What would it be like if humans were invaded by aliens, but they weren’t killed or captured for the usual reasons. What if we were awesome drugs? That’s what High On Life is all about. It’s written like a Rick & Morty episode which would be expected. Justin Roiland heads the writing and voice acting for the game just like in the shows. If you don’t like Rick & Morty then you won’t like this game either. I thought it was insanely funny and had a lot of witty humor not just in general, but also poking fun at gaming tropes. Walk away from a character mid-sentence and they will comment on it, sprint for too long, stand in one place for too long, and many other things.
The opening sequence sees your planet being invaded by aliens while you and your sister are in your house with your parents away. A series of events follow and you acquire your first talking weapon, Kenny, and then you are introduced to the game mechanics. There are five talking guns in total, and I found this very original and more interesting than just making a standard shooter. Each weapon is organic and shoots organic ammo. Kenny is a standard pistol, but using his Trickhole sees him shooting a green bouncing blob. This can be used to solve a few puzzles in the game as well. The second weapon is Gus. He’s your standard shotgun, but his Trick is a bouncing saw blade that can be volleyed with your knife. He can also suck enemies toward you. The third gun is Sweezy who is clearly a mock of Halo’s Needler gun. She can be used as a sniper pistol and uses a bubble that slows down time. Shoot the bubble to have it expand and explode to do damage. The fourth standard gun is Creature. He is kind of like a grenade launcher, but he shoots babies that attack enemies. His trick is a mind control baby that can help you out. He wound up becoming my favorite weapon just because the babies are fast and can kill enemies quickly and keep them off of you.
The final gun is Lezduit, but he is only used in the final level as a very powerful ultimate weapon. These guns will talk to you through the whole game and the humor is injected even into their animations. They stare at you and make faces, comment on everything you do, and just have this gross wet, and squishy biological thing about them. The game’s humor is full of vulgar humor from the sexual, potty, and overall just stuff that everyone usually laughs about. These weapons kind of remind me of Oddworld: Stranger’s Wrath. Weapons that are living and interact with you. The entire game is very organic and everything just looks and feels wet and goopy. It’s pretty hilarious.
Sadly, the story isn’t anything to write home about. It’s pretty much just like a TV show episode. You run around from level to level shooting the same bad guys in waves, jump around a bit, and kill a boss at the end of each level. These are bounties that you can turn in for Pesos to purchase suit and weapon upgrades at the pawn shop. Upgrades can give you bigger clip sizes, faster reloads, and enhance your Trick. Each boss fight is mostly different. A couple of them are pretty funny, but not everyone requires you to face the actual boss itself. I don’t want to spoil anything, but these are well done. You do eventually acquire a grappling hook to swing across larger gaps, a jetpack, and mag boots to walk on certain surfaces, but overall the combat beat is pretty repetitive. Sadly, despite how cool the weapons are, none of them feel very powerful and I always felt like I couldn’t kill as efficiently as I could in other shooters. Enemies are sponges and take a lot of damage and this can get frustrating with a lot of them coming after you. No matter what weapon I switched to I just felt like the balancing was off. Up close, Gus doesn’t do enough damage, and far away Sweezy’s charge shot can’t do enough damage. I just didn’t understand it.
Most of the cut-scenes are just characters talking in front of you and there are very few scripted events. You are mostly just going planet to planet, killing wave after wave, and killing a boss at the end. It’s very repetitive and I wanted to lose interest in the game pretty early on. The characters and writing are really fun, but it’s those long stretches of endless shooting that can really bore you. The shooting is bad, just unbalanced and there’s no variety. My favorite parts of the game were just the dialog and seeing new planets and character interactions. The shooting kind of came second. I really wanted to like the shooting more, but something just always feels off.
In the 8 hours it takes to finish the game it sadly has a really bad ending. It just quickly ends, and this goes to show there really aren’t any characters you can get attached to. They are all written like the small characters on the TV show rather than larger characters who should be memorable and defined. Kenny was probably the most interesting character of them all. This is one of those games that would be a good rental, and then you would quickly forget about it. There’s so much potential here for this to be a better game, but just not enough to put into it for it to be as refined as the games it makes fun of. Even the visuals, as bright and colorful as they are, kind of all blend together and the game is a technical mess. A poorly optimized Unreal 5 engine causes the game to run pretty badly even on really powerful PCs.
Overall, High On Life is a riot of a game with witty and fun dialog, funny characters, and some interesting weapon ideas, but the game’s moment-to-moment beat is repetitive and dull. You never feel like your weapons are powerful enough to do what they should thanks to bullet sponge enemies, but at least the boss fights are clever and funny. There are very few scripted events so there’s nothing to break up the mundane gameplay outside of standing still and listening to characters talk. The game is also poorly optimized despite how pretty the visuals are. Playing this once and forgetting is sadly what most people will do.
Dead Space was one of the last original IPs to really push the horror genre forward. I felt it was the only horror game to take Resident Evil 4’s torch and carry it along. The Callisto Protocol received a ton of hype because Dead Space’s co-creator Glen Schofield was leading the charge. The game was another third-person horror shooter with sick monster designs, a desolate Callisto moon, and a great story. I was honestly shocked by how below average this adventure is and was quite saddened the longer I played.
