Hollow Knight: Silksong, one year on
The launch-week difficulty argument is over. After the patches, a full second playthrough and a couple of hundred hours between three of us, this is the best Metroidvania ever made. It is also still the harshest.
Independent games criticism · Sydney
Bonus Frames reviews games after finishing them, tests hardware on the kit you actually own, and writes guides that answer the question instead of padding it. No scores for sale. No press trips. No ten-minute impressions dressed up as verdicts.
The launch-week difficulty argument is over. After the patches, a full second playthrough and a couple of hundred hours between three of us, this is the best Metroidvania ever made. It is also still the harshest.
Reviews
Scores are out of ten, no decimals, and nothing gets a number until we've seen the credits or put in at least twenty hours. Hardware and hours are listed on every card.
Turn-based combat with real-time parries, a score you'll hum for weeks, and an ending that earns its melodrama. Made by a core team of around thirty people, and it shows in the best way: nothing here is padded.
Sixteen months of early access produced a sequel that is larger, stranger and more generous than the original, with two full routes and a cast that carries the ninetieth run as well as the first. The 1.0 build is the one to play.
A manor that rebuilds itself every morning and a puzzle box that rewards a paper notebook. The randomness will occasionally waste a run on bad draws; the payoff when a theory finally lands is worth it.
Hazelight's best set of ideas yet, shared between two players who need to actually talk to each other. Some chapters run long, but the side-story sequences are the most inventive co-op design we've played.
A three-player roguelike built from Elden Ring parts. Superb with a full squad on voice chat, poorly balanced solo, and duos only arrived in a later patch. Play it for the bosses, not the loot.
The hunts are the best the series has produced. The PC version at launch was not. Capcom has patched performance since, but read our settings guide before buying on anything with 8 GB of video memory.
Feature
Most reviews you read were written after about eight hours, against an embargo, on hardware the publisher picked. That isn't a scandal. It's a schedule. But the back half is where games are decided, and it's the half nobody has time to see.
Read the essay"An eight-hour review is a review of the tutorial and the trailer. The verdict lives in hour thirty."
Guides
Evergreen guides we keep updated. Each one is written to be read once and then acted on, with the menu paths and the numbers included.
An average of 60 fps can hide a game that feels like 30. What the numbers in your overlay actually mean, and which ones to trust.
8 min · Updated 2 Sep 2026Ten minutes in the options menu is worth more than a new graphics card. The toggles we change first, in order, and why.
9 min · Updated 2 Sep 2026Most HDR looks wrong because the console and the TV are both tone-mapping the picture. Three settings stop the fight.
7 min · Updated 14 Sep 2026Three stick settings explain most of the difference between a controller that feels sharp and one that feels mushy.
7 min · Updated 20 Aug 2026Accessibility menus are for everyone. These options make most games better, whoever you are and however you play.
6 min · Updated 20 Aug 2026Switch 2 a year in, the Steam Deck OLED at three years old, and the Windows handhelds that finally got a usable interface.
6 min · Updated 27 Aug 2026Hardware
Short, opinionated verdicts on the machines we test on. Bought at retail, used for months, not returned after a week.
A year on, the games have caught up with the hardware. The 7.9-inch LCD is a good LCD, not an OLED, and VRR only works in handheld. Load times and Joy-Con 2 ergonomics are the quiet upgrades.
Three years old and still the handheld PC we reach for most. The chip is showing its age in 2025–26 releases, but the screen, battery and SteamOS are unmatched at the price. Wait if you need Windows.
The first Windows handheld where you don't fight Windows. The full-screen Xbox interface is the real story; the Z2 Extreme and 24 GB of RAM are the reason it stays smooth. Expensive, and heavy at 715 g.
How we score
A 7 is a recommendation with caveats, not a failure. We don't use decimals because nobody can tell you the difference between an 8.3 and an 8.5, including us.
Read the full editorial policy, including how we handle embargoes, affiliate links and corrections.
Changes what we expect from its genre. Rare. Not given out yearly.
Flaws exist and don't matter. Buy it at full price.
Confidently recommended to anyone who likes the genre.
Worth playing. Read the review to see if the caveats are yours.
Does the job. Wait for a sale or a patch.
Real problems that outweigh real strengths.
We'll explain why at length; the number is the least of it.
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Questions
Yes, and every review says so at the bottom, with the publisher named. A code never comes with conditions beyond the embargo date. If a publisher asks for anything else, we decline the code and buy the game. Roughly half of what we review is bought at retail.
Because we finish the game first. For a forty-hour RPG that means our review lands one to three weeks after launch. If you need a day-one verdict, there are good outlets for that. We're the second opinion you read before spending A$110.
