The gaming handheld continues to expand with new devices aimed at retro enthusiasts and mobile gamers. One of the latest additions is the GameMT EX8, a portable gaming console designed to deliver a capable Android-based gaming experience while maintaining a relatively affordable price point. With a high-resolution display, a familiar handheld layout, and hardware suited for emulation and mobile gaming, the EX8 represents GameMT’s attempt to compete with other budget-friendly handhelds in the growing retro gaming segment.
The handheld features a 4.88-inch display with a resolution of 1080 × 1620 pixels and a 3:2 aspect ratio. This format is particularly appealing for retro gaming because it better accommodates older console titles that do not match modern widescreen displays. The panel is also noticeably sharper than the screen used in some competing handhelds, such as the Ayaneo Pocket Micro, which uses a smaller 3.5-inch display with a lower resolution. The larger and sharper screen is expected to improve the visual experience when playing classic games from platforms like the PlayStation and PSP. With its combination of a high-resolution 3:2 display, capable mobile processor, and expandable storage, the GameMT EX8 aims to deliver a balanced handheld gaming experience.
Designer: GameMT
Powering the device is MediaTek’s Helio G99 processor, a chipset commonly found in mid-range smartphones. The chip is paired with 6GB of RAM and 128GB of internal storage, providing enough performance for Android gaming and a wide range of emulated titles. The Helio G99 has already proven capable of handling many retro systems and even some more demanding platforms through emulation, making it a practical choice for a handheld of this category. For users with larger game libraries, the EX8 also includes a microSD card slot that allows the storage to be expanded beyond the built-in capacity.
In terms of design, the EX8 adopts a horizontal handheld layout with symmetrical analog sticks positioned on both sides of the display. Each thumbstick is surrounded by an RGB ring light, giving the device a more modern aesthetic. A traditional D-pad and ABXY button arrangement sits alongside the sticks, while shoulder buttons are integrated along the top edge. The device also appears relatively thick compared to some competitors, likely to accommodate its internal hardware and cooling system. Thermal management is supported by an internal cooling fan, which helps maintain stable performance during extended gaming sessions. Audio is delivered through bottom-firing speakers, and the handheld is powered by a 5,000 mAh battery that charges through a USB-C port. These features are designed to ensure the device can sustain longer play sessions without overheating or running out of power too quickly.
The GameMT EX8 will be available in two color options. A black version pairs dark hardware with red D-pad and face buttons, while a white variant features purple buttons and matching accents. This contrast gives the handheld a distinctive visual identity within the crowded retro gaming market.
Seventeen years of Fallout fans walking around with a fictional computer strapped to their arm in their heads, and The Wand Company has finally made the thing real. This is the Pip-Boy 3000 replica, built from the original in-game 3D geometry of the wrist-worn personal information processor from Fallout 3 and Fallout: New Vegas, and it is a fully functional, wearable, 724-gram argument that some obsessions are worth indulging. The Wand Company has form here, having already produced the Pip-Boy 3000 Mk V replica based on the Amazon TV series prop, but this is the one Fallout 3 and New Vegas players have actually been waiting for since 2008.
The front casing is die-cast metal, the body is injection-moulded ABS, and the cuff is memory foam with an included spacer bar that adds 22mm of circumference for larger arms. The 4-inch IPS LCD screen displays nearly all of the in-game content from both titles, and you can toggle between the classic green UI from Fallout 3 and the amber one from New Vegas. Hundreds of menus are navigable using the scroll wheels and dials on the body, the screen mimics a vintage CRT display with glitch effects and scanlines baked in, and you can temporarily fix those glitches by smacking the device because there is, naturally, an accelerometer inside. The whole package weighs about as much as a large can of soup, which will become noticeable roughly forty-five minutes into wearing it at a convention.
Designer: The Wand Company
There is also a playable version of Atomic Command, the in-game holotape minigame, marking the first time anyone has defended fictional American landmarks from nuclear missiles on their actual wrist. The flashlight at the rear, headphone jack, and alarm clock mode are all present and accounted for. The radiation detector deserves a special mention: rather than measuring the ionizing kind that would actually matter in a wasteland scenario, it picks up radiation from FM radio broadcasts, displaying readings on the Geiger counter screen with full sound effects. The replica can also function as a working FM radio, which makes it possibly the most elaborately housed FM tuner ever manufactured. This is either a charming bit of in-universe worldbuilding or a tremendous cop-out, depending entirely on how generous you are feeling about the whole thing.