The game actually starts out quite well. You are Jabob Lee. A space courier delivering medicine to the prison colony on Callisto when suddenly everything goes wrong. Your ship crashes and you are wrongfully charged for a crime you did not commit. The game takes you on a pretty long cinematic journey for the first 30-45 minutes before the action starts. This is when things immediately started falling apart. The game’s main mechanic is melee combat. That would be fine and all, but it just doesn’t work as intended. You are expected to go one-on-one with each enemy and whack at them like Whack-A-Mole and then dodge attacks. It’s a dodge-and-then-attack type combat system. You can’t parry without unlocking it as an upgrade and animations can’t be quickly interrupted. It’s hard to judge the enemy’s attacks and how long their combo will go on. These animations just aren’t well done. It lead to many cheap deaths that came from the animations being too long and not interruptable.
This makes the first couple of chapters a chore, and most people might quit here. You do get weapons, but ammo is scarce until later on in the game. There are five weapons you can acquire, but don’t think these are as unique or interesting as Dead Space’s weapons. You really only get three weapons with two being nearly identical. Two pistols and two shotguns. One is a “Skunk” gun and the other is a riot gun. The only difference was their spread, to be honest. Your first weapon is the Hand Cannon which can pack a punch, but the Tactical Pistol is nearly useless. All of these weapons feel handicapped until you start upgrading them. Just like Dead Space, you get a limited inventory with healing items, valuables, and ammo. It’s literally a 1:1 ratio of how Dead Space plays.
Weapons are acquired by finding schematics (yeah that’s a direct copy too). You can find 3D printing stations throughout the game that will print add-ons, health, and ammo, but you won’t be able to buy everything in one play-through. No matter how thorough you are. It’s best to just upgrade the Hand Cannon and either Skunkworks or Riot Gun and do the rest on the next play-through. That is if you even want to. This hand-to-hand combat with these monsters just isn’t fun. Once I was able to get more ammo more often by stomping enemies (seeing a pattern here?) I tried to avoid melee combat. That’s not a good thing when the core combat mechanic is so bad that you don’t want to ever use it. Sadly, it’s forced upon you during the same two repetitive boss fights, but there were a couple of patches later on that made it more tolerable, but still not good.
Sadly, despite how great the visuals are the level design is insanely linear and boring. You just run down the corridor after corridor fighting randomly popping-up monsters until you get to the next fuse, switch, or generator. It’s pretty mundane and has already been done in many games before it. Unlike Dead Space, there are no puzzles here. In fact, the overall level design is just elementary and basic at best. There is one area where you must sneak around monsters that are sensitive to sounds. You can stab them in the back and do takedowns, but this was for an entire chapter. It became dull really fast. The only advantage was killing them all silently and then stomping on them to rack up tons of ammo. You do get a grappling glove that allows you to pull and push objects away, but this just seemed like an excuse to use death traps in certain arenas. It was poorly implemented.
The story itself doesn’t get interesting until the final chapter. There isn’t much story here at all. I wanted to know what this thing was that killed off the entire planet’s population, but you just move from scene to scene falling around trying to escape each section. It’s a poorly paced-story that seemed more like an afterthought. Jacob himself is well-acted, but we know nothing about him nor did I care one bit about his character. Dani is the other main character and I cared about her just as much. The game isn’t long enough or has enough story to tell us anything worthwhile. There’s no care in world-building through visuals like Dead Space did. You just move through corridor after corridor killing enemies that pop up and that’s it.
The visuals might be really good, but the performance is awful. Even after half a dozen patches, AMD FSR2 is broken, ray-tracing cuts the frame rate in half even on a 3xxx series card. There are tons of stuttering from poor shader optimization as well even months after release. Despite the nice visuals, they aren’t taken advantage of due to 90% of the game just being in cramped corridors. Overall, The Callisto Protocol is a colossal disappointment trying to copy Dead Space to a tee and failing to capture anything that made that game stand out or become the icon it is today. The monster designs are neat, the visuals are good, and the story’s premise is good. That’s about it.
Microsoft isn’t someone to mess with when it comes to controllers. Sure, the original Duke is lauded as one of the worst controllers ever made, and it has its fans, but the Xbox S controller really changed things up. Not to mention their analog stick orientation which is copied to this day by even Nintendo. The Xbox controller made built-in headset plugs a thing too. The Xbox 360 controller was considered the best controller ever made at the time. The ergonomics were fantastic and the later improved rotating D-Pad was a huge plus. The Xbox One controller only made things better with bumper button rumble, and just overall improved ergonomics and build quality. Microsoft messes the least amount with their controllers. They just like making it feel good and work. They also have a battery fetish that a lot of people don’t care for.
Fast forward to today and we have Microsoft’s next-generation controller. It’s probably the least changed compared to other companies, but it continues its design DNA. The ergonomics are slightly tweaked still, the built quality feels even better, and they took the idea of the rotating D-pad and the D-pad from their Elite controllers and made it standard. Xbox has the best D-pad out of all three companies. The bowl-shaped D-pad works so well with fighting games as it feels almost like an arcade stick. It’s very clicky and detents in the right spots. You can roll your thumb around for those quarter-circle moves with ease.
The trigger texture is also improved and feels very bumpy and gritty. The haptic feedback hasn’t changed either, but I guess that’s okay. It’s a stark contrast to Sony’s fantastic DuelSense controller. There isn’t much tech packed into this controller either. It’s probably the most basic controller available right now, but many gamers prefer that. You still get a headset input at the bottom and that’s about it. This feels like the Xbox One 1.5 update rather than a next-gen controller. There is an added share button in the center with Microsoft taking notes from Sony from the DualShock 4 controller. This makes sense with streaming and social media has blown up since the Xbox One debuted. The controller does have a USB-C port just like the DualSense so I applaud Microsoft for not making me get out the USB micro.
