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2025 NFL positional group rankings: Best, worst team units
Esports

2025 NFL positional group rankings: Best, worst team units

by admin August 17, 2025


  • Mike ClayAug 15, 2025, 06:15 AM ET

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      Mike Clay is a senior writer for fantasy football and the NFL at ESPN. Mike is a member of the FSWA Hall of Fame. His projections power the ESPN Fantasy Football game, and he also appears on “Fantasy Football Now” and the Fantasy Focus Football podcast.

When analyzing NFL rosters, it’s important to remember that it’s all relative. It’s easy to say a team is in “good shape” or “loaded” at a particular position, but each unit is only as good as it is relative to the league’s 31 other teams.

That might seem like common sense, but you’d be surprised what you can learn by sitting down and objectively grading and/or ranking each positional unit of all 32 teams. This is a project I’ve done each offseason, which has led to many interesting revelations, including the likely breakouts of teams such as the 2020 Buccaneers, 2022 Eagles and 2023 Dolphins.

Here are position-by-position unit rankings for all 32 teams this season covering the 10 key offensive and defensive groups. At the end is an overall ranking weighted based on positional importance (for example, it’s more crucial to be elite at quarterback than at running back). I also included brief outlooks on the best and shakiest units at each position as well as intriguing groups worth keeping an eye on. Note that these are 2025 rankings rather than long-term outlooks.

Let’s take a look, starting at quarterback.

Jump to:
QB | RB | WR | TE | OL
DT | Edge | LB | CB | S
Overall outlook

Quarterback

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This will be controversial to some, but Lamar Jackson led all quarterbacks in QBR, ANY/A (adjusted net yards per passing attempt) and expected points added. Jackson has been an All-Pro for the past two seasons and won the NFL MVP in 2019 and 2023. He fell just short of his second consecutive MVP last season despite career highs in passing yards (4,172) and passing touchdowns (41, tied for second in the league). The dual-threat quarterback has never finished a season lower than second among QBs in rushing yards, too. Former Cowboys QB Cooper Rush makes for a solid backup.

Derek Carr’s sudden retirement has left the Saints in rebuild mode under center. Second-round rookie Tyler Shough is the best bet to emerge as a viable starter, and perhaps he’ll be more pro-ready than most first-years considering he’s already 25. Recent Day 3 fliers Spencer Rattler and Jake Haener, who both struggled in relief of Carr last season, will also compete for the gig.

Other than perhaps the Steelers, no team with a new starting QB has as much on the line as the Vikings in 2025. With a revived Sam Darnold under center in 2024, Minnesota was one of the league’s best teams, posting a 14-3 regular-season record. The core of the team remains in place, which puts pressure on 2024 first-round pick J.J. McCarthy to play at a high level or at least not mess things up.

Running back

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The running back position is strong across the NFL, but it’s hard to find a better duo than Jahmyr Gibbs and David Montgomery. Since the two teamed up in 2023, Lions RBs have produced a league-high 5,960 yards and 57 touchdowns. That’s 718 more yards and eight more touchdowns than any other team’s RBs. Gibbs led the NFL with 20 TDs in 2024, and Montgomery produced 1,100-plus yards for the sixth season in a row despite missing three games.

Running back remained a low-priority position for Dallas this past offseason. Out is Rico Dowdle and in are Javonte Williams, Miles Sanders and Day 3 rookie Jaydon Blue. Williams has the highest ceiling, but the 25-year-old has struggled badly with efficiency since tearing his right ACL in 2022. Sanders was a nonfactor during two seasons in Carolina, though he showed some juice with 116 yards and two touchdowns in Week 18 last season. It’s very possible fifth-rounder Blue sees some serious run as a rookie.

The Chargers revamped their RB room this offseason, replacing J.K. Dobbins and Gus Edwards with Najee Harris and first-round pick Omarion Hampton. Hampton is a big, tough back with three-down ability who figures to immediately slide in as the lead runner. Harris has been reliable on early downs and an innings eater in recent years (he’s the only tailback to not miss a game over the past four seasons), though he doesn’t offer much as a receiver. His availability for the start of the season is still up in the air, as he hasn’t practiced since sustaining an eye injury in a fireworks mishap on July 4.

Wide receiver

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There are several good options here, but few teams come close to competing with the Ja’Marr Chase/Tee Higgins pairing. Chase has been great since being drafted in 2021, and he cemented himself as elite in 2024 with league highs in routes, targets, receptions, receiving yards, receiving TDs and end zone targets. He’s the first player in league history to reach both 1,700 receiving yards and 17 touchdown catches in a single season. Higgins battled injuries last season, but he still posted a 73-911-10 receiving line in 12 games. Andrei Iosivas and second-year Jermaine Burton provide depth.

Jakobi Meyers (one of 15 players with 800-plus receiving yards each of the past four seasons) is as underrated as they come, but he simply doesn’t have much proven help. Tre Tucker, the Raiders’ 2023 third-round pick, is the other top veteran returning this season, but he wasn’t efficient last season. Despite ranking fourth among receivers in routes run last season, Tucker finished outside the top 50 in catches, yards and TDs. Las Vegas does have some hope for improvement with rookies Jack Bech (second round), Dont’e Thornton Jr. (fourth) and Tommy Mellott (sixth).

A healthy Bucs WR room would’ve earned the nod for “best,” but there is uncertainty surrounding the availability of Chris Godwin, who led the NFL in receptions before a season-ending injury in 2024. Of course, even if he sit outs time, this has the look of a top-end group. Mike Evans (1,000-plus receiving yards in all 11 NFL seasons) is entering his age-32 campaign and seemingly hasn’t lost a step. Jalen McMillan (a 2024 third-round pick) scored eight TDs in his final five games of 2024, and the team selected Ohio State’s Emeka Egbuka with its first-round pick.

Tight end

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A recent survey of league executives, coaches and scouts resulted in Mark Andrews (sixth) and Isaiah Likely (eighth) both ranking among the top 10 tight ends. After a career-high 11 touchdowns last season, Andrews leads all tight ends in scores since 2019 with 48. Likely’s usage has been limited by Andrews’ presence, but he’s one of 17 tight ends with 30-plus catches each of the past three seasons. Likely had surgery at the end of July for a small fracture in his foot, but Baltimore hasn’t ruled him out playing in Week 1.

Second-round rookie Mason Taylor could make this designation look foolish, but there very well could be a lengthier learning curve here for the 21-year-old. Jason Taylor’s son will have a lot of pressure to deliver, as the Jets’ fallback options (Jeremy Ruckert, Stone Smartt and Zack Kuntz) haven’t made much of an impact in the pros.

Welcome back, Darren Waller. After ending his one-year retirement in July, Waller was traded to Miami as the team’s replacement for Jonnu Smith. Once one of the league’s top tight ends, Waller is obviously a bit of a lottery ticket since he’s 32 and struggled with durability when we last saw him (he hasn’t played more than 12 games in a season since 2020). Of course, with Julian Hill and Pharaoh Brown as his top competition, Waller has an easy path to snaps and targets in an offense that sees a ton of two-high looks.

Offensive line

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Another season, another elite Eagles offensive line. It starts with arguably the league’s top tackle duo of Jordan Mailata and Lane Johnson. Mailata ranked among the top tackles in Pro Football Focus grade, pass block win rate and run block win rate in both 2023 and 2024. Johnson is now 35 but hasn’t lost a step, ranking top 10 among tackles in pass and run block win rate last season. Cam Jurgens was solid as Jason Kelce’s replacement at center last season. Landon Dickerson is one of the league’s best guards, though he sustained a meniscus injury to his right knee in a preseason practice and is considered week to week. The only other concern is at right guard, as Matt Pryor and Tyler Steen are among those competing to replace Mekhi Becton.

