
Tag Archives: Playstation
Sony’s Latest PlayStation Patent Turns a DualSense and Your Phone Into One Gaming Controller

Back in 2014, Sony shipped a small piece of plastic that clipped a phone onto a PS4 controller. It was limited to certain Xperia handsets, relied on Remote Play at a point when Remote Play was barely holding itself together over most home Wi-Fi networks, and it quietly disappeared without much fanfare. The idea of physically fusing your smartphone with your PlayStation controller got filed away as one of those concepts that sounded reasonable on paper and fell apart in practice. Sony moved on, and for a decade, so did everyone else.
A patent circulating this week suggests the concept never fully left. Sony’s new filing describes a smartphone mounted directly onto a DualSense controller, with the phone functioning as a live secondary input device. Its touchscreen, motion sensors, and hardware would all be available to developers as genuine control surfaces, feeding into the game in real time rather than simply mirroring it. That positions this as a meaningfully different idea from Remote Play, from the PS Portal, and from anything Sony has formally put in front of PlayStation players before.
Designer: Sony

The PS Portal, Sony’s dedicated remote play device launched in late 2023, is essentially a DualSense controller sliced in half with an 8-inch 1080p LCD placed in the middle. It streams games from your PS5 over Wi-Fi and does nothing else. You don’t own a PS5 running at home, the Portal becomes a paperweight. The patented phone mount concept flips that logic. Your smartphone becomes an extension of the controller’s input vocabulary, giving developers access to touch zones, gyroscope data, and potentially camera input without Sony needing to manufacture, stock, and sell another dedicated piece of hardware. Third-party phone mounts already exist for the DualSense and sell for as little as the equivalent of $10, so the mechanical attachment problem is solved. What Sony would be adding is first-party integration at the software and developer level, where the phone is recognized as part of the control scheme and games are built around it.

Patent Drawing from Sony’s filing
The market conditions in 2026 are dramatically different from the failed 2014 attempt. Fibre internet is widespread, Remote Play latency has improved significantly, and players already treat their phones as natural extensions of their gaming sessions. Controllers with phone clips are common enough in mobile gaming circles that the form factor no longer reads as awkward or experimental. Sony’s job would be convincing developers to design around a hybrid input model, which is a softer sell than asking players to spend $200 on dedicated streaming hardware with a narrow use case.

Sony patents ideas constantly, and most of them never see retail shelves. This particular concept feels more grounded than some of the company’s weirder filings because the infrastructure already exists, consumer behavior supports it, and the barrier to entry is lower than building new hardware from scratch. Whether it ships is still a gamble, but the logic behind it holds together better than it did a decade ago.
The post Sony’s Latest PlayStation Patent Turns a DualSense and Your Phone Into One Gaming Controller first appeared on Yanko Design.
Sony’s Latest PlayStation Patent Turns a DualSense and Your Phone Into One Gaming Controller

Back in 2014, Sony shipped a small piece of plastic that clipped a phone onto a PS4 controller. It was limited to certain Xperia handsets, relied on Remote Play at a point when Remote Play was barely holding itself together over most home Wi-Fi networks, and it quietly disappeared without much fanfare. The idea of physically fusing your smartphone with your PlayStation controller got filed away as one of those concepts that sounded reasonable on paper and fell apart in practice. Sony moved on, and for a decade, so did everyone else.
A patent circulating this week suggests the concept never fully left. Sony’s new filing describes a smartphone mounted directly onto a DualSense controller, with the phone functioning as a live secondary input device. Its touchscreen, motion sensors, and hardware would all be available to developers as genuine control surfaces, feeding into the game in real time rather than simply mirroring it. That positions this as a meaningfully different idea from Remote Play, from the PS Portal, and from anything Sony has formally put in front of PlayStation players before.
Designer: Sony

The PS Portal, Sony’s dedicated remote play device launched in late 2023, is essentially a DualSense controller sliced in half with an 8-inch 1080p LCD placed in the middle. It streams games from your PS5 over Wi-Fi and does nothing else. You don’t own a PS5 running at home, the Portal becomes a paperweight. The patented phone mount concept flips that logic. Your smartphone becomes an extension of the controller’s input vocabulary, giving developers access to touch zones, gyroscope data, and potentially camera input without Sony needing to manufacture, stock, and sell another dedicated piece of hardware. Third-party phone mounts already exist for the DualSense and sell for as little as the equivalent of $10, so the mechanical attachment problem is solved. What Sony would be adding is first-party integration at the software and developer level, where the phone is recognized as part of the control scheme and games are built around it.