When you are not wearing it, the replica sits on a solid machined aluminum display stand that locks into four slots on the lower front of the device. The stand is also where the alarm clock function comes into its own, with the Pip-Boy propped upright on a desk or nightstand doing its best impression of the world’s most expensive bedside clock. The Wand Company says Bethesda staff saw the prototype and were left speechless, which tracks, because the level of content depth here, over 2,200 menu entries pulled directly from both games, goes considerably further than anyone needed to go for a collectible.
Preorders are live now at the Bethesda Gear Store for $299.99, with shipping expected as early as June 2026. Bethesda is restricting it to one item per order. International buyers can order through the Bethesda Gear Store International. It is rated for ages 14 and up, which seems optimistic.
Game controllers have not changed much in shape since the mid-1990s. They’re still two-handed symmetrical slabs built around adult grip dimensions, loaded with enough buttons to pilot a small aircraft. For a 10-year-old just getting into gaming, picking one up for the first time is a bit like being handed a TV remote and told to perform surgery, no sweat.
The concept is called LEVION, and it proposes a split controller: two separate units, one per hand, each sized for a pre-teen’s palm. It was designed as a rethink of the thumb stick from scratch, and the result looks like nothing in the current gaming peripheral market, which is mostly the point. And its inspiration comes from the most unlikely source you can imagine.
The form comes from a seahorse, specifically its upright posture, curved spine, and ridged body. Those horizontal ridges, translated into a soft frill around the base of each unit, are the structural logic of the grip. A seahorse’s bony plates give it stability without bulk, and LEVION’s ridges do the same thing for a small hand holding a rounded object across an hour of gameplay. It’s biomimicry that connects cause to effect rather than borrowing a shape for decoration.
Each unit carries a joystick, three face buttons, and a shoulder button, arranged on a circular head that sits atop a curved hourglass body. The silhouette is wider at the head and base, pinched at the waist, giving the thumb a natural landing zone and keeping the unit from rotating mid-game. The sketch process started with a seahorse drawing annotated “grip inspiration” before moving through VR console proportions to arrive at this form, so the shape isn’t just decorative shorthand.
The colorways lean into the pre-teen audience: pink, mint green, sky blue, and lavender, all in a soft matte finish that reads more like a toy than a peripheral. That positioning is deliberate. Standard controllers signal seriousness and capability. LEVION signals approachability, which matters when the target user is still sorting out that the left stick moves the character and the right one moves the camera.
The honest question is one of input coverage. A standard PlayStation controller has two joysticks, a D-pad, four face buttons, four shoulder buttons, and several system controls. LEVION offers a joystick, three face buttons, and one shoulder button per hand. For casual and younger audiences, that might be exactly right. For anything more demanding, the math gets uncomfortable, and the concept doesn’t address how that gap closes when the pre-teen turns 13.
That’s worth taking seriously, but it doesn’t diminish what LEVION gets right in the space it occupies. The design’s own research board lists the Nintendo Switch Joy-Cons as a reference point, and the parallel is fair: the Joy-Con also split a standard controller into two smaller units and found an audience that didn’t know it needed that format. LEVION asks the same question one step earlier in the age range, in a form that a kid might actually want to reach for.
Nintendo had a choice when designing the Switch 2. They could iterate on the formula that made the original a cultural phenomenon, refining the single-screen hybrid into a faster, sharper, better version of itself. Or they could reach back into their own history, pull out the design philosophy that once made the DS family the best-selling handheld hardware line of all time, and merge two eras of thinking into something genuinely new. They picked the first path. Designer Juan Manuel Guerrero just sketched out the second.
The concept arrives as a series of beautifully lit 3D renders: a folding Nintendo Switch with dual screens, a hinge running through the center of the body, and Joy-Cons in the familiar blue-red split attached to either end. The renders carry the finish of product photography, which makes it genuinely easy to forget this never shipped. Closed, it looks like a sleek, pocket-ready device with a tighter footprint than the original Switch. Open, it recalls something older and warmer, the quiet satisfaction of flipping a DS open on a long car ride, except now the screens are large, the controllers are proper, and the whole thing feels built for today. The proportions are deliberate, the design choices are considered, and the whole thing wears its Nintendo identity without apology.