Offensive line remains a massive problem area for the Jaguars and perhaps the worst situation in the NFL. Walker Little and Anton Harrison both posted poor pass block win rate marks in the past two seasons and are expected to be back as the team’s starting tackles. The interior will have a bit of a new look, as incumbent left guard Ezra Cleveland will be joined by newcomers in center Robert Hainsey and right guard Patrick Mekari. Perhaps third-round rookie Wyatt Milum will make an impact, but it’s hard to imagine this group making much of a leap.

Best in this category one year ago, the Lions will need to overcome some adversity this offseason. Detroit said goodbye to standout center Frank Ragnow (retirement) and right guard Kevin Zeitler (free agency) during the offseason. Graham Glasgow (last season’s starting left guard) is now a contender to start at center, leaving the likes of 2024 sixth-rounder Christian Mahogany, second-round rookie Tate Ratledge, Trystan Colon and Kayode Awosika as the top contenders to start at the two guard spots.

Interior defensive line

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A contender for this honor one year ago, the Seahawks remain stacked up front with Leonard Williams leading the way. Williams is still playing at a superstar level at 31, as he led all interior linemen with 11 sacks and ranked fourth with 35 pass rush wins last season. Jarran Reed (4.5 sacks in 2024) and Johnathan Hankins are also back. And 2024 first-round pick Byron Murphy II is a candidate for a second-year leap after a solid rookie showing.

Maliek Collins and Javon Hargrave signed elsewhere this offseason, and the 49ers’ only impact additions were draft picks Alfred Collins (second round) and CJ West (fourth). Jordan Elliott (a rotational player) tops the depth chart, and Kevin Givens, Evan Anderson and Kalia Davis all played less than 30% of the team’s defensive snaps last season. The 49ers figure to add more help and/or move Yetur Gross-Matos and Sam Okuayinonu inside more often.

A clear weakness for Arizona last season has suddenly become its biggest strength. After finishing 2024 ranked 28th and 20th in pass rush win rate (33.3%) and run stop win rate (29.8%), respectively, Arizona now has serious talent and potential up front. Standout veterans Dalvin Tomlinson and Calais Campbell were signed to anchor the interior, with recent first-round picks Darius Robinson (2024) and Walter Nolen III (2025) adding upside. Incumbents Justin Jones, L.J. Collier, Dante Stills and Bilal Nichols will compete for depth roles.

Edge rusher

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T.J. Watt has been an All-Pro in each of his past five healthy seasons and has an NFL-high 108 sacks since entering the league in 2017 (only he and Myles Garrett have more than 83). Running mate Alex Highsmith sat out six games last season but remained a full-time player when healthy; his 33.5 sacks over the past four seasons rank 16th in the league. Nick Herbig (5.5 sacks in 13 games) also was terrific in an expanded role.

Dante Fowler Jr., who led the Commanders in sacks (10.5) and pass rush wins (37) last season, signed with Dallas in free agency. Little was done to replace him, with journeymen Deatrich Wise Jr., 36-year-old Von Miller and Jacob Martin brought in to join Dorance Armstrong and Clelin Ferrell. Versatile Frankie Luvu (the only player on the roster who had more than six sacks last season) will once again be key to Washington’s pass rush.

The Giants have a strong case for the top spot in this category. Brian Burns sits seventh in the NFL with 54.5 sacks since entering the league in 2019, while Kayvon Thibodeaux ranks 21st with 17 over the past two seasons. And as if that’s not enough, New York used the No. 3 pick this year on Abdul Carter. It’s extremely rare for a team to have three first-round picks at the same position, but New York will certainly get creative in finding ways to keep all three busy this season.

Off-ball linebacker

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With Bobby Wagner and Frankie Luvu back, the Commanders pace this category for the second year in a row. Wagner is entering his age-35 season, but he ranked in the top 10 among off-ball LBs in pass rush wins, tackles for loss and QB hits last season. Luvu is the only NFL player with 250-plus tackles and 20-plus sacks over the past three seasons (335 and 21, respectively). The duo combined to play 98.2% of Washington’s defensive snaps in 2024.

Rarely a priority for Sean McVay’s Rams, this position remains an area of concern, especially following Christian Rozeboom’s departure. Career situational player Troy Reeder was vaulted into an every-down role early in 2024 before a hamstring injury ended his season in Week 7. He’s back and will compete with veteran newcomer Nate Landman, 2024 UDFA Omar Speights and perhaps fifth-round rookie Chris Paul Jr. for substantial work this season.

GM Howie Roseman and the Super Bowl champion Eagles hit an absolute home run when they signed Zack Baun to a one-year flier last offseason. After totaling 88 tackles in four seasons of being misused in New Orleans, Baun registered 150 tackles (sixth most in the NFL) in 2024 and was awarded a three-year, $51 million extension. Baun is the main man in this unit, but his running mate (at least in the short term) is to be determined. Both Nakobe Dean (recovering from a knee injury) and 2025 first-round pick Jihaad Campbell (recovering from shoulder surgery) could be limited or sit out time to open the season. Recent fifth-round picks Jeremiah Trotter Jr. and Smael Mondon Jr. add depth.

Cornerback

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Even after losing Brandon Stephens to the Jets during free agency, the Ravens remained in solid shape at cornerback thanks to one of the league’s best duos in Marlon Humphrey and 2024 first-round pick Nate Wiggins. Baltimore then went from “solid” to “great” when it signed Jaire Alexander in June. Alexander struggled with injuries during his time in Green Bay, but he has remained an elite player when healthy. With Wiggins and Alexander outside, Humphrey in the slot and veteran Chidobe Awuzie offering quality depth, the Ravens are loaded at corner.

Kendall Fuller and Jalen Ramsey — Miami’s top perimeter corners in 2024 — both departed this offseason, and the team made minimal efforts to replace them. Artie Burns was initially the lone notable veteran signing, while fifth-rounder Jason Marshall Jr. was the only draft investment. But now, Burns and Kader Kohou are done for the season because of torn ACL injuries. That leaves the likes of 31-year-old Mike Hilton, Jack Jones, Storm Duck and Cam Smith as the team’s top options at corner.

The Jaguars are set to return all three of their top corners from 2024 — Tyson Campbell, Montaric Brown and slot Jarrian Jones — but the trio will have significantly more competition for work in 2025. Of course, the big wild card is No. 2 pick Travis Hunter, who is expected to focus primarily on wide receiver. The Jaguars also added standout slot CB Jourdan Lewis and invested a third-round pick in Caleb Ransaw. Their pass defense should be much better than the group that allowed an AFC-worst 61.2 QBR last season.

Safety

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Detroit has formed the league’s top safety duo by hitting on a pair of recent Day 2 draft picks. Kerby Joseph (2022 third-rounder) has been an every-down player since entering the league, and he took his game to the next level last season. Brian Branch (2023 second-rounder) wasn’t far behind, which was an impressive feat as he transitioned from a hybrid slot/safety role as a rookie to more of a prominent safety role in 2024.

Jeremy Chinn (who led the Washington secondary in snaps last season) is gone and is set to be replaced by 30-year-old Will Harris. The ex-Lion and Saint will work opposite 2024 starter Quan Martin, with Percy Butler returning as competition. None of these players have posted a quality Pro Football Focus grade in recent seasons, and Washington did not invest in the position during April’s draft.

Xavier McKinney was a home run acquisition last offseason, as the ex-Giant produced eight interceptions (second most in the NFL) and earned his first All-Pro bid. And 2024 draft selections Javon Bullard (second round) and Evan Williams (fourth) each played substantial roles as rookies and should be featured heavily in a defense that leans on three-safety looks.

Overall

RankTeamRankTeam1BLT17DAL2PHI18PIT3BUF19ARZ4KC20SF5DET21SEA6MIN22IND7CIN23NYG8CHI24MIA9TB25ATL10DEN26TEN11LAC27NYJ12LAR28JAX13WAS29CAR14HST30LV15GB31CLV16NE32NO

It’s no secret the Ravens have yet to earn a Super Bowl appearance in the Lamar Jackson era, but that very well could change this season. Baltimore has perhaps its best roster on paper since it won Super Bowl XLVII. Jackson is obviously the big difference-maker, but he has a ton of help at the skill positions (including Derrick Henry, Zay Flowers, Mark Andrews and newcomer DeAndre Hopkins) and on the offensive line (led by Ronnie Stanley and Tyler Linderbaum).