Patent Drawing from Sony’s filing
The market conditions in 2026 are dramatically different from the failed 2014 attempt. Fibre internet is widespread, Remote Play latency has improved significantly, and players already treat their phones as natural extensions of their gaming sessions. Controllers with phone clips are common enough in mobile gaming circles that the form factor no longer reads as awkward or experimental. Sony’s job would be convincing developers to design around a hybrid input model, which is a softer sell than asking players to spend $200 on dedicated streaming hardware with a narrow use case.

Sony patents ideas constantly, and most of them never see retail shelves. This particular concept feels more grounded than some of the company’s weirder filings because the infrastructure already exists, consumer behavior supports it, and the barrier to entry is lower than building new hardware from scratch. Whether it ships is still a gamble, but the logic behind it holds together better than it did a decade ago.
The post Sony’s Latest PlayStation Patent Turns a DualSense and Your Phone Into One Gaming Controller first appeared on Yanko Design.
PlayStation Moon Legacy Edition TV Stand brings Retro PS1 style to your modern gaming setup
PlayStation turned 30 a couple of years ago, and milestones like this rarely pass quietly in the consumer electronics world. Sony marked the occasion with a special edition PlayStation 5 and accompanying accessories finished in a nostalgic gray tone inspired by the original PS1 console. If you were among the lucky few who managed to get hold of that anniversary edition styled after the classic PlayStation color scheme, there is now an equally themed piece of furniture designed to show it off in the living room.
Designed in collaboration with Danish furniture maker Pedestal, PlayStation Norway has introduced a statement accessory that celebrates gaming culture as much as it serves a functional purpose. The Moon Legacy Edition TV stand arrives in a muted “Legacy Gray” finish that reflects the iconic tone of the original PlayStation console. The visual connection immediately creates a retro aesthetic, making it particularly appealing for collectors who appreciate the history of gaming as much as the hardware itself.
Designer: Pedestal and PlayStation Norway


Beyond the nostalgic color palette, the stand follows Pedestal’s minimalist Scandinavian design philosophy. The frame is constructed from powder-coated steel with a satin finish, giving the structure a sturdy and refined appearance while maintaining a relatively lightweight build. Despite the industrial material choice, the design remains clean and understated, allowing the console and TV setup to remain the visual focus. The stand measures roughly 42 inches high, 31 inches wide, and 21 inches deep, and weighs just under 33 pounds, making it substantial enough for stability without feeling overly bulky. It supports flat-screen televisions between 40 and 70 inches and can handle loads of up to about 110 pounds, which comfortably covers most modern TVs and gaming setups.


The Moon Legacy Edition sits on premium furniture wheels with soft polyurethane coating, allowing the entire entertainment setup to move easily between spaces. For users who rearrange their living room or occasionally shift their gaming setup to different areas, the wheeled base offers flexibility that traditional TV cabinets often lack. The stand also adheres to the widely used VESA mounting standard, meaning it is compatible with most flat-screen television brands currently on the market.


Functionality extends beyond simply holding a TV. The limited-edition package includes a matching Legacy Shelf and a controller stand, giving players a dedicated place to display a controller or store accessories. Additional cable management accessories, such as cable dots and cable ties, are also included to help keep wires organized and out of sight. The shelf adds a subtle display area that can hold game cases, collectibles, or other gaming gear without interrupting the stand’s minimal design language.


The Moon Legacy Edition TV stand is priced significantly higher (approximately $775) than the normal version, which costs $385, reflecting its limited-edition status. The price covers only the stand and included accessories; neither the television nor the PlayStation console is part of the package. As a result, the stand clearly targets dedicated fans and collectors who value the design connection to PlayStation history rather than simply looking for a functional TV stand.



