a ghost drive, this is one of ASUS’s technologies that will surely be useful.
Is this your GadgetMatch?
At PhP 199,995, the ASUS ROG STRIX SCAR 17 has a daring proposition for the competitive gamer. On the outside, it’s a bulky-sleek gaming machine with a ton of RGB to go around and customization options galore. Inside, you will find one of the bulkiest and hottest sets of components assembled for competitive gaming performance.
It’s a package that ASUS ROG has delivered in many forms for years on end. Yes, they will come with the usual thermal issues and even a little too much RGB for others. Although it is at a hefty price point, it is still a device worth your hard-earned money in the long run.
Quite simply, the ROG STRIX SCAR 17 is a gaming laptop — to quote ASUS ROG on this — “for those who dare.” It’s something they’ve said for their ASUS ROG Phone 5, but I think it extends even further to their gaming laptops.
Gaming
WWE 2K26 lets you live out all the fantasy matches you could want
But you have to play for hours and hours to unlock everyone.
The old SmackDown vs. RAW games were some of the most fun I’ve had as a teenager. Though I didn’t own a PlayStation 2 or 3 then, I had a PlayStation Portable and the series’ corresponding version. Sure, it didn’t have the then-advanced graphics, but the games kept me company for many a day and night. And it all revolved around a simple premise: letting wrestling fans live out their fantasy matches.
Now, with over 400 playable characters on launch, WWE 2K26 hopes to rekindle that magic. Previously, 2K’s take on the wrestling simulator never really captivated me as much as the SvR series did. Though players still had a similarly large roster throughout the years, the series felt too homogenized, too riddled with microtransactions. This year, the series got me thinking again: Can sheer numbers singlehandedly usher a new renaissance for WWE gamers?
The good: Four hundred superstars under one banner
WWE 2K26 touts over four hundred playable characters on launch. With unannounced DLCs still on the horizon, this number will surely balloon further. Even for a dedicated WWE fan, having over four hundred playable characters is insane. Where else can I pit Joe Hendy against Andre the Giant and create my own WrestleMania III moment?
The only catch, however, is that the game did some stat padding to get to this enormous number. Besides having multiple personas for a single wrestler (and CM Punk alone has ten of these), the roster includes a platoon of fictional MyRISE characters, which comes off as distracting if you don’t particularly engage with the MyRISE mode.
Ironically, the game didn’t even need to pad its stats this way. For the first time in the series, the launch roster includes Superstars from the current WWE roster, TNA, AAA, and the Hall of Fame. I could spend hours just feeding a litany of Superstars to TNA legend Abyss. That’s something I could never have done in the old SvR days.
The good: A more fluid fighting system
It also helps that WWE 2K26’s fighting system is the most fluid that the series has been. Wrestlers no longer feel like wooden animatronics skipping from one animation to the next. Each punch flows smoothly into a clothesline, a grapple, a carry, or a finisher.
It is, of course, at the expense of a more complex control scheme where each input combination corresponds to its own move. A stray waggle of the right joystick, for example, can have your wrestler careening towards their opponent in ways you never intended.
It takes some time to get used to. Every time I get a WWE 2K game, I always need a refresher course for the controls. Plus, each entry introduces something different. This year introduces rushing opponents to the corner and carrying opponents in different ways.
Another new addition is the new third-person camera which follows your character, rather than being locked to the ring. To me, this was a welcome feature. The original camera can often betray you by having various elements (other wrestlers, the ring itself) block your view of the action, thus preventing you from reacting correctly to your opponent. The dynamic third-person camera solves this and makes the fight more immersive.
That said, the camera necessarily changes the controls a bit because you need the right joystick to look around. Because of that, I had to revert back to the original camera after a while. Regardless, this is a step in the right direction.
The improved fight scheme is also a step in the right direction. WWE 2K26 is the franchise’s most immersive entry to date because of how fluid the action plays out.
