Category Archives: Gaming

Amkette Evo Gamepad Pro Review: Good Build, Fun Gaming

Amkette Evo Gamepad Pro Review: Good Build, Fun Gaming

Amkette has, through the years, been rolling out numerous trendy trying cellular merchandise, beginning in 2012 in with the Amkette Evo TV, which was up to date and launched final yr because the value-for-money Evo TV MC. The corporate has additionally launched numerous wired and wi-fi headphones, in addition to a Bluetooth speaker. Now, it is launched the Amkette Evo Gamepad Professional, a Bluetooth gamepad to be used with Android gadgets, accessible solely on Flipkart, at Rs. 2,799.

Like Amkette’s different merchandise, the Evo Gamepad Professional is an efficient trying gadget. The button structure, and the position of its analog sticks seems to attract on the design of the Xbox 360 gamepad, with two analog sticks, a four-way route pad, 4 face buttons, two shoulder buttons, and two triggers, together with dwelling, again and begin buttons.

There is a flip out part within the center, which will be opened to function a stand to your Android telephone. Lifting the duvet additionally reveals the battery mild, together with the 2 indicators for the Bluetooth mode, the Micro-USB port to cost the battery, and an on-off toggle swap. We full charged it 5 days in the past and we’ve not had the necessity to cost it since regardless of clocking in round eight hours of gaming between then and now.


The perimeters of the gamepad are lined with small grooves, which offer a pleasant grip that does not get uncomfortable over a protracted gaming session both. The orange accents below the sticks look good, whereas the buttons and triggers all really feel very rugged and satisfying to make use of. The one challenge we had with the design is that the clip for our telephone did not all the time lock in place correctly, which will be a problem when gaming.

Establishing the gamepad is fairly easy – simply energy it up and preserve the house button pressed for a couple of seconds, and it goes into pairing mode. To make the method even less complicated, you need to obtain the Amkette Evo Gamepad Professional app from Google Play; begin the app and it exhibits you a useful blueprint exhibiting you the place all of the buttons are.

The identical app additionally features a checklist of video games which can be suitable with the Evo Gamepad Professional, so you could find and set up video games simply. Should you’ve already acquired a number of the video games put in, these will even present up within the “Put in” tab within the app. It is fairly just like what Phonejoy did for its gamepad, which launched in April final yr, and this app makes it a lot simpler to search out the video games you need.


The place issues fall brief, sadly, is within the precise gaming with the Amkette Evo Gamepad Professional. That is as a result of the compatibility with completely different handsets is a little bit of a success and a miss.

When it labored effective, we actually preferred the Amkette Evo Gamepad Professional. We have been reviewing Pac-Man 256 and actually loved enjoying the sport utilizing this controller. Seaside Buggy Blitz and Tabletop Racing each have been a number of enjoyable to play utilizing this gamepad, as was Useless Set off 2, although the latter required a good period of time to be spent customising the controls. However there have been another video games which have been a catastrophe.

For instance Meltdown, a twin stick shooter which is likely one of the featured video games within the Evo Gamepad Professional app – recognised all of the controls, however solely on the settings web page. With Meltdown, we might both shoot or goal. One other featured recreation that had points was BombSquad. There, the settings web page allowed us to assign completely different buttons to run. As soon as the sport began, none of them labored. We had none of those issues with the Phonejoy.

UPDATE: After this assessment was printed, Amkette contacted NDTV Devices to confirm the considerations which we had highlighted. After some testing, Amkette was in a position to confirm that the difficulty was as a consequence of a firmware drawback on the unit which had been supplied for assessment. We’ve since examined recent items of the Evo Gamepad, and confronted no compatibility points. Amkette has advised NDTV Devices that in case of any points with a buyer’s Evo Gamepad, it would present an on-site software program replace to repair the error, and additional, claims that it detected this drawback earlier than the retail items have been being packaged, so the chance of individuals going through points is restricted. Should you bought this gamepad and are going through any compatibility points, we strongly advise you to contact Amkette instantly.


Regardless of some points with the primary unit we reviewed, we nonetheless just like the controller – the design and construct high quality is fairly good, and the worth is not unhealthy both. And if it really works nicely along with your Android machine, then we predict it is a fairly good gamepad; it is easy to think about somebody with an Evo TV shopping for this gamepad to play Android video games on their TV.

Whether or not you are making an attempt to expertise retro remakes, or enjoying a number of the latest Android video games that assist controllers, there are a number of enjoyable experiences to have when you’re a gamer. As gamepads turn into standardised and reasonably priced, we’re hoping that Android gaming will lastly take off.