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This Fan Made the Sony-Nintendo Handheld the Companies Never Would

The retro handheld market has a strange problem. The hardware keeps getting better, the screens get sharper, the processors get faster, and yet most of these devices land looking like prototypes someone forgot to finish. Generic shells, forgettable proportions, and LED lighting as a substitute for actual design thinking. For a category built entirely on nostalgia, very few of these devices actually look like they belong to any era at all.
That tension is what one Reddit user decided to address. Starting with a Retroid Pocket 5, a $199 Android handheld running a Snapdragon 865 and a 5.5-inch AMOLED display, the mod layers Sony and Nintendo branding onto the same shell. Vinyl decals, translucent polycarbonate, a 3D-printed volume rocker from Etsy, and a cable replaced in PS2 color. The result looks less like a sticker job and more like a concept render from an alternate 1999.
Designer: Mitchieyan

The translucent shell is doing most of the work. It pulls from the visual language of the N64’s Funtastic series, those clear and atomic-purple controllers Nintendo released in the late 1990s, where showing the circuitry was the design choice rather than concealing it. Over a piano-black grip body with PlayStation-colored face buttons, the frosted polycarbonate shifts from grey to near-white depending on the light. It shouldn’t feel considered. It does.


The branding placement is where intent becomes clear. The Sony wordmark sits centered on the upper face, exactly where it appeared on a PSOne. Below it, the PlayStation four-color logo. At the bottom bezel, the Nintendo badge mirrors its position on a Game Boy Advance SP. None of it is licensed, of course. These are adhesive vinyls placed by someone who grew up with both systems and wanted their coexistence on one device to feel inevitable rather than absurd.


Not everything here reaches backward. The analog sticks are translucent caps over hall-effect sensors, lit teal on the left and purple on the right, owing nothing to 1999. That generation didn’t have RGB anything. The lighting reads as a concession to the present; the one feature announcing this is still an Android device in 2025, not a prototype from some alternate Sony-Nintendo licensing meeting. Whether it sits comfortably alongside the retro shell is a fair question.


The rear view shifts the frame again. A large dual-grip body in smooth black rubber dominates the back, a clear plastic hinge connecting the screen to grip in full view, structural and unapologetic. The 3D-printed volume rocker at the top edge puts a physical control where fingers naturally land. The back half feels closer to a DualShock than a Game Boy, which is either the point or the problem, depending on what you wanted this thing to be.


Flip to the front screen, and the emulator grid makes the whole thing literal. DuckStation for PS1, Dolphin for GameCube, PPSSPP for PSP, melonDS for Nintendo DS, and a live PS2 wallpaper cycling behind all of it. This device runs both companies’ libraries simultaneously without asking permission from either. The branding on the shell, in that context, stops being a novelty and starts reading as a plain statement of what the hardware already does.

The retro handheld category is large enough now that sameness has become its default. The Retroid Pocket 6, the current flagship from the same manufacturer, drew community criticism for being indistinguishable from competitors: glass front, LED sticks, rounded edges, and no particular character. A fan mod building identity out of borrowed logos is one response to a problem the manufacturers haven’t solved. It’s also just someone enjoying a hobby and being honest about what they want.

The hardware to play PS1, PS2, GameCube, and Game Boy Advance all on one screen already exists and costs under $200. What the market hasn’t resolved is what that device should actually look like, or whose name should go on it. This mod doesn’t answer either question. It just makes the gap between what’s technically possible and what anyone has bothered to design feel a little harder to dismiss.

The post This Fan Made the Sony-Nintendo Handheld the Companies Never Would first appeared on Yanko Design.
5 Best Retro Handhelds That Play PS1 Classics for Under $130

Sony’s next console is on the horizon, but a growing number of gamers are looking backward instead. The PS6 will almost certainly launch north of $500, and for that price, entire libraries of PlayStation classics remain locked behind aging hardware, digital storefronts, or subscription tiers that rotate titles in and out on a whim. Meanwhile, a parallel market of pocket-sized emulation handhelds has quietly exploded over the past two years, putting decades of retro gaming into devices that cost less than a single DualSense controller.
These handhelds won’t run God of War Ragnarök, and nobody is pretending they will. What they can do is play through Final Fantasy VII, Castlevania: Symphony of the Night, Crash Bandicoot, and thousands of other PS1 titles at full speed, often with save states, fast-forward, and display filters that the original hardware never offered. Search interest in retro gaming handhelds has grown 173% year over year, and the devices fueling that demand sit at a price under $130. Five of them stand out from the flood.
Miyoo Mini Plus


