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Strange New Worlds' Needs to Imagine More for Its Female Characters
Product Reviews

Strange New Worlds’ Needs to Imagine More for Its Female Characters

by admin September 18, 2025


Star Trek‘s utopian vision for an equal society, especially in terms of gender equality, has always been a complicated aspect of its idealized vision. It’s true that the franchise has a legacy of beloved, nuanced female characters and has championed putting those characters in the spotlight over six decades of storytelling. But it’s equally true that Star Trek‘s often conservative vision of women in leadership roles, as figures of desire, and as beholden to the stories of male characters has sat hand in hand with that feminist progressivism.

There are perhaps, however, few individual seasons of Star Trek from the past 60 years that reflect that dichotomy more than Strange New Worlds‘ recently concluded third.

On paper, Star Trek: Strange New Worlds arguably has one of the largest groups of female characters in its primary cast. Of the current main crew, just four of the show’s central characters are men—Pike, Spock, M’Benga, and this season’s addition of Martin Quinn as the younger Montgomery Scott—in comparison to six women: Una, Uhura, La’an, Ortegas, Chapel, and Pelia. That gap has only grown over the course of the show’s life, with Pelia replacing former chief engineer Hemmer after season one, and even the increased prominence of guest characters like Paul Wesley’s young Jim Kirk has been balanced by an increasingly prominent role for Melanie Scrofano’s Marie Batel (especially this season, as we’ll get into).

© Paramount

Those female characters have also served to facilitate some of Strange New Worlds‘ standout episodes and arcs thus far as well. Uhura’s initial focus as the new perspective aboard the Enterprise in season one flourished across episodes like “Children of the Comet” or in her mentee relationship with Hemmer. La’an’s history with the Gorn played a significant role in Strange New Worlds‘ characterization of the species (for better or worse), and she was given space to process both that and, in episodes like “Tomorrow and Tomorrow and Tomorrow“, her complicated relationship to Khan and the Augments. Una’s revelation of her Illyrian heritage was made a climactic point in the final moments of the show’s first season, leading to a character-defining turn for actress Rebecca Romijn in the season two episode “Ad Astra Per Aspera“.

But, at times, those female characters were also underserved in those first two seasons—a problem exacerbated by season three, rather than wholly created by it. Nurse Chapel’s arc in the first two seasons largely hinged on her will-they-won’t-they relationship with Spock, fizzling out almost immediately after the two were allowed to get together (shortchanging another great female character in Spock’s Vulcan fiancee, T’Pring, played by guest star Gia Sandhu). Ortegas, meanwhile, was regularly criticized for never really getting her own moment to shine in the show, constantly seeking a storyline outside of a perfunctory exploration of her role as the Enterprise helmsperson (a frustration compounded by the fact that the character, a veteran of Discovery‘s Klingon-Federation war, was only ever allowed to be aggressively distrusting of Klingons or other alien species or simply say things like “I fly the ship”).

Unfortunately, of the various factors that led to Strange New Worlds‘ third season failing to come even close to the mark left by seasons one and two—an experimental breadth of tone and genre leading to more misses than swings, an overreliance on connection to Star Trek‘s past, and an ongoing issue of its episodic format increasingly being in friction with the show’s character work, among other things—one that stood out the most was that these prior issues the show had with underserving some of its female characters suddenly began impacting almost all of them.

© Paramount

Across its third season, it has consistently felt like Strange New Worlds has had little idea of where it wanted to take its characters, but especially so with its female ones. Prior arcs like La’an’s traumatic history with the Gorn were dropped or shuffled onto other characters: Ortegas sustains a nearly fatal injury from a Gorn attack in the season’s premiere, setting her up to take on that arc instead, to mixed results—it’s not touched on notably until the penultimate episode of the season, “Terrarium,” in which she’s forced to work with a similarly stranded Gorn pilot, but Erica’s attitude towards hostile species and her own traumatic memory of her injury are almost immediately dropped in the episode with little examination as to why.

Una’s relationship as an Illyrian, a genetically modified humanoid who won legal precedent against Starfleet’s rules against such species being part of the Federation, manifested less as an arc for her and more as a plot device when she essentially became a “magic blood” donor to save Captain Batel’s life.