Reader memberships cover most of it. The rest is a small number of affiliate links to retailers, always marked, which pay us a few percent if you buy through them. No sponsored posts, no advertorial, no ad networks that follow you around the web. Scores are never for sale, and no publisher sees a review before you do.
PS5 Pro, Xbox Series X, Nintendo Switch 2, Steam Deck OLED, ROG Xbox Ally X, and two PCs: a main bench with a Ryzen 7 7800X3D and RTX 4070 Super, and a budget bench with a Ryzen 5 5600 and an 8 GB Radeon RX 7600. The second one exists so our settings advice works for the cards people actually own.
Always. Prices are in Australian dollars at Australian retail, and when a game unlocks at a different time here than in the US or Europe we say so in AEST or AEDT. Online tests run on Australian servers during Australian evenings, because that's when you'll be playing.
Yes. Most of our guides started as reader questions. Send it through, and if it's a question more than a few people are asking we'll write it up properly.
Bonus Frames / Reviews
Every score we've published, newest first. Hours are what we actually played before writing, on the hardware listed.
| Score | Game | Verdict | Tested on |
|---|---|---|---|
| 9 | Hollow Knight: Silksong 2025 · 78 h | The best Metroidvania made, and the least forgiving. Reviewed again a year after launch. | PC, Switch 2, Steam Deck OLED |
| 9 | Clair Obscur: Expedition 33 2025 · 41 h | Turn-based combat with reflexes, and a story that earns its ending. | PS5 Pro, PC |
| 9 | Hades II 2025 · 60 h | Bigger and better than the original, which we didn't think was possible. Play the 1.0 build. | PC, Switch 2 |
| 9 | Astro Bot 2024 · 15 h | The most joyful platformer since Mario Galaxy, and the best use of the DualSense anyone has managed. | PS5 |
| 9 | Balatro 2024 · 140 h | One deck of cards, hundreds of hours. The best game you can play with one thumb. | Steam Deck OLED, iOS |
| 8 | Death Stranding 2: On the Beach 2025 · 45 h | Smoother, kinder and busier than the first. Loses a little of the loneliness that made the original. | PS5 Pro |
| 8 | Blue Prince 2025 · 35 h | A puzzle box that rewards a paper notebook. Occasionally wastes a run on bad luck. | PC |
| 8 | Donkey Kong Bananza 2025 · 22 h | Smash everything. The frame rate flinches when you do, and you won't care. | Switch 2 |
| 8 | Split Fiction 2025 · 14 h | Hazelight's most inventive set of ideas. Some chapters run long. | PS5 Pro (two players) |
| 8 | Kingdom Come: Deliverance II 2025 · 70 h | A medieval RPG that trusts you to be bad at things. Slow start, extraordinary middle. | PC |
| 7 | Elden Ring Nightreign 2025 · 30 h | Superb with a squad, unbalanced solo. Duos arrived in a later patch. | PS5 Pro, PC |
| 7 | Monster Hunter Wilds 2025 · 70 h | The best hunts in the series, shipped with the worst PC performance. Patched, not fixed. | PC, PS5 Pro |
Games without a linked review have a verdict entry only: the score, the hours, and the one-line reason. Full reviews are written for the games where the reasoning needs more than a line.
Bonus Frames / Reviews / Hollow Knight: Silksong
Review · One year on
The launch-week argument about difficulty is over. What's left is the best Metroidvania ever made, and the harshest.
When Silksong finally arrived in September 2025, six and a half years after its announcement, the conversation for the first fortnight was about one thing: it was too hard. Hornet drops rosaries on death, most late enemies hit for two masks, healing costs a full spool of silk, and the early bench prices felt like an insult after a difficult stretch. Team Cherry's mid-September patch cut those prices, softened a handful of early bosses and trimmed a few of the more punishing enemy placements. Then the game went quiet, in the way good games do, and people got on with playing it.
A year later, we've played it again from the start on Switch 2, finished it a second time on PC, and taken it through a couple of hundred hours between the three of us. This is our proper verdict, written with the benefit of not being angry at a bench.
Hollow Knight was a game about a small, heavy figure in a large, sad place. Silksong is about a fast, tall one in a place that is trying to kill her on purpose. Hornet's dash, her sprint, the way her needle strike carries momentum through the air: the whole kit is built for a player who wants to be in motion. The first game rewarded patience. This one rewards commitment, and punishes the half-step.
That's the design decision underneath the difficulty complaints. Hornet heals three masks at once by spending a full spool of silk, and she generates silk by hitting things. Standing back and waiting for a safe moment doesn't work because there isn't one. You get healthy by being aggressive. Once that clicks, usually somewhere around the second major boss, the game stops feeling unfair and starts feeling like a conversation you're finally holding up your end of.