The device that started the modern budget handheld craze still holds its own, even two years after launch. The Miyoo Mini Plus runs on a Sigmastar SSD202D processor with just 128MB of RAM, specs that sound laughable on paper but prove more than sufficient for everything up to and including PS1. Its 3.5-inch IPS display at 640×480 fills a vertical body small enough to disappear into a jacket pocket, and the 3000mAh battery stretches to seven hours with the right custom firmware installed.
Designer: Miyoo
That firmware, OnionOS, is the real reason this device remains so widely recommended. Built and maintained by a dedicated community of developers, OnionOS transforms the Miyoo Mini Plus from a competent emulator into one of the most polished retro gaming experiences available at any price. Features like automatic save-on-shutdown, RetroAchievements integration, and a game switcher that lets you hop between titles without returning to the menu give it a level of software refinement that devices costing three times as much still struggle to match.

What we like
- OnionOS custom firmware with a polished, intuitive interface
- Genuinely pocketable
- Strong PS1 performance despite modest hardware
What we dislike
- Extended sessions can cause hand cramps
- No Bluetooth audio, no HDMI output
Anbernic RG35XX Plus

Anbernic’s answer to the Miyoo Mini Plus arrived with a meaningful hardware advantage and a familiar form factor. The RG35XX Plus swaps in an Allwinner H700 quad-core Cortex-A53 processor with 1GB of LPDDR4 RAM, a substantial leap over the Miyoo. That additional horsepower translates directly into smoother PS1 emulation and opens the door to Dreamcast and Nintendo DS titles that the Miyoo simply cannot handle, all wrapped in a horizontal Game Boy-inspired shell.
Designer: ANBERNIC
Connectivity is where the RG35XX Plus pulls further ahead. Wi-Fi 5, Bluetooth 4.2, and a mini HDMI port come standard, which means this handheld can double as a TV-connected retro console when paired with a wireless controller. Dual microSD card slots support up to 512GB each, and the 3300mAh battery delivers around eight hours of play. The trade-off is software: the stock firmware is rough enough that most owners immediately replace it with GarlicOS, a community-built alternative that requires sideloading via SD card.
What we like
- Best price-to-performance, handling PS1, Dreamcast, and DS titles
- Mini HDMI output and Bluetooth
What we dislike
- Stock firmware can be a bit clunky
Powkiddy RGB30


Most handhelds in this price bracket borrow their proportions from the Game Boy or the PS Vita, but the Powkiddy RGB30 charts its own course with a 4.0-inch square IPS display running at 720×720. That 1:1 aspect ratio is a deliberate choice, not a gimmick. Retro games from the NES through the PS1 era were designed for 4:3 screens, and a square panel accommodates that ratio with minimal letterboxing while giving Game Boy titles a perfect native fit. The taller body this requires also gives the D-pad and dual analog sticks room to breathe.
Designer: POWKIDDY
Under the hood, a Rockchip RK3566 quad-core processor clocked at 1.8GHz, and 1GB of LPDDR4 RAM keep things moving. PS1 games run without issue, and the device extends into Dreamcast, some N64, and limited PSP territory. The 4100mAh battery is the largest on this list, rated for eight hours. Stereo speakers and Wi-Fi round out a feature set that punches above its $70 price point. Build quality, though, remains a step behind Anbernic’s hardware, with a plastic shell that feels lighter and less refined than the competition.
What we like
- The 1:1 square screen is a thoughtful design decision for retro titles
- Large battery at 4100mAh
What we dislike
- Unremarkable build quality
Trimui Smart Pro S