Designer: Juan Manuel Guerrero
The Nintendo DS sat at 154.02 million lifetime units for years, the gold standard for Nintendo hardware, until the Switch finally crept past it in early 2026 with 155.37 million. Two hardware generations, both cultural touchstones, separated by fewer than two million units across a combined history of roughly three decades. The closeness of that race matters. The DS built those numbers on a genuine design idea, a spatial logic where two screens gave developers room for two distinct kinds of information at once, and players responded to that for fifteen years. Guerrero’s concept asks whether the Switch era ever had to leave that behind.
Phantom Hourglass let you draw on the bottom screen to annotate your own maps and solve puzzles, an idea original enough to win awards at the time. Pokemon Diamond and Pearl split the party menu from the battlefield, giving battles a spatial clarity the GBA never had room for. GTA: Chinatown Wars ran the full city map on the lower display and handed the top panel entirely to the action. These were designs built entirely around the format, dependent on the split in a way that made them fall apart on a single screen. That vocabulary has been sitting idle for the better part of a decade.
Samsung’s Galaxy Z Fold 6 runs a 7.6-inch interior display and represents the sixth generation of the company working foldable hardware into something genuinely reliable. Motorola, OnePlus, Google, and Huawei all have competitive entries in the space. Display durability and hinge reliability have been largely solved through successive product generations and real commercial pressure. A dual-screen Switch in 2025 wouldn’t be asking anyone to invent something new; the foldable category has already done the hard engineering work. Guerrero’s concept asks someone to point that already-mature technology at a gaming audience.
The DS touchscreen read as a toy gimmick in 2004. The Wii’s motion controls got laughed at before that console sold 101 million units. The Switch itself looked like a confused category play until it climbed past 155 million units and became Nintendo’s best-selling platform ever. That history of moves that look sideways before they land is the context Guerrero’s concept actually lives in. The foldable technology exists, the Joy-Con design language holds across both halves of the fold, and the IP is coherent. Someone drew it. Now it’s genuinely difficult to look at the Switch 2 without wondering what the other path could have looked like.
At some point in the last couple of years, something quietly shifted in the gaming world. Not in the blockbuster, billion-dollar-franchise sense, but in the more personal, “why am I actually having more fun with this tiny device than my main console” sense. Search interest in retro gaming handhelds jumped 400% year-over-year, hitting 90,500 monthly searches in January 2026 alone. That’s not a blip. That’s people rediscovering something they forgot they wanted, and then telling everyone they know about it.
What’s driving it isn’t hard to understand. Modern gaming has gotten heavy, with big installs, long tutorials, and games that feel like part-time jobs. A retro handheld sidesteps all of that. You pick it up, you’re playing something in thirty seconds, and it fits in your jacket pocket. The designs themselves have become worth caring about, too, from machined aluminum bodies to translucent clamshells to square screens that look like props from a ’90s anime. These aren’t budget toys. Some of them are genuinely beautiful objects that happen to play games. Here are seven that are worth your attention.
Anbernic RG Cube: The one with the square screen that somehow works
The first thing you notice about the RG Cube is the screen shape, a perfect square, and your brain immediately goes: that can’t be right. Gaming moved to widescreen fifteen years ago. A 1:1 display in 2024 looks like a design mistake, or at best a gimmick. It is neither. The 3.95-inch IPS panel at 720×720 turns out to be native to more retro games than you’d expect, with Game Boy, arcade titles, and Nintendo DS with dual-screen stacking all living here without compromise.
The broader package is hard to argue with. An octa-core Unisoc T820 processor and 8GB of RAM run Android 13, with emulator support up through PS2 and GameCube, though more demanding titles on those systems will push its limits. The asymmetric thumbstick layout borrows from the Steam Deck playbook, and the Saturn-inspired D-pad is precise without drama. At around $170, it comes in Beige White, Radiant Purple, Black, Grey, and the radiant purple has no right looking as good as it does.
What we liked
Square 1:1 screen is genuinely ideal for Game Boy, arcade, and DS emulation
RGB lighting and color options make it a genuinely attractive object
What we disliked
Widescreen games require letterboxing or aspect-ratio compromise
Demanding PS2 and GameCube titles push the processor to its limits
ModRetro Chromatic: The Game Boy Color that Nintendo never made
There’s a version of this product that could have been embarrassing: a magnesium alloy Game Boy Color clone bundled with a new Tetris cartridge, sold at $199. On paper, it sounds like a premium nostalgia trap. In practice, it’s one of the most carefully considered handheld devices released in years. It’s FPGA-based, meaning it reconstructs the Game Boy hardware at the circuit level rather than emulating it in software, which produces zero input latency and a millisecond-accurate match to original hardware behavior.