You still get your Bluetooth functionality, and they are still using AA batteries. Some praise this as that means this controller will always work and you won’t need to get a battery in a few years and tear it apart. Some hate it saying it’s not very modern of them to do. You can get rechargeable AA which I have been doing since the Xbox 360 era so there’s no need to whine.
Overall, the Xbox Series X|S controller is the least changed, but it still works. Microsoft is the poster child for “if it ain’t broke don’t fix it.” USB-C is nice with the added texture to the bumpers and triggers, but the biggest change is the D-pad. It just feels great. If you liked the Xbox controller up until now then you won’t be disappointed.
Once again Microsoft has pretty much merged Xbox and PC together into one seamless ecosystem. The Xbox Series X is a mid-range PC with every game having been ported to PC by now. This year was probably the strongest for Microsoft in a long time. While Xbox exclusives are absolutely zero for just that platform the ecosystem as a whole was very strong.
Bayonetta is finally back. After a long hiatus and rumblings of cancellations she made her debut on Switch. It didn’t disappoint. Fantastic visuals, advancements in every system, bombastic set pieces, and fun characters. It was well worth the wait.
USB-C docks are fairly common and can be used with the Deck. However, the unique handheld console form factor of the Deck makes it awkward to prop it up on something. If you use an external monitor this isn’t a problem, but I want to tinker around in desktop mode on the Deck’s screen itself which is just fine. The dock also keeps the Deck up off the table and just makes it look nicer in your setup.
The dock itself is built with high-quality aluminum. It’s solid and has a bit of weight. My biggest fear was the cable that goes into the Deck itself. Thankfully is fairly thick and the point where it goes into the dock itself feels solid. It would take a massive tug to pull it out. I would have preferred a braided cable here. The end that goes into the Deck is bent at a 90-degree angle and is very solid and won’t go anywhere.
The ports themselves are tight as well and not loose. The three USB-A 3.0 ports are a nice touch. You can have a keyboard, mouse, and external drive. Any combo of USB accessories will not be limited with this dock. The HDMI port is a nice touch since it’s full size. I also like the addition of an ethernet port. It works well and has access and status lights. I would have preferred the ethernet port on the rear as well, but you can only fit so much back there. I also would have liked an additional USB-C port that may be on the opposite side of the ethernet port. Missed opportunities, but what’s here is fine.
The docking part itself has rubber pads to keep the Deck from moving around and is molded perfectly the to bottom. The actual dock itself has rubber pads on the bottom so a simple bump or shake won’t knock your Deck over. I was even able to hold the Deck while it was docked to use the controls for testing things and it wasn’t an issue. The dock is also light enough and small enough to fit into a bag. It’s a high-quality product and I also didn’t have issues displaying 60hz at 4K, but why you would want to do this with the Deck is beyond me. It can’t game in 4K. Maybe in desktop mode with YouTube videos? The option is there at least.
I haven’t been this excited about a handheld console since the Sony PSP, nor have I been as impressed. There have been many excellent handhelds by Nintendo and various Chinese third-party manufacturers, but nothing quite like the Steam Deck. If you have been living under a rock for the last year the Deck is the most powerful handheld ever made to date. Sporting custom AMD APU hardware and many fantastic and exciting features that make the Deck the next handheld that makes gamers envious.
The Deck was announced at a bad time. With the global COVID-19 pandemic driving sales of popular consumer electronics sky-high thanks to chip shortages and shipment delays, the Deck was a hot-ticket item for scalpers and general gamers alike. I set my alarm and smashed the refresh button on Steam when the pre-order went live. The server crashed and was down for 2 hours after this and I thought all hope was lost. I finally got through and placed my $5 deposit only to realize it was going to be a year or more before I got my unit. When the Deck finally started shipping in late February everyone started pre-ordering more and gamers got greener.
If you want you can check to see when your pre-order will ship thanks to a bunch of community members’ calculator. It’s not 100% accurate but gets more accurate as people input when their Deck shipped. Mine originally said the end of July, but it shipped at the beginning. Check it out here.
I got my pre-order purchase email on July 4th. Right as I hit the bed to go to sleep the email arrived. It took about 9 days to arrive after the purchase. As of my purchase, there are less than 100,000 Steam Decks in the wild (probably not including review units) and I feel incredibly privileged to get my unit so early. I feel the 4.5-month waiting period allowed the Deck to receive a lot of updates and improve some over time.
There are 3,000 “verified” games as of this review with a third of my library being verified. Being Deck verified means the game boots up and launches without any tinkering and has readable text, supports the Deck’s resolution, and can run at default graphics settings. Similar to how you would experience a game on a console. There is a “playable” flag that means it runs fine, but there’s some weirdness like default controls don’t work or the text is hard to read. Another third of my library is playable. The third flag is “unsupported” which means Valve tested the game and the developer needs to work on it more. Anti-cheat systems usually prevent launching or some sort of weird third-party stuff. Or the game doesn’t work with the current Media Runtime files (Valve’s end) or the latest versions of Proton or Glorious Eggroll Proton…yeah, more on that stuff later.