The Trimui Smart Pro S occupies the top of the sub-$100 bracket and makes a strong case for spending the extra money. It packs an Allwinner A133P processor and a Mali-G57 GPU that Trimui claims delivers 2.5 times the graphics performance of the original Smart Pro. In practice, this means PS1 runs flawlessly, Dreamcast and N64 titles play at full speed, and most PSP games are smooth enough to enjoy without constant tweaking. A 4.96-inch IPS display at 1280×720 presents all of it on the largest screen in this roundup.
Designer: Trimui
The hardware refinements extend beyond the processor. TMR hall-effect analog sticks eliminate drift concerns and support L3/R3 clicks, larger trigger buttons improve ergonomics over the predecessor, and an active cooling fan prevents thermal throttling during extended sessions. A 5000mAh battery provides around five hours of play, and stereo speakers with a vibration motor round out a surprisingly complete package. The PS Vita-inspired form factor is comfortable for long stretches but makes the device less pocketable than smaller alternatives, and the 16:9 widescreen wastes real estate when displaying 4:3 retro content.
What we like
- Powerful hardware
- Hall-effect analog sticks and active cooling
- Large 4.96-inch screen
What we dislike
- The 16:9 widescreen aspect ratio isn’t good for retro gaming
- Bulky and heavy
Retroid Pocket Classic


The Retroid Pocket Classic pushes past the $100 mark at $129 for the current available model, but it earns its place on this list by being the only device here running Android and the only one with an AMOLED screen. That 3.92-inch panel at 1240×1080 delivers deeper blacks and more saturated colors than any IPS display in this bracket, and the Snapdragon G1 Gen 2 processor paired with up to 6GB of RAM puts it in a different performance class entirely. PS1 is effortless here. GameCube, PS2, and Saturn emulation become viable options.
Designer: Retroid
Running Android 14 with Google Play Store access means the Retroid Pocket Classic can function as more than a dedicated emulator. Streaming apps, cloud gaming services, and native Android titles all run alongside the retro emulation suite. A 5000mAh battery with 27W fast charging, active cooling, and Bluetooth 5.1 complete the picture. The vertical Game Boy-inspired body lacks analog sticks, which limits comfort with 3D-heavy titles from later console generations. Unlike the Linux devices on this list, the Retroid Pocket Classic ships without any pre-loaded games, requiring users to supply their own ROMs from the start.
What we like
- 3.92-inch AMOLED display
- Android 14 with Google Play Store access
- Powerful Snapdragon G1 Gen 2 processor
What we dislike
- A bit costly for a retro gaming handheld
- No analog sticks
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PlayStation XR Glasses Concept Makes a Strong Case for Gaming-Focused AR Wearables

Meta talks about XR glasses as companions for your social life. Snap a photo, answer a call, ask an AI what you are looking at. The PlayStation XR Glasses concept spins that idea toward a different center of gravity. Here, the glasses are not about broadcasting your world. They are about pulling the PlayStation universe closer, shrinking the distance between you, your console, and the screen that usually sits across the room.
Here, XR is not a spectacle. It is a subtle layer that folds into your existing PlayStation life. Imagine a virtual screen hovering above your TV stand, system notifications floating at the edge of your vision, a familiar PS logo resting by your temple like the Start button you have pressed a thousand times. The fantasy is not about replacing your PS5, but about letting its world follow you from couch to desk to bed, quietly, through something that looks like ordinary eyewear.
Designer: Shirish Kumar


The frames carry the same visual language as the PS5 and DualSense controller, all smooth curves and deliberate angles that look cohesive sitting next to your console. That blue accent lighting running along the temples is pure PlayStation branding, the kind of detail that works because it feels earned rather than slapped on. The folding hinge reveals those iconic button symbols when you open the arms, which is a nice touch that reinforces you are holding a gaming device that happens to look like eyewear. Whether Sony’s actual industrial design team would ever build something this sleek is another question entirely, but as a design exercise, it holds together.


There is a front-facing camera tucked under the lenses for object tracking and AR overlays, auto-adjusting lenses that darken outdoors and clear indoors, embedded sensors for a heads-up display, gesture controls for navigation. The PS logo on the temple supposedly works like a button, tap for Start and hold for Home, mirroring your muscle memory from the controller. All of that sounds good on paper. The real question is what you actually do with these once they are on your face. Existing PlayStation games would almost certainly run as a virtual screen floating in your field of view, basically a private monitor you wear instead of stare at. True AR gameplay where Aloy from Horizon is dodging around your coffee table requires games built specifically for that, and Kumar does not show or describe any of those experiences.