The Amkette Evo Gamepad Professional launched at present, and is out there solely on Flipkart at Rs. 2,799. We acquired a assessment unit which we used for per week earlier than penning this.

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Original NDTV Gadgets

Sony PlayStation TV Review: Dubious Things in Small Packages

Sony PlayStation TV Review: Dubious Things in Small Packages

Microconsoles are an interesting lot. They aren’t meant to replace your traditional, high-end consoles like the PlayStation 4 (PS4) and Xbox One; they’re designed more to give you a taste of big-screen gaming at a relatively low price.

While devices in this category have existed since 2009, what with the ill-fated 3G-enabled Zeebo, competition in the category only heated up in 2012. That’s when the Ouya, a microconsole powered by Android, entered mainstream consciousness thanks to a surprisingly well-received Kickstarter campaign.

It’s reached a point where Sony has decided to enter the fray with its PlayStation TV. Dubbed ‘PlayStation Vita TV’ in Japan and parts of Asia when it released in late 2013, the company felt it wise to rechristen it to PlayStation TV (PSTV) — wisely so, given that the Vita hasn’t exactly been Sony’s most popular console.

Fast forward to February 2015 and the firm has deemed it fit to release the PlayStation TV in India. Is it everything it should be? Read on to find out.

Putting the micro in microconsole

The first thing that hit us was how small the PSTV is. It fits in the palm of your hand and can easily be stowed away in the back pocket of a pair of jeans. In fact, it is dwarfed by most modern-day Android smartphones. Weighing 110 grams and with dimensions of 65x105x13.6mm, its relative tininess is a welcome attribute.


Granted, devices like the Ouya sport a cube-like shape that gives an illusion of portability, but the PSTV’s slick design walks the talk. Thanks to its low rectangular profile and low weight, it’s more appealing than it should be, to the point that it makes living room boxes like the Apple TV seem chunky in comparison.

Gorgeous industrial design aside, Sony has managed to cram in ports for USB, Ethernet and HDMI, a slot for proprietary Vita memory cards, and a button to power it on or off. There are the obligatory connectivity options in terms of Wi-Fi and Bluetooth, the latter of which lets you connect up to four Bluetooth devices such as headsets, controllers and speakers, at one time.

Misadventures in UI

Powering up the PSTV is easy enough. Simply plug the bundled adapter and HDMI cable into the device and your TV. You’ll be prompted to connect the included controller via USB, and then you’re good to go.

What hits you next is a user interface (UI) that’s taken from Sony’s latest handheld, the PlayStation Vita. Don’t expect to see the familiar XrossMediaBar from the PlayStation 3 (PS3) or the PS4’s no-frills UI.


Instead you’re treated to a barrage of bubbles for icons, and solid menu backgrounds that would be more at home on a handheld than a TV screen. Navigating the PSTV’s menus feel like the antithesis of its slick hardware. In a word: clunky.

While the Vita’s UI was built keeping a touchscreen and thumbs in mind, the PSTV is controlled via a PS3 or PS4 controller. This makes the entire experience unpleasant – even more so when deleting an item from the menu, which leaves an odd blank space that looks bigger on a TV than it would on a Vita. The user interface and experience are usually talking points for consumer electronics nowadays, but that conversation seems like a non-starter here.

Three consoles in one

While the UI might be a missed opportunity, the collection of games available is exactly the opposite of that. The PSTV can play Vita games, PlayStation One (PS1) games, and PlayStation Portable (PSP) games.

It might not have any exclusive content for you to peruse, what with being launched as the Vita TV in certain markets, but the wealth of games on offer is staggering. Between the Vita, PSP, and PS1 catalogues, there are over 500 games to play on the PSTV. Furthermore, if you use a Vita, you can simply plug an existing memory card in and play your games without any fuss. It’s seamless and works well, letting you continue where you left off on a bigger screen.


We fired up Killzone: Mercenary, a first-person shooter for the Vita that’s playable on the PSTV. It has been updated to support the microconsole, and it looked fantastic. It scales well on a TV, looking as close to next-gen gaming as is possible with a box this small. Crucial details such as on-screen button prompts used the right controller input labels instead of their original Vita equivalents.

However your mileage may vary. Other Vita titles such as FIFA and Persona 4 Golden looked a little fuzzy compared to their small-screen versions. This is because the Vita’s native 960×544 resolution for games is upscaled by the PSTV to meet the demands of modern televisions, leading to most menus and games having a distinctly sub-HD look. If you think you can get PS4 or Xbox One level graphics, it would be wise to temper your expectations now.

Oddly enough, Vita heavy-hitters such as Uncharted: Golden Abyss and Wipeout 2048 aren’t supported at all — perplexing, given that they’re first-party exclusives that would showcase the graphical prowess of Sony’s hardware wonderfully. Before taking the plunge, you might want to take a look at this comprehensive list of games supported by the PSTV across the Vita, PSP and PS1 formats.

On the topic of the PSP and PS1, we checked out a few titles including MediEvil Resurrection (PSP) and Final Fantasy VII (PS1). They looked a little worse for wear, with too much blurriness — but that’s to be expected given that they’re old games.

Streaming sadness

A big draw of the PSTV is its streaming prowess, but most of that functionality is gimped in India. It isn’t possible to watch TV shows via Crackle and Crunchyroll or stream PS3 games via PlayStation Now, the company’s foray into game streaming. For India, the console’s streaming chops are limited to beaming your games from a PS4 via RemotePlay.


What this means is that if your PS4 is connected to a TV that’s being used for anything other than video games, you can stream the console’s output to the PSTV and play on another TV. It supports the same games for streaming that the Vita does.

In theory it sounds like a great idea, negating the need for a second console. In practice, however, it rarely works as smoothly as it should if you’re on Wi-Fi. There’s a ton of image quality degradation and a whole lot of lag. This was on a 50Mbps line with only a OnePlus One and an iPad connected via Wi-Fi, and a PS4 on a wired connection with no background downloads at the time of testing.

Switching to a wired connection negated most of these concerns, making for a smooth experience. If you’re a PS4 owner thinking about getting a PSTV primarily for streaming, you’ll want to invest in hard-wiring your Internet connectivity first.


At Rs. 9,990 with four games, a PS3 controller and an 8GB memory card, the PSTV might seem like a decent deal. Nevertheless, when you consider that 8GB memory cards barely hold 4 PS Vita games and cost in excess of Rs. 2000 each, the value proposition doesn’t look as pretty.


Vita memory cards themselves are in short supply. Officially, the highest capacity you can get is 16GB, and it’s next to impossible to find. A grey market 64GB card will set you back around Rs. 5,000. This seems like a lot of money to have to put down before even paying for a game download.

Pricing it below Rs. 10,000 appears to have been a move to position the PSTV as a PS2 replacement, allowing the company to keep selling the 12GB PS3 at Rs. 16,990 and the 500GB variant at Rs. 22,990. However, if you take into account the PS3’s back catalogue of games, which are easily available in local retail starting at Rs. 599, the costs of the 12GB PS3 and PSTV more or less even out in the long term.

The PSTV could have been Sony’s gateway drug for gamers looking to graduate to something a little more complex than mobile games. Instead, we get a great-looking box that appeals only to a very specific set of people.


  • Fantastic industrial design
  • Wealth of games to be played
  • Lowest priced Sony console


  • Streaming via Wi-Fi is problematic
  • Most games look fuzzy due to upscaling
  • Vita game pricing and memory is expensive
  • Poor UI

Rating (out of 5): 3

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Original NDTV Gadgets

The Witness Review

It is human instinct to survive; to seek safety and answers. The Witness, a 3D puzzle game from the creator of Braid, opens in an under-lit corridor without explanation. It doesn’t provide an iota of information as to what led to the current predicament – or even if it is one – but you instinctively know to walk towards the light. Just as you know what to do when you’re faced with a sign on the door in front of you. It seems natural: a click, a quick swipe to the right and the door pulls away to grant you passage.

On walking out into the sun, you’re presented with a surreal world, one that’s strikingly beautiful. And empty. There’s no one present to give you instructions, no heads-up display that guides you through the game. This is an open-world puzzle game, without any form of dialogue, exposition, and background music – a far cry from Jonathan Blow’s only other game Braid, which released in 2008. All access and storytelling in The Witness is controlled by puzzles, though the merits of the narrative are debatable. It relies on philosophy-laden messages to move the plot forward, and comes off as pretentious. But more on that later.

The world of The Witness is ostensibly an island, but it is best described as a mini-planet. Savannah, plateau, desert, plains, mountains, and water bodies are all at arm’s length, and each of these defines its environment and rules. Each also harbours its own separate mystery which eventually connects into the legend of the land. While you retain the choice to walk in the direction you please and observe it at our own sweet pace, you must conform to the rules laid down by each puzzle. That being, each one of them has a single predetermined solution.