The Unboxing
The unboxing experience was odd with the Deck. It almost feels cheap. There isn’t any type of fancy retail box. The Deck comes packed inside a blank shipping box with a paper insert instructing you to plug the Deck in and turn it on in multiple languages. The charger is in a separate box next to the Deck and the Deck itself is just wrapped up in plastic with a cardboard sleeve and inside its case. Yes, every Deck comes with a carrying case which is freaking revolutionary. This needs to be a standard. I’m assuming there will be final retail packaging once these things can be shipped and stay on store shelves after pre-orders are fulfilled.
The upgraded case is well worth it compared to the other two models. The interior cloth is more premium feeling and doesn’t attract as much dust. The strap inside is also black with higher quality material. The outside has a colored Deck logo and white zipper pulls. What really got me jazzed was the underside has a scoop punched into it with an elastic strap over it. This is for the charger! It’s freaking incredible and this should be a new standard for cases. The 512GB model comes with a sinch pouch for it with a Deck tag logo. I actually love this as it’s extra protection to keep the charger from falling out. You also get a cleaning microfiber cloth that says Steam Deck. It’s pretty cheap and you can get better cloths that will fit in the case, but it’s great for starters.
The other hardware bit that the other two models don’t get is the anti-glare etched glass. This has benefits and caveats such as slightly softer edges on everything and text being slightly soft. However, the colors are more saturated and look more vibrant while the screen itself isn’t quite as bright, but it does get darker at the lowest levels. There’s an excellent comparison video here. It’s not a deal breaker for the price difference, but it’s nice to have that premium option. The main difference is the internal storage space which is a continuing problem with consumer electronics and has been for the last 20 years.
The Hardware
Holding the Deck itself feels solid and of the quality, you would expect from Sony or Nintendo. It sounds silly, but it feels like a “real” handheld. While the Chinese ones have gotten better over the years in terms of higher quality plastics and tighter molds, the Deck is leagues above any of them. There’s no creaking, no sharp edges, no corners cut here. However, it’s insanely massive especially compared to the Nintendo Switch Lite. The upside is that the system is well balanced in the hand. It feels super solid and you can get a nice firm grip on it and it won’t cramp your hands. The layout of the buttons is similar to the Wii U gamepad, but with better ergonimics (the gamepad was dog crap let’s just all admit it). Everything is up top and at the far edges for minimum reach even on tiny hands. My 6-year-old was able to play this thing with no issues.
There are four rear buttons that sit right where your fingers wrap around the back but are tight enough buttons to not cause actuation by just holding the thing. You can easily squeeze your fingers to press these buttons and it freaking works. It doesn’t feel awkward or hard. I actually wanted to use these buttons in shooters because most of the weight of the console is already on those fingers. A firm, but not hard squeeze, will let you easily manipulate these buttons. A lot of R&D had to have gone into just this one feature.
There are also two trackpads below the analog sticks that also aren’t hard to reach. They are just large enough to move your thumb around on without struggling with the weight of the Deck. That’s the beauty of the ergonomic engineering that went into this thing. You can’t appreciate just photos alone. Holding this thing is a miracle and sets new standards for how larger handhelds should be made. These trackpads also have haptic feedback in them that can be adjusted in the settings. They also click which is great for using in desktop mode (more on that later) or games that need mouse control. The bumpers and triggers feel great and natural with the triggers having a good height to them similar to an Xbox controller and less like a PlayStation controller. The D-Pad needs credit as it’s great for fighters and allows rolling similar to the Xbox controller as well. The controls on this thing are absolutely perfect and I have zero complaints about them.
When it comes to I/O and various holes in the Deck it won’t let you down there. Similar to the Switch there’s a large vent up top but also one in the back with the speakers located at the bottom front below the Steam and Quick Access buttons. There’s an open SD card slot at the bottom right and the fact that it doesn’t have a door means fewer parts to break. It’s recessed just right and won’t get the way at all. Valve needs a lot of credit for putting the USB-C charging port at the top of the unit. While this means it’s not super easy to dock it means no cable is in the way when you play which I can’t stand about handhelds. The PSP had the port right where you hold it, and only the DS had the port in the rear. Sony never caught onto this. The charger port is also slightly loose by design to give it some play so it doesn’t short out and start breaking. Good on Valve for also thinking about this ahead of time. If you notice your port is loose, this is normal.
The volume buttons have a nice click to them and the power button has a white LED next to it when it’s charging. It turns off when it’s done. There is also a 3.5mm headphone jack located up top as well which makes sense. It’s already pretty thick and excluding this would be a pretty bad move. The screen itself looks fantastic thanks to the higher than usual resolution for a handheld. However, the aspect ratio being 16:10 poses issues for a lot of games as most don’t support that resolution so you get black bars on the top and bottom. While the Switch OLED has the best handheld screen ever made, the Deck is probably a good second. It’s crisp, vibrant, and has great contrast as it’s the first major handheld with an IPS display that’s normally used in gaming monitors.
The Software
It’s no secret that Valve’s SteamOS home consoles were a flop a decade ago. SteamOS was mostly used for Linux players who were a small percent of Steam users. Thanks to the Deck and its popularity not only will Linux gaming boom, but SteamOS is seeing major improvements now and has finally found a home. Steam on the Deck is a tailored handheld experience. There is a special storefront for Deck verified games only, but you can also browse the rest of the store, access your profile, friends, inventory, and everything else you could do on Steam on desktops.
