Fight for the truth and uncover the crime running beneath the surface of Tokyo. In this Yakuza series spinoff, you play as Takayuki Yagami, a defense attorