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Call of Duty: Black Ops 7 Multiplayer Review

Note: This review specifically covers the Multiplayer modes in Call of Duty: Black Ops 7. For our thoughts on the other modes, see our Zombies review or our campaign review.

It's autumn, 2025, and I have played enough of Call of Duty: Black Ops 7 multiplayer to settle into my annual camo grind. I have prestiged, both in character level and my assault rifle, and after about 20 hours I feel confident declaring that the multiplayer portion of Black Ops 7 is great. I've had an absolute blast thanks to solid maps, the awesome updated omnimove system, and the choice to play either skill-based or traditional matches. It’s not without flaws: mid-match leavers have been a real problem in the default matchmaking, and while all the guns feel really good, none of them are standout stars – but the things I like, and some parts I downright love, far outweigh the things I don't this year.

Since skill-based matchmaking is the most contentious subject around this year's Call of Duty, I'm going to address it right here at the start. I believe swapping out SBMM as the default setting is great… and also it sucks. It's a real Schroedinger's CoD situation here. The biggest win for everyone, however, is the fact that you have a choice. Treyarch could have only done it one way or the other, but it gave us both, and the freedom to switch between these modes whenever you want is fantastic – especially because I often found traditional, non-SBMM to be a very humbling, and sometimes even frustrating, experience as a CoD player of medium skill.

First, a little background for those unaware: SBMM has been the default matchmaking mode for a while now, and very vocal portion of the CoD faithful hate it. When you'd queue up in a lobby for a multiplayer match, some Activision supercomputer somewhere would run the numbers and match you up with people of roughly the same level of skill. The criticism of this system is that you don’t really know whether or not you are good or bad, because SBMM made it so players never had to face too great a challenge. If you dominated for a few matches, you just got moved up to another lobby to match your skill, and lobbies weren't persistent. Same thing if you stunk up the joint, you'd drop down, but there was no real way to tell where in the power ladder you were at any given time.

So, this year, Treyarch made lobbies where "skill is minimally considered" be the default, but kept the option open to still play SBMM in the matchmaking menu (though it's not really apparent unless you know what to look for). Again, I really like that they give you the option for either, but I do wish the distinction was made a little more obvious, because the difference in terms of play experience is substantial. My gut tells me the vast majority of CoD players don't even know about this change, and there are surely a lot of non-competitive people wondering why in the hell they suck all of a sudden this year.

I've been playing both modes but using the default non-SBMM lobbies the majority of the time, and let me tell you: you don't know what the hell you're in for when you first enter a new match. You might find yourself in a lobby of complete boneheads who you can easily dominate for the win. I found this situation to be a frequent enough occurrence to be noticeable, but not a majority one. No, most of the time, I'd seem to load into a lobby with the god-tier Call of Duty players who this matchmaking change had in mind. And when that happens, it tends to not be very fun.

The freedom to switch between SBMM or not is fantastic.

There is something to be said about playing against people above your skill level if you want to get better. Michael Jordan didn't get so good at basketball by only practicing against a high school team. But on the flipside, I am the high school basketball player, and now I'm loading into a lobby with the 1996 Chicago Bulls.

It's quite hard to learn what you’re doing wrong when you're facing people with skill levels that completely dwarf your own. By the time my reflexes register an opponent, I'm already dead. Don't get me wrong: I love being able to witness this level of play. It's super human. Sometimes I'll watch a replay of my own defeat just to be amazed by how good the other player is. In some instances, getting completely smoked has opened my eyes to what's possible and given me something to aspire to. But all that promise of self-improvement is short lived, because after a match or two of coming in dead last, I'm ready to find a new lobby.

And I know I'm not the only one – I at least finish matches like that, but others aren’t usually so courteous. In one extreme case, my team had multiple players of exceptional skill, one of whom had the Nuke calling card. You can't get that calling card without scoring 30 uninterrupted kills in a single match. You gotta be real good, and this person was truly incredible. So, rather than get shot down over and over again, the other team just quit. By the end of the match, it was six versus one, which turned an exciting win into a huge letdown, with the latter half of the match spent running around the map trying to find the one brave hanger-on.

Even when the imbalance isn’t quite that drastic, I see at least one or two people drop out frequently in the default lobbies. Some of those are going to be people who went AFK or lost their connection, sure. Maybe that's the case more often than I am assuming, but it sure does feel like other players are getting frustrated faster and more consistently than when SBMM was the norm, especially when it happens to five out of the six members of the opposing team – something I’ve never seen occur in a CoD before this one.

Does this mean I think including non-SBMM is a mistake? No, but only because you can still go back to the old style. The best part of the change is we can finally see what it’s like after years of debate, but better still, there's a choice between the two systems. I don't think having non-SBMM as the default has proven to be the right move, and I hope Treyarch decides to flip it back at some point in a post-launch patch. But at least the option means everyone can be happy. (Just kidding! This is Call of Duty, there's going to be unhappy people no matter what.)

One of the side benefits to this new system is that once you get your ass kicked a few dozen times and go back to the SBMM lobbies, you will feel like a god for the first few matches. The persistent lobbies carry through on both modes, so you can stick with the same group or back out to find a new lobby. It's actually super easy to swap around, which is a real time saver if you're burning a 2XP token.

Weapons and Loadouts

Black Ops 7 is the first CoD I can think of where I haven't gravitated toward a single dominant weapon for my playstyle. Last year it was the XM4 assault rifle. It just felt good from level one on up, and by the time I had all the attachments, it cemented itself as my go-to option. In the years before that, I gravitated towards SMG and even marksman rifles (I'm weird but I love the Kar98 in Modern Warfare). This year, none of the guns are really jumping out at me, nor giving me that past feeling of "oh yeah, this is the one I'm going to grind first." But that’s more a testament to how they generally feel really good across the board more than anything else..

One surprise for me, though, is the MK.78 LMG. I've always enjoyed the LMGs, but this one is ridiculous. I can score kills from halfway across a map like Retrieval with ease. The only real weakness is in those tight interior sections of a map, which is to be expected given its slow aim-down-sight speed, but even then I find myself getting the jump on people more often than not. It isn't until they're almost in melee range that it fails me. It's my favorite gun at the moment, and I expect some manner of nerf in the future honestly, as it feels a little too easy to use right now.

I feel the same way about the M8A1 marksman rifle, a burst-fire gun that I also really like and sometimes seems a little too accurate. A well-aimed three-round burst can usually dispatch an opponent with ease no matter where you are on a map. The same holds true for the Shadow SK sniper rifle. If you've read any of my past reviews, you know I hate sniper rifles and the people who use them – but, for whatever reason, I'm actually pretty capable with the Shadow SK. Sniper is a class of weapon I've historically only really played to satisfy some daily challenge or on the camo grind, but this year I find it to be well within my capabilities as a CoD player. I dropped on iron sights as an attachment and ended up getting Play of the Game at one point. It's fun and I'm good at it, which makes me naturally assume there's something wrong with it.

While even the best weapons don't really stand out to me like in years past, the notable exception are the SMGs, but they stand out because they feel bad. It's usually one of my favorite weapon classes, but this time none of them have felt like anything I want to use long-term. Traditionally they've always excelled at close-to-medium range, but this year's don't seem to work at anything but super-close range. I'm going to have to revisit them, but of all the unlockable SMGs, I didn't find a single one I’d consider for a daily driver. I'm hoping when I get deep into my camo grinds I'll find some combination that feels right, but for now, they're very uninspired.

Here's the thing about Call of Duty: the guns are always good. They figured this formula out a long time ago, which makes it hard to significantly improve on them. This year is no exception. With the exception of the SMGs, this relative equality of quality across the board is one of the more impressive parts of this series, even if it means there are no true stars this year. It's a ultimately good problem to have. "Oh no, I like almost all of these guns, boo hoo to me, they're nearly all fun and good."

Omnimovement Rules

Omnimovement is a relatively new addition to CoD, one that I liked last year but found generally favored controller players. The best thing about the addition of omnimovement, however, was the ability to functionally move and aim while prone. It's a very legit strategy in multiplayer to fling yourself backwards into a corner and reduce your target footprint while maintaining full aim. Before omnimovement, you'd lay prone and were extremely limited in how and where you could aim. All the cool stuff from Black Ops 6 is still here, and I do think for the most part it helps controller players more than mouse and keyboard nerds like myself, but that doesn’t mean I’d trade it away.

What's new for Black Ops 7 is the ability to wall run and wall jump, and that changes everything in the best possible way. When you come around a corner, you best be keeping an eye on the sky, because the move now is for people to try and get the jump on one another, literally. It's a whole new axis you need to be aware of, and it seems like it should be overwhelming to try and keep track of, but it's not. It's actually awesome, especially when the situation is flipped and you fly out from behind a wall and dispatch an opponent before you even hit the ground.

You can bounce up to three times, and there are precious few places where this can be consistently maxed out, but in Cortex I got smoked by someone who made full use of that to bounce back and forth between the giant sci-fi holding tanks. I even watched him do it in awe, something that no doubt cost me the L – but hey man, respect where respect is due.

The maps are purposefully designed with this new system in mind, and Blackheart and Imprint in particular have spots where CoD is practically begging you to wall run and jump. It doesn't feel tacked on or unnecessary, either. It feels as natural as any other movement on any other map in any other CoD. It's just done so well, and in some ways legitimizes traditional bunny-hopping. Now, instead of spamming jump like an idiot, you can parkour off the walls to both avoid getting hit and nail that perfect trick shot of your own.

What I find technically impressive is I've yet to encounter any glitches or exploits to the improved omnimovement system. It seems like letting players bounce 30 feet in the air would expose some cracks in the geometry, but so far, so good. It does feel a little weird when you jump higher than the top of a structure but an invisible wall keeps you from landing on it. I would like it if there were more areas only accessible with smartly timed jumps. Right now, there's a floating shipping container in Exposure that requires good timing to reach, but that's about the only one that springs to mind. And getting to it is so fun: timing your jumps with the sway of the container. Give us more hard-to-reach places, please!

More Multiplayer Modes

Skirmish, the 20v20 mode, is new this year – but outside of the purposes of this review, I don't think I'll play it again. It's just not fun. The maps are too small for Warzone-type play, but too big for the normal objective-based play. It's pure chaos, but not in a way I enjoy.

Since you respawn from the air in a wingsuit, you're a prime target to get shot out of the sky and go right back into a 10-second cooldown to spawn again. On the flip side, if a sniper has you pinned down, you can just respawn and fly toward wherever they are sitting to take them out. Either way, I can't figure out a strategic approach to Skirmish that’s any fun, which is something I value greatly in my multiplayer modes. The quick turnover rate means you don't get the opportunity to flank an entrenched player or team, or really make any strategic moves at all other than land, shoot, die, repeat.

I don't think there's a dud in the first batch of multiplayer maps.

Gunfight returns this year and it's another mode I don't really care for. They're 2v2 matches where you get random guns at the start of each round, taking place on small maps, and it's not for me. Playing with a random person isn't very fun, unless you end up with someone REALLY good. It just doesn't jibe with the way I want to play Call of Duty and, in my experience, whichever team gets the first win is going to be the one that wins the whole match more often than not. But I'll never advocate for fewer modes, and I know some people really enjoy Gunfight, so I’m at least glad it’s available.

Most of the more traditional multiplayer modes from last year are back as well, including Kill Confirmed, Domination, Hardpoint, Control, and Team Deathmatch, and I don’t really dislike any of them. Search & Destroy is also back, but I have not once been dropped into a map for it in regular matchmaking. In fact, I found myself dropped into Hardpoint, Kill Confirmed, and Overload way more than any of the other modes, and I’m not totally sure why that is.

Overload is new this year, and it's basically capture the flag. There's an EMP device that spawns on the map, and the goal is to pick it up and run it into the opposing team's zone to get the win. I actually really like this mode, especially on maps like Flagship. Unlike Skirmish, the chaos is fun, and doing a diving leap into the enemy team's zone when you have the EMP is an excellent feeling.

Overload is definitely my favorite objective-based mode, while Team Deathmatch and Free-for-All remain my favorite modes of all. When I'm on the grind, I'll uncheck all modes except those two, and only select them all again when I'm teaming up with friends for some generalized multiplayer chaos. Both of these modes have always been my favorites because the objective is simple: get as many kills as possible during a match to win. I'm a simple man of simple tastes. When there's only one thing to do, there's less chance your team will screw it up – especially since my occasional frustration with objective-based modes in CoD arises when people treat them like Deathmatch anyway. For example, you might have a team in Hardpoint that completely dominates the field, scoring kill after kill, but also ignores holding the Hardpoint, and you end up with a sour-tasting loss.

That's not the case in Team Deathmatch or Free-for-All. You just run around shooting people until the match is over. No pick-ups like Kill Confirmed, no holding an area like Hardpoint, no rushing the EMP device to the enemy's base like in Overload. They're my favorite modes because I can shut off my brain and focus on getting better with my weapons. And, best of all, any skill improvements made during Team Deathmatch and Free-for-All carry over to the objective-based modes.

Mapping it Out

Black Ops 7's first batch of multiplayer maps are really good. They all do an excellent job showing off the new wall run and wall jump mechanics, with some areas on the maps specifically designed to let you run and jump over pits or around corners. I don't think there's a dud in the bunch. Even the ones I didn't really care much for at first, like Scar or Homestead, I warmed up to quite a bit after a few matches.

I think my favorite maps are Retrieval and Hijacked. Retrieval is a medium-sized map with a melting glacier on one end, a frozen river on the other, and plenty of structures and different levels in between. It's where I was able to get my first "moonshot," an 86m shot with the MK.78 LMG. Apart from being a really fun map, it's also visually one of my favorites. I love the winding tunnels of sparkling ice inside the base of the glacier.

Hijacked takes place on a yacht with two lanes down either side, a middle area where they all meet, and different levels of the boat both above and below deck. It's a great map to rack up multikills, especially if you're playing against a team of less experienced players. You can post up on one of those lanes and wait for people to come around the corner in a group and just go crazy. At the same time, it's a snap to flank those positions, so you can't stay for too long unless you want to get smoked.

All of the maps are built expertly. There's no annoying sniper nest or hidey-holes in them, which means campers have a really hard time spending half the match in one little area. If you stop moving, someone's going to get you, because there's nowhere to hide that doesn't have some angle of attack. You might find a place to back into a corner, sure, but we all know to check the corners in Call of Duty. It boggles my mind to think about the know-how involved in designing maps like the ones here, with a level of expertise that brings the quality of all the maps to a consistently high standard. None of them rise too high above the pack but, just like with the guns, that’s not a terrible problem to have when I’m having such a good time with all of them.

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The Best Gaming Desks: Create the Ultimate PC Setup

Desks are an easy part of your gaming setup to overlook, but having a proper platform for your gaming PC, console, gaming monitor, and other peripherals can make a big difference. Most of us will start out using whatever surface is available, but making the jump to a specially chosen gaming desk can provide some key advantages.

The most important is a tabletop that is big enough and strong enough to accommodate whatever you want to put on it, but there are also more specialized features such as motorized sit/stand functionality, cable storage and organization, power management, and mounting points for accessories. Of course, there are aesthetic considerations in play too, whether you prefer a warm and inviting space with natural materials or something a bit more modern, stark, and streamlined. There's plenty to consider, so I've rounded up six of the best gaming desks we've tested to get you started.

TL;DR – These Are the Best Gaming Desks:

I've been reviewing gaming desks for years, with four desks currently crammed into my home office in the name of research, so I feel confident about these recommendations. Whether you're looking for something compact and affordable, a fancier electric sit/stand option, or a premium option with some extra gaming-specific features, you'll find at least one suitable option among these contenders.

Additional contributions by Chris Coke and Danielle Abraham

1. Secretlab Magnus Evo

Best Gaming Desk

The Secretlab Magnus Evo is a cheaper variant of the Magnus Pro, ditching the unique cable management run in favor of a simpler design that sees metal used along the back and on the front corners of the desk, allowing magnetic accessories like headphone hangers or cable tidies to be quickly and firmly attached. The desk otherwise incorporates the rest of the features that made the Magnus Pro excellent, including electric sit/stand functionality with controls sleekly integrated into the desk surface, an integrated power point, an included monitor mount, and a capacious cable storage cavity underneath the desktop.

The Magnus Evo is still compatible with a good range of accessories, including an assembly that lets you attach your entire PC to one of the legs, obviating the need to use extra-long cables for a desktop PC that sits on the floor but is used with a sit/stand desk at maximum extension. This attachment feels a little shaky with wide and heavy PCs, but it's still a neat trick.

Given that the Magnus Evo delivers the best features of the Magnus Pro while costing significantly less, it's our new No. 1 pick overall – though the Magnus Pro is still worth considering and can be found below.

2. FlexiSpot Comhar Electric Standing Desk

Best Budget Gaming Desk

When you’re tight on space and constrained on budget, a smaller and more affordable option like the FlexiSpot Comhar Electric is great to have. Its 48x24-inch size can easily house a full gaming rig and even a second (smaller-ish) monitor. The desk is durable and stable with a steel frame and solid bamboo desktop that supports up to 110lbs. It's not the most powerful sit-to-stand desk, but it can lift even the heaviest gaming rig without taxing its electric motor.

The Comhar doesn't look much like a gaming desk, but it's surprisingly feature-rich for its affordable price (I've seen it as low as $230 and it is often on sale). In addition to looking classy with its contrasting desktop and steel frame, it features a built-in storage drawer (a rarity in standing desks), a USB hub for charging your devices, and cable management underneath to tidy up your wires.

I've used numerous FlexiSpot standing desks over the years and they always manage to impress for their cost, even given that their instructions are sometimes less well written than their competitors. If you're looking for something that looks good and performs even better, the Comhar is definitely worth considering.

3. Secretlab Magnus Pro

Best Premium Gaming Desk

The Secretlab Magnus Pro is the "full-fat" version of the Magnus series, with an entirely metal surface that allows magnetic accessories to be used throughout, plus a cable channel towards the back that is excellent for routing cables without looking cluttered. It also offers electric sit/stand functionality, an increasingly common feature amongst premium gaming desks that might help your long-term health by reducing the amount of time you spend sitting down.

Like other Magnus desks, the Pro comes with an accessory ecosytem that allows you to add on RGB lighting, accessory mounts and even a full PC rest. There are also some dedicated cable management widgets which help tame any remaining wires. The Pro does come at a premium versus the Evo, but for those with a larger budget, it's well worth mulling the upgrade.

4. Corsair Elevate:6

Best Gaming Desk for Streamers

The Corsair Platform:6 is a uniquely specialist desk ideal for content creators and streamers, thanks to its surfeit of rail mount points for lights, cameras, monitors, Stream Decks, and other accessories. There are three variants available: the base model is a fixed-height desk, the Elevate adds electric sit/stand motors for height adjustability, and the Creator Edition tacks on a peg board that sits at the rear of the desk. All three models are premium propositions, with the base model just under $1,000, the Elevate model at $1,400, and the Creator Edition costing $1,900.

You do at least get plenty for the money, including a robust underslung cable storage solution that's among the biggest I've seen, a small cable cubby built into the surface of the desk, powerful sit/stand motors that can lift up to 330lbs, and a 72x30-inch span that can be further augmented with one or two 12-inch side extensions. (However, these extension pieces aren't compatible with the peg board on the Creator Edition and can be added separately to other models.)

The most critical element though is the rail system, with one bar across the top of the desk and one on each side, where you can mount various accessories using T-nuts. You get various mount accessories in the box, plus a dual monitor mount. These all work well, though I ended up removing the top rail so that I could use more traditional friction mounts and separate monitor arms instead.

If you make full use of the rail system and have plenty of accessories to mount, the Platform:6 is a dream option. However, something like the Secretlab Magnus Evo or Magnus Pro offer a bit more flexibility when it comes to choosing accessories and mounting methods.

5. Thermaltake ToughDesk 500L RGB Battlestation

Best L-Shaped Gaming Desk

Built like a tank with a steel frame and a massive desktop area, the L-shaped ToughDesk 500L truly is a battle station. Its L shape gives an extra side desk to play around with, and the large surface area is no match for the desk's three motors that take the desk from sitting to standing with a button press. (The controller can store up to four height settings.)

An L-shaped gaming desk isn't very common, but it's a fantastic choice if you're gaming in the corner of a room. When I tried this desk, I realized right away how beneficial it could be. The extra side is perfect for a laptop or some extra shelving to store your peripherals. Or, if you'd rather get your gaming PC off the floor, you can position it out of the way on that side, allowing you to have a wide open desk space in front of you without dust bunnies cluttering up your PC fan.

Beyond its impressive surface area, the ToughDesk 500L is built with gamers in mind, including useful features like cable management to fun ones like built-in RGB lighting, which can sync with Razer Chroma and TT RGB Plus. One especially handy addition is its big mouse pad, covering the surface area of both the main and side desks. Just be prepared to shell out about $1,500.

6. Eureka Aero Pro

Best Multi-Level Gaming Desk

The Eureka Aero Pro is an absolute beast of a gaming desk with enough surface area for multiple gaming monitors, a beefy PC, and a bunch of accessories. Its unique winged shape makes it easier to grab things. Three shelves at the back of the main desk are adjustable and ready to house a few monitors or a couple of computer speakers for a more immersive gaming experience. Under the main desk is a dedicated keyboard tray, allowing a 360-degree horizontal rotation and 15 degrees of tilt for better ergonomics when tapping away at keys.

While it was a bit of a pain to put together and the seams where the wings connect aren’t the most attractive, the desk is sturdy and comes in several sleek finishes perfect for a gaming setup or workstation. To keep a tidy gaming space, the desk comes with handy channels to help manage your cables, headphone and cup holders, and integrated slots to prop up a tablet or smartphone.

What to Consider When Shopping for a Gaming Desk

The best gaming desks must provide a stable and robust place to house your rig and a few great gaming accessories. From there, you have more flexibility in choosing the right desk for your setup.

Size and shape

The first thing to consider is shape and size. Whether you're looking for something small and compact that can fit into a dorm room or a spacious setup with multiple levels and storage space, options are available at different budgets. Knowing how much surface area you need can, obviously, help narrow down your choice.

Desk features

The next thing to plan for is what features you would prefer to have, which also includes appearance and materials. It's pretty common for gaming desks to have features like cupholders or built-in mouse pads, while more premium offerings include modular systems for mounting streaming accessories, peripherals, or even your entire PC. Storage space and convenience features, like built-in USB ports or even full power points for charging your devices, are another value-add common to the best gaming desks.

Height adjustment

Finally, consider the adjustments you'll need. Many gaming desks are non-adjustable but others offer the ability to raise or lower their height. So-called "standing desks" typically do this with powered motors at a higher cost, but others are adjustable with levers and locking legs.

Have a plan for your shopping because once that massive package is unboxed, you won't want to disassemble it and try to ship it back for something else.

Gaming Desk FAQ

Are standing desks worth it for gaming?

Standing desks have plenty of potential health benefits like improving your posture, relieving shoulder and back pain, promoting more movement to increase circulation – sitting too long puts you at risk for blood clots – and even helping with focus. But when you’re gaming, things get a little tricky.

Finding a sturdy standing desk to hold your PC setup is essential. Then you need to worry about positioning your peripherals for enjoyable gameplay and the prevention of accidents. That said, it’s not like we haven’t gamed standing up before – look at all those classic arcade cabinets. These days, most standing desks have powerful motors that’ll safely lift or lower your battle station with the push of a button.

A standing desk probably won’t improve your gameplay, but in my experience, being able to sit or stand at will is quite freeing. I'll admit, it's a feature I wasn't sure I would even use very often when I tried my first one. But having the option is great if you need to stretch your legs or change position in the middle of a long gaming session. Now I couldn't imagine not having the option.

What's the difference between a gaming desk and an office desk?

The differences are fairly subtle. Any office desk can be used as a gaming desk and vice versa, but there are some additional features that make a desk more suitable for gaming. For example, gaming desks are more likely to include cable management solutions, powerful electric motors capable of holding heavy PCs and monitors, or modular systems to easily mount monitors, headphones cameras, lights or other accessories. Aesthetically, gaming desks are also available in colour schemes to match popular gaming PC cases, and may include RGB lighting. Ultimately though, the line here is a blurry one, and it's best to focus on a desk that meets your requirements regardless of how it's described.

Will is deputy tech editor for IGN, specialising in PC hardware, sim racing and display tech. He has been publishing about games and technology since 2001 (age 12). Will was formerly Deputy Editor at Digital Foundry. He is currently playing Battlefield 6.

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Analogue3D Review

The Analogue3D is finally here. It's real. It's hooked up to my 65" 4K television right now. And if you're as excited as the N64 kid on Christmas morning 1996, you probably want me to stop with this labored introduction and get right into telling you all about this FPGA-powered modern Nintendo 64. Is it really 4K? Are the scanlines as good as we'd hoped? How's the lag? Is Donkey Kong 64 really as bad as people say?

The answer is yes, yes, great, and of course not, DK64 rules. Before I break down what makes this the latest must-have retro gaming hardware from the fine folks at Analogue, let's take a look at what you can expect when it arrives at your door.

Analogue3D: What's In the Box

Since this is a premium retro gaming product, it comes in a premium box, the sort of solid cardboard with crisp corners and tight tolerances you've come to expect from your premium tech. Inside the box is the Analogue3D itself, a 4K HDMI cable, 30W USB-C plug, and a 16GB SD card with the Analogue's 3Dos preinstalled.

For the review, however, I was also sent four of 8Bitdo's Bluetooth 64 Controllers, a copy of Super Mario 64 (which I already have) and a copy of GoldenEye (which I also already have).

The box also included a pair of tiny game cartridge cleaners. They're essentially Magic Erasers, with the instructions to give the pins on your carts a nice little swipe before you plug them into the Analogue3D. They're good for 2-3 uses, supposedly, but that didn't account for someone like me, who bought the world's most disgusting copy of Donkey Kong 64 from the Shop Goodwill online auction site.

The cartridge cleaner was disgusting after just one swipe. Honestly, if Analogue sold these in different sizes for different cartridges I would buy them in bulk. So much easier than the cotton-swab and alcohol method I've been using for years.

Analogue3D: Design and Features

In addition to making life easier on retro gamers who want to play their original cartridges on modern equipment, Analogue has made a name for itself through its gorgeous industrial design. The aluminum Analogue Pocket is one of the coolest pieces of retro gaming equipment out there, and one of the most visually appealing, as well.

Analogue has made a name for itself through its gorgeous industrial design

The Analogue3D isn't made of a block of milled aircraft aluminum. At least, not yet, I'm sure that one's coming next year. Instead it's made of a very solid, high quality plastic. The design borrows heavily from the lines of the original Nintendo 64 but in a modern, more subdued profile. It immediately triggers a familiar nostalgia while also fitting in with a modern gaming setup. It's quite lovely, actually. I have the black version, but there's also a grey version, and as of this writing, neither one is available. Preorders sold out pretty damn quickly.

There are four controller ports along the front, capable of handling any N64 controller you can imagine. Well, almost. The Nintendo Switch Online N64 controller doesn't pair with the Analogue3D, which isn't a huge problem since I have my OG Atomic Purple corded controller along with the aforementioned four 8bitdo 64 Controllers. Analogue says any original Nintendo 64 controller will work. The same holds true for Nintendo 64 accessories like Rumble Paks.