The Ravens’ defense, which has ranked in the top five leaguewide in sacks each of the past three seasons, returns 10 of its top 11 snap-getters from 2024 (including stars Kyle Hamilton, Marlon Humphrey, Roquan Smith, Kyle Van Noy and Nnamdi Madubuike). They added potential impact players in star corner Jaire Alexander, first-round pick Malaki Starks and second-round pick Mike Green.

Derek Carr’s retirement cemented this one, as New Orleans’ quarterback situation probably will be quite poor (the hit rate of non-first-round QBs, especially as rookies, is very low). Of course, it’s not just about the quarterback. Alvin Kamara is now 30 years old; Chris Olave and Rashid Shaheed have some uncertainty after both sat out most of last season because of injuries; and we might not even see Taysom Hill, who is rehabbing a torn ACL at age 35. The Erik McCoy-led offensive line could be serviceable, but it depends on the development and progression of four recent first-round picks, including rookie left tackle Kelvin Banks Jr.

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The defense has a few bright spots (Carl Granderson, Chase Young, Justin Reid, Demario Davis and Cameron Jordan), but the latter two are both 36. There are also massive concerns up front and at corner. Unless Tyler Shough proves to be a second-round gem, New Orleans might be selecting its franchise QB with the first pick of the 2026 draft.

It’s easy to forget considering how the Lions’ season ended (45-31 playoff loss to the Commanders), but they were dominant on both sides of the ball in the regular season. Through Week 12, their defense ranked first in EPA. Then the injuries started to pile up, and they fell to 29th for the rest of the season.

A return to health on defense will be the key to getting that unit back into the “elite” discussion. Superstar Aidan Hutchinson’s comeback is obviously massive, and he leads a good front seven that includes DJ Reader, first-round pick Tyleik Williams, Jack Campbell, Alex Anzalone and Alim McNeill (still rehabbing from a torn ACL). D.J. Reed was an impact signing as Terrion Arnold’s running mate at corner, and those two join the terrific Brian Branch/Kerby Joseph duo in the secondary.

An elite Lions offense that ranked in the top five in EPA for the past three seasons remains intact, with a solid QB (Jared Goff), good pass catchers (Amon-Ra St. Brown, Jameson Williams, Sam LaPorta), the aforementioned elite RB duo and a very good offensive line (including tackles Taylor Decker and Penei Sewell to help offset the interior uncertainty). The Eagles have something to say about it, but the Lions certainly have a case as the NFC’s best team on paper.



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August 17, 2025 0 comments
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Elio Just Had The Worst Box Office Debut In Pixar History
Game Reviews

Elio Just Had The Worst Box Office Debut In Pixar History

by admin June 24, 2025


Elio, Pixar’s latest animated movie, hit theaters over the weekend. Odds are you didn’t see it, based on the flick’s not-so-great box office returns. In fact, the film now holds the unfortunate record for the worst opening weekend of a Pixar movie in the studio’s history.

Disney+ Pulls The Abyss Over Controversial Rat Scene — Again

As reported by Variety, Elio brought in just $21 million domestically from over 3,500 North American theaters during its opening weekend. For modern Pixar, that’s abysmal. Overseas, Elio racked up just $14 million. That means the new Pixar movie ended its opener at just $35 million. For comparison, most Pixar films earn around $50 million or more domestically alone during their first weekend. In fact, the last time a Pixar film stumbled this badly out of the gate was 2023’s Elemental, which previously held the record.

However, Elemental had a happy ending. Despite only earning $44 million globally after its first weekend and being called a bomb or flop by many online, the animated rom-com kept on earning money. By the end of its run, thanks largely to positive word of mouth and solid reviews, Elemental earned $496 million globally. That could happen with Elio, too. The movie is receiving rave reviews from both audiences and critics. However, Elio does have to compete with the live-action How To Train Your Dragon film, which was the number one film at the box office over the weekend for a second week in a row, so it might struggle to turn things around. We shall see.

Pixar might be forced to crank out sequels

Regardless of what happens, Elio and Elemental’s lackluster opening weekend likely isn’t good for Pixar. While the studio can still produce big box office hits, like 2024’s Inside Out 2 and 2019’s Toy Story 4, a problematic pattern is forming.

It appears Pixar is struggling to create new, original hit films that blow up and become pop culture icons like The Incredibles or Monsters Inc. If Disney sees sequels as solid money earners and original films, like Elio, as risky bets that have to rely on long theatrical runs to become profitable, it could lead to the Mickey Mouse empire changing up Pixar’s output. The studio might become entirely focused on sequels, with its few original projects sent to Disney+ to appease the content gods. It would be a sad fate for a studio that once had one of the best original film track records in Hollywood. And this seems to already be happening, with only two of Pixar’s six announced movies being original projects.

But in 2025, it really does seem like kids want stuff they know, like Minecraft and live-action remakes, and aren’t screaming to see original animated movies. Or their parents don’t want to risk spending $20+ on seeing a new movie, instead bringing their kids to Hollywood’s latest reheated leftovers.

.



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June 24, 2025 0 comments
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DK Rap composer wasn't aware "the worst rap track in the history of rap tracks" would be included in Donkey Kong Bananza
Game Reviews

DK Rap composer wasn’t aware “the worst rap track in the history of rap tracks” would be included in Donkey Kong Bananza

by admin June 21, 2025


Grant Kirkhope, composer of the DK Rap, wasn’t aware it would be used in Donkey Kong Bananza.

Yesterday, Nintendo detailed more on its forthcoming Switch 2 gorilla platformer and fans spotted the inclusion of the DK Rap, originally created for Donkey Kong 64.

But Kirkhope was not aware it would be used again in Donkey Kong Bananza. Based on past use, it seems unlikely he’ll be credited too.

Donkey Kong Bananza Direct – 18/06/2025Watch on YouTube

“Well, what can I say, the worst rap track in the history of rap tracks seems to be back again!” joked Kirkhope to Eurogamer.

“It’s so bizarre that people seem to like it now considering the backlash that I got when DK64 first came out, nobody seemed to get the joke except me… haha… I’ve only had to wait 25 years for that to happen! Actually I think that little kids got the joke but the cool teenagers didn’t!”

He added: “My tombstone will read, ‘Here lies the body of Grant Kirkhope, he wrote the DK Rap and the Goldeneye Pause Music’… Nothing else will matter!!”

Eurogamer previously spoke to Kirkhope about the inclusion of the DK Rap in Nintendo’s The Super Mario Bros. Movie. Kirkhope was not credited for its use.

“[Nintendo] said we decided that any music that was quoted from the games that we owned, we wouldn’t credit the composers – apart from Koji Kondo,” he explained. “Then they decided anything with a vocal would get credited, so the DK Rap scores there. But then they decided if we also own it, we won’t credit the composers. And that was the final nail in the coffin.

“I said I appreciate you’ve got your policies and all the rest of it, but by the time the credits roll in the movie to show the songs, the theatre’s completely empty, everyone’s gone, it’s only me and my wife and my two kids sat there going ‘look daddy’s name!’. I said ‘for the sake of a couple of lines of text…’, but that was that.”

Considering Nintendo owns the DK Rap score, it would appear Kirkhope may once again not be credited for its inclusion in Donkey Kong Bananza.


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Donkey Kong Bananza will be released next month and has a musical twist with Donkey Kong transformations. It will also include a music player to enjoy tracks from the game – presumably the DK Rap will be there too.

Eurogamer also spoke to Kirkhope about the possibility of a new Banjo Kazooie game, as well as his work on GoldenEye, and how his music represents nostalgia.