There are some issues with it. There’s a persistence bug that constantly reminds you to claim your Steam Deck awards even though I already did. You can’t remove notifications or clear them without clicking on every single one. Certain Steam pages require you to use the touch screen and scrolling through the long pages on games is a bit cluttered. It all works fine, but I hope there are many improvements made to make Steam more tailored for Deck in the future.
The settings are fairly typical for both a handheld and Steam itself. Most of your settings on Desktop are here such as family sharing, download speeds, uploading screenshots, cloud saving, and various adjustments to calibrate the thumbsticks and trackpads as well as adjusting haptic feedback. The Quick Access menu is where this makes it a portable PC. You have access to performance overlays, underclocking and under volting the GPU and AMD FSR 2.0 is available at the hardware level for every game. All you have to do is lower the game’s resolution and turn FSR on to increase your frames in power-hungry titles like Elden Ring and God of War. You can turn V-Sync on at the hardware level and turn it off and set the FPS level you desire. There’s a new 40FPS mode that helps games find a sweet spot without pushing the Deck to get higher frames to save battery life. You can also turn on VRS for pixelated games to reduce battery life. There’s a lot of tinkering involved with the Deck which we will get into more and this can both be fun for an enthusiast like myself or a nightmare for a casual gamer.
The Games
In the end, we all want to game on this thing. I will get to emulation later as that seems to be one of the main reasons that are making the Deck so popular. As for “verified” Deck games they work just fine. These are games that launch with no issues, the default control scheme works, and it can hit 30-40FPS at default settings at the minimum. You can tinker to eke out every frame by looking up guides and changing settings around paired with FSR. High-end games like Days Gone needed this. FSR is probably a boon for the Deck as it needs it. Yes, the fact that you can run these next-generation/current generation games on a handheld is a miracle itself. Even at 30FPS. A lot of gamers, however, are going to get into this expecting max settings for every game and get upset or disappointed. While my 3080ti rig can run everything at 2K with ray-tracing enabled and hit 60+FPS in every single game, that’s not the case here. This is a handheld that lets you pick up where you left off on the go. Sony tried doing this with their handhelds and it failed as it relied on the developers to implement this type of feature and release their game on both platforms. The Deck takes them out of the equation.
The caveat here is that this is Linux gaming. It’s not perfect and requires a wrapper for Windows-based games developed by Valve. Proton is needed to run every single game, but it’s still not perfect. While Valve’s current stable version works for most games some require Glorious Eggroll, or GE Proton, which is acquired through the Discover store. This is a faster-developed version of Valve’s main branch. It includes patches, fixes, and features that aren’t available yet. It’s as simple as going into the game’s properties in Steam and enabling GE Proton once it’s been downloaded and installed from the Discover store. It’s still not always that simple.
Some rare occasions need an older version, and some need Media Runtime files that are considered advanced Linux user stuff. I spent dozens of hours already tinkering and trying to get certain games to work and I can report that so far only one hasn’t worked for me. There is also a way to add other launchers such as Ubisoft Connect, EA Origin, Battle.net, and Epic Games Launcher, but it’s a bit complicated and those games aren’t always compatible with Steam Deck at all. For example, Tony Hawk’s Pro Skater 1 + 2 will not work on Steam Deck no matter what version of Proton you use. Maybe when and if it comes to Steam this can change, but then there’s the issue with older games. GOG Galaxy is available through the Hero Game Launcher and most of these games can work just fine. You can even install mods like on PC, but the paths and structure of Linux are so much different than Windows. Everything is buried under tons of folders and it can be confusing and quite daunting. Even Windows’ file structure is emulated in each and every game install. I was even able to get pirated games to work through Bottles in the Discover store to allow regular game installs to run. I will cover how to do all of this in another post as most Steam Deck deep-dive stuff is pretty fragmented right now.
Most of the time even untested or unsupported games worked out of the box in my own experience. Fallout76 is technically unsupported but works fine and runs surprisingly well on the deck gettings 30-45FPS with the graphics settings at medium-high. Castlevania: Lords of Shadow – Ultimate Edition is another unsupported game but works great with no tinkering needed. However, a game like Bulletstorm: Full Clip Edition needed an older version of Proton and specific Media Runtime files installed through the terminal to work right. Grim Dawn had save issues where I had to copy the save manually from my other PC, create a character with the same name, and then overwrite the save files for it to recognize them. On top of that Grim Dawn didn’t recognize the standard controller layout or community profiles. I had to use a specific template and painstakingly remap the controller buttons correctly. This type of tinkering may keep a lot of gamers away especially if they just focus on the negative things like this.
When it comes to battery life it wildly varies. Desktop surfing can last 6 hours while a high-end game may drain it in 2. The battery life is comparable to the Switch. When it comes to things like heat and fan noise my unit is fairly quiet even when the fan is going full bore. The air coming out is incredibly hot but surprisingly doesn’t heat the Deck up like a phone would. The Deck has a fairly accurate battery counter based on your current usage including charge time. A full charge takes around 2 hours similar to the Switch.
Desktop Mode
The Steam Deck also breaks new ground by making this a handheld portable desktop. With the official dock coming soon and unofficial ones already available you can plug a keyboard, mouse, and USB-C monitor in this thing or any other type of output that your dock supports. You can simply long press the power button and go straight into desktop mode. This brings up a Windows-like UI with a desktop, start menu, and various customizable settings like the splash screen, wallpaper, font, theme, cursor, and various other things. It’s a full desktop experience that also allows you to use a web browser like Chrome or Firefox and watch YouTube videos or type documents. This is unprecedented as even the Switch doesn’t allow this with its anti-consumer locked down system. With Valve doing this it might pressure the other parties to participate in open-source fully open firmware and UIs. This is good for the consumer.