What this concept does well is stake out a different philosophy for XR glasses. Where Meta wants social connectivity and Apple is aiming for spatial computing as a productivity play, this imagines gaming-first hardware that extends an existing ecosystem rather than trying to create a new one. Whether that is enough to justify another screen in your life is the question every XR device has to answer eventually. For now, it is a polished look at what Sony could build if they decided lightweight AR glasses were the next logical step after VR headsets and portable screens.



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Someone Built the PS4 Portable Sony Never Made with a 7-Inch OLED

The PS4 era is over, but the library is still incredible, and the only way to enjoy it portably has been streaming or emulation with compromises in latency, compatibility, and control. The fantasy of a true PS4 handheld that runs games natively has floated around for years, but Sony never built one. Reddit user wewillmakeitnow decided to stop waiting and built it himself instead.
This is not a Raspberry Pi or a cloud device but a heavily modified PS4 Slim motherboard, cut and re-laid to be as compact as possible while keeping full functionality. The builder redesigned the layout for better power efficiency and thermals, then wrapped it in a custom ABS enclosure with full controls and a 7-inch 1080p OLED screen, turning a console into something that looks and plays like a handheld from an alternate timeline.
Designer: wewillmakeitnow

The cooling story is where most of the work lives. A new airflow path, custom heatsinks, and a large rear fan are managed by an onboard ESP32 microcontroller. The ESP32 runs custom firmware to watch temperatures in real time, enforce thermal thresholds, trigger emergency shutdowns, and supervise power draw and battery charging. It is the safety brain that makes running a console-class APU in your hands viable instead of a thermal disaster.


The power system uses six 21700 cells at 6,000 mAh each in a 3S2P configuration, roughly 130 Wh of energy. Under lighter loads, the system pulls around 44W for about three hours of play. In demanding games, it can draw close to 88W and land closer to an hour and a half before shutdown, at around 10V, which protects the pack. There is also a dedicated port for playing on AC.

The handheld still behaves like a PS4 when you want it to. There is HDMI out for plugging into a TV, multiple USB-C ports for charging, configuration, and connection to controllers or external drives, plus a USB 3.0 port for storage. In that mode, it stops being a handheld and becomes a very small PS4 Slim you can drop next to a hotel TV.

All of this comes at a cost. The enclosure is about 113mm x 270mm x 57mm, with sharp edges and no sculpted grips, and the weight is likely well north of a kilogram once you add the board, cooling, and batteries. The builder chose to let the shell hug the motherboard as tightly as possible, sacrificing rounded comfort to keep the footprint from ballooning further.

This one-off build shows both the promise and limits of turning a living-room console into a handheld. It proves that a native PS4 portable is technically possible if you accept thickness, weight, and fan noise. It also quietly asks what might happen if a company with Sony’s resources took the idea seriously. Until then, it stands as someone picking up their favorite console and refusing to put it down.

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Anicorn x PlayStation’s $780 Mechanical Watch Is The Wildest 30th Anniversary Flex Yet

Anicorn and Sony just dropped a fully mechanical PlayStation watch, and the fact that it exists at all feels like a minor miracle in a market drowning in lazy licensed quartz. Limited to 300 numbered pieces and priced at $780, the PlayStation 30th Anniversary watch launches December 19th with a Miyota automatic movement, a custom rotor, and enough thoughtful design touches to justify the “limited edition” label beyond artificial scarcity. The caseback alone, with its exhibition window and engraved numbering, shows more restraint and craft than most gaming collabs bother with.
What makes this interesting beyond the usual merch cycle is how seriously they treated the design language. The △○×□ symbols sit at 12, 3, 6, and 9 o’clock as three-dimensional applied elements, not flat prints. The PlayStation logo occupies a raised central medallion, and the hands are modeled after the original controller’s Start and Select buttons, which is the kind of nerdy detail that separates fan service from actual design work. The case mirrors the faceted geometry of the 1994 console hardware, finished in that unmistakable matte grey, and the rubber strap carries the button symbols all the way down. It feels like someone actually cared about making this coherent as an object of sheer nostalgia, not just profitable as a limited drop.
Designer: Anicorn