The Witness (2016)

(Also see: The Talos Principle and the Philosophy of Gaming)

As a result, the principle behind puzzle design is at loggerheads with how Blow and his team want us to explore their world. There’s only one right way for solving any puzzle, but there are no wrong ways to explore The Witness. Each new area does run on its own logic that may not be immediately apparent, but if you’ve cracked your head open trying to dissect one and aren’t making any headway, you’re free to leave it behind and try puzzles in another area. Just don’t expect any help on your journey. The Witness won’t prod you or offer any hints.

There are elements in the environment – stone men, women and children – that clearly have a lot to say but appear frozen in place. It makes you wonder what catastrophe struck the island’s inhabitants. Was it a volcanic eruption? A powerful ancient curse? By offering no explanation, The Witness can at times be a haunting, chilling place to be in – despite its alluring and fanciful beauty – with you as the sole witness to the lasting tragedy of whatever befell the poor souls. It doesn’t help, though, that the aforementioned elements are missing from large parts of the game, making the plot elements feel unnecessary. Instead of being an integral part of the game, they appear to have been inserted for no reason but to pique your curiosity.

The surroundings of The Witness – natural or manmade – are the real meat of the puzzle endgame. In such a scenario, puzzles could easily feel tacked upon as a mere gameplay tool. That’s what they are, but for the most part, they work great. Every part of the island presents a new conundrum, a different way of doing things. The puzzles themselves are all based on the same 2D maze-like approach you learned at the very start of the game. Solving one may involve studying the pattern on the puzzle itself, or analysing its setting for cues such as perspective, light and so forth. For example, an early puzzle might have you keeping white dots away from black ones. Going forward, this particular logic might intertwine with something else entirely to make things more complex. Other parts of the island may well build upon the heritage, and bring their own set of traditions. The puzzle panels in any given area will build on their language, so to speak, as you are put through the paces.

The Witness (2016)

The developer’s work at moulding this steep learning curve is invisible for the most part. At times though, the staging falls apart and you can see the maker’s hand behind the curtain. The puzzles in The Witness are sometimes a bit too clever for their own good, and feel like an attempt at making things difficult for difficulty’s sake. Or maybe we ought to accept the alternative, that we’re not able to keep up with the game. The Witness’ all show no tell method seems a bit forced as the game goes on, and a definite wear for our poor brain. We felt clever at times but as the game progresses and the puzzles start to interlock, we felt increasingly stupid by the minute. In that regard, The Witness feels like a product of indulgence, in line with the length of the game’s production and the massive overshooting of its budget.

(Also see: Behind the Scenes With Firewatch, the Most Anticipated Game of 2016)

Speaking of indulgence, the story elements come off as self-serving and obfuscating. Once planned to be autobiographical, Blow opted for an experience that resembled Braid more. The Witness incorporates hidden audio and video messages – from James Burke putting a perspective on human achievements in a clip from 1979’s BBC documentary series Connections to a 10-minute-long scene featuring a man walking with a lit candle from Andrei Tarkovsky’s 1983 spiritual film Nostalghia – and these attach, or at least attempt to attach, a philosophical message to the game.

You have to ask if the game is taking itself a bit too seriously. The Witness is obviously a clever game, designed for people open to challenging their intellect. It can also be increasingly frustrating and push you in search for more direct answers à la Internet guides. Ultimately, while solving the puzzles and knowing you’ve cracked the system can be a rewarding experience in itself, it raises the question of whether its attempts at bringing a deeper meaning – via pre-existing media – are warranted.

Its insistence at not providing answers and straying away from the safety of regular rewards can be off-putting. The Witness wants to be more than a game filled with puzzles, but Blow’s singular vision lets it down.

The Witness is available for purchase on PlayStation 4 at Rs. 3,080 and Windows PCs via Steam for Rs. 849.


  • Gorgeous environment
  • Intelligent puzzle design


  • Self-interested narrative
  • Frustrating at times

Rating: 7/10

Original Article

The New Hitman Game Hasn’t Changed Much, and That’s Good

The New Hitman Game Hasn't Changed Much, and That's Good

The latest recreation within the Hitman sequence is just known as Hitman, with no subtitle or quantity. Till now, not a lot was identified in regards to the recreation, which is due in December. Developer IO Interactive has determined that as a substitute of releasing the complete recreation in a single go by way of each bodily and digital distribution, Hitman might be out digitally first. Based on the builders, the world of Hitman might be ever-changing, with an everyday stream of content material pushed out to maintain gamers in a “reside and ever increasing world of digital assassinations.” The anomaly of the phrasing led many a gamer marvel if this could find yourself like some video games in early entry, with options stripped out till the ultimate replace. It is a transfer that may have compromised gameplay fully.