The desktop mode is smooth and works great. You can easily switch back to Game Mode, which has another little issue. Games don’t run as well in desktop mode as the APU is underclocked here. The Deck is meant to fully run and be optimized in Game Mode only. You can’t access the Quick Menu settings for GPU control or FSR which is fine. When docked the Deck now lets you override the resolution to match your display. If you want to game with an external monitor this is when FSR will really come in handy, but I don’t see the appeal of this outside of lower-end less graphically demanding games. I use my dock for tinkering in Linux to add custom images to my Steam games, mod games, etc. I don’t think I’d game much on an external display. That’s what a desktop PC or laptop is for. For emulation, this might come in handy.
Emulation
Another huge plus for the Steam Deck is that the open software means no waiting for firmware hacks or downgrades. You can just install emulators and go. There’s already a whole suite available called EmuDeck that installs the emulators of your choice and you just need to provide BIOS and ROMs. Many emulators are already configured for the Deck control and graphics wise. There’s even a specific Dolphin branch just for Metroid Prime Trilogy that allows for dual-analog control called Prime Hack. This is a whole new rabbit hole that I think more gamers will be willing to invest in over getting Steam games to work right. EmulationStation works great and so does Retroarch.
I have put hundreds of games on my SD card and thanks to EmuDeck everything mostly works out of the box including systems that couldn’t be emulated in handheld fashion before like the GameCube, Dreamcast, and PS2. The Deck is also capable of emulating PS3, Xbox 360, Wii U, and Switch games, but don’t get your hopes up. Even on PC the emulators are still maturing and don’t run well. Don’t expect the Deck to replace your Switch just yet. It can’t even run Breath of the Wild at a decent framerate, but the Yuzu emulator is still in its infancy. Same with RPCS3. These are also not as simple as dragging and dropping an ISO file into a folder. There are keys, encryption, emulated installation, patching, and a lot of work to get these newest systems up and running. For now, just enjoy the Wii and back.
Conclusion
The Steam Deck is a revolutionary device in more than just its graphical power. The openness of its software is what we need to break the shackles of locked-out proprietary video game console OS. Without needing to wait years for a hacked firmware, the Deck is ready to tinker with right out of the box. While emulators will never be officially supported, we can make anything run on here. It’s essentially a Linux or Windows computer. Yeah, I didn’t mention that yet. You can have a micro SD of Windows 11 on here to play Xbox Game Pass games or others that won’t run well on Linux. While this isn’t officially supported, Valve does provide drivers. This is crazy to think about in the current ecosystem of locked-out consoles.
This is a great system if you just want to play Steam games or just do emulation. Out of the box, the verified games work great and with 3,000 titles available already that’s usually more than a console’s entire life cycle. The Steam deck really teeters on the edge of a great casual gamer’s first PC and the more hardcore hacking/downgrading/emulation market. It serves both well, but each side needs to be patient and wait for better compatibility on the software side of everything from emulators to SteamOS. For such a vast and all-encompassing system that can do so much, it does it so well and so early on in its life. This could easily have been a huge disaster with constant crashes, overheating and melting units, and other issues, but clearly, Valve tested this thing like crazy.
My biggest complaint is the internal storage and that’s Valve’s fault. I mentioned at the beginning we have had 20 years of awful internal storage options from the iPod to the PS5. The base model at 64GB is unacceptable today. You can’t even fit a full install of most higher-end games like Call of Duty or Red Dead Redemption. Even the 256GB isn’t acceptable. The base model should have been 512GB with 1TB and 2TB options. $250 extra dollars for a 512GB NVMe SSD is crazy. This isn’t like the PS5 with brand new SSD tech. This is PC hardware that we can buy and install ourselves.
Thankfully you can and that’s another revolutionary thing Valve is doing which is the right to repair. iFixIt has all of the Steam Deck parts available for purchase to repair the system yourself. This includes being able to upgrade the SSD if needed, however, game load times are fine off of the SD card. I recommend a 1TB card or at least a 512GB to start. You can also use external drives, but then you’re tethered to another device. At least there are more options available, but internal storage is key. These devices are expensive and most people can’t upgrade their storage right away.
Whenever Valve releases a new in-house first-party game people pay attention. They are masters at storytelling and world-building. Aperture Desk Job is set in the world of Portal. You’d think this is a Steam Deck exclusive Portal game, but it’s not. This short 30-45 minute tech demo shows you the Steam Deck’s unique features.
Desk Job opens up with Cave Johnson giving a riveting motivational speech to his employees (J.K. Simmons retains his role) and the game pans down a factory level by level. You arrive at your desk with a new Wheatley-type character. He’s funny and got some laughs from me, but he isn’t as energetic. He’s a bit masochistic and Valve did a great job with his writing for the short time he’s on screen. Your desk has the exact layout as your Steam Deck and the short story unfolds with you as a toilet tester. Valve’s on-point humor hits here with the subtly they’re known for. You test a few toilets and then time goes by and you see some ridiculous number on the counter board.