Hallownest went down. Pharloom goes up, and the game uses that constantly: you're climbing toward the Citadel, and every new region is visible from the last one, usually as a silhouette above you. The map is bigger than Hollow Knight's by a comfortable margin and denser with distinct places. The Marrow, Greymoor, Bilewater, the Choral Chambers: they don't just look different, they demand different tools. The crest system, where Hornet's basic moveset changes depending on which crest she's wearing, gives the exploration a second layer. The Reaper crest turns her into a slow heavy-hitter; the Wanderer crest is closer to Hollow Knight's Knight. Swapping between them at a bench is the closest the genre has come to letting you choose a class without breaking the map design.
Side quests are handled through a wish board in each settlement. Most are fetch or hunt tasks, and a few are tedious. But the way they gate new areas and NPCs behind quiet acts of decency means the towns feel populated in a way the first game's did not. Bellhart, once you've dealt with its problem, is one of the best hub towns in a game like this.
The patches helped. Bench and tool prices are sane now, Moorwing and Sister Splinter no longer wall players in the first few hours, and the enemy that used to farm you at the entrance to the Marrow has been moved. What the patches didn't do is change the design, and they shouldn't have. Silksong's bosses are long, fast and mostly fair. Lace, the recurring rival, is a fencing match. The Cogwork Dancers are a lesson in reading two rhythms at once. The Last Judge is a wall, and it's meant to be.
Where the game is still legitimately harsh is in its economy of failure. Losing your rosaries to a death, then dying again on the way back to your cocoon, still stings a year on. Some of the platforming gauntlets in the third act ask for near-perfect input over long stretches with no checkpoint. If you bounced off Hollow Knight's Path of Pain, there are half a dozen Paths of Pain here, and a couple are on the critical path.
Who it's for. Anyone who finished Hollow Knight. Anyone who has finished any Souls game. Anyone patient enough to lose a boss fight fifteen times and see the sixteenth as progress. It is not a good first Metroidvania, and no patch will make it one.
Without spoiling it: the thing that happens after what appears to be the ending recontextualises the entire map, and the game you play afterwards is meaningfully different from the one you'd been playing. It is the strongest late-game in the genre, and it's where the difficulty debate resolves itself. Everything the game asked of you in the first twenty hours was practice.
Locked at 60 on every platform we tried, including Switch 2 in handheld mode and Steam Deck OLED at its 90 Hz setting with a 60 fps cap. Load times are a second or two on Switch 2 and effectively nothing on PC. The one place we saw the frame-time graph twitch was a late boss with a lot of particle effects, on Steam Deck, and only for a moment. For a game this fast, that reliability is part of the design: you can trust every input.
Silksong is not Hollow Knight 2. It is a faster, angrier, more demanding game built on the same bones, and a year of patches has sanded off the parts that were merely irritating without touching the parts that were hard on purpose. There is more here than in any other game of its kind: more map, more bosses, more systems, more secrets, and for A$29.95 that is an absurd amount of game. The lack of any difficulty options will keep some people out, and that's a real cost. For everyone else, this is the standard the genre will be measured against for a long time.
Disclosure: all three copies were bought at retail. No code was requested or offered. Tested on PC (Ryzen 7 7800X3D, RTX 4070 Super, 1440p 144 Hz with VRR), Switch 2 (handheld and docked) and Steam Deck OLED.
Bonus Frames / Reviews / Clair Obscur: Expedition 33
Review
A turn-based RPG that asks for reflexes, built by a small studio in Montpellier, that went on to take Game of the Year. It deserved to.
Every year, the Paintress paints a number on a monolith, and every person of that age turns to petals. The number goes down by one each time. When the game opens it's 33, and the expedition of thirty-three-year-olds leaving the city of Lumière to kill her know perfectly well what happened to Expedition 34 and every one before it. That is the whole premise, and the game trusts it. There's no map full of icons, no faction reputation, no crafting bench. There's a road, a party, and a countdown.
Combat is where Sandfall's design bet pays off. You pick actions from a menu, as you would in any turn-based RPG. Then, on the enemy's turn, you dodge, parry or jump every incoming attack in real time. A dodge avoids damage. A parry, timed tighter, avoids it and builds toward a counter. A perfect chain of parries against a multi-hit attack ends with your whole party punishing the enemy at once.
The effect is that no fight is passive. You're reading animations the way you would in an action game, but with the breathing room to plan between rounds. Enemy movesets are long and deliberately deceptive: feints, delayed strikes, attacks that speed up on the third hit. Learning a boss means learning its timing, and the game is happy to let you die a few times while you do. Difficulty options exist and are honest: the lower setting widens parry windows rather than nerfing enemies, so the game stays itself.