At Gamescom 2015, Sq. Enix walked us by way of a degree in Hitman allaying our fears and exhibiting us what lies forward for sequence protagonist Agent 47. The mission we performed noticed us assassinating Viktor Novikov, an spymaster-oligarch. The extent place in Novikov’s sprawling palace grounds, the place a style present is being held.

We weren’t allowed to file footage or take photos, however what we noticed can greatest be described as a extra polished, extra sturdy, open-world model to 2012’s Hitman: Absolution. Should you had been anticipating a monumental leap in visible constancy over its earlier entry, then you definitely’d be sorely mistaken. Nevertheless what it lacks in eye sweet it makes up in sheer scale. Travis Barbour, Neighborhood Supervisor on the recreation’s developer, IO Interactive, claimed that in comparison with the 30 to 40 non-playable characters (NPCs) you would work together with in Hitman: Absolution, there are 300 NPCs on this recreation. What’s extra, your actions within the recreation have an effect on these round you and so they react accordingly.


This might imply annoying a TV reporter by strolling proper into her shot or angering an irate dressmaker by messing along with his tools. What you are able to do in-game is basically dictated by what objects you resolve to hold with you in a mission. From cash to a sniper rifle, the alternatives are countless and go a great distance in unlocking info in your goal.

It is one thing Barbour claims underlines the truth that IO’s strategy to map design and participant interplay within the new recreation is to construct “Swiss Cheese ranges”, enable for every map and gigantic construction allow you to conquer it as you see match. He likens your choices to holes in Swiss Cheese – a lot and assorted. Relatively than present us a single route in the direction of assassinating Novikov, we had been handled to a number of, starting from decapacitation to explosions, making for a wealth of selection when finishing up a mission.


The extent we performed additionally included a wide range of choices to complete your mission. These embrace some apparent navigation choices, akin to going by way of the entrance door to the style present (offered you may have an invite) to skulking round backstage, smuggling weapons in underneath plates of meals whereas disguised as a caterer; the choices out there to infiltrate areas play proper into IO’s philosophy of making a “pure Hitman fantasy”. One other welcome transfer is how “intuition” is handled on this recreation. Debuting in Hitman: Absolution, the characteristic is similar to the detective mode in Batman, or the Eagle Imaginative and prescient within the Murderer’s Creed video games. Basically, it is a fast technique to reduce out all non-essential knowledge from the display, and in Absolution, it was completely crucial should you needed to finish missions. That is been toned down for 2015’s Hitman, and that is a giant plus in our eyes.

The gameplay did not seem like a secure, fluid 60 frames per second, the benchmark for a lot of a developer these days, nevertheless it chugged alongside advantageous with barely a pause to the motion. Sq. Enix’s Gamescom 2015 presentation appears to point that this Hitman recreation is coming collectively properly. It is heartening to know that the extent design and scale everyone knows and love is being improved upon on this newest entry to the sequence, with out making too many modifications only for the sake of it.

Now if we might have readability on the sport’s single-player, story mode – whether it is exists – all might be proper with the world.

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Original NDTV Gadgets

Street Fighter V Review

Street Fighter V Review

If we wanted to set the record for the world's shortest review all we have to say is that unless you're a big fan of the series, you should not be buying Street Fighter V right now.

However since you're here expecting a review and not just a "tweet", you'll need a whole lot more to go by.

Street Fighter V, as the name implies, is the latest in the long-running series of fighting games. It has an eclectic set of characters, a number of varied stages, and a more than competent soundtrack that complements some of the most addictive gameplay around.

From detailed backgrounds complete with Bollywood movie posters, to hilarious belly physics on obese (but surprisingly powerful) fighters, the production values we've come to expect and love from the series are present, for the most part. The game's single-player story mode is bookended with water-coloured panels between matches. These do a decent job of conveying the plot, but they pale in comparison to the rest of the game, having an almost half-finished look to them.

(Also see: How Capcom Is Making Street Fighter V for Newbies and Hardcore Fans Alike)

On the topic of story, if you were expecting a narrative-heavy fighting game, you're better off playing Mortal Kombat X. Street Fighter V lets you play as any of the available 16 characters, but its story has no coherence. It only serves as an excuse to hone your skills against a few AI-controlled opponents. Speaking of which, the story mode is the only way to play against AI opponents – you can't do this in an arcade or player vs CPU mode.