The physical design earns its price in ways spec sheets can’t capture. The curved battery compartment gives your hands something to grip. A physical volume wheel, a detail so obvious it’s shocking how rarely it appears on modern devices, lets you kill the sound without touching a menu. Colors run from Inferno and Bubblegum to a very wearable Wave blue, with English or Japanese button labeling as an option. It plays physical Game Boy and Game Boy Color cartridges only, which is either a dealbreaker or a feature, depending on how you think about focus.
What we liked
FPGA hardware delivers true zero input lag, not a software approximation
Magnesium alloy shell feels premium and genuinely durable
Comes bundled with a new Tetris cartridge
What we disliked
Plays only Game Boy and Game Boy Color cartridges, no ROMs or other systems
AA battery requirement adds ongoing cost; rechargeable Power Core is sold separately
Analogue Pocket: The one photographers keep picking up
The Analogue Pocket is the device that made the retro handheld conversation respectable. It uses an FPGA rather than software emulation and plays Game Boy, Game Boy Color, and GBA cartridges out of the box. Via cartridge adapters, it adds Game Gear, Neo Geo Pocket Color, Atari Lynx, TurboGrafx-16, PC Engine, and SuperGrafx. Via its microSD slot and the OpenFPGA community platform, it loads cores for nearly every retro system that ever existed. The 3.5-inch LCD at 1600×1440 and 615 ppi is, simply, one of the sharpest displays ever put in a handheld.
At $239, it sits at the premium end of this list, and it’s also frequently out of stock. Firmware updates require a microSD card reader, which feels like friction that shouldn’t exist on a $239 device. TV output needs the separately sold $99 Dock. These aren’t dealbreakers so much as signals that Analogue built this for the dedicated enthusiast first. If you want one device to handle everything in your retro library for the next decade, this is probably it.
What we liked
OpenFPGA community support covers an enormous range of retro systems
Plays GBA in addition to GB and GBC, plus many more with adapters
MicroSD slot enables ROM loading
Premium aluminum build with a distinctly modern design language
What we disliked
Frequently out of stock; restocks sell out within minutes
Firmware updates require an external microSD card reader
TV output requires a separately purchased $99 Dock
Retroid Pocket Flip 2: The clamshell that brought the GBA SP back with PS2 power
The GBA SP was the handheld that arguably peaked the clamshell form factor: it folded, it protected its own screen, and it had a backlit display before that was standard. The Retroid Pocket Flip 2 arrives in 2025 with that same closing-hinge energy, but with a 5.5-inch 1080p AMOLED screen, a Snapdragon 865 processor, and enough emulation horsepower to run PlayStation 2, GameCube, and Wii. When closed, it has roughly the same desk footprint as a modern smartphone. Closing the lid puts it to sleep; opening it wakes it up.
Color options include a translucent Ice Blue, GameCube Purple, a two-tone 16-bit US, and Black. Retroid clearly understands its audience. The AMOLED panel brings deep blacks and accurate color to games designed for CRTs, and the results are often striking for titles you’ve played a hundred times. At $229 for the Snapdragon variant, there is no meaningful clamshell competitor at this performance level. One persistent note from extended use: the form factor rewards shorter sessions more than marathon ones, which is maybe appropriate for a device meant to live in a bag pocket.
What we liked
5.5-inch AMOLED at 1080p is impressive for the price
Handles PS2, GameCube, Wii, and Dreamcast emulation
Translucent Ice Blue colorway is a design highlight
What we disliked
Thicker than it looks in product photos
Extended sessions can feel less comfortable than flat handhelds
AYANEO Pocket Micro Classic: The one that fits in an actual pocket
The Game Boy Micro launched in 2005 as Nintendo’s most polarizing hardware decision. It was tiny, it was beautiful, it only played GBA games, and it was discontinued within a year. Design historians were kinder to it than the market was. The AYANEO Pocket Micro Classic is clearly in conversation with that history. It removes the analog joysticks, uses a CNC-machined aluminum alloy frame with a seamless all-glass front, and produces something that slides into a front jeans pocket without catching on anything.