Underneath sits a build system of Pictos (equipment that grants a passive) and Luminas (those passives, learned permanently after a few fights). By the middle of the game you're assembling parties around specific synergies, and by the end the numbers get very silly, in the way the best RPGs allow. Maelle's stance system and Monoco's shape-shifting wheel are the standouts; each character plays like a different sub-genre.
The art direction is Belle Époque France run through a dream: a drowned city with a hovering Eiffel Tower, meadows of enormous flowers, stone giants frozen mid-fall. Regions are linear paths with side branches rather than open zones, and the game is better for it. Nothing is placed to fill space. The overworld map, a small-scale walkable world between areas, is the closest thing to a nostalgic flourish, and it's handled with real charm.
Lorien Testard's score is the best of its year and probably of several years. It moves between orchestral, French chanson, and something close to electronic rock without ever feeling like a playlist, and the boss themes with vocals are the kind of thing you'll find yourself humming a month later.
The cast is small and the writing is confident enough to sit in silence. Gustave, Maelle, Lune, Sciel and the two who join later are grieving people who make jokes, which is rarer in games than it should be. The performances, in particular from Jennifer English and Ben Starr, carry scenes that lesser games would have cut to a codex entry. The ending is a genuine choice with a genuine cost, and the game does not tell you which one it wants.
Read before buying: the third act has a difficulty spike that leans hard on parry-only attacks. If you found the parry timing uncomfortable in the first ten hours, the lower difficulty is designed for exactly this and costs you nothing in story.
Expedition 33 is the best RPG of its year and one of the most complete debut games we've played. It knows exactly how long it needs to be, it respects the player's time and intelligence, and its combat is a genuine idea rather than a hybrid. A studio of around thirty core staff made this. That should embarrass some much larger ones.
Disclosure: the PS5 code was supplied by the publisher, Kepler Interactive, with no conditions beyond the embargo date. The PC copy was bought at retail for performance testing after launch. Played on PS5 Pro (performance mode, VRR on) and PC (Ryzen 7 7800X3D, RTX 4070 Super, DLSS Quality at 1440p).
Bonus Frames / Features
Feature
An eight-hour review is a review of the tutorial and the trailer. The verdict lives in hour thirty, and hour thirty is where nobody has time to look.
Most reviews you read were written after about eight hours, against an embargo, on hardware the publisher picked. That isn't a scandal. It's a schedule. Review code arrives a week or two before launch, the embargo lifts a few hours before the shops open, and the outlets that publish first get the traffic that pays for the next review. It works well enough for games that show you everything they've got by hour three. It is useless for games that don't, and the games that don't are usually the ones worth writing about.
The back half is where a design either holds together or falls apart. Three examples from our own recent verdicts:
Silksong's difficulty argument is the same shape. The launch-week reviews weren't wrong that the early hours were brutal. They were incomplete, because the third act reframes what those early hours were for. We got that piece wrong ourselves in our first impressions, which is why our full review is dated a year after launch and not a week.
Speed. Our review of a forty-hour RPG lands one to three weeks after everyone else's. We don't get the launch-day traffic, we don't get quoted on the box, and we don't get invited to things, which is fine, because we wouldn't go. Every review on this site was played on hardware we bought, in our own homes, at our own pace. Publisher codes are accepted, disclosed on the page, and never accompanied by travel, accommodation or a "preview event". The only condition we accept is an embargo date.
None of this makes us right. It makes us slow, and it makes us accountable for the whole game rather than the part of it that fits in a press cycle. If you need a day-one verdict, there are good outlets for that. Read them. Then, before you spend A$110, read us.
Bonus Frames / Guides / Performance
Guide · 01
An average of 60 fps can hide a game that feels like 30. Here's what the numbers in your overlay actually mean, which ones to trust, and what to change when they're bad.
Frames per second is an average over a second. Frame time is how long each individual frame took to produce, in milliseconds. The two describe the same thing from opposite ends, but only one of them tells you how a game feels.
| Target | Frame time | What it looks like |
|---|---|---|
| 30 | 33.3 ms | Console "quality" modes. Fine if every frame is exactly 33.3 ms. Miserable if they alternate between 16 and 50. |
| 40 | 25.0 ms | The 120 Hz middle ground. Evenly paced 40 feels far closer to 60 than to 30. |
| 60 | 16.7 ms | The standard. A single 50 ms frame in a run of 16.7 ms frames is what your eye calls a stutter. |
| 120 | 8.3 ms | Diminishing returns for most people, but the input latency drop is real. |
Your eye is far more sensitive to variance than to level. Sixty evenly spaced frames feel smoother than an average of 75 that spikes to 40 ms once a second. That's why a game can report a perfectly good average in a benchmark and still feel awful: the average is hiding the spikes.