You eventually turn the toilets into turrets which is pretty funny. Here you learn about the right stick’s touch sensor inside the Steam Deck for gyro controls. It’s calibrated pretty well, and I haven’t used good gyro controls before. It’s done right here. Without telling too much more of the story you take a ride back through the factory and you get a fun turret song at the end. The humor punches throughout and I had a good time. There are a lot of missed opportunities here like just a longer game or even some mini-games. It almost seems pointless for Valve to go through all this effort to create such a well-produced tech demo. I’m hoping this means more is coming along, but knowing Valve, it’s not.
The visuals are great and run well on the Steam Deck. 60FPS throughout with great textures and lighting effects. I don’t see the point of playing this on PC unless you just want to enjoy the writing and characters. In Valve’s defense, handhelds are subject to tech demos. Sony did it with the PSP and Vita, and Nintendo loved doing this with the DS and 3DS. Anyone who has played handhelds their whole life won’t feel so shocked or hate Valve for this. They just used such a beloved IP and didn’t go anywhere with it. It’s a painful tease as we all know there’s nothing else coming from it.
If you have a Steam Deck this is a no-brainer. It’s a fun 30-minute demo to play while you wait for other downloads or something. While the main character didn’t get enough time to fully mature like in other Valve IPs just the fact that they got laughs out of me in 30-minutes says a lot. Most games can’t get a smile over the course of hours.
I love adventure games, especially ones that do something interesting or unique for the genre. Mostly I love adventure games with fantastical stories and great characters. Graphics usually comes last with these kinds of games. Kentucky Route Zero does have an interesting art style and is signature for Annapurna, but it doesn’t really add anything to the game either. The first couple of acts of the game start out well enough and are easy to follow, but the game’s story quickly devolves into visual novel-level walls of text and pointless stories that lead to nowhere.
You play as an antique shop delivery driver who needs to make one last delivery before the shop closes to 5 Dogwood Drive. You start out at a gas station on a highway and a strange man tells you about taking “the Zero” out to the address. You soon meet an electronics repair woman and end up seeing strange stuff on a TV. You follow clues to get the Zero and this is where act two leads you. Once in act two, the game’s pace stays sharp and breezy. There’s nothing to really play here as you mostly just click around leading the characters to icons to read more dialogue and text. There are no puzzles, combat, scripted events, etc. This is a straight-up borderline text adventure. Once you hit act three things slow way down and then there are the pointless interval chapters in between each act. One chapter was 30 minutes of nearly endless boring dialogue that didn’t add to the main story at all. It was painful to read it all and I actually read novels in real life regularly. It’s dry and dull and not interesting in the slightest.
Each act has several scenes and they are usually rather short. Once you click on each icon and read all the dialogue you will advance to the next scene. There are at least a lot of locales and the visuals are striking in some scenes. There’s little spoken dialogue, but I actually quite liked the songs here. They were very sad and helped set the tone of the entire game. This also isn’t a horror adventure either. It’s just super weird and I wish I could have followed the story or cared about any of the characters. If the dialogue wasn’t so damn boring I would care more. In some areas, I straight up just skipped through the dialogue because it was either really abstract and poetic that didn’t add anything to what was going on or just super uninteresting. Many people will probably shut the game off after act two as that’s when things really slow down and drag.
I want to say that the ending was worth all the hours of reading, but it wasn’t. It made no sense to me and the entire trip to the address almost felt like it was an afterthought. I would say I don’t want to spoil anything, but there’s not much here to spoil. There’s so much character and world-building that the actual adventure is eventually forgotten about and said world-building is dull. There are a lot of slice-of-life moments talking about real-life personal situations from the past and then there will be some sort of narrative poetic thing for a while and back to two random characters talking about how much they like a certain food. Normally this is great, but in this game, it doesn’t add anything as I have to already care about the characters to want to read this stuff.
Overall, Route Zero starts out great and quickly drags on into a dull and uninteresting visual novel with interesting visuals. There isn’t a satisfying ending and the intervals between acts are pointless and dull. There is zero gameplay involved and mountains of text to click through. This would normally be fine if the actual characters and scenes were interesting. Some may like the abstractness of some of the writing while most others will fall asleep.
Undertale took the gaming industry by storm. Its Earthbound-inspired humor, innovative combat system, and fun characters drew huge crowds and garnered great sales. The 16-bit RPG was short in length but large in spirit. It’s hard to make you really like a game and remember it in less than five hours, but Toby Fox managed to do it.
You play as a human who wakes up in an underground world run by demons. These demons need one more human soul to break the barrier between our world and theirs. It’s a simple story, but it’s the characters you meet along the way that make up for the overall lacking scope of the game. Sadly. there’s no deep lore, no real backstories to any characters, but the here and now is well done and the dialog is sharp, witty, and fun. The game mocks standard JRPGs and Zelda games all the way through. The beginning tutorial dungeon doesn’t wait to get around to it. Pushing boulders onto blocks just to have one that’s sentient and makes the task harder for you. A lot of different puzzle-solving elements are found anywhere else in the game, but puzzles do exist and they can be quite challenging.
The combat system is the most unique aspect of Undertale. You can attack, but the entire system is mini-game-focused. There is a meter on-screen and you need to press the attack button when it’s in the center. Different weapons move this bar faster or have multiple hits. The enemy attacks are all skill-based. It’s essentially your own fault if you die. The center of the screen shows a white box and your heart is the object that you need to move around to essentially dodge various bullet-hell style mini-games. Spirling projectiles, daggers, flames, you name it. There are several dozen various attacks and each enemy and boss is unique with their own. The game’s other system is its moral system and you can be a pacifist and not kill a single enemy thanks to the Act command. You can try and figure out how to weaken the enemy through charm or talking and spare it via the Mercy command. If the enemy’s name is yellow you can automatically spare it. This is an interesting concept and leads to two different endings based on whether you’re a pacifist or not. If you choose that route you don’t get any XP to level and just get gold which can be used to buy better armor and weapons.