And then what was continued, or introduced to serve as replacements to those prior character arcs, was almost unified across the majority of the series’ female characters: romantic relationships with men. Almost as soon as she was broken up with Spock, season three introduced Cillian O’Sullivan as Chapel’s new love interest (“new” in that it connected up with her eventual status quo in classic Star Trek) Dr. Korby, with her time in the series largely less about exploring herself and her own agency and more about how her relationship furthered the characters of the men she was romantically involved with. Even more immediately, after Spock’s breakup with Chapel, he was paired with La’an, a move that narratively came out of nowhere and was only largely sold by Christina Chong and Ethan Peck’s chemistry—and again, was more in service to Spock’s character than it was necessarily to La’an or her own agency in the matter.

Even Una and Uhura couldn’t escape this heteronormative focusing either. Uhura was casually paired up with Ortegas’ newly introduced brother Beto (Mynor Lüken) here and there throughout the season, only for their burgeoning relationship to seemingly fizzle out and not be picked up again after the one-two tonal misfires of “What Is Starfleet?” and “Four and a Half Vulcans.” That latter episode, among its many issues, couldn’t even resist also capturing Una in Strange New Worlds‘ obsession with romance, giving her second-most-prominent arc in the season over to an extended gag about a prior, sexually intense relationship with Patton Oswalt’s guest-starring role as the human-obsessed Vulcan Doug.

© Paramount

It’s not even that a romance plotline is inherently a bad thing. The real issue is the fact that Strange New Worlds seemingly only had the idea to do one with the bulk of its female stars this season over giving them any other kind of arc. The only characters that escaped that framing were Pelia, who almost entirely exists as an excuse (a delightful one, at that) for Carol Kane to make one gag after another, and Ortegas, whom the show still struggles to do anything with, romantic or otherwise. And ultimately, all of these romantic arcs have been less about the autonomy of their female halves and instead in service of forwarding the arcs of the men in their lives, further stagnating their characters across the season.

This climaxes and is most obliquely symbolized in the season’s final episode, “New Life and Civilizations,” putting the spotlight on the culmination of Captain Batel and Captain Pike’s romantic relationship. Strange New Worlds had done very little with Batel in its first two seasons outside of her role as Pike’s love interest, outside of endangering her in the Gorn attack that straddled season two’s end and season three’s beginning (season three, again, largely sidelined her for her recovery, focusing on the impact of her situation on Pike instead), but the season three finale placed their relationship at the forefront of the show’s emotional climax. In doing so, it was again less about Batel and who we knew her to be as an individual and more about defining the fact that she was Pike’s girlfriend.

The dramatic thrust of the finale sees Batel confronted with the (largely out of nowhere) revelation that she is the subject of a predestination paradox where she is fated to become a crystallized statue sealing an ancient evil race called the Vezda for all eternity. But instead of centering her own concerns and fears about taking on that mantle—she’d almost literally just been given back her job at Starfleet’s judicial division after a season of fighting to be put back into service—the episode’s emotional throughline becomes almost entirely about Batel ensuring Pike that he’s going to be fine without her (she is almost too keen to essentially sacrifice herself in comparison), leading to an extended dream sequence where she uses her newfound guardian abilities to essentially speedrun Pike through a hypothetical future where they grow old and raise a child together before she is crystallized and, essentially for the series, removed as an ongoing character.

© Paramount

This was, ultimately, Batel’s most prominent appearance in Strange New Worlds, and it not only didn’t really further our understanding of her character, but it was almost entirely framed through the perspective of Pike’s emotional journey and narrative in regard to his own predestined fate.

As Strange New Worlds draws closer and closer to its own conclusion—just 16 episodes of the series remain across its final two seasons, or around two-thirds of one season of a classic Star Trek show—it’s damning that seemingly one of the few ideas it can have for its female characters is defining their arc in relationship to a man. With the time it has left, one of the lessons the series must take to heart is to better explore the wealth of opportunities its breadth of female characters can provide, instead of pigeonholing them into the same arc over and over.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 18, 2025 0 comments
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I called the MSI Claw an embarrassment, so imagine my surprise: its successor is the best Windows handheld yet
Product Reviews

I called the MSI Claw an embarrassment, so imagine my surprise: its successor is the best Windows handheld yet

by admin September 5, 2025


I wrote that no one should buy MSI and Intel’s original handheld gaming PC. I literally called it an embarrassment, and the company blacklisted me after that. MSI stopped pitching me news, and stopped answering my emails, even after the company began to write off its dud of a handheld.