The meh: Iterative game modes
Every yearly sports simulator falls prey to the curse of iteration. Because it’s an annual release, every game needs to add something new for players. At the same time, the same game can’t iterate too much, or it might end up alienating fans of the previous title. Each WWE 2K title has to be the same but also a bit different.
WWE 2K26 goes through the same rigamarole. Most of the game’s different modes don’t offer a lot of improvements from last year. So, if you loved last year’s MyRISE, MyGM, and Universe Mode, you’ll likely find this year’s iteration inoffensive.
“Inoffensive,” however, isn’t the best way to sell a new game. At the very least, MyFACTION gets interesting improvements. For a mode I historically dislike every year, WWE 2K26’s MyFACTION ended up being the one I loved the most this year.
This year, the layout feels more intentional. Though it still lacks the exciting animations of NBA 2K, opening a pack no longer looks like a PowerPoint presentation. There’s also more ways to fight offline with the addition of a challenging World Tour mode. Plus, with intergender support and team chemistry, this feels like the update that MyFACTION needed.
In another twist of fate, Showcase Mode ended up being the loser this year. WWE 2K26 rehashes last year’s schtick of having the star rewrite their history. Last year, this worked with Paul Heyman, a notorious bad guy. It doesn’t really stick with this year’s star, CM Punk, the so-called voice of the voiceless.
Punk could have shined with the traditional style of laying their commentaries over their past matches, especially with his shoot style. Instead, we got a series of what-ifs with practically no commentary. It’s just not what I expected from a firebrand like CM Punk.
The bad: The Ringside Pass
For the first time in the series, WWE 2K26 has a battle pass called the Ringside Pass. Like battle passes in other games, the Ringside Pass unlocks more content as you play through the game. However, unlike today’s standard which revolves mostly on cosmetics, this version locks a treasure trove of playable wrestlers behind an experience gate.
Even if you already paid for the game, WWE 2K26 asks you to play an inordinate number of hours just to unlock the best wrestlers in the game.
To be fair, it’s not all bad. Right out the gate, the game already gives you access to heavy hitters like CM Punk, Shawn Michaels, and John Cena. However, a lot of favorites are still unplayable including Bret Hart and Kurt Angle. This even includes the strongest version of Bray Wyatt, who’s locked under the last tier of the current pass.
Gaining experience isn’t an easy feat, either. After playing for hours and hours, I still haven’t unlocked more than half of the tiers. At the very least, there is no time limit, so I can play the game at my own pace.
Props to WWE 2K26 for making its battle pass have fulfilling rewards, but it’s still unfortunate that significant elements of the game are locked behind hours and hours of playtime.
The gameplay loop is real and repetitive. And it all circles back to how iterative the game modes are. If only the game modes ended up being as exciting as they were last year, then it would have been exciting to play over and over again. Instead, WWE 2K26 prevents you from engaging in greatest strengths: an exciting roster and a fluid fighting system.
Is WWE 2K26 your PlayMatch?
Last year’s WWE 2K25 was an exciting period for the series. Though this year’s version keeps most of what made the previous game so exciting, WWE 2K26 also adds features, especially the Ringside Pass, that ultimately detract from the entire experience. It’s a small step back, which can hopefully be rectified next year, if not in future updates.
WWE 2K26 is a Swipe Left if you didn’t love last year’s game anyway. The game doesn’t add anything that might change your mind.
However, it’s a Swipe Right if you missed the pure joy of creating dream matches. The game’s massive roster allows for so many impossible matchups to happen, even if only in the digital realm. Just get ready to grind for a long time.
Gaming
God of War: Sons of Sparta takes a more contained approach to Kratos
Filipino devs were part of it.
There’s a version of God of War that lives in most people’s heads. It’s loud. Cinematic. Heavy with consequence. The kind of game that feels bigger than you.
God of War: Sons of Sparta isn’t that. At least, not in the way you expect.
It’s more contained. 2D. Pixel art. But spend a little time with it, and you start to see what it’s trying to do. Not replace the modern games. Not outdo them.
