Gaming
ASUS ROG Phone II Hands-On: The ultimate in mobile gaming
With new and improved accessories too
Is there a place for gaming phones in 2019? ASUS believes so. In fact they’re so bullish about the mobile gaming industry that they’re giving their gaming phone an update. This is our ROG Phone II hands-on.
At first glance, it’s not very different from last year’s model and that’s intentional. Their focus hasn’t been to rework the wheel but to make the original even better.
The phone is now taller, giving it that now popular 19.5: 9 aspect ratio. It’s built tough with a Gorilla Glass 6 display and is intentionally flashy with RGB lighting baked into the logo on its back with ROG’s trademark styling.
Best display on a smartphone today
The flat all screen display is edge-to-edge except for its top and bottom. ASUS said this is a design decision so that gripping the phone doesn’t get in the way of gameplay.
It also leaves room for the dual front firing speakers and a selfie camera. It’s strategically placed so game streamers can play and stream at the same time.
The panel itself is impressive possibly the best we’ve seen on a smartphone today. It’s the world’s first 120Hz AMOLED display on a smartphone with a super fast one millisecond response time.
It not only gives you buttery smooth transitions, but combined with ultra low touch latency, it’s supposedly also going to give you an advantage when pulling the trigger in a head-to-head shooting game. This HDR display is glorious. Colors pop and images are rich and vibrant. It’s my new favorite display and is perfect whether you’re watching videos or playing games.
Baked into the display is a fingerprint scanner which, based on our initial tests, is quick and snappy.
Performance fit for the most competitive gamers
When it launches, the ROG Phone II will also be one of the most powerful smartphones in the market today. Topping early benchmark tests versus other flagships including the Galaxy S10+ from Samsung and the OnePlus 7 Pro.
It’s powered by an updated version of Qualcomm’s Snapdragon 855 — the 855 Plus which is even faster. Coupled with an updated Adreno 640, it’s promising a 15 percent GPU performance.
A completely souped up model will have 12GB of RAM and 512GB of storage. The phone promises to handle any power intensive game you throw at it with not only fast frame rates but also a commitment to sustained performance across long gaming sessions.
To keep its internals running at optimal condition the phone offers three steps of cooling: First with a 3D Vapor Chamber, second with a built-in heat sink and vents on its back cover, and third via an attachment called the Aero Active Cooler II. With all of these working together, ASUS promises unbeatable performance.
A battery that can handle all that power
So what about battery life? Surely all of this performance power will take a toll on battery life? Nope. The ROG Phone 2 will come with a massive 6000mAh battery. That’s 2000mAh more than most flagships these days.
ASUS is promising 7.1 hours of battery life when playing something like PUBG. What excites me the most is that non-gamers could potentially get two days of more than average use.
The phone also comes with fast charging support built in. A full charge will take one hour and 21 minutes.
More love for gamers
There is much more gamers will love about the new ROG Phone II. ASUS kept the Dual USB-C ports — one on the bottom of the phone and one on its side. This means you can charge the device and continue playing any which way you like.
I also particularly like the improved air triggers that let you control your game by tapping either top side of your phone in landscape mode. Along with an improved vibration motor, the phone feels more like a game controller than ever before.
It’s clear that this isn’t your average phone. It’s one built specifically for gamers. But having said all that ASUS says it’s not just the best gaming phone. It’s a great flagship too!
To ensure the experience is top notch. They gave the ROG Phone II the same impressive camera that’s on the Zenfone 6. Except for its flipping mechanism of course.
A 48MP main camera and a 13MP ultra wide secondary camera. Take a look at some sample photos.
On the front of the phone is a 24MP selfie camera. Here are some selfie samples.
The ROG Phone Ecosystem
Depending on how you like to play, ASUS attempted to cater to every game style with a range of accessories made specifically for the ROG Phone II.