So you can imagine my surprise to find: MSI and Intel have gone from worst to nearly first. In many games, it’s twice as fast as the original Claw. And with new drivers that bump its performance up to 30 percent higher since launch — I tested — the newer $1,000 MSI Claw 8 AI Plus might just be the best Windows handheld you can buy.

The Claw 8 has become a fixture in my life as I carve and puzzle through the hauntingly beautiful painted worlds of Clair Obscur: Expedition 33 and Blue Prince, respectively. I have a lot of other handheld review units floating around, but I rarely want to reach for a different one.

Let’s get this out of the way: it’s called the “AI Plus” because this “AI Engine” is supposed to automatically configure performance using Intel’s NPU. But it’s very dumb in practice and not a reason to buy.

Yes, it runs Windows, and if you’ve read any of my handheld reviews you’ll know how I feel about that. Windows 11 has become a bloated mess filled with annoying upsells and unwanted AI cruft, is annoying to navigate by controller alone, and often wakes up poorly from sleep. I can’t count the number of times I’ve sworn at Windows handhelds for popping awake in the middle of the night, or spontaneously deciding it was time to turn their remaining battery life into hot exhaust in the middle of my sealed backpack.

But the MSI Claw 8, with Intel’s Lunar Lake, isn’t as bad as the Windows norm. When you combine that with the newly improved performance, the longest battery life of any handheld in all but the most lightweight games, and an excellent 8-inch 120Hz VRR screen, it’s enough to knock the Asus ROG Ally X off its high perch — at least until the Xbox version arrives this October.

$999

The Good

  • Best battery life in a handheld
  • Excellent performance after updates
  • Great variable refresh rate screen
  • Fewer Windows annoyances than usual

The Bad

  • $1,000
  • Windows is bloated and can’t be trusted to sleep
  • Iffy rumble for games
  • AI tuning feature doesn’t work well

The MSI Claw 8 AI Plus is the biggest mainstream handheld, at nearly a foot long, 5 inches tall, and an inch thick, and it’s the only current-gen handheld with an Intel chip. Last year, both size and Intel pedigree were liabilities — but thankfully every handheld maker is paying more attention to ergonomics this year, and Intel’s Lunar Lake is a big improvement.

Scalloped grips and balanced weight distribution make the Claw comfortable for me to hold, it no longer looks like a ROG Ally knockoff, and while it isn’t light at 1.75 pounds (795g), that’s only a quarter-pound heavier than the Ally X. That’s despite the Claw having an extra inch of diagonal screen real estate and the same 80 watt-hour battery capacity as Asus.

The MSI Claw is wider, taller, and roughly as grippy as the Asus ROG Ally X…

And it’s bigger and grippier than the Lenovo Legion Go S, which also has an 8-inch screen.

I honestly found it tough to go back to playing Expedition 33 on the Asus ROG Ally X after using the Claw 8, partially because its 8-inch 120Hz 1920 x 1200 VRR IPS screen is more colorful and more spacious (with a far smaller bezel), and partially because the game ran smoother. (I beat the game, including the entire Endless Tower and four of the game’s toughest boss fights, on the Claw 8.)

But before all that, I had to tangle with Windows 11 — and was surprised how little detangling was needed.

The first time I fired up the MSI Claw 8 AI Plus, I couldn’t believe how fast Windows setup had become. Instead of the typical 45 minutes of annoying upsells and mandatory updates, I was able to get to the Windows desktop just seven minutes after I pressed the power button.

MSI’s “Quick Settings” are now part of the Xbox Game Bar in Windows.