There are a few towns you can visit to shop, but a funny tidbit is you can’t sell anything in the game and the shop owners comment they don’t want your junk. There is one town you can sell at, however, so make sure you save all your old items to score big towards the end of the game. There are also a few side quests you can complete, but these are cryptic and require holding on to certain items throughout the game. The tip here is to save everything in your box near the save points. Don’t drop anything. When you’re not fighting you can solve puzzles, as stated earlier, and these range from mini-games to various switch-based puzzles. Backtracking is thankfully minimal unless you want a certain item at a shop that you couldn’t afford previously.
The sheer variety of the gameplay is astounding. Not a single battle is the same and not any boss battle plays out the same. Sometimes you have to fight, sometimes having a specific item makes the fight easier or ends it instantly. Levels aren’t labyrinthine and difficult to navigate and random battles are minimal as leveling up isn’t quite necessary. At the end of the game, I was level 12 and had the most powerful armor and weapon. Due to the variety and constant changing in the way the game is played it never gets dull or boring. I played through the entire game in one sitting because I wanted to see the ending and the game was just so fun and interesting. I can’t remember the last time I sat through an RPG like this and was this hooked.
The visuals are incredibly charming. They are clearly inspired by Earthbound and each character has a whacky 90s 16-bit era style to them that I adore. The soundtrack is also amazing and I listen to it often outside of the game. Toby Fox did an amazing job with this game and it’s something you only get once in a lifetime. There hasn’t been this unique Western JRPG 16-bit clone that I can remember. Undertale is the perfect RPG. No grinding, fun characters, great writing, charming visuals, fantastic music, and constantly changing gameplay with a unique battle system that has never been done before. If I were to pick something to gripe about it would be the cryptic nature of the items you need to find or hold on to as there are no hints as to needing said item at all. You just end up with a character asking for something or maybe accidentally using an item during a boss fight and having it do something.
The title is very intriguing and unlike most game titles. Another game title based on a crime, Grand Theft Auto, is the single biggest video game franchise in history, so how does a white-collar crime-based game compare? Well, there are no data sheets or graphing in this game, but this is a 2D isometric Zelda clone where you are trying to stop a corrupt onion mayor from pushing his greed onto the vegetable people.
The game starts out with a short opening of you, Turnip Boy, who hasn’t paid the property tax of his greenhouse and owes a lot of money to the money. He is wanted for tax evasion and must work off the debt by helping the mayor collect four items for an unknown reason. These four items make up the entirety of the game as well as four small dungeons. There is a small world to explore with collectible hats that can be obtained by helping veggies around the area. Each dungeon contains a final boss and an item the mayor needs.
Wandering around the village is easy enough and memorable thanks to landmarks and great level design. There are signposts that guide you to the general areas and the mayor will tell you what area you need to be in. There are plenty of NPCs to talk to that provide fairly funny dialog. Nothing that will make you cry, but some funny tidbits and real-world references from the last 5 years. You start the game out with nothing and eventually acquire a sword and a watering can. The can is used more than the sword, but mostly for puzzle solving. You can make green lilies grow and this activates bombs, melons, and various other items. You also get a portal pot that plants portals (a call back to Portal with the orange and blue colors) and an upgraded shovel sword (maybe a nod to Shovel Knight?) There are a few passive things you acquire like a hazmat suit, boots to kick blocks, and a few others. These are all recovered relatively quickly. Each dungeon takes maybe 30 minutes to complete and that includes getting to the dungeon itself. Boss fights are the hardest thing in the game and that’s not saying much. The combat is really easy and similar to older Zelda games, but there aren’t as many enemy types and their movements don’t vary much. There’s very little challenge in this game.
Bosses usually require you to use the last acquired item to beat it, just like in Zelda games, and then you get a heart and move on. Once you give the mayor his item he sends you onto your next quest. Inside these dungeons, you can help other NPCs and acquire hats or smaller passive items like keys to get further inside. I never really got lost anywhere and I thought exploring the game was rather fun. Sadly, due to the combat being so easy and the game so short, about 2-3 hours run time even if you do side quests, it’s no more than a short afternoon gaming affair. There’s nothing quite memorable about this game either other than the title itself and the art style which is beautiful and well done. It’s a mix of 16-bit visuals and modern cartoon art. The music is fantastic as well, but there’s just not enough of all of this. Turnip Boy’s dungeons are fun and well laid out, but they’re very short and I feel there’s so much more potential here, but it’s all cut short right when you feel the game is getting deeper.
There is a free DLC update that adds a rogue-lite train dungeon with a final boss, but if you aren’t fond of the combat you won’t care here. Unless you really want to spend several hours swinging your sword at stiff baddies then the final game will be enough. There are a few more objectives to complete and more hats to collect, but the main game isn’t long enough to make you love this game enough to want to spend more time in its world. What’s here is a ton of fun and it’s a visual and comical treat, but it feels more like a sample of what a longer game could be. The puzzles are solid, the gameplay mechanics are great, the combat is simple, but works, and there’s tons of humor here. It’s a fun time and worth a purchase, but don’t expect anything groundbreaking.