The rule of thumb. A flat frame-time line at any level beats a jagged one at a higher level. Set your target where the line goes flat.
Bonus Frames / Guides / Performance
Guide · 02
Ten minutes in the options menu is worth more than a new graphics card. These are the toggles we change first, in order, with the reasoning.
Preset names lie. "Ultra" is a marketing tier, not a visual one, and on most games the gap between High and Ultra is invisible in motion while costing a quarter of your frame rate. The order below is the order we work through on every new game, on our main bench and on the 8 GB budget card, and it's rarely wrong.
Motion blur, chromatic aberration, film grain, lens flare, vignette: off. They cost almost nothing, so this isn't about performance. It's about clarity, and about upscalers: grain and blur are noise, and an upscaler has to reconstruct through noise. Turning them off makes DLSS and FSR look measurably cleaner. Per-object motion blur is a matter of taste; camera motion blur is not, and it's the one that makes people motion sick.
On a modern deferred renderer, MSAA and SSAA are brutally expensive and don't touch the shimmer on foliage and specular highlights that bothers people most. Use the upscaler instead, either at its Quality setting or in native-resolution mode (DLAA for Nvidia, FSR Native AA for AMD). DLSS 4's transformer model, released in early 2025, was a real step up in stability and works on every RTX card back to the 20-series. FSR 4 closed most of the remaining gap, but it needs a Radeon RX 9000-series card; older Radeons get FSR 3.1, which is fine at 4K and soft at 1080p. Intel's XeSS runs on anything and is a good fallback.
Shadow quality beyond High mostly raises the resolution of shadow maps you'll only notice within a few metres of the camera, while costing a chunk of both GPU and CPU. This is usually the single largest saving available for zero visible loss. Ray-traced shadows are a separate toggle and a separate discussion (below).
Volumetrics are among the most expensive effects per pixel of visible difference. Medium looks identical in motion and different only in a side-by-side screenshot, which is not how you play games. If a game separates "cloud quality" from "fog quality", cloud quality is the one to lower first.
Ambient occlusion matters visually. Without it, objects look like they're floating a centimetre above the floor. But the difference between a good screen-space method (SSAO, HBAO+, GTAO) and ray-traced AO is small, and the cost isn't. Keep AO on, pick the screen-space option.
Ray tracing is not one setting. Ranked by how much they change the image:
Path tracing, where a game offers it, is the whole pipeline replaced. On a 4070-class card it's playable at 1440p with DLSS Performance and frame generation. It's spectacular and it's optional; don't feel obliged.
Draw distance, crowd density, foliage density and the number of shadow-casting lights are largely CPU costs. Lower them if your GPU is sitting below about 90% usage while frame times climb in cities. Lowering resolution in that situation does nothing; you're not GPU-bound. Our frame-time guide covers how to tell.
Texture quality costs almost nothing in GPU time and everything if it overflows video memory. The symptom is a collapse in 1% lows rather than a lower average, so it's easy to misdiagnose. On an 8 GB card in 2025–26 releases, High is the ceiling; Ultra is for 12 GB and up. On 16 GB, max it and forget it.
DLSS and FSR frame generation insert an interpolated frame between two rendered ones. The catch is that the interpolated frame doesn't respond to your input, so latency stays where the base frame rate put it. Enable it to go from 60 to a smoother 100-plus on a high-refresh screen. Do not enable it to go from 30 to 60; you'll get 60 fps with 30 fps input feel and artefacts around the HUD. Multi-frame generation on RTX 50-series cards changes the numbers, not the rule.
At 4K, an upscaler working from 1440p (Quality mode) or even 1080p (Performance mode) looks excellent. At 1080p output, the upscaler is reconstructing from 720p or less, and it shows. If you're on a 1080p screen, do everything above first, and use the upscaler's Quality mode only when you must.
The five-minute version. Post-processing off. Upscaler on Quality. Shadows High. Volumetrics Medium. Textures as high as your memory allows. Ray-traced GI if you can afford it, nothing else ray-traced. V-sync off, VRR on, frame cap just under refresh. Then play, and only come back if the frame-time graph isn't flat.
Bonus Frames / Guides / Display
Guide · 03
Most HDR looks wrong because the console and the TV are both tone-mapping the picture. Three settings stop the fight.
If HDR on your console looks grey and washed out, or blown-out with no detail in bright skies, it's almost never the TV's fault and almost never the game's. It's that two devices are each adjusting the picture for a display they can't see. The console guesses how bright your TV can go. The TV then re-compresses the picture the console already compressed. The fix is to give the console the right numbers and tell the TV to stop guessing.