The new Kunai gamepad comes with controllers that snap on to a bumper reminiscent of the Nintendo Switch. You can also attach the controllers to the Kunai Holder and use them as you would a gamepad.
The Twin View Dock from last year has also been updated making it lighter and easier to use. It can also be used in conjunction with the GamePad.
Other accessories include the Aero Active Cooler II, Aero Case, and the Lighting Armor Case. Older accessories like the desktop dock, Pro Dock, and the WiGig Display Dock Plus also support this new model.
Is the ROG Phone II your GadgetMatch?
Let me start by saying this phone isn’t for everyone. From the way it looks, to some of its standout feature, these are things that appeal to a very special kind of user.
If you’re the type who is serious about mobile gaming then it definitely is going to be a good investment. If you’re not a gamer but care about things like a great display and ultra long battery life this might be a phone worth considering also.
Representatives from ASUS tell me that once the phone rolls out globally this September there will also be an option to change its interface to the stock-like ZenUI for a more everyday smartphone feel. That’s good news too.
The ROG Phone II launches in China this week. The Global Version is coming first week of September – our review video will drop around the same time.
I came into ACE Combat 8: Wings of Theve completely blind.
I knew very little about the franchise outside of the fact that it’s a fighter plane game. My entire exposure was limited to a handful of press releases from Bandai Namco and, of course, the noise the pink-haired character made on social media when she was first revealed.
So, I had no idea what to expect when I climbed into the cockpit.
What surprised me most wasn’t the flying. It was everything that happened outside of it.
A surprisingly beautiful presentation
I was floored by the story segments of the game, particularly the visuals and presentation.
A lot of these scenes are presented from a first-person perspective. The characters and environments you interact with are beautifully rendered, and there’s an impressive level of detail to the world around you.
It looks like a AAA game. It just doesn’t move like your typical AAA action game or RPG. That threw me off a bit.
There’s something intentionally different about how ACE Combat 8 presents its story and world. You’re not controlling a character running around a beautifully rendered environment. Instead, you’re mostly observing the world from a grounded first-person perspective before getting back into the cockpit.
It’s an unusual approach, but one I found myself appreciating.
Learning how to fly
The bigger adjustment was actually flying the plane.
I had trouble getting used to the controls and the structure of the missions. I failed the first one quite a few times because I couldn’t fully understand the radar or the environment I was flying in.
It took plenty of getting used to on my part.
Even after a few hours of play, I can’t say I got fully used to it.
The game offers STANDARD and EXPERT control schemes. STANDARD is designed to be more intuitive, while EXPERT gives you more control over the aircraft through traditional roll-and-pitch inputs.
I still had plenty to learn regardless of the control scheme. There’s a lot of information to process at once: your aircraft’s position, altitude, speed, radar, targets, incoming missiles, objectives, and everything happening around you.
It takes time to develop a feel for how everything moves.
Missions aren’t just about shooting everything
The mission structure is quite specific.
You have to do things a certain way in each mission. It’s not just “blast everything in your path.”
That offered a lot of variety and made the game more engaging.
Some missions asked you to maintain a certain altitude to avoid detection. Others demanded expert flying. Some also felt like full-on aerial combat.
Objectives can range from destroying targets and protecting allies to earning a certain number of points, with some missions changing objectives while you’re already in the air.
That keeps the campaign from feeling like a series of identical dogfights.
There’s also a progression system built around different aircraft types, including fighters, attackers, multirole aircraft, and electronic warfare planes. More than 30 aircraft are available, with new planes, upgrades, and special weapons unlocked through the Aircraft Tree.
Your choice of aircraft and weapons can also change how you approach a mission. A fighter makes sense when the skies are packed with enemies, while an attacker can be better suited to ground targets. Multirole aircraft offer a middle ground when you’re unsure what you’ll encounter.
Wingman commands add another layer to combat. You can order your pilots to attack, spread out, provide support, or use their special weapons.