Stuff like the Memory Pak and the Nintendo 64 Expansion Pak (required on the original N64 to play games like DK64 and Star Fox 64) are built into the hardware, so you don't need them anymore. The original Expansion Pak for the N64 doubled the N64's onboard RAM to a whopping 8MB, and the Analogue3D gives you the option to toggle it on or off for compatible games, if you want to experience the blistering power of 100% more RAM.

Bluetooth controllers are a snap to sync, but it's not immediately apparent how to do so unless you check the manual. The LED on the front that displays power and error codes also activates Bluetooth pairing with a quick press. Another small but excellent detail I love here is each controller port has an LED on it that lights up when you've paired a controller, so you can see instantly who's geared up for a round or seventy of GoldenEye multiplayer.

Another feature Analogue is touting is the introduction of its 3Dos, a modification of its existing AnalogueOS. It tracks your game library, so every time you plug in a cart, the Analogue3D recognizes it, gives you basic information about it, and keeps track of it in the Library part of the interface. It also supports custom artwork, if you so desire, although personally that's not a feature I see myself ever taking advantage of.

Every time you plug in a cart, the Analogue3D recognizes it.

Where things really open up is the rest of the interface, allowing you to adjust settings at a level that's equal parts daunting and exciting. The part of my brain that loves to tinker and fine-tune is awash in dopamine inside of these menus. Some of the hardware menus, specifically the "experimental" features like overclocking, are only available from the home screen, while others, like display settings, can be adjusted on the fly.

Honestly there are too many options to list here, so I'll go over the biggest ones. First of all, the overclocking feature has four different settings: auto, "Enhanced" for RAM enhancement, "Enhanced+" for RAM and video overclock, and "Unleashed" which is RAM, video, and CPU overclocking. These features are experimental and could end up messing with the gameplay on certain games that rely on the clockspeed for certain events. I didn't run into that, though, and gladly cranked it to Unleashed to play Donkey Kong 64. This resulted in smoother gameplay, but not the giant jump I was hoping for. It's definitely something that's going to depend entirely on the individual games and I hope someone out there in the retro community puts together some sort of definitive list.

Oh, and if you'd prefer to just play N64 games like you remember, you can toggle "force original hardware" to "on" and party like it's 1996.

Most of the display features can be accessed from the in-game menu or on the home screen. On the home screen, pressing the R button gives you Display options to output in 4K or 1080p, with both options available in 60Hz (for NTSC) or 50Hz (for PAL). The Auto Low Latency option in this menu sets your display to do exactly what the name says: low latency. Finally, you can toggle HDR on or off.

The Display Mode menu is where things get wild. This is where all those gorgeous filters live, and if you thought it was going to be as easy as an on/off toggle for scanlines, you have wildly underestimated the Analogue3D. Right now, there are five separate submenus for five separate display modes: BVM, PVM, CRT, Scanlines, and Clean. The BVM and PVM options give you a reasonable approximation of what it's like playing N64 on a professional monitor, the kind all those TV stations threw out or gave away for free when they switched to digital. The CRT version will look familiar to pretty much everyone, and the Scanlines option is kind of like CRT-lite. Clean removes all filters and gives you all the sharp pixel edges that can fit on your 4K display.

The Display Mode menu is where things get wild.

Inside each display option is a menu further letting you tweak how you want your games to look. There are separate adjustments for horizontal and vertical beam convergence. This is getting into real CRT-enthusiast territory now, and it's way over my head. I don't notice a major difference when I make adjustments to these settings, but I know there are people out there who have encyclopedic knowledge levels of how cathode ray tubes work, and for those folks, this is just another awesome option to tweak things to their exact specifications.

You can also turn Edge Overshoot on or off, pick Soft or Hard for the Edge Hardness, adjust the Image Size and even Image Fit. Image Fit has three settings: Original, Stretch, and Cinema Zoom. Stretch will instantly transport you back to that heartbreaking day in 2008 or so when you first plugged your trusty old N64 into your shiny new HDTV. The image is pulled to fit the 16:9 aspect ratio and looks pretty bad. Not because the Analogue3D is failing, but just because it's all weird and stretchy.

However, I did find with the right combination of Cinema Zoom and Integer+ image size, you can force a pretty decent 16:9 experience on your display without losing out on the aspect ratio. It's pretty neat to see these old games in widescreen, but since almost all of the important menus and things like score and lifebar are designed with 4:3 in mind, it's not an ideal way to play. I honestly think I could get used to it though.