Miyota movements get dismissed sometimes by the Swiss snob crowd, but here’s the thing: they’re reliable, serviceable by basically any competent watchmaker, and when decorated properly, they do the job without drama. The rotor visible through the exhibition caseback gets custom perforation work that echoes disc drive aesthetics, which is a subtle touch that could have easily been skipped in favor of a plain rotor with a logo slapped on. That kind of restraint shows up throughout the design, actually. The dial could have been a chaotic mess of branding and colors, but instead it uses that soft grey finish with selective pops of color on the applied symbols. Legibility takes a backseat to theme, sure, but you buy a watch shaped like a PS1 controller for the vibe, not to check train schedules.

Pay special attention to the case shape. Those faceted, near-octagonal edges are a direct reference to the original PlayStation’s industrial design language, which was all hard angles and serious electronics aesthetics back when consoles still tried to look like they belonged in an A/V rack. Anicorn could have gone with a standard round case and called it a day, but the geometric approach makes the whole thing feel intentional rather than opportunistic. The integrated strap design, with that all-over micro-print of controller symbols, reinforces the “this is a device” impression rather than trying to split the difference between jewelry and gadget. You wear this and people either get it immediately or think you’re wearing some kind of fitness tracker. There’s no middle ground, which is exactly how it should be.


Three hundred pieces worldwide means this will sell out in minutes, probably to a mix of serious PlayStation collectors who still keep mint PS1 longboxes and watch nerds who appreciate limited mechanical releases with actual design thought behind them. The memory card-shaped authenticity cards included in the packaging are pure fan service, but they work because they commit to the bit completely. At $780, you’re paying for scarcity, licensing, and that Miyota movement wrapped in very specific nostalgia. I can almost hear the PS booting sound as I look at this watch! Don’t lie, I’m sure you can too.

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Sony made a PS gaming monitor with a holder for DualSense controller, and you can buy it soon
When you read that headline, you could have two questions: Was it really necessary? And/or, why didn’t someone think of it before? If you think your monitor is doing just fine with the PS5 (like it is for me), you will probably have the answer to the second question. But if you have been following the recent PlayStation, moreover console gaming, updates Sony is making, I am sure you’ll guess why Sony is investing in an official monitor for its game console.
Sony recently dropped the first wireless desktop speakers – Pulse Elevate – to pair with the PlayStation 5. At first, you could presume these speakers matched the aesthetic sophistication of the gaming console, while providing audio quality that serious gamers would demand. That’s true, but now with the follow-up; this dedicated monitor, it all seems like a bigger plan. A plan to create Sony’s own gaming ecosystem that feels like a natural extension of the PlayStation’s futuristic design language.
Designer: Sony

However you feel about it, Sony’s new monitor, ‘designed from the ground up for the PlayStation 5’ demands your attention. Even though it is made specially for the PS5, it can be used with a PC. Highlight, of course, is the integrated charging hook, attached to the monitor stand, which holds and recharges your DualSense wireless controller when you’re not using it. That USB-C cable you have been losing all this time can now go into a safe drawer for good (until you break the holder loose from the monitor that is).

The 27-inch 1440p LCD monitor designed for gaming, per se, was unveiled at PlayStation’s State of Play Japan recently. It features a Quad high-definition (2560 x 1440) IPS screen that offers HDR and Auto HDR Tone Mapping support. The display, Sony affirms, has a refresh rate of 120 Hz when playing games on the PlayStation 5. But with variable refresh support, it can scale that up to 240 Hz with a compatible PC or Mac.

According to the press information, this official PlayStation monitor is slated to be available in the US and Japan sometime in 2026. Sony remains tight-lipped about the pricing for the monitor, which features two HDMI ports, a DisplayPort, a pair of USB Type-A ports, one USB Type-C port, and a 3.5mm audio jack for connectivity. It also has a built-in stereo speaker to make your gaming sessions more intriguing.

Alongside the 27-inch gaming monitor, Sony has also unveiled a PlayStation 5 Digital Edition for Japan only. It will be priced at ¥55,000 (approx. $355) and will begin shipping in Japan from November 21, 2025.


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