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June 21, 2025 0 comments
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Dealing with gaming peripheral apps frustration
Product Reviews

Gaming Peripheral Apps, Ranked From Worst to Worst

by admin June 21, 2025



Imagine this: You build a solid gaming PC, with a Corsair CPU cooler and a GPU that probably cost two months’ rent. You pick up a feature-packed keyboard from Asus and the most comfortable mouse Razer has ever made, and an ultra lightweight headset from HyperX. You want to program a couple of macros on the keyboard, check the battery life on the mouse, and change the auto-shutoff on the headset from 5 minutes to 20 minutes.

Does this seem like a task that requires a program that constantly runs 20+ background processes, uses 72% of your GPU, and secretly hoards 10GB of space on your hard drive? No? It doesn’t? Well, that’s technically correct — you don’t need a program; you need several of them, each of which eats up a lot of system resources and has its own unique set of issues.

But I’m sure you already knew this, if you’ve ever had to install any software for any gaming peripheral, ever. However, since you need to buy into at least one of these software suite-supported ecosystems (assuming you want one of the best gaming mice, gaming keyboards, gaming headsets, etc.) it seems worth exploring which company has the best software ecosystem to keep your rig running as smoothly as possible.


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Well, the answer is none of them.

I was originally planning to create a list ranking these apps from best to worst. But all of these apps are somehow terrible in ways that you probably didn’t even know software could be terrible. And, of course, none of them seem to work together — whenever I talk to gaming companies about the disaster that is their software, they always say things like, “well, it’s different for you, because you’re a reviewer, so you have a lot of different apps on your PC and they probably conflict.”

Well, sure, I am a reviewer, and I agree that my use-case is not exactly that of the average gamer. But I also don’t think that most gamers are tied to a single brand of peripherals — I certainly wasn’t before I was a reviewer. Also, I’m not sure why peripheral software would conflict with other peripheral software, unless it’s running constantly in the background doing things it doesn’t need to be doing.

You might be wondering why these brands make such universally terrible software, when, for the most part, they make great hardware. I can’t say for sure, but it does seem like it would be challenging to maintain efficient, stable software while also having to constantly add on support for every round of peripheral and component drops. Or perhaps the companies are just trying to highlight how good their hardware is by giving us terrible software in comparison.

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Here are the most frustrating gaming peripheral apps I’ve used, and they’re all tied for worst with every other gaming peripheral app:

✳ Asus Armoury Crate

Armoury Crate is Asus’ software suite supporting its ROG-branded components and peripherals, including motherboards, monitors, graphics cards, keyboards, headsets, mice, desktops, laptops, coolers, etc. You can use Armoury Crate to update firmware, configure and calibrate hardware/peripheral settings, and customize RGB using Aura Sync (which is now part of Armoury Crate).

The best thing I can say about Armoury Crate is that it doesn’t bother me as often… because I always uninstall it, immediately, the second I no longer need it.

Case in point: I’m writing this on an Asus ROG monitor with Aura Sync enabled, and Armoury Crate sees nothing — doesn’t recognize it, can’t control it, nothing. (And yes, my Armoury Crate is up to date, my drivers are up to date, the monitor is listed as supported in Asus’ Armoury Crate FAQ, etc.) And this is actually an improvement — most of my experience with Armoury Crate in the past has been having it crash instantly upon launch.

In addition to often not recognizing the products it supports, or managing to stay launched for more than 3 seconds, Armoury Crate is just kind of a mess. The interface is confusing (and full of unnecessary movable tiles) and laggy — switching between tabs and clicking through menus is a chore. It also takes up over 1GB on my system for some reason and has suspiciously scheduled a bunch of logon tasks I didn’t ask for.

The cherry on top is that you’ll probably need to use the Armoury Crate Uninstall Tool to uninstall it — nothing says “easy to uninstall” like a dedicated uninstaller provided as a separate download. If you have an Asus motherboard, you also may need to change some settings, because Asus likes to put the Armoury Crate auto-installer in the BIOS.

Of course, that’s assuming Armoury Crate even recognizes your motherboard — Tom’s Hardware Senior Editor Andrew E. Freedman spent a month unable to turn off the RGB in his PC (when the PC was off) because the software wouldn’t recognize his motherboard. “Eventually uninstalling it and reinstalling it — using their official uninstaller — worked,” Andrew said. “But I couldn’t tell you why.”

Asus has taken note, however, and has been attempting to make a better Armoury Crate experience. Or at least, that’s what they’ve been telling me. Some peripherals now support Armoury Crate Gear, which is a “lightweight” peripheral-only version of Armoury Crate.

(Image credit: Tom’s Hardware)

However, whether this software is actually “lightweight” is questionable — it is lighter-weight than Armoury Crate, but it’s still taking up more of my PC’s performance than just about every other peripheral app — and that’s just for one device! I also can’t really tell, at the moment, if Armoury Crate Gear is separate for each peripheral device it supports, or if it’s part of one suite, or if it merges with the original Armoury Crate when you have both installed — Asus has gone out of its way to make this all extra-confusing.

(Image credit: Tom’s Hardware)

Also, while this Armoury Crate Gear doesn’t install all the extra unnecessary apps you don’t need, it does continue to let you know about them: Every time I click on something in Armoury Crate Gear, it directs me to a “feature library” where I can, conveniently, install all that extra stuff I didn’t want.

✳ Corsair iCue

I asked my colleagues which peripheral software they disliked most, and while it wasn’t unanimous, and was clearly based primarily on whichever peripheral software had crashed or crippled their system within the last hour, one of the programs that was mentioned multiple times was Corsair’s iCue (currently: iCue 5).

Because what’s more infuriating than trying to download a simple app that will let you change your fan lighting and ending up with the resource-draining, performance-sucking, unsuspectingly huge piece of software that is iCue ?

While Corsair does make peripherals, it’s better known for its components — specifically, CPU coolers, fans, RAM, and cases. So while iCue does let you configure hardware, update firmware, and all that, we mainly turn to it for one thing: RGB. That’s it. Seriously. All we really want is to be able to change the color of the RGB lighting on our fans, maybe program some sort of pastel spectrum animation on the pump — and that’s it.

Now, iCue does let you do this, assuming you can figure out how to use the app’s lighting effects section to create the look you want, without getting overwhelmed by the various lighting profiles, colors, animations, and effects — not to mention using fan order to set up effects that move fluidly throughout your system. But it also uses a lot of, well, everything: resources, memory, space.

It’s hard to determine exactly how much space an app takes up in Windows 11.The OS lists reported app sizes in its settings menu, but this doesn’t tell the whole story (especially since not all apps report their size to Microsoft). But rest assured that iCue is somehow huge for an RGB-controlling companion app — its installer alone is approximately 1GB — and is not sorry. In the installed apps menu in Windows 11, iCue reports its size as 3.54GB. I used SpaceSniffer to confirm that on my system, iCue is taking up around 1.1GB in Program files, and is occupying another 2.35GB in ProgramData.

I can spare the 3.54GB, but I’ll admit that I’m pretty curious to know why iCue needs so much space just to change the colors of, like, seven lights. I know iCue also monitors hardware (unsolicitedly — I didn’t ask for this from my RGB software, Corsair), and this explains some of the app’s heavier resource usage, but not its size.

Taking a look at the Corsair folder in ProgramData reveals that approximately all of the space iCue uses here comes from…game integration — game/app developer-created presets to sync your system’s RGB lighting with the game you’re playing. It looks like there are around 30+ supported games (including a 1.64GB “common” folder for generic game integrations). Of the 30+ games supported, I played one, a couple of years ago — Subnautica Below Zero — but it’s very accommodating of Corsair to go ahead and store 2.35GB of RGB profiles on my PC, anyway.

But squatting in your ProgramData folder probably isn’t even the most draining thing iCue does. Anecdotally speaking, iCue is frequently responsible for using a ton of resources, crashing your system, crippling updates, and…basically everything else.