The console needs to know your TV's real peak brightness so it can map the game's highlights to it. Every platform has a calibration screen:
Do this once, in a darkened room, with the TV already in Game mode (see below). If you change TVs or picture modes, do it again. Typical results: 600–800 nits for a mid-range OLED, 1,000–1,500 for a high-end OLED or a good Mini LED, 400–600 for an ordinary LCD.
Many games expose a second slider, usually called paper white, UI brightness, or mid-tone brightness. It sets how bright a white interface element or an overcast sky should be, in nits. This is the one people get wrong by dragging it up.
If a game only has one "brightness" slider in HDR, that's usually paper white in disguise. Set it so that a white menu is comfortable rather than dazzling.
This is the setting that fixes the fight. HGiG is a guideline agreed between the console makers and the TV makers: when it's on, the TV performs no additional tone mapping and trusts the numbers from step one exactly. Without it, the TV applies its own curve on top of the console's, and you get the double tone mapping that makes everything grey.
Once HGiG is on, go back and redo the console calibration in step one. The numbers will land in a different place, and that's expected.
Test it. Load a game with a known-good HDR implementation (Horizon Forbidden West, Cyberpunk 2077 after its HDR patches, Forza Horizon 5) and find a scene with a bright sky and a dark interior in the same frame. You should see detail in both. If the sky is a white blob, peak brightness is set too high. If the interior is grey, HGiG isn't on.
Bonus Frames / Guides / Input
Guide · 04
Three stick settings explain most of the difference between a controller that feels sharp and one that feels mushy. None of them are on the default screen.
The inner deadzone is a circle around the stick's centre position where input is ignored. It exists to hide the fact that a resting stick never sits at exactly zero. Set too large, and the first few millimetres of every push do nothing, so small aim corrections feel sluggish and you overshoot. Set too small, and a slightly worn stick makes your view creep on its own.
Start at 5–8% and only raise it if you see drift. Where a game offers the choice, pick a radial deadzone over an axial (cross-shaped) one; the cross shape makes diagonals feel sticky because each axis snaps to zero independently.
The outer deadzone is the threshold at which the stick counts as fully pushed. Physical sticks don't trace a perfect circle at the edge, and a stick that only reads 100% at one exact angle means you rarely hit maximum turn speed. If turning feels slower than the sensitivity number suggests, lower the outer deadzone (some games call it "outer threshold" or "max input threshold") until full deflection feels like full speed in every direction.
The curve maps how far you push to how fast you turn. Three common shapes:
Try linear with a small deadzone first. If your fine adjustments overshoot the target, switch to exponential and lower your sensitivity a notch.
Separate from the curve, many console shooters ramp turn speed up the longer you hold the stick at the edge. This lets a low sensitivity still turn fast. It also means a full-speed flick lands somewhere different depending on how long you held it. If you flick to targets, turn acceleration off or low and raise sensitivity. If you track targets with small movements, keep it.
Most sticks use potentiometers, which physically wear and eventually report movement at rest. That's drift. The fixes, in order of cost:
Every DualSense, Joy-Con, Switch 2 Pro Controller and Steam Deck has a gyroscope, and using it for fine aim is the biggest single accuracy improvement available on a controller. The standard setup is stick for coarse turning, gyro for the last few degrees, with gyro active only while aiming down sights. It's built into most Nintendo shooters, most Sony first-party games, and can be added to any PC game through Steam Input. It takes about two evenings to feel natural, and after that stick-only aiming feels like typing with mittens.
Wired, or the console's own wireless protocol, beats generic Bluetooth. On PC, an Xbox controller through the official wireless adapter or a DualSense over USB will both feel noticeably tighter than either over Bluetooth. If the pad feels vague on PC and sharp on console, the connection is the reason.
Ten-minute setup for any shooter. Inner deadzone 5%, radial. Outer deadzone as low as the game allows. Curve: exponential. Acceleration: off. Then set sensitivity so a full push turns you 180° in about a second, and adjust from there.
Bonus Frames / Guides / Accessibility
Guide · 05
Accessibility menus are for everyone. These options make most games better, whoever you are and however you play.
Games have got dramatically better at this in the last five years. The problem now is that the good options are buried three menus deep, in a section most people never open because it isn't labelled for them. Open it. Here's what to look for, in the order we check.
Two more, for everyone. Photosensitivity warnings and flash-reduction toggles are in the same menu. And "reduce input hold time" exists for a reason: if a game's quick-time events feel punishing, it's often because the hold timers are tuned for a demo audience and not for you.
None of this is about playing on easy. It's about removing friction that the developers themselves decided was optional. The menu is there. Use it.