That’s still slower than setting up a SteamOS handheld, but fast enough I thought there must be some mistake! (Did this really get past Microsoft certification?) Another curiosity: When I hit the button that pulls up the Claw’s quick settings menu to adjust brightness, volume, and my processor’s TDP (giving it more wattage/gas), it launched a new widget in the Xbox Game Bar with those handy controls instead of a dedicated MSI process! Did somebody accidentally slip me a preview of Microsoft’s “best of Xbox and Windows together” that’ll ship on the Xbox Ally later this year?

But I won’t lie and say the Windows experience was flawless after that. MSI’s Game Bar widget turned out to be incredibly sluggish and unreliable out of the box. It got better after I changed the Windows power mode from “Balanced” to “Best Performance,” but it still isn’t nearly as fast as Asus’ Armory Crate, which has gotten extremely responsive since the Ally first launched, or as reliable as SteamOS, which doesn’t require a separate utility at all.

Here’s how much MSI has improved:

Game and power mode

MSI Claw 8 AI Plus (Aug ’25)

MSI Claw 8 AI Plus (Jun ’25)

Claw 8 3-mo improvement

Claw battery drain (August)

Claw battery drain (June)

Claw 7 (Meteor Lake, Jun ’24)

Claw 8 Lunar Lake vs. Claw 7 Meteor Lake

AC Valhalla, 15-watt TDP664934.69%20.5W (~3.9h)23W (~3.5h)N/AN/A20-watt TDP785932.20%25.5W (~3.1h)29W (~2.8h)33136.36%25-watt TDP846921.74%32W (~2.5h)36W (~2.2h)5358.49%30-watt TDP85797.59%38W (~2.1h)39.5W (~2h)5457.41%Plugged in86833.61%N/AN/A5459.26%Cyberpunk 2077, 15-watt TDP51486.25%20W (~4h)20.5W (~3.9h)N/AN/A20-watt TDP60575.26%25W (~3.2h)26W (~3.1h)3287.50%25-watt TDP71659.23%31.5W (~2.5h)31.5W (~2.5h)4944.90%30-watt TDP76725.56%37.5W (~2.1h)37W (~2.2h)4185.37%Plugged in7779-2.53%N/AN/A4957.14%DX: Mankind Divided, 15-watt TDP796619.70%22.5W (~3.6h)21.5W (~3.6h)N/AN/A20-watt TDP938114.81%29.5W (~2.7h)27W (~3h)45106.67%25-watt TDP1059115.38%31W (~2.6h)32W (~2.5h)49114.29%30-watt TDP11410014.00%37W (~2.2h)37W (~2.2h)48137.50%Plugged in11910711.21%N/AN/A58105.17%Returnal, 15-watt TDP403033.33%20W (~4h)22W (~3.6h)N/AN/A20-watt TDP483633.33%26.5W (~3h)27W (~3h)2965.52%25-watt TDP524126.83%36W (~2.2h)32W (~2.5h)3836.84%30-watt TDP544325.58%42.5W (~1.9h)37.5W (~2.1h)3938.46%Plugged in564427.27%N/AN/A3751.35%Shadow of the Tomb Raider, 15-watt TDP55517.84%21W (~3.8h)23W (~3.5h)N/AN/A20-watt TDP666010.00%27W (~3h)30W (~2.6h)32106.25%25-watt TDP73687.35%35W (~2.3h)35.5W (~2.2h)3892.11%30-watt TDP81749.46%42W (~1.9h)41W (~2h)39107.69%Plugged in81758.00%N/AN/A4292.86%HZD Remastered, 15-watt TDP31310.00%21.5W (~3.6h)24.5W (~3.3h)N/AN/A20-watt TDP37370.00%28W (~2.9h)30W (~2.6h)Did not testN/A25-watt TDP42412.44%34.5W (~2.3h)36W (~2.2h)Did not testN/A30-watt TDP44424.76%40W (~2h)39W (~2.1h)Did not testN/APlugged in46452.22%N/AN/ADid not testN/A

Average frame rates at 720p and low settings, save Cyberpunk at “Steam Deck” setting.

And no, I can never, ever trust the Claw 8’s power button to keep it asleep. I always have to explicitly put the system into hibernation mode instead, which is thankfully the first option in that Game Bar widget. (Microsoft really needs to get out of its own way and let manufacturers set the power button to hibernate instead of Modern Standby.)