While I was writing this article — on cue (haha) — iCue apparently corrupted the AMD driver dll of Tom’s Hardware Deals Writer Stewart Bendle, who then had to run Display Driver Uninstaller (DDU) — twice — before he was able to boot to Windows without it crashing within 20 seconds.

The next time your PC feels sluggish, your first step should be to uninstall iCue and Armoury Crate, and bask in the striking performance gain — you may not even need to do anything else.

✳ Logitech G Hub

Logitech has been in the peripherals game for a long time. And instead of creating one app back in 1994 and adding onto it piece by piece over years and years and years until it became an unrecognizable mishmash of settings, Logitech did the seemingly smart thing and created new apps for new products and lines.

Except now Logitech has something like 12 similar but different apps with overlapping support for different peripheral lines (which are somewhat haphazardly defined in the first place), meaning you’ll need at least three different Logitech apps to configure your keyboard, mouse, webcam, and headset. And somehow, none of these apps will be as functional or as intuitive as Logitech’s legacy apps.

But since we’re looking at gaming peripheral software, let’s focus on Logitech G Hub, which is designed to support Logitech G products: gaming keyboards, mice, headsets, controllers, and some random streaming gear (webcams, mics, and lights). G Hub is where you’ll go to configure hardware settings, program buttons and keybinds, adjust audio/mic settings (including Blue Vo!ce software), and play with RGB lighting colors and effects.

At a glance, G Hub actually looks pretty good. But don’t be fooled by its slick, deceptively straightforward-looking interface. With G Hub, Logitech has conveniently taken all of the settings you once knew how to change and turned them into something unnecessarily convoluted and zero percent intuitive.

After all, why would you want to reprogram keys using something simple, like…your keyboard…when you can instead scroll through several long lists of keys, actions, commands, system…commands, and approximately 3000 other options you didn’t know you never wanted to see? I’m sure there are some people who want to bind pre-recorded Blue Voice sound samples to their mouse buttons — but probably not so many that this warrants an entire built-in menu (especially one that may not even work — I had to wipe G Hub from my PC and reinstall it, twice, before half of the Blue Vo!ce software options even worked in G Hub).

My bigger issue with G Hub, however, is that your hardware is somehow entirely dependent on it. There’s no warning, of course — Logitech graciously allows you to discover this on your own, when G Hub suddenly shuts down and cripples all of your peripherals.

Just the other day, as I was casually playing Elder Scrolls Online using a Logitech G keyboard, G Hub abruptly quit and suddenly none of the assignable keys registered anything. And I don’t mean that my carefully-configured custom keybinds stopped working. I mean the assignable keys on this keyboard — the function keys — apparently have no default keybinds without G Hub; they’re just…empty. G Hub shut down and took my entire function row with it.

While it’s possible to use Logitech G peripherals without G Hub by saving settings to a device’s onboard memory, this only works if you turn the onboard memory on in G Hub — and then quit G Hub while it’s turned on. One might assume that a profile saved to a device’s onboard memory would remain on said device until overwritten. But if you turn off onboard memory in G Hub (which you’ll need to do to adjust any settings), G Hub immediately overwrites your saved profile with the original, default profile, e.g. one with an entirely empty function row, until you turn onboard memory back on.

G Hub also makes some other strange design choices, such as the fact that you can only program a mouse’s G-Shift while in G-Shift mode. Let me explain: G-Shift is Logitech’s gaming-oriented second layer functionality — accessible with the G-Shift key/button (user-programmed) — built into Logitech G mice and keyboards. (It’s Logitech’s version of Razer’s HyperShift, SteelSeries’ SS key, etc.)

To program G-Shift, open up G Hub and click the G-Shift toggle at the bottom of the screen. This puts your device in G-Shift mode, which is actually…terrible, because the entire point of G-Shift mode is to be able to program secondary functionality. For example: Why would you need your left mouse button — one of the most accessible buttons — to have primary click functionality in both default mode and G-Shift mode? You wouldn’t, unless an app forced you to remain in G-Shift mode while programming G-shift mode. If you unbind primary click in G-Shift you will no longer be able to click anything, because you’re stuck in G-Shift mode. This has been an issue for years, and I still can’t figure out why.

You can try to fix this by unplugging the mouse, but I’ve found that this happens to be the one time G Hub immediately saves all changes directly to your hardware. In this case, your best bet is to use a different mouse to rebind your primary click (you can also use Mouse Keys, a Windows accessibility feature that lets you control your mouse with your keyboard). Or, if you must, you can also uninstall and reinstall G Hub. If that seems like a ridiculous amount of effort given you accidentally clicked one button, that’s because it is.

✳ Razer Synapse

Razer’s Synapse is the brand’s one-stop (sort of) software suite supporting all of its products: keyboards, headsets, mice, webcams, mics, mouse pads, speakers, monitors, desktops, laptops, etc. You can download Synapse from Razer’s website — but you don’t have to, because Razer pioneered everyone’s favorite, not-at-all-infuriating, and previously exploitable practice of prompting an auto-installation of Synapse whenever you plug in a Razer peripheral. Yes, every time. Forever.

And don’t worry, installing Synapse won’t rid you of Synapse pop-ups, because Synapse updates approximately once every 15 minutes and prompts you to do fun things like restart your PC, login to your Razer account, or install a bunch of other Razer apps. You know — for fun!

Synapse is pretty robust — maybe too robust — and lets you remap keys and buttons, calibrate performance (on a pretty detailed level), and adjust some lighting settings. However, if you want to customize your lighting beyond one of Razer’s preset effects, you’ll need to use a separate “app” (which is now just a separate app, no longer listed as a standalone module? Or something) inside Synapse.

(Image credit: Tom’s Hardware)

The current version of Synapse is Synapse 4, which (despite what Razer says) looks a lot like Synapse 3. It still requires you to login, as logging into a Razer account is a critical part of remapping your mouse buttons, and it still features a dashboard with modules, though some modules (like the Chroma modules) have been incorporated elsewhere in Synapse but still seem to function as separate apps (I’m really not sure, at this point).

Now, instead of opening up the Chroma Studio app from the module list, you open it up from the lighting tab inside each peripheral module. But, of course, it opens in a separate window (because it’s still a separate app), with several tabs that include other modules that used to be in the main Synapse dashboard, such as Chroma Visualizer and Chroma Connect.

(Image credit: Tom’s Hardware)

Also, the issue of Chroma Studio saving your final lineup of effects into a profile but not saving the custom settings you used for the profile persists. You can make a profile in Chroma Studio with multiple lighting layers and effects, but you can’t adjust this once you’ve saved it without recreating layers from scratch. It’s bizarre and frustrating and will potentially make you quit RGB completely and embrace darkness.

Like most peripheral software, Synapse attempts to combine several years worth of hastily coded updates and side projects into one streamlined, central app. And, if you ignore the fact that it’s actually 15 different processes running in the background, it succeeds (sort of).

But Synapse’s real goal is clearly world PC domination via the most tenacious installer/updater ever created. Synapse has a ton of FOMO — not only will its installer sometimes anxiously pop up in the middle of Windows updates, it also hoards all of the update files it downloads…forever.

The Windows Installer folder on my laptop currently takes up around 10GB, 9.68GB of which belongs to Razer. Now, Synapse is not the only app that’s ever done this, and there are tools to clean the Installer folder. I’m working on it, but so far Synapse’s stockpile of installers has resisted PatchCleaner, CCleaner, and the Microsoft install/uninstall troubleshooter.

Oh, and the best thing about this is that Synapse updates so frequently, it apparently gets exhausted and quits — basically every single time I try to do something that requires Synapse to be running, nothing happens. So I’ll click on Razer’s icon in the System Tray and, yup — “Synapse is not running.”

✳ SteelSeries GG

SteelSeries GG is a software suite that combines SteelSeries’ peripheral settings app (Engine) with several things that are…not peripheral settings. Here’s a pro-tip: If you’re a hardware company trying to design supporting software that won’t be considered bloatware, don’t throw additional apps into the installation.