Just… revisit something familiar from a different angle.
A different take on Kratos
Instead of gods and world-ending stakes, Sons of Sparta focuses on Kratos earlier in his life, training as a Spartan alongside Deimos. It’s more contained. More personal.
You’re still fighting through brutal encounters. But the framing feels different. Less about destiny, more about who Kratos was before everything spiraled. And somehow, even in pixel form, it still feels like God of War.
Where Filipino developers come in
One of the more interesting parts of this project is how it came together.
Mega Cat Studios worked closely with Santa Monica Studio to build the game. That includes a strong presence from their Philippine team.
But it’s not framed as a separate unit.
“There is no separation between Mega Cat Pittsburgh and Mega Cat Philippines,” says Art Director Janley Clavio.
“We operate as one phalanx, and were part of the game from the beginning.”
That last part shifts the narrative from “support work” to actual collaboration.
The kind of work you feel more than you see
The team contributed to environment art, asset production, and overall polish across different areas of the game. Not the flashy headline stuff. But the kind that shapes how the game feels moment to moment.
“Our work supports the player experience without pulling attention away from the story,” Clavio explains.
Think temple interiors and ruined battlefields. Small details that hint at what happened in a place before you got there. It’s subtle. But it adds up.
Staying true to God of War—even in 2D
Working on God of War comes with a certain weight. Fans know how this world is supposed to look and feel. So, even if Sons of Sparta shifts genres, the expectation doesn’t really change.
“We had to make sure it wasn’t just any retro pixel art game—it had to be a God of War pixel art game,” Clavio says.
That meant studying the details. How materials look. How lighting behaves. How environments guide you. And then translating all of that into something simpler—but still recognizable.
A team that knows when to hold back
One thing that stands out from the conversation is restraint. There’s an understanding that when you’re working on something like God of War, you don’t need to reinvent everything. You just need to get it right.
“When you’re working on something fans already love, your job is to enhance it—not reinvent it.”
That mindset shows up across the game. It respects what came before, but still finds space to do its own thing.
Small details, personal touches
There are also a few quiet nods tucked into the game. Nothing too obvious. Nothing that breaks immersion. But enough for the team to leave their mark.
“For our Filipino artists, it’s a point of pride knowing that a little piece of our culture helped shape a world millions of players will explore.”
It’s not something the game calls attention to. But it’s there.
Not just another spin-off
Sons of Sparta is easy to label as a side project. And sure, it kind of is.
But it’s also a good example of what happens when different teams come together with a clear understanding of what they’re building.
A more contained God of War game that still feels like it belongs. A different perspective on a familiar story. And a project where Filipino developers weren’t just involved. They were part of the process from the start.
It doesn’t try to be the biggest entry in the series. And honestly, it doesn’t need to be.
Gaming
SHINOBI: Art of Vengeance’s SEGA Villains Stage out on April 3
Face off against legendary SEGA bosses from different franchises
The SEGA Villains Stage DLC for SHINOBI: Art of Vengeance will release on April 3 for PlayStation 4 and 5, Xbox Series X|S, XBox One, Nintendo Switch, and Steam.
The DLC lets players face off against legendary SEGA bosses from different franchises: Like a Dragon and Yakuza, Golden Axe, and Sonic.
An animated trailer has been unveiled as part of the announcement. It features those franchises’ characters, Goro Majima, Death Adder, and Dr. Eggman.
There will be a total of five crossover stages, three bosses, and two Boss Rush modes featuring the bosses for the DLC.
In addition, there will be three more Ninpo, three new outfits, and six new music tracks. The SEGA Villains Stage DLC is a free update for all players.
Aside from the crossover, players can also try out a new Hardcore Mode which features changes in enemy placement and stronger boss attacks.
Additional combat settings also lets players adjust recovery frames, the flash effect, and camera shake. Various quality-of-life improvements are also planned for the 2D action-platformer.
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