The result is a game that asks you to pay attention to what’s happening instead of simply holding down the trigger.
A story worth sticking with
The story I’ve encountered so far isn’t something to write home about.
Its presentation, however, is engaging enough that I feel a lot of people can easily soldier on to see it through to the end.
The first-person story segments, radio chatter, briefings, and events that unfold during missions give the campaign more personality than simply jumping from one dogfight to another.
There’s clearly a larger conflict unfolding, and the game does a good job of making its missions feel like part of something bigger.
The presentation does a lot of the heavy lifting here.
Is ACE COMBAT 8: Wings of Theve your Play Match?
The campaign has 30 missions that run at around 15 minutes each, give or take. Your mileage, naturally, will vary.
For me, those first few hours took longer because I was still trying to figure out how to move, where to look, and what the game actually wanted me to do.
ACE Combat 8 isn’t immediately intuitive if you’re coming into it completely blind like I did. The game does give you training options for practicing flight controls and special weapons, which can help you get comfortable before throwing yourself into tougher missions.
Once things start clicking, though, the experience becomes quite distinct from the type of game most people gravitate towards.
Overall, ACE Combat 8: Wings of Theve feels like a nice break from the usual games where you control a single character and go through linear levels or an open world.
It’s the perfect palette cleanser.
I didn’t expect to spend my first few hours struggling with radar, movement, altitude, and mission objectives. Those struggles also made the moments when I finally understood what I was supposed to do feel more rewarding.
I’m still not fully comfortable in the cockpit.
I’m also ready for another sortie.
Verdict: Swipe Right.
Lords of the End Times brings four new Legendary Lords, new units, and a major update to Total War: Warhammer III. More importantly, it gives players another excuse to return to the sprawling Immortal Empires campaign.
For anyone who has spent time with Total War, the appeal is familiar. You spend turns building your empire, managing armies, negotiating with rival factions, and deciding where to strike next. Eventually, all that planning leads to the part where thousands of soldiers meet on the battlefield and you have to make those decisions work in real time.
That combination remains the core of Total War: Warhammer III. Lords of the End Times doesn’t fundamentally change that formula. Instead, it gives the existing sandbox more characters, units, and ways to approach its battles.
Two layers of strategy
The campaign map is where much of Total War‘s strategy happens.
You have time to consider where to move your armies, which provinces to develop, what to build, and how to deal with other factions. Those decisions can seem slow compared to the battles themselves, but they’re what give the real-time encounters their weight.
A battle isn’t happening in isolation. The army you bring with you reflects the choices you’ve made on the campaign map. Your available units, resources, reinforcements, and strategic position all affect what happens once the fighting starts.
That creates a useful rhythm. The campaign gives you room to plan before the pace suddenly changes when two armies collide.
It also means a victory isn’t simply about having more units. Bringing the right army to the right fight matters, and the battlefield can quickly punish a poor decision.
The battlefield is where things get hectic
Once the fighting begins, Total War: Warhammer III becomes much more immediate.
Positioning matters. Infantry can hold a line while cavalry looks for an opening. Ranged units become more effective when placed where they can actually see their targets. High ground can give artillery a better angle, while terrain can create opportunities for a flank.
There is also plenty to manage once the battle gets moving.
You can adjust formations, move individual units, cycle cavalry charges, control flying creatures, and time spells around the rest of your army. The amount of information on screen can be intimidating at first, but it becomes easier to read once you understand what each unit is supposed to be doing.
That’s where the comparison to older real-time strategy games makes sense. The fundamentals of positioning, unit control, counters, and timing are still here. Total War simply operates at a much larger scale.
The difference is that battles can become considerably more chaotic. A plan that looked sensible a few minutes earlier can fall apart once several units engage at once.
Warhammer is doing a lot of the heavy lifting
The biggest strength of Total War: Warhammer III is arguably how much variety the Warhammer setting gives the formula.
Different factions don’t simply use different models. They can change how you approach the campaign and the battlefield.