In addition to SteelSeries Engine — which lets you scan for firmware updates, configure and customize hardware settings, and includes an illumination section where you can adjust and sync RGB (and also create custom effects) — SteelSeries GG also contains Sonar (an audio app with a gamer-oriented EQ) and Moments (a game capture app). SteelSeries’ Engine is a little clunky (like…all of these apps) — and its focus on details can make it pretty overwhelming for anyone who doesn’t want to spend a lot of time getting to know it.

While you can argue that Sonar is an audio configuration app (it is), and therefore makes sense as part of GG…there’s still no reason to make it a compulsory download for someone plugging in a keyboard or a mouse. And I actually like playing around with Sonar — when it works.

But I’ve been using it with both SteelSeries and non-SteelSeries products for several months and it will frequently just…not work. It doesn’t seem to be consistent in any way — sometimes I’ll turn my headset on and I won’t hear anything no matter what my settings are until I force-quit the entire GG suite; other times I’ll be in the middle of listening to something and my sound will just go out for several seconds before resuming. Earlier today I was talking to one of my colleagues before our morning meeting, and he said I was barely audible — until I switched my mic input away from Sonar.

Sonar can be fun to play around with, but it’s just not reliable enough when I need my audio to work. And it’s not super intuitive when it is working as designed — it tries to wrestle control of every audio-enabled device I plug in, from speakers to headsets to webcams. It’s definitely an app I’d prefer to opt-into instead of (not having the option of) opting out. (Engine includes audio settings and an EQ for SteelSeries’ headsets and speakers, anyway, so Sonar really should be purely optional.)

✳ Turtle Beach Swarm II

In Turtle Beach’s Defense, the company adopted Swarm after it fully absorbed Roccat in 2024. Prior to this, Turtle Beach had even worse software, somehow — I recall needing one app just to update the firmware, and another app to adjust the settings on a headset.

Roccat’s Swarm was always kind of a mess, in the Armoury Crate way — trying way too hard to look cool (literally, like the UI of Warcraft III), and packed with features nobody has ever needed or wanted or even thought they wanted. I remember it featuring a keyboard typing sound effect that you could turn on in the software — why?! Not only was this for an actual, physical keyboard — which has its own real-time typing sound effects — but the typing sound was, naturally, delayed just enough that it was infuriating.

Image 1 of 3

(Image credit: Tom’s Hardware)

60% of the time, works every time.

(Image credit: Tom’s Hardware)(Image credit: Tom’s Hardware)

But now Roccat’s Swarm is Turtle Beach’s Swarm II, and while it looks a lot better, it just… doesn’t work. Perhaps this isn’t really as much of a software issue as it is a firmware issue, but as I had to go through the software to make firmware updates, the software remains at the forefront of my mind. The software itself does what you’d expect — lets you adjust various peripheral settings, including some fairly basic improvements for headsets and mics, etc. Or, well, it lets you adjust those things about half of the time. When I tested the Atlas Air, I found my settings saved automatically to the headset as I made changes in the app — unless they didn’t, which they sometimes… didn’t.

Swarm II downloads updates automatically, but it doesn’t install them. Or let you know they exist. (Image credit: Tom’s Hardware)

On the plus side, unlike Razer Synapse, Swarm II doesn’t prod you for updates constantly. Instead, it waits until you plug in a new peripheral and then requires all 700 updates at one time — sequentially, of course. So you’ll need to spend a good half hour updating and restarting and updating and restarting your PC just to use one headset, because Turtle Beach loves to push out firmware updates for not only the headset, but every part of the headset, such as both of the Stealth 700 Gen 3’s dongles.

What we need

First — I didn’t mention a number of apps, including (but not limited to): HyperX NGenuity, Cooler Master MasterPlus+, MSI Center, ThermalTake TT RGB Plus, etc. — but rest assured, they all have plenty of issues and remain competitive in the race to the bottom.

I won’t pretend like I truly understand the challenges of creating a piece of usable support software, especially one that needs to be updated every time a new product is released. And while there are third-party apps, such as SignalRGB and OpenRGB, attempting to create stripped-down, manufacturer-agnostic solutions, it’s clearly not perfectly cut-and-dry. But — as someone who tests peripherals and therefore always has at least 17 different pieces of bloated, laggy, space-hoarding software fighting for control on my PC, I have some general tips for improvement:

👉 Just the software

When I plug a new mouse or keyboard in, I want it to work. That’s all.

I don’t want to be bombarded with prompts to install optional software — let alone, optional, unnecessary software that demands hard drive space, resources, and an internet connection and an account. And I definitely don’t want this to happen every time I plug it in (peripherals are, by definition, devices that are easy to plug in and remove from a PC). If I need to change a setting or customize something, I will download the software.

👉 …And stop auto-updating

There’s no peripheral software update so critical that I need an app running 24/7 in the background, ready to update on a dime. Actually, now that I think about it, peripheral software updates aren’t just “not critical,” they’re almost entirely unnecessary unless I want to manually update a setting myself.

I shouldn’t have to restart my PC, get online, or sign up for an account to change some settings. I also shouldn’t have to tell you this.

👉 Don’t fix what ain’t broke

I don’t know why Logitech took a look at G Hub and thought, “instead of making remapping keys basic and boring, let’s turn it into a fun, maze-like adventure!” I’m just here to change some settings — I don’t mind if it’s a boring, basic process (in fact, I prefer it).

Of all the 764 different Logitech webcam apps I’ve tried, there’s one I always come back to: Logitech Webcam Software. It’s extremely basic, dated-looking, and definitely not perfect (nor has it been supported in, like, 10 years). But it’s the only Logitech webcam app with all of the manual sliders in one place, and that’s all I really want. I don’t need a sexy, fun settings menu. I just need the settings.

👉 I don’t need an ecosystem

I’m not sure why every company thinks they need to have a full software suite of apps and modules, complete with a customizable dashboard with 7 different themes and the option to upload your own background image and a user interface that looks like a cross between Minority Report and Star Craft. I’ve never opened any peripheral software thinking, “wow, I hope this looks cool and futuristic so I can leave it open on my desktop to admire.”

I already have an operating system, and ways to monitor my hardware, and an app that animates my wallpaper — I don’t expect or need (or want) my mouse software to replace that. There’s no need to divert clearly limited software development resources toward projects like the Razer Virtual Ring Light, which is an app that turns your monitor into a “source of illumination” (my monitor is already a source of illumination; I can just open up a blank Word doc).

I’ll acknowledge there are many challenges to making software that supports a decade’s worth of gaming peripherals, but I don’t think the solution is completely irrelevant software.

But what about web-based apps?

Many custom mechanical keyboards use the open-source QMK / VIA firmware/software suite for remapping and lighting customization, and while this is a useful tool for the keyboard enthusiast side, it definitely has limitations for the gaming side. But I’ve recently seen several gaming companies (mostly smaller, boutique ones, such as Arbiter) with web-based peripheral apps, and I’m not totally sure how I feel about this.

On one hand, it’s great to not have to download a bloated, resource-sucking app packed with features I didn’t want. On the other hand, I’m a little worried about what happens if this web-based app stops being supported for some reason, or the host goes down, or I’m offline and I desperately need to change my keyboard macros (unlikely, but you never know). I suppose that’s not a major concern right now, as those scenarios seem unlikely to happen in the near future (and some functions usually exist on the keyboard itself, like on-the-fly macro recording). Just because gaming companies wish you bought new peripherals every six months doesn’t mean that’s what most people actually do.

I have a mouse I bought around 10 years ago from Redragon that came with an incredibly basic (but usable) device-specific piece of software. It didn’t let me do nearly as much as the peripheral apps of today let you do, but it did let me remap buttons (it was one of those 19-button mice that I can’t get enough of, so this was important) and turn off the lighting. And I can still use that software, which is extremely lightweight, a decade later.