Bonus Frames / Hardware
Hardware notes
Three machines we test on daily, each bought at retail and used for months. Short verdicts, then the detail that usually gets left out.
A year after its June 2025 launch, the Switch 2 has become what the original was in its second year: the console with the games. Mario Kart World, Donkey Kong Bananza and the steady conversion of third-party releases that skipped the first Switch have made the machine feel necessary rather than merely new. The hardware itself is competent rather than exciting, and that's a fair trade at this price.
Things worth knowing that the box doesn't say:
| Spec | Detail |
|---|---|
| Screen | 7.9" 1920×1080 LCD, up to 120 Hz, HDR |
| Docked output | Up to 4K at 60 Hz, or 1440p/1080p at 120 Hz |
| Storage | 256 GB, microSD Express expansion |
| Battery | 2 to 6.5 hours, heavily game-dependent |
| Launch price (AU) | A$699.95 console; A$769.95 with Mario Kart World |
The OLED revision arrived in late 2023 and is, three years later, still the handheld PC we reach for most. The reasons haven't changed: the screen is the best on any handheld, the battery lasts, the controls are the most complete of anything in the category (trackpads, gyro, four back buttons), and SteamOS gets out of the way. Suspend and resume works like a console. Nothing running Windows does that as well, even now.
The honest caveats: the chip was mid-range in 2022, and 2025–26 releases increasingly need low settings and 30 fps caps to hold steady. Unreal Engine 5 games in particular struggle. Valve has said a successor waits on a real generational leap, and the company's 2025 announcements were a living-room Steam Machine and a VR headset rather than a new Deck. If you mostly play indie games, older AAA, and anything with a "Verified" badge, buy the OLED without hesitation. If you want to run this year's big releases well, look at the Ally X below and accept the trade-offs.
| Spec | Detail |
|---|---|
| Screen | 7.4" 1280×800 HDR OLED, 90 Hz |
| Storage | 512 GB or 1 TB NVMe, microSD expansion |
| Battery | 50 Wh; roughly 3 h in heavy games, 8–12 h in light ones |
| OS | SteamOS (Arch Linux); Windows possible but not recommended |
Asus and Microsoft's collaboration, launched in October 2025, is the first Windows handheld where you don't spend your evening fighting Windows. The full-screen Xbox interface boots straight into a controller-driven launcher that aggregates Steam, Game Pass, Epic and the rest, and it suspends background Windows processes to claw back memory and battery. It's not as seamless as SteamOS, and every so often a Windows dialog pokes through, but it's finally usable from the couch.
The hardware is the strongest in its class: the Z2 Extreme has meaningfully more headroom than the Deck's chip, 24 GB of memory means no VRAM juggling, and the 80 Wh battery is the largest in a handheld. The costs are weight (715 g, noticeably front-heavy), an LCD rather than OLED, and the price. The non-X Ally with the Z2 A chip is much cheaper but lands close to Deck performance with a worse screen and worse software, and we'd skip it.
| Spec | Detail |
|---|---|
| Chip | AMD Ryzen AI Z2 Extreme, RDNA 3.5 graphics |
| Memory / storage | 24 GB LPDDR5X, 1 TB NVMe |
| Screen | 7" 1920×1080 LCD, 120 Hz, VRR |
| Battery | 80 Wh |
| Weight | 715 g |
For completeness, the rest of the bench: PS5 Pro (2024) on an LG C4 OLED with HGiG and VRR on; Xbox Series X on the same TV; a main PC with a Ryzen 7 7800X3D, RTX 4070 Super and 32 GB of memory on a 1440p 144 Hz monitor; and a budget PC with a Ryzen 5 5600, an 8 GB Radeon RX 7600 and 16 GB of memory on a 1080p 144 Hz monitor. The budget bench is there so the advice in our guides works for the hardware most people actually own.
Disclosure: all hardware on this page was bought at retail. No review units were requested or accepted. Prices are Australian launch prices and may have changed.
Bonus Frames / About
About
Bonus Frames is an independent, reader-funded games publication based in Sydney. Three people, a lot of hours, no advertising network.
We review games after finishing them, write guides that are meant to be acted on rather than skimmed, and keep honest notes on the hardware we test with. We publish a short newsletter on Sunday evenings. That's the whole operation.
The name comes from the bonus stage: the level you only see by finishing the one before it. Bonus Frames is that idea applied to criticism. Everything on this site is what you get by playing past the point where most reviews stop.
Bonus Frames started in 2021 as a shared document between three friends who kept disagreeing about reviews written before the reviewer had seen the ending. Tom handles most of the action and platform-holder coverage and runs the console bench. Anika writes the RPG and narrative reviews and owns the display and accessibility guides. Jules looks after PC performance, hardware and anything with a frame-time graph in it. We all edit each other, and every score is argued over before it's published.