It’s also a little frustrating to go back to a world where I have to manually download the latest Intel graphics drivers because they never showed up in MSI Center’s updates tab. But once I installed those new graphics drivers and learned to avoid the power button, I was rewarded with some of the highest performance and the best battery life I’ve seen from a handheld yet. It’s just better at the whole turbo mode thing, with higher frame rates and higher TDP options than the Ally X with Windows, and it’s more power-efficient than the SteamOS Lenovo Legion Go S, even if Lenovo’s Steam handheld got higher frame rates in half my benchmarks.

Claw 8 vs. Ally X vs. Legion Go S vs. Steam Deck performance

Game and power mode

Claw 8 fps

ROG Ally X (Windows, Z1E) fps

Legion Go S (SteamOS, Z1E) fps

Steam Deck OLED fps

Claw 8 vs. Ally X

Claw 8 vs. Legion Go S

Claw 8 vs. Deck

AC Valhalla, 15-watt TDP6652665726.92%0.00%15.79%20-watt TDP787184N/A9.86%-7.14%N/A25-watt TDP848092N/A5.00%-8.70%N/A30-watt TDP858996N/A-4.49%-11.46%N/APlugged in86899257-3.37%-6.52%50.88%Cyberpunk 2077, 15-watt TDP5141575024.39%-10.53%2.00%20-watt TDP605973N/A1.69%-17.81%N/A25-watt TDP716579N/A9.23%-10.13%N/A30-watt TDP767182N/A7.04%-7.32%N/APlugged in777186508.45%-10.47%54.00%DX: Mankind Divided, 15-watt TDP7959746133.90%6.76%29.51%20-watt TDP938492N/A10.71%1.09%N/A25-watt TDP1059199N/A15.38%6.06%N/A30-watt TDP11493100N/A22.58%14.00%N/APlugged in119931026127.96%16.67%95.08%Returnal, 15-watt TDP4031242529.03%66.67%60.00%20-watt TDP484030N/A20.00%60.00%N/A25-watt TDP524332N/A20.93%62.50%N/A30-watt TDP544633N/A17.39%63.64%N/APlugged in5646342521.74%64.71%124.00%Shadow of the Tomb Raider, 15-watt TDP555262575.77%-11.29%-3.51%20-watt TDP666583N/A1.54%-20.48%N/A25-watt TDP737089N/A4.29%-17.98%N/A30-watt TDP817693N/A6.58%-12.90%N/APlugged in817696576.58%-15.63%42.11%HZD Remastered, 15-watt TDP3128373310.71%-16.22%-6.06%20-watt TDP373047N/A23.33%-21.28%N/A25-watt TDP422850N/A50.00%-16.00%N/A30-watt TDP443452N/A29.41%-15.38%N/APlugged in4634553335.29%-16.36%39.39%

Average frame rates at 720p and low settings, save Cyberpunk at “Steam Deck” setting.

We’re not talking about a step change in performance here: this pricy $1,000 handheld still doesn’t have near the frame rate of a similarly priced gaming laptop. It’s just enough extra power to make games feel smooth on this handheld that were borderline choppy on its peers, like Expedition 33 (even then, these handhelds need AI upscaling to get there).

But I didn’t have to sacrifice battery life to get that extra power. I often even push the Claw 8’s chip to 30 watts, a power mode that the Asus ROG Ally X doesn’t offer unless plugged in, for an extra frame rate advantage — while getting roughly the same battery life as the Ally X gets at its 25W unplugged maximum.

MSI Claw 8 vs. Asus ROG Ally X ports and width. The Claw still has handy raised dots on each port to find them by feel.

And though the Steam Deck has long reigned as the efficiency champ, I found the Claw 8 can even beat the Steam Deck on both performance and power use when set to the same 15-watt TDP, often draining its battery 2 or even 3 watts slower. When you combine that with its big 80-watt-hour pack, it handily beat competitors in my Dirt Rally drain test, lasting nearly 19 minutes longer than the Asus ROG Ally X with Bazzite, 28 minutes longer than the Steam Deck OLED, and 80 minutes longer than the Legion Go S with SteamOS and AMD’s Z1 Extreme chip.