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June 21, 2025 0 comments
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Game Updates

The Nintendo Console Launches, Ranked From Worst To Best

by admin June 19, 2025


Image: Nintendo

By the time the SNES rolled around, Nintendo had millions of loyal young American fans, and it could do a proper build-up and launch in the States for the first time. Our hype was fueled by that commercial starring Paul Rudd—we didn’t know he was Paul Rudd at the time, of course, but he looked awesome playing and enjoying those games, and we, too, wanted a taste of this “Super Power” the new console promised. For many parents, meanwhile, the SNES seemed like a scam, an effort to extort even more money from their Nintendo-addled kids. (For an incredible, time-capsule glimpse of what the period surrounding the SNES launch was like as many parents lamented the hold that video games had developed over their children, you simply must watch this video of a local news report from 1991.)

But for those of us who were firmly in Nintendo’s grasp, the arrival of the SNES was cause for excitement, not concern. Today, game console launches often feel incremental; the PS5 felt like an important technological step up from the PS4, for instance, but not an awe-inspiring one. In the SNES era, however, new hardware could still inspire genuine awe. Oh my god, look at that 3D effect on those tracks in F-Zero! Look at all that color in Super Mario World! Sega’s Genesis had arrived two years prior, stepping up the technology that powered the games we played. Here, with the release of the SNES, Nintendo was firing its own salvo in the 16-bit wars, and once again, Mario was leading the way. The launch bundle included Super Mario World, maybe the best console pack-in of all time, giving players hours and hours of wonderful SNES gameplay right out of the box in a game that remains an enduring classic to this day. Now that’s how you make people feel good about their new console purchase, and eager to seek out the many wonderful new experiences that will be arriving for it in the months to come. — Carolyn Petit



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Game Updates

Let’s Rank The Mario Kart Games, From Worst To Best

by admin June 17, 2025


Screenshot: Nintendo / Kotaku

For over thirty years, we’ve been driving like maniacs, questioning the meaning of fairness and ending friendships in Nintendo’s Mario Kart series. So with Mario Kart World kicking off the Switch 2’s launch this month, why not see if we can end a few more by trying to rank these games from worst to best?

The series has evolved over the years, from a simple racer based on the Mushroom Kingdom to a motorized Smash Bros., drawing in racers and tracks from across the Nintendo universe. And as it’s got older it’s got bigger, going from a mere karting game to something that let us drive quads, bikes, hovercars and even two-seat mobile weapons platforms, and now to a full open world.

As is often the case with Pecking Orders, the idea here isn’t really to rank these games from worst to best, because even the ones down the bottom of the list are still loads of fun. It’s to pit these classics against one another, to not just see which one comes out on top, but why.

Read More: Mario Kart Fans Aghast To Learn About Secret Points That Tilt The Scales

Note that we’ve excluded the arcade games on two grounds: one, that loads of us (and you) haven’t played them, and two, because so much of their content, from tracks to sound effects, is recycled content from mainline games (in a more literal way than newer console games including older tracks).



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Xbox Ally Is The Best And Worst Of Handhelds In One Place
Game Reviews

Xbox Ally Is The Best And Worst Of Handhelds In One Place

by admin June 9, 2025


Microsoft’s new ROG Xbox Ally has a lot to prove in the market of handheld consoles. The Switch 2 was only days old when the company officially unveiled its competitor during the Xbox showcase. With PlayStation’s Portal mostly being a streaming device that offers a very specific, incredibly niche player benefit (despite it feeling very good in your hands), the Switch 2 and the Steam Deck still largely have the handheld market cornered. The Ally, meanwhile, is the endgame to the “Play Anywhere” tagline Xbox has been touting for years.

Nintendo Switch 2 Could Launch With Almost No Reviews

Microsoft putting a console-quality Xbox device in our hands would seem to literalize an idea that, until now, never felt like much more than a clever way to spin their bowing out of the console wars. Their tucking that white flag back into their pocket and pulling out a handheld competitor is an exciting prospect. I just wonder if it’s too little, too late.

I got to play with the device for a little bit, and yeah, if Microsoft can deliver, it will be one of the best handheld consoles on the market. But my mind did drift elsewhere when I held its heavy ass in my hands. Maybe it’s nostalgia playing tricks on me, but I can’t help but mourn how handheld gaming has morphed into an extension of the games and systems we play on our TVs and desktops.

None of this is inherently the Ally’s fault. Microsoft has benefited from watching the handheld console business thrive over the past decade. The Ally is hefty in your hands, rather than feeling like a toy as the original Switch did.

Admittedly, as a small man, it didn’t seem built for people of my size. My tiny hands had to reach to hit some of the buttons, and I could never quite figure out how best to hold the device to get the most leverage out of the whole controller. The weight of the thing didn’t help, as my wrists started to ache after just a few minutes of play. It’s a sturdy device, but it doesn’t feel like it’s built for everyone. I’m simply a little guy, but I imagine those problems might be even worse for folks with motor issues. I talked with some other people who have bigger hands, and they all said the Ally felt really good. So, while the console might have some really cool functionality and streamlining that makes it more appealing than the average handheld PC, it might not be the most inclusive machine, as it’s particularly uncomfortable for those of us who have trouble holding larger devices.

While your mileage may vary on holding it, one thing the Ally has over most other handheld gaming PCs is that Microsoft has streamlined its user experience to circumvent some of the hassles found with other devices. By linking your accounts across different launchers, the Ally lets you easily access your games across multiple services, such as pre-installed games, streaming through Game Pass, and others. Having everything in an easy-to-navigate HUD built for buttons and analog sticks makes the Ally one of the best choices to play PC and Xbox games on the go. Even if I can’t hold the device for extended periods, I can’t deny that Microsoft has built something that’s solved a lot of the problems people have with its competitors.

Shortly after my appointment, I held my Switch 2 and played a little bit of Cyberpunk 2077, and I think that device is probably better suited for people who have trouble holding bulkier handhelds like the Ally. I would love to see a model down the line that lets you disconnect the heavy controllers from the big screen, similar to the Switch’s tabletop mode. I think until Microsoft puts out something like that, I’ll have to stick with other devices.

Beyond form factor, most of these handheld consoles do the same things, it’s just a matter of which one feels better in your hands. I think that was one of my bigger takeaways playing the Ally: It’s nice that all of the Big Three are sticking their toes in the handheld market, but now that Nintendo has merged its console and handheld divisions into one device with the Switch, it does feel like we lost the charm and design philosophies of old handhelds.

Now that the components that house console-level power are small enough to fit into a handheld, we’ve lost any real need for a divide between games made for those devices and games made for consoles. Even mobile devices are offering console-comparable experiences, and the days of developers creating games for less-powerful hardware, specifically meant to be played on a device that fits in your pocket, feel like a long-gone memory.

A lot of indie developers are still carrying the torch, and you’ll find games evocative of the Game Boy and DS eras called “retro throwbacks.” Some of the more niche games that you would have found on a Vita in 2014, like The Hundred Line: Last Defense Academy, end up on Steam and Switch, but the era of a dedicated handheld doing things that feel built for those devices is over. I always dreamt of being able to play console games in the back of my parents’ car as a kid. But I don’t think I realized what we might lose in achieving that dream.

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June 9, 2025 0 comments
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One Of The Switch's Worst Ports Is Hugely Improved On Switch 2
Game Reviews

One Of The Switch’s Worst Ports Is Hugely Improved On Switch 2

by admin June 5, 2025



Image: Nintendo / WB Games / DC / Kotaku

The original Switch version of open-world superhero game Batman: Arkham Knight is a giant technical mess, featuring massive performance problems that make it borderline unplayable in many sections. But on Switch 2, things are much better, with some caveats.

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In 2023, the Batman Arkham trilogy was ported to Switch. This package includes 2015’s Arkham Knight, a game that was developed exclusively for PS4 and Xbox One consoles. It was a large, hyper-realistic open world with vehicle sections and a ton of detail. That’s the sort of game the Switch always struggles with and Arkham Knight was no exception, infamously running like garbage on Nintendo’s console.