Clean removes all filters and gives you just the graphics with not two, not three, but FOUR different interpolation algorithms. Hell yes, finally. I'm being glib, because these are actually kind of important in ways I'll get to later.

You can pick from a range of five different sharpness options here, from Very Soft to Very Sharp. I found Very Soft to be too soft for my liking, almost smeared, but Very Sharp is exceedingly crisp. The Goldilocks zone for me is the Sharp setting, giving just enough of an edge to look great without being distracting.

All of these settings are going to be highly subjective. Further, they're also deeply dependent on the games themselves. I found what looks good to me in GoldenEye doesn't do the trick in F-Zero X. Thankfully you can make these adjustments on a per-game basis, so once you dial in your preferred settings, you don't need to revisit them when you pop in another cart.

Analogue3D Performance

The promise of the Analogue3D is it allows you to play your original games as you remember them and I'm happy to say it almost nails it. My living room TV is a 3 year-old TCL 5-series, a fine budget pick that has served me well, but isn't making anyone's "Top 4K TVs for Gaming" lists. In spite of my average TV, lag wasn't a noticeable problem for me at all.

Although even with the best gaming display around, it's still not going to match the instantaneous response you get with a CRT – but it's damn admirable and much better than the emulation on Nintendo Switch Online + Expansion Pass.

My very unscientific test was to see if there was a noticeable difference between pushing "jump" in Super Mario 64 on the Analogue3D and then recreating it on the Nintendo Switch emulation. It's barely there, but it's there.

Where the responsiveness really shines, however, is in F-Zero X. First of all, the NSO emulated version doesn't respond or perform well at all. It's "good enough," but I find F-Zero X on NSO to be unplayable. Whether it's the borked frame rate, input lag, or some combination of both, I was never able to enjoy it on Nintendo's service.

Where the responsiveness really shines, however, is in F-Zero X.

But on the Analogue3D, it's an absolute pleasure. It runs as smoothly as you remember, and I was actually able to control my racer competently and actually win the Jack Cup. I found this task impossible on NSO, and competing via the Analogue3D on my 65" screen and having it look and run as good as it does is an absolute thrill.

Every other game I tested, from Donkey Kong 64 to Super Mario 64, Jet Force Gemini to Wrestlemania 2000, looked and felt awesome once I was able to dial in all the display settings to my liking. In a lot of ways, the Analogue3D might end up being a menace to my wallet because now I really want to fill up my collection even more.

Now, it's extremely important for me to point out that visual excellence is, once again, extremely subjective. The Analogue3D lets you experience Nintendo 64 games in a way you've never experienced them before, with so many options and tweaks to get it just how you like. But at the end of the day, N64 games will always look like N64 games. And while it's a pain in the neck, games designed with CRT limitations in mind will always look better on a CRT.

Taking those graphics and giving them the 4K treatment ends up losing something in the translation. This isn't a knock against the Analogue3D, but you can use it to play games on screens with dimensions and resolutions the original designers never even imagined. Hell, the laws of physics didn't allow for CRT televisions to come near to what most of us have now in our living rooms.

There's a certain charm I've warmed to for the early days of 3D graphics. The weird math that made the PS1 polygons look uneven and out of place, and the simplicity of the low-poly Mario face at the beginning of Super Mario 64 is an aesthetic I absolutely love. And as much of a vibe as early 3D is, it doesn't have the lasting charm of the pixel art of the 8- and 16-bit eras. Playing these classics in the best possible, modern way definitely exposes how rudimentary those days were.

Combing

The scanline filters do an excellent job approximating the look of an original, analog tube display, but one problem I ran into on some N64 games is noticeable combing. Initially, I didn't see it at all as I was playing games with the filters turned on. It wasn't until I tried capturing video using the Clean display mode that I first caught it. It's especially noticeable during the dancing N64 logo at the start of Donkey Kong 64. The rotating Rare logo also shows these artifacts. After Clean mode made me acutely aware of the issue, I went back to check again with the filters on and yep, it's there, it's just much more difficult to notice.

If you don't know what combing is, you've almost certainly seen it on home video tapes someone digitized. Basically every other line is slightly mismatched, so you get a "comb" effect, especially on the edges of an on-screen object.

That said, with the filters turned on, you might not even notice it at all. And it's not ever-present: I haven't had it show up during gameplay in a way that ruined the experience. It's also not noticeable on smaller displays. Or even in every game.

If you're trying to use the Analogue3D as your go-to device to capture or stream N64 carts, it might be an issue. If you're using your Analogue3D to revisit your library of classic games on your modern TV, it's barely worth mentioning. Still, it's the only real complaint I have on what's otherwise an excellent machine.

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