Below, you can see how battery life might compare at each performance tier. For example: the Claw 8 and Legion Go S with SteamOS both offer the same 66 frames per second when you offer their chips 15 watts of electricity, but you’ll probably get 3.9 hours of battery from the Claw versus 2.3 hours from the Legion. That’s because MSI’s Intel chip is drawing less power from a larger battery.

Battery life vs. performance

Game and power mode

Claw 8 fps

Claw battery drain

ROG Ally X (Windows, Z1E) fps

Ally X battery drain

Legion Go S (SteamOS, Z1E) fps

Legion Go S battery drain

Steam Deck OLED fps

Deck battery drain

AC Valhalla, 15-watt TDP6620.5W (~3.9h)5224W (~3.3h)6624W (~2.3h)5723.5W (~2.1h)20-watt TDP7825.5W (~3.1h)7130W (~2.6h)8430.5W (~1.8h)N/AN/A25-watt TDP8432W (~2.5h)8036W (~2.2h)9236W (~1.5h)N/AN/A30-watt TDP8538W (~2.1h)89N/A9643.5W (~1.3h)N/AN/ACyberpunk 2077, 15-watt TDP5120W (~4h)4122W (~3.6h)5725W (~2.2h)5023.5W (~2.1h)20-watt TDP6025W (~3.2h)5929W (~2.7h)7332W (~1.7h)N/AN/A25-watt TDP7131.5W (~2.5h)6535W (~2.2h)7938W (~1.4h)N/AN/A30-watt TDP7637.5W (~2.1h)71N/A8244.5W (~1.2h)N/AN/ADX: Mankind Divided, 15-watt TDP7922.5W (~3.6h)5922W (~3.6h)7425.5W (~2.2h)6122W (~2.2h)20-watt TDP9329.5W (~2.7h)8430W (~2.6h)9232W (~1.7h)N/AN/A25-watt TDP10531W (~2.6h)9136W (~2.2h)9938.5W (~1.4h)N/AN/A30-watt TDP11437W (~2.2h)93N/A10045W (~1.2h)N/AN/AReturnal, 15-watt TDP4020W (~4h)3123W (~3.5h)2425.5W (~2.2h)2523W (~2.1h)20-watt TDP4826.5W (~3h)4030W (~2.6h)3032W (~1.7h)N/AN/A25-watt TDP5236W (~2.2h)4336W (~2.2h)3238.5W (~1.4h)N/AN/A30-watt TDP5442.5W (~1.9h)46N/A3345.5W (~1.2h)N/AN/AShadow of the Tomb Raider, 15-watt TDP5521W (~3.8h)5223W (~3.5h)6225W (~2.2h)5723.5W (~2.1h)20-watt TDP6627W (~3h)6530W (~2.6h)8331.5W (~1.7h)N/AN/A25-watt TDP7335W (~2.3h)7036W (~2.2h)8937.5W (~1.5h)N/AN/A30-watt TDP8142W (~1.9h)76N/A9343.5W (~1.3h)N/AN/AHZD Remastered, 15-watt TDP3121.5W (~3.6h)2823W (~3.5h)3725W (~2.2h)3323W (~2.1h)20-watt TDP3728W (~2.9h)3030W (~2.6h)4732W (~1.7h)N/AN/A25-watt TDP4234.5W (~2.3h)2836W (~2.2h)5037.5W (~1.5h)N/AN/A30-watt TDP4440W (~2h)34N/A5244W (~1.3h)N/AN/A

Average frame rates at 720p and low settings, save Cyberpunk at “Steam Deck” setting.

All this said, you still can’t ease off the gas quite like with AMD chips, at least not out of the box. Officially, the Intel Core Ultra 7 258V is a 17W–37W chip, and while MSI lets you set the chip’s TDP as low as 8 watts, I still saw the Claw empty my battery at a rate of at least 11W in Balatro, the magic poker game I use as my best-case-scenario test. That means at minimum screen brightness, with wireless off, I’m getting around seven hours max — whereas the Steam Deck OLED can get nine hours and the Asus ROG Ally X can manage 10 in such lightweight games.