Arkham Knight was supposed to run at 30 FPS, but most of the time it hovered around 20 FPS or less. This problem became much worse when driving the Batmobile through Gotham, where the game could dip as low as 15 FPS and turn into a slideshow. It was bad. But now, on Switch 2, Arkham Knight is much more playable.

As reported by Digital Foundry, Arkham Knight on Switch 2 runs mostly at a locked 30FPS on the new device. That’s great, as it means the game is now much more playable. Even during Batmobile sections, the game holds mostly steady and is much more enjoyable thanthe OG port. However, the site did mention that during these driving sections there are still some wonky animation issues that make it look a bit off.

DF also reported a crash, something the YouTube channel SwitchUp reported too. It should also be noted that the game is still running at a low resolution with muddy textures, so it might look a bit ugly upscaled on a big TV.

Still, it’s great to see that an old and crappy Switch port infamous for running poorly is now doing much better on Switch 2 without any performance patch from the developers. The more powerful Switch 2 hardware and the way the console handles backward compatibility have made it possible for the device to brute force some better performance out of older games, even if the devs don’t officially patch the game.

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June 5, 2025 0 comments
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Switch 2 back-compat fixes Batman: Arkham Knight - Switch 1's worst triple-A port
Game Updates

Switch 2 back-compat fixes Batman: Arkham Knight – Switch 1’s worst triple-A port

by admin June 5, 2025


With Nintendo Switch 2 arriving with us just a day before release, there’s little time for Digital Foundry to put together any kind of comprehensive coverage – but there are a number of system features I was curious to test out, none more important than backwards compatibility. Would Switch 2 improve performance running Switch 1 games? The first game I tested was Batman: Arkham Knight, described by DF’s Oliver Mackenzie as “the worst performing software I have reviewed to date at Digital Foundry”. 18 months on he says it still is – but the good news is that Switch 2 fixes all of its performance issues, at times doubling performance. Put simply, Switch 1 games do run better on Switch 2.

Batman: Arkham Knight is a game with a long and storied history for Digital Foundry, not least because of its highly compromised PC version, which was so bad it was pulled from sale before returning in an improved but still poor shape. The Switch version though – I played it for the first time today on original hardware and it remains the same “unmitigated disaster” we reported on back in December 2023. We’ve talked a lot about “impossible ports” for the Switch and we’ve seen games like Doom Eternal arrive on the console in compromised form, but still delivering a good experience overall. Batman: Arkham Knight on Switch is anything but.

For the purposes of our testing though, this actually makes for an interesting challenge for Switch 2 backwards compatibility as the evidence suggests that Arkham Knight pushes all system components beyond tolerable limits. Graphically, the game is rich and detailed, pushing a lot of detail in its characters and open world. Meanwhile, the fact that it is an open world means that the CPU is pushed hard streaming in and decompressing data. And finally, gigantic stutters found in the Switch port suggest that storage is also stressed.

The end result is astonishingly poor. There are graphical compromises that Switch 2 can never fix – dramatically poorer textures and no anti-aliasing whatsoever – but what’s truly remarkable is just how bad performance is. Based on measurements of capture taken today, Switch’s stuttering problems extend to 180ms frame-times hitting the user in rapid succession, often depressing performance under 20fps but feeling a lot worse. Driving sections in particular are borderline unplayable. The 30fps frame-rate cap is almost advisory in nature.

Going into our Switch 2 testing, we’d received no real indication from Nintendo on whether back-compat would actually be any faster than running the game on original hardware. Wii titles didn’t run any better on Wii U, for example. However, Switch 2 is different. It’s not using full hardware backwards compatibility as such – it’s effectively using a translation layer to run the original game code on the new system. In this scenario, it would probably be a lot harder to limit games to original performance levels as opposed to just letting the new system run those titles with whatever system resources the Switch 2 can throw at them.

The end result is that – remarkably – Batman: Arkham Knight is as fixed as it can be on Switch 2 without going back to the game and optimising it. While the game still possesses ugly pared back textures and hideous aliasing problems, it runs as flawlessly as it’s possible with the original code. Extra CPU and GPU power in combination with the faster storage are effectively brute-forcing the game to be everything it can possibly be, given the design constraints placed on the original code. Is it perfect? Well, in Batmobile driving, while frame-rate is fixed, animation error hoves into view, so despite a locked 30fps, something still doesn’t look right. Meanwhile, my colleague Oliver Mackenzie had the game crash on Switch 2 simply by pausing it.


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Extra horsepower is clearly there, however and this sets the scene for a more detailed Digital Foundry investigation into backwards compatibility on the Switch 2 system, but based on initial testing, I feel there’s grounds for profound optimism here. Take The Witcher 3: Wild Hunt, for example. It’s another port that truly pushed Switch hard. We’d argue that in many ways it’s as good as you could possibly get for the older hardware – but developer Saber Interactive used every trick in the book to get the game running, and there are problems.

Settlements like Novigrad push CPU hard even on PC and more powerful consoles and it’s clearly struggling on Switch. Meanwhile, image quality struggles as the game leans heavily into dynamic resolution scaling. Looking very quickly at the game running on Switch 2 and Novigrad is running at 30 frames per second locked.

Arkham Knight and The Witcher 3 are our go-to titles for testing Switch 2 backwards compatibility performance enhancements – and initial impressions are positive. What isn’t quite so positive is that on the handheld screen, you’re still getting the handheld versions of Switch 1 games designed for a native 720p screen – meaning that every game will be upscaled to 1080p in what looks like a very basic technique that doesn’t look great. We’re probably asking for too much here but the option to force original Switch games to run in their docked modes would clearly improve matters on games that aren’t reliant on handheld-specific features, like the touchscreen support in Mario Maker, for example, and could potentially address the scaling problem.

We’ll be reporting back with more Switch 2 backwards compatibility testing soon.



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June 5, 2025 0 comments
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The latest tease about gaming's latest worst kept secret, Persona 4 Remake, comes from - you guessed it - a pissed-off voice actor
Game Reviews

The latest tease about gaming’s latest worst kept secret, Persona 4 Remake, comes from – you guessed it – a pissed-off voice actor

by admin May 28, 2025


Voice actor Yuri Lowenthal has offered a tease – well, perhaps more of a vicious peeling back of the curtain – about the Persona 4 Remake on BlueSky. Persona 4 Remake, a game that has not been officially announced yet, will not be having him back as the voice of Yosuke, the actor claims. Bummer!

The post, which still remains up on Yuri’s social media as of writing, alleges the following, “And for those who keep asking, no, I will not be returning as Yosuke for the Persona 4 remake. I asked. Maybe I even begged, but they don’t want me to come back.”


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This is not the first time Yuri has tipped his hat and talked about things a little earlier than he maybe should. It was only a few months ago when he talked candidly about Peter Parker’s role in Spider Man 3. That game, again not revealed yet, was something we assumed was coming but had yet to get any official tease from the developer or publisher. Yet Yuri, channeling his IDGAF attitude, was willing to speak about work on it ahead of time.

Whether or not Yuri will get in trouble for this is anyone’s guess. He’s Yuri Lowenthal, one of the big names in voice acting. People love his work and his work, and him getting torn away from a role due to his outspoken nature would probably lead to some backlash from his fans, especially if that role was a sequel or remake.

And for those who keep asking, no, I will not be returning as Yosuke for the Persona 4 remake. I asked. Maybe I even begged, but they don’t want me to come back.

— Yuri Lowenthal (@yurilowenthal.bsky.social) 28 May 2025 at 14:37
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It’s a weird way to hear about a Persona 4 Remake for the first time, but hey, better to know than to not know I guess! Are you excited to hear more about the Persona 4 Remake from lips other than Yuri’s? Let us know below!



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May 28, 2025 0 comments
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