If you're looking for a purely single-player experience, there's Survival Mode that lets you pummel through a a bunch of characters, and after each match you can choose to raise your health or your offensive capabilities, at a penalty to your score. It's a fun little distraction but isn't enough to keep you hooked for more than a few sessions.

So what can you do if you're seeking more single-player hijinks? You could modify AI behaviour in the game's Training mode. This is traditionally where you practise moves and combos. But the lack of a fail state or win conditions do very little to keep you involved. The lack of a player vs CPU mode is a perplexing omission and something we hope Capcom rectifies sooner rather than later.

And this isn't the only thing missing. Usual features such as challenges, trials, player lobbies for more than two people, a meaty story mode, an in-game shop, alternate costumes, and Spectator mode, do not ship with Street Fighter V. Capcom has stated that a cinematic story mode will be available later in the year, and that Spectator Mode, an in-game store, and Challenges will all be added soon after launch. All these absences at launch make Street Fighter V a surprisingly anaemic Rs. 4,000 purchase on the PS4.

The glaring lack of content is only somewhat countered by the actual fighting. It's nowhere close to the pace of other fighting games like BlazBlue or Guilty Gear: Xrd Sign, but those familiar with Street Fighter IV will be right at home. It's just as deliberate and feels all the more weighty with each punch and kick delivering a sense of feedback that makes it as immersive as its predecessors. That's not to say its slow. Thanks to a generous learning curve, newcomers will be able to string together 20-hit combos with ease while old-timers should have no problem getting accustomed to the basic controls and gameplay elements.

(Also see: Street Fighter and Resident Evil Will Be Available in India Officially)


And then there's metre management. Aside from trying to beat your foe into submission you'll want to pay attention to two gauges on your screen aside from health. There's the EX Gauge that fills up every time you dish out damage, and the other is the V-Gauge that increases with each hit you take. The former lets you unleash a gorgeous Critical Arts move when it's full, and can completely turn the tide of battle. The latter lets you launch a counter-attack, nullify assaults, or simply augment your existing moves. Our personal favourites are Indian fighter Dhalsim's Yoga Sunburst that scorches rivals, and series staple Ryu's Denji Hadouken that fills the screen with beams of light.

Each character has a unique set of skills to be used when the V-Gauge is filling up such as teleportation or poison attacks. This allows for an immense amount of variety and depth in gameplay that truly allows Street Fighter V to live up to the classic game design tenet of being easy to play and tough to master.

Layered over and above robust core gameplay is an in-game economy not too dissimilar to many free-to-play mobile games. As you play through the game's various modes you earn currency that you can use to unlock characters and other items when they're available. Keep in mind that you need to be online to do this. If you're offline you earn nothing, and even if you go online later, you'll need to play again to earn anything.

To link unlockables and progress to online play, even for single-player, is annoying. It ensures that you're dependent on the stability of Capcom's servers. If games like Driveclub and Halo: Master Chief Collection are any indication, you might as well hold off.


As for online multiplayer itself, it was a mixed bag. We were able to connect and play matches against fighters the world over without a hitch. It did take a lot of time to find one though, presumably due to the lack of people with access to the game prior to launch. When we did, the experience was smooth and lag-free, something we wish other fighting games are unable to do even a month after launch. We felt we were in the same room as our opponent; yes it was that good. On the other hand, creating a player lobby (or Battle Lounge as the game calls it) was an exercise in frustration. Invites to our friends would not go through, and at times, the game would crash at the Battle Lounge screen right after, forcing us to restart the game.

All said and done, barebones content, inconsistent online performance, and a dependency on being always online do Street Fighter V no favours. Despite Capcom's plans to address these issues for free, it begs the question, why even release it in this state in the first place? Make no mistake, there's a good game here, but there isn't enough to it to warrant a purchase right now especially at its current price point. If you're not a hardcore fan, you're better off buying it later, probably for less money, with a lot more features than it has right now.


  • Great production values
  • Fantastic core gameplay
  • Accessible to novices without alienating veterans


  • Dependency on being online
  • Not enough content
  • Inconsistent online performance

Rating (out of 10): 7

We played a review copy of Street Fighter V on the PS4. The game is available at retail at Rs. 3,999 for the PS4 and at Rs. 1,999 on PC.

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Original article from NDTV Gadgets