I have some quibbles with the Claw’s hardware. Though the speakers are above average, the rumble is annoying and weak. Hall effect joysticks and dedicated gyro modes are nice, but aiming felt sloppy out of the box, like MSI didn’t bother tuning either to a console controller standard, and I still haven’t quite nailed it with tweaks in either individual game settings or MSI Center. It’s also not the fastest handheld to charge or download games, despite its two Thunderbolt 4 ports and Wi-Fi 7, though not slow either.

But the real hurdles for the Claw 8 are that $1,000 price — and that MSI might only have one more whole month atop the Windows heap. Microsoft and Asus’ Xbox Ally is coming October 16th, with a revamped OS, and it could reshape the whole handheld market.

Handheld power, explained

You might have noticed I write about two different kind of wattage measurements (W) in my handheld reviews: 1) the TDP of each handheld’s chip, which basically translates to how much power you’re letting it use, and 2) the handheld’s total battery drain.

That’s because of a sea change in how portable gaming works. Unlike traditional laptops, today’s handhelds let you configure their processor’s TDP at a moment’s notice, even while you’re in the middle of a game, to give you more oomph. But when you do that — or when a manufacturer sets a higher default TDP so their handheld seems faster out of the box — it’ll drain your battery faster.

How much faster? You can find the answers in my charts, along with estimates of how quickly your battery will go from 100 percent to zero if you choose that TDP in a given game. And make no mistake, some games won’t run well on a handheld unless you choose a high TDP.

But the battery drain wattage is not the same as TDP, because it doesn’t account for all the rest of the handheld’s systems, including its storage and screen, that each game might push differently. Frame rate per watt drained is what to look for if you care about battery.

Photography by Sean Hollister / The Verge

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September 5, 2025 0 comments
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Wily FPS modders remake the original Quake from memory alone - imagine if triple-A remasters worked this way
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Wily FPS modders remake the original Quake from memory alone – imagine if triple-A remasters worked this way

by admin August 26, 2025


A Quake modding group have just polished off a game jam in which they challenged themselves to recreate every singleplayer map in id Software’s 1996 FPS from memory alone. That is, they were forbidden from replaying the original game before they started. As Slipseer user iLike80sRock puts it, “if somehow id1 was wiped off of all computers in the world, do we collectively remember the maps well enough to recreate them?”

The Quake from Memory pack has been in the works since last year. Find the finished package here, with installation instructions. I don’t know the original Quake well enough to comment on the accuracy of the results – I was naught but a sobbing child when Quake came out, and also, a hopeless Sonic the Hedgehog enthusiast. Still, I’m very interested in the concept of this jam, because when we recreate things from memory, it tends to reveal some kind of bias.

The comments on that Slipseer thread run a fun gamut. Levels are “either uncannily spot on or butchered”. Some rooms are too tall, perhaps because people remember being physically smaller when they played the game, and that difference in scale has somehow bled across the gap between simulation and the flesh. Some nail traps seem to fire too fast. Some maps “are very different in ways I can’t explain in words”.

There’s a sense of fascination, throughout: it’s not just people complaining that the Shamblers are the wrong way round. The premise of recreating the game from memory cultivates an intrigue and a generosity not typically found in responses to certain high-fidelity videogame remasters or remakes.

In the absence of lasting, external tangible records, such as writing, remembering becomes more of a communal practice. I’m interested to know if the Quake from Memory modders were allowed to show each other their work and compare reflections, or if each mapmaker had to go it alone. “Collectively” implies the former.

Inevitably, I’ve been trying to work out if I could recreate any of my favourite games from memory. Back in the day, I could have drawn most of Sonic 2’s layouts by hand, but I have played a million games since, and that squiggly hedgehog lore is lost to me. I have sharper memories of G-Police, the cyberpunk flight sim from WipEout creators Psygnosis.

In particular, I have quite vivid memories of one mission in which you have to stave off base assaults while tracking down and obliterating an approaching land train. The time management rigours of that mission have drummed those dome cities into my head. Still, don’t come crying to me if somebody manages to delete all surviving copies of G-Police. Missions 11-16 are just hypermissile whooshing noises on repeat.

Which game could you recreate from memory alone? Thanks to RPS reader Salty for posting about this in the latest RPS wappity.



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August 26, 2025 0 comments
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