The 3.5-inch borderless IPS display at 960×640 in a 3:2 ratio is built for GBA emulation, with 4x pixel-perfect upscaling. Available in Obsidian Black, Charm Red, Vintage Grey, and Gold, each colorway has a different character. The Gold skips “gaming device” and lands somewhere closer to “considered object.” The MediaTek Helio G99 handles everything up through PS1 confidently. If your retro library is 8-bit and 16-bit with a strong GBA presence, the Pocket Micro Classic is probably the most beautiful way to play it.
What we liked
CNC aluminum and all-glass build is genuinely premium for the category
No joysticks make it notably slimmer and more pocketable
Android 13 with Play Store access expands utility beyond emulation
What we disliked
No joysticks limit N64, Dreamcast, and PSP playability
The original TrimUI Brick arrived in 2024 with an unusually sharp 3.2-inch IPS screen at 1024×768, giving it a pixel density of 405 PPI, a number that belongs on a premium smartphone, not a $55 device. The Brick Hammer edition, launched in 2025, replaces the plastic shell with a full CNC-machined aluminum alloy in Gunmetal Gray, Rose Gold, and Fluorescent Green. The metal shell doubles as a heatsink, dropping operating temperatures noticeably. Three interchangeable shoulder button sets ship in the box.
The software runs CrossMix OS on a Linux base: clean, fast, minimal overhead. Load your ROMs, pick a game, and play. Battery life lands around four to six hours. The processor handles Game Boy through PS1 without complaint; N64 gets through most titles; Dreamcast is inconsistent. The CNC backplate can be engraved, which no other device at this price point offers. The Rose Gold aluminum version sitting next to a MacBook on a desk looks less out of place than it has any right to, and that’s a strange and interesting thing to say about a $99 handheld.
What we liked
CNC aluminum Hammer shell runs noticeably cooler than the original plastic
Swappable shoulder buttons and engravable backplate are genuinely rare customization options
Rose Gold and Gunmetal colorways punch well above the budget tier
What we disliked
No analog joysticks, which limits 3D game compatibility
Dreamcast and demanding N64 titles run inconsistently
Miyoo Mini Plus (and Mini Flip): The one that started the whole obsession
If there’s a single device responsible for bringing this category to mainstream attention, the Miyoo Mini Plus is probably it. It weighs 200 grams, fits in a jeans pocket, has a 3.5-inch IPS screen at 640×480, and runs OnionOS, a community-built firmware that turns a modest Cortex-A7 processor into a near-perfect front end for everything from the NES to the original PlayStation. The interface is clean, the emulator library covers over a hundred platforms, and save states work the way save states should.
The Miyoo Mini Flip takes the same hardware and wraps it in a GBA SP-style clamshell, adding screen protection and an extra wave of nostalgia. Early production runs had hinge concerns, though those appear to have been addressed in more recent batches. At $69-99, this is the gateway to the category that doesn’t feel like a compromise. The honest question isn’t whether this device is worth the money, since it clearly is. It’s whether starting here will satisfy the itch, or simply make you want to own the other six devices on this list as well.
What we liked
Genuinely pocketable at 200g, fits in a jeans pocket without bulk
Covers NES through PS1 with confident performance
Mini Flip clamshell adds nostalgic GBA SP energy and screen protection
The N64 Funtastic series was Nintendo’s most chaotic design decision, and that’s a compliment. Launched in 1999, the translucent controllers and consoles arrived at the tail end of a broader cultural moment: Apple had just cracked open the iMac G3’s candy-colored shell and shown the world that visible circuitry could be beautiful, and the consumer electronics industry was scrambling to catch up. Nintendo’s version came in six flavors, including Ice Blue, a saturated cyan-teal that looked like it had been poured directly from a Jolly Rancher mold. The controllers were transparent all the way through, which meant you could see every lever, spring, and pivot point in the mechanism. That was the whole point. Showing the guts was the product.
Killscreen, the Florida-based controller studio that has built its entire catalog on surgical retro revisionism, has now transplanted that exact aesthetic onto a PS5 DualSense. The Funtastic Ice Blue/Clear is a limited-edition PS5 controller with an Ice Blue translucent front shell and a crystal-clear back exposing the circuit board, wiring, and battery assembly beneath. It is native PS5 hardware, with wireless connectivity, haptic feedback, and adaptive triggers all intact. The base price is $139, with optional Omron hair triggers, mechanical face buttons, and GuliKit TMR thumbsticks available as upgrades.
Designer: Killscreen
Killscreen co-founder Erik Consorsha is upfront about the fundamental absurdity here: “There’s something slightly wrong about putting a Funtastic-style translucent controller on modern hardware. That’s exactly why we did it.” That instinct for productive wrongness is the throughline in everything Killscreen has released. The CubeSense put GameCube colorways and C-stick nubs on a DualSense. The 1080-R matched, with forensic precision, the exact gray of a factory-sealed 1995 PS1 controller, cracking one open just to get the color right. Each release is a deliberate category violation: taking an aesthetic that belonged to one console, one era, one design culture, and suturing it onto hardware from a completely different lineage. The Funtastic Ice Blue/Clear does the same thing, except the donor and recipient have never shared a design language in their lives.
The original Ice Blue N64 Funtastic controller sits next to the Killscreen version in the press photos, and the color match is uncomfortably close. What the image also captures is 25 years of ergonomic progress in a single frame: the N64’s trident silhouette, one of the most geometrically baffling controllers ever mass-produced, against the DualSense’s precisely contoured twin-grip body. Same shade, completely different idea of what a human hand needs. The face buttons on the Killscreen controller are bright primary yellow, blue, and green, pulled from the N64’s own candy palette rather than PlayStation’s iconic shape symbols, and on a Sony controller body they read as genuinely disorienting in the best possible way.
The 1999 Nintendo controllers were a single homogeneous translucent color all the way through: same Ice Blue from the front plate to the grip tips to every molded ridge. Killscreen splits the register three ways: Ice Blue translucent on the front half, crystal-clear on the rear panel, and matte gray on the trigger caps, thumbstick tops, and d-pad. That tripartite material logic is more visually considered than anything Nintendo attempted in 1999. The clear back is where the real design confidence lives: you can see the circuit board, the wiring harness in yellow and red, the USB-C port, and a Killscreen “Human Machine Interface” label on the main board. The internals are the display object.
The upgrade options change the character of the controller considerably. The base $139 configuration retains the stock DualSense trigger mechanism with adaptive resistance. Adding Omron hair triggers for $20 converts those into short-travel tactile clicks at around 2mm of travel, eliminating progressive resistance entirely in favor of on/off precision. Mechanical face buttons at another $20 swap the rubber membrane pads for microswitches, producing crisp tactile feedback more commonly associated with high-end mechanical keyboards. The GuliKit TMR thumbsticks at $39 use tunnel magnetoresistance sensors instead of traditional potentiometers, which means no contact wear and no drift. Fully specced, the controller lands at $208.
Killscreen assembles and tests every unit in-house in Florida, and the run is genuinely limited, consistent with how every prior drop has gone. The Funtastic Ice Blue/Clear is compatible with PS5 and PC. If the CubeSense and 1080-R are any indication, this one will be gone before most people finish debating whether they need it.
Gaming earbuds have long operated on an unspoken assumption: that total audio immersion requires cutting yourself off from the world around you. Sealed tips, passive isolation, the whole sensory cocoon. The ROG Cetra Open Wireless throws that logic out entirely, producing a pair of gaming earbuds that wants you to hear both the firefight and the person calling your name from the other room.
The open-ear design rests outside the ear canal rather than sealing into it, sitting against the outer ear with liquid silicone hooks that wrap around the back. It is the same air conduction approach used in sports earbuds, where hearing your environment is a feature rather than a flaw. The difference here is that ROG has tuned the hardware around gaming, not just fitness, which changes both the driver choice and the connectivity options.
Each earbud is built around a 14.2mm diamond-like carbon-coated diaphragm driver. DLC coatings are favored in higher-end audio hardware because the material’s rigidity resists deformation at high frequencies, resulting in cleaner transient response and lower distortion. Open-ear designs lose low-end naturally from air leakage, so ROG included Phantom Bass, a perceptual processing mode that restores the sense of low-frequency weight without sealing the canal.
The connectivity is where the gaming identity becomes explicit. Bluetooth 6 handles general pairing, but the included USB-C 2.4GHz dongle, running ROG’s SpeedNova technology, delivers latency 6 times lower than Bluetooth mode. That difference is meaningful in competitive play where audio sync affects reaction timing. The dongle also supports one-way passthrough charging, keeping a phone powered while the low-latency connection stays active.
Communication gets its own dedicated hardware: four MEMS microphones arranged for beamforming pickup, with AI noise cancellation suppressing ambient sound in real time. ROG’s testing, conducted by PAL Acoustic Technology, a Microsoft-certified third-party lab, puts the MOS-LQO voice quality score at 4.1, clearing the Microsoft Teams certification threshold of 3.9. For earbuds worn during commutes or at the gym, that score carries practical weight.
Battery life is rated at 16 hours per charge in Bluetooth mode, with the charging case adding 48 hours more, bringing the combined total to 64 hours. A 15-minute charge delivers 3 hours of playback. Physical buttons handle on-device control rather than touch surfaces, which stay reliable in sweaty or wet conditions. EQ profiles, button mappings, and lighting are all adjustable through Gear Link, a browser-based tool that needs no software installation.
The ROG Cetra Open Wireless is priced at $229.99 and available through the ASUS eStore, Amazon, Micro Center, and Newegg. For gaming earbuds that pull off the unusual trick of staying useful to a competitive mobile gamer and to someone who simply cannot afford to be sonically sealed off from their surroundings, it makes a harder argument against itself than the open-ear format usually does.
There is something quietly absurd about building a serious PC in the shape of a 1980s game console. Not absurd in a dismissive way, but more in the way that a very good idea sometimes sounds ridiculous until you see it sitting on a desk. The ACEMAGIC Retro X5 is exactly that kind of object: a compact Windows 11 Pro machine dressed in the rectangular geometry of classic cartridge-loading hardware, with a red power button where the reset button probably lived in your memory.
At 138mm x 128mm x 45 mm, the Retro X5 occupies roughly the footprint of a thick paperback. The body follows a black, white, and gray palette, with mechanical-style grilles cut into the cooling vents. A removable snap-fit panel lets you access the internals without tools, which signals something deliberate about the design: the whole thing is meant to be touched, handled, and opened rather than just admired from across a shelf.
Inside that nostalgic shell sits AMD’s Ryzen AI 9 HX 370, a 12-core, 24-thread processor paired with the Radeon 890M GPU running at 2,900 MHz. The base configuration ships with 32 GB of DDR5 5,600 MT/s memory and a 1 TB PCIe 4.0 NVMe SSD. For anyone who has watched mini PCs ship with soldered RAM and single storage slots for years, the two M.2 2280 slots, expandable to 4TB total, are a more practical detail than the retro styling gets credit for.
The port selection makes the Retro X5 less of a novelty and more of a credible desk workhorse. The front has two USB 3.2 Gen 2 Type-A ports, a USB4 Type-C, and a 3.5 mm audio jack. The rear adds two more Type-A ports, a second Type-C, dual 2.5 GbE Ethernet, HDMI 2.1, and DisplayPort 2.0; altogether, the machine supports up to four screens at once, with both HDMI and DP capable of 8K at 60 Hz.
ACEMAGIC also positions the Retro X5 around local AI workloads, citing support for models like DeepSeek R1 70B and LLaMA. The HX 370’s neural processing unit makes that plausible on paper, but running a 70B-parameter model on 32 GB of shared memory depends heavily on quantization levels. That distance between the spec sheet and actual large-model performance is the part that the product page, understandably, does not get into.
At $959 for the 32 GB and 1 TB pre-order configuration, the Retro X5 sits at the upper end of the mini PC category, where other AMD Strix Point machines without the retro treatment tend to start closer to $600 or even $700. The premium covers partly the HX 370’s stronger GPU tier and partly the design itself. Whether that casing reads as a charming object worth the difference, or just a clever coat of paint on familiar hardware, is probably the right question to ponder before hitting that Checkout button.
Smartphones have gotten pretty good at being the same thing. Every year, they get a little taller, a little thinner, and a little more difficult to tell apart in a lineup. That’s fine for most people, but it does make MWC 2026 feel like a bit of a slog, until you spot something genuinely weird on the show floor, like a square phone that rotates open to reveal either a physical keyboard or a game controller underneath.
The iFrog RS1 is about the size of a closed fist, built around a 3.4-inch square display that sits on top of a rotating lower section. Twist it open, and you get one of two things depending on which variant you’re holding: a full QWERTY keyboard with raised, tactile keycaps, or a gamepad with a D-pad, a four-color face button cluster, and Select/Start buttons. Both run Android on a MediaTek Helio G18 chipset, with storage and RAM left open for whoever configures the platform.
Designer: FROG
That last part matters. iFrog is an ODM, or original design manufacturer, which means the RS1 is less a finished retail product and more a concept that carriers or brands can take and build on. The hardware is the pitch. Everything else is a conversation, which also explains why no pricing or release date was announced at MWC.
Of the two variants, the keyboard is the more predictable crowd-pleaser. There’s a genuinely underserved group of Android users who never stopped wanting physical keys. The BlackBerry crowd never fully disbanded, and phones like the Unihertz Titan have quietly built followings on exactly that. If you’ve ever tried composing a long email on a touchscreen while standing on a moving train, the appeal needs no further explanation.
The gamepad version is a stranger proposition, and honestly, the more interesting one. Running Android means emulation is an obvious draw, and the handheld gaming community noticed immediately. The visual comparison that kept surfacing online was the Motorola Flipout, a 2010 Android phone with a square body and rotating keyboard. There’s something both flattering and sobering in that parallel, since the Flipout was beloved by a small group and largely ignored by everyone else.
There are some caveats, though. No shoulder buttons on the gamepad variant rules out a lot of titles that need them. The swivel hinge is the structural heart of the design and also the part most likely to wear down. iFrog is new enough that questions about long-term software support are fair ones to ask, and the 3.4-inch screen is a genuine trade-off, not a quirk.
Still, the RS1 is a good reminder that the design space for phones is wider than what’s on shelves. It fits in a pocket and in the palm of a hand. It has buttons. It does a trick. What nobody knows yet is whether any of that adds up to something people actually want to live with.
Gaming phones have a reputation for looking like they were designed by someone who just discovered RGB lighting for the first time. Big, chunky, aggressive, and occasionally embarrassing to pull out in public. The nubia Neo 5 GT takes a different approach: keep the silhouette clean, make the back completely flat with no camera bump, and deal with the overheating problem that plagues every long session by putting an actual fan inside.
That last part is worth pausing on. Nearly every smartphone manages heat passively, relying on vapor chambers and graphite layers. The Neo 5 GT adds a built-in active cooling fan, paired with a Through-Flow Duct design that channels fresh airflow directly over the CPU and battery across a 29,508 mm² cooling area. nubia claims it’s the only device in its price class doing this, and at €399, that’s a hard combination to find anywhere else.
Designer: nubia
The processor is the MediaTek Dimensity 7400, a 4 nm chip paired with LPDDR Max 6400 Mbps memory and managed by nubia’s NeoTurbo Engine. The phone is officially certified for 120 FPS gameplay on Garena Free Fire and Mobile Legends: Bang Bang, and reaches 90 FPS on Delta Force. Whether sustained frame rates hold at those figures over a full match, rather than just during benchmarks, is a question active cooling is specifically designed to answer.
Physical controls come through Neo Triggers 5.0, shoulder buttons running at 550 Hz with sub-5.5 ms latency and a 3,049 Hz touch sampling rate. The 6.8-inch 1.5K AMOLED display runs at 144 Hz with 4,500 nits peak brightness, genuinely useful for outdoor play. Magic Touch 3.0 keeps the screen responsive when fingers are wet or sweaty, a detail that sounds minor until a match-deciding moment slips through an unresponsive tap.
Battery life gets similar attention. The 6,210 mAh dual-cell pack supports up to 80 W fast charging, dropping to 45 W for European markets. Bypass Charging routes power directly to the phone during gaming without cycling it through the battery, extending lifespan over time. A 5% Extreme Mode squeezes out up to 23 additional minutes of gameplay or 29 hours of standby from the last sliver of charge, useful for anyone who routinely forgets to plug in.
AI Game Space 5.0 houses AI Copilot Demi 2.0, which covers real-time Gaming Coach updates for FPS and MOBA titles, a Gaming Chatbot for mid-session queries, and automatic message replies during play. Outside of games, there’s a 50 MP triple rear camera, AI Scam Alert, AI Translate, and AI Memory for everyday tasks. The nubia Neo 5 at €299 and the larger nubia Neo 5 Max, with its 7.5-inch display, round out the series with different trade-offs.
The Neo 5 GT’s real pitch is straightforward: sustained performance at mid-range pricing, in a form factor that doesn’t announce itself as a gaming phone the moment it leaves a pocket. The flat back and the lack of a camera bump are easy to take for granted until you remember what most gaming phones look like.