Reader memberships cover most of our costs. The remainder comes from a small number of affiliate links to retailers, marked wherever they appear, which pay us a few percent if you buy through them. We don't run sponsored content, advertorial or display advertising, and there are no third-party trackers on this site. No publisher has ever seen an Bonus Frames review before it was published, and none ever will.
The full rules are in our editorial policy. If you think we've broken one, tell us. Corrections are published on the page they correct, with the date.
Bonus Frames / Editorial policy
Policy
How reviews are produced, what we accept from publishers, and how we handle scores, embargoes, affiliate links and mistakes.
Bonus Frames is owned by the three people who write it. No publisher, platform holder, retailer or hardware maker has any financial interest in the site, and no review is shown to any of them before publication.
We accept review codes from publishers. Every review states whether the copy was supplied or bought, and names the supplier. We accept an embargo date as the only condition. We decline codes that come with any other condition, including requests to focus on particular aspects, to avoid discussing particular content, or to submit the review for approval. Roughly half of what we review is bought at retail.
We do not attend publisher-run review events or preview events. We do not accept travel, accommodation, meals or gifts from any company we cover. If we attend a public trade show, we pay our own way and say so.
A game is not scored until a writer has reached its credits. For games with no ending, we play at least twenty hours across at least two weeks. Where we publish impressions before that point, they are labelled as impressions, carry no score, and link to the eventual review.
Scores are whole numbers from 1 to 10, with the meaning of each number set out on the scoring page. Scores describe the game as it exists on the platforms we tested, on the date of the review. We re-score only after a substantial patch or re-release, and the original score and date remain visible beside the new one.
Every review states the hardware used, the display mode and settings chosen, and whether variable refresh rate was active. Online features are tested on Australian servers during Australian evening hours, and the review says so.
Some links to retailers are affiliate links, which pay Bonus Frames a small commission on purchases at no cost to the reader. They are marked with "(affiliate)" wherever they appear. They never influence what we cover or how we score it, and we do not link to a retailer we wouldn't use ourselves.
Factual errors are corrected on the page where they appeared, with a dated note explaining what changed. We do not silently edit published work. If you believe something is wrong, contact us with the page and the issue.
A writer with any personal or financial relationship to a game's developer or publisher does not review that game. Where a relationship is distant enough not to disqualify them but close enough that a reader might want to know, it is disclosed in the review.
Last revised 1 July 2026.
Bonus Frames / Privacy
Policy
We collect as little as we can and we don't sell any of it. This page explains exactly what "as little as we can" means.
You can unsubscribe from the newsletter with the link in any email. You can ask us to tell you what information we hold about you, to correct it, or to delete it, by emailing privacy@bonusframes.com. We'll respond within 30 days. We handle personal information in line with the Australian Privacy Principles.
If this policy changes in a way that affects you, we'll say so in the newsletter and note the revision date here.
Last revised 1 July 2026.
Bonus Frames / Terms
Policy
The short version: read what you like, quote us with a link, don't scrape the site, and understand that our opinions are opinions.
Everything published on Bonus Frames is the work of its authors and is protected by copyright. You may quote reasonable excerpts with attribution and a link to the source page. You may not republish full articles, use our content to train automated systems, or scrape the site, without written permission.
Reviews, scores and recommendations are the honest opinions of the writers at the time of publication. They are not guarantees of your experience. Games change with patches, prices change with retailers, and hardware behaves differently in different homes. Check the date on anything before acting on it.
Links marked "(affiliate)" may earn us a commission. Purchases made through them are subject to the retailer's terms, not ours.
Memberships renew automatically until cancelled, which you can do at any time from your account page. Refunds for the current period are available on request within 14 days of a charge.
To the extent permitted by Australian law, Bonus Frames is not liable for any loss arising from reliance on the information on this site. Nothing here excludes rights you have under the Australian Consumer Law.
These terms are governed by the laws of New South Wales, Australia.
Last revised 1 July 2026.
Bonus Frames / Contact
Contact
Questions, corrections, guide requests and review codes all go to the same three people. Here's where.
For anything at all, including guide requests, corrections and arguments about scores: hello@bonusframes.com. We read everything and reply to most of it, usually within a few days.
Review codes and hardware for testing: review@bonusframes.com. Please read our editorial policy first. We accept an embargo date as the only condition, we don't attend events, and we'll tell you honestly whether we're likely to cover something before you send it. Please don't send unsolicited hardware; it will be returned.
If something we've published is wrong, email hello@bonusframes.com with the page and the issue. Corrections are made on the page with a dated note.
Requests about your personal information: privacy@bonusframes.com.
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