The undead, for example, play very differently from the Skaven or the Empire. Their units, abilities, heroes, and mechanics encourage different approaches to combat. That variety gives the Immortal Empires campaign plenty of room for experimentation.
It’s also where the spectacle comes into play.
There is something inherently entertaining about watching enormous monsters, heavily armored troops, magic users, and entire infantry formations collide in the same battle. Spells can reshape an engagement in seconds, while a well-timed charge can turn a losing fight around.
The Warhammer setting gives Creative Assembly plenty of toys to work with, and Lords of the End Times adds even more of them.
A lot to take in for newcomers
The scale can also make Total War: Warhammer III look more intimidating than it actually is.
You don’t need to know every faction or understand decades of Warhammer lore before starting a campaign. There is certainly a lot of lore to discover, but the game can be enjoyed simply by learning what your army does and figuring out how to make it work.
The visual spectacle helps, too.
Seeing enormous creatures fight alongside conventional troops makes even routine battles feel distinctly Warhammer. A battlefield can go from an organized formation to complete chaos surprisingly quickly once magic and monsters enter the equation.
That doesn’t mean the game is immediately simple. There are a lot of systems to learn, particularly once you start digging deeper into the campaign. But there’s a natural progression from figuring out basic formations to experimenting with more complicated strategies.
Lords of the End Times gives the sandbox more room to play
Lords of the End Times works best when viewed as another expansion of the Total War: Warhammer III sandbox rather than a reinvention of it.
The appeal is still the same: plan on the campaign map, build an army, pick your battles, and then try to execute that plan once everything starts moving.
The new Legendary Lords and their accompanying mechanics give players more ways to approach that loop, while the scale of the battles remains one of the game’s biggest attractions.
For longtime Total War players, that’s probably the most important thing. Lords of the End Times doesn’t need to reinvent the series to be interesting. It just needs to give players another reason to start another campaign and see what happens.
And, considering how easily a carefully planned campaign can descend into battlefield chaos, there is usually plenty to see.
Gaming
CRISIS CORE -FINAL FANTASY VII- REUNION physical edition now available for Switch 2
Zack Fair’s story comes to Switch 2.
Bandai Namco Entertainment Asia and SQUARE ENIX have released the physical edition of CRISIS CORE -FINAL FANTASY VII- REUNION for Nintendo Switch 2 in Southeast Asia.
Players can also purchase the game digitally on the platform. Availability may vary by region and retailer.
Zack Fair’s story returns
Set in the mako-powered metropolis of Midgar, CRISIS CORE -FINAL FANTASY VII- REUNION follows Zack Fair, a young operative in Shinra’s elite SOLDIER unit.
Zack investigates the mysterious disappearance of SOLDIER operatives alongside his mentor, Angeal, and the legendary Sephiroth. His journey reveals the events that shaped the world of FINAL FANTASY VII and his connection to Cloud Strife.
The game revisits Zack’s story with an HD graphical overhaul of its character models, user interface, and environments. It also features fully voiced dialogue in English and Japanese, alongside an updated action-combat system.
Players can trigger Limit Breaks and Summons as they battle their way through the story. The game also supports handheld and docked play on Nintendo Switch 2.
A look back at Zack’s legacy
Originally released as a remaster of the PSP classic, CRISIS CORE -FINAL FANTASY VII- REUNION offers a refreshed take on one of the franchise’s most significant prequel stories.
In our GadgetMatch review, we explored how the remaster brings Zack Fair’s journey to modern platforms while preserving the emotional core of his story.
The release also gives players another way to experience the events leading into FINAL FANTASY VII, ahead of the upcoming FINAL FANTASY VII REVELATION, the third and final entry in the FINAL FANTASY VII Remake series.
For more information about CRISIS CORE -FINAL FANTASY VII- REUNION and other Bandai Namco Entertainment Asia titles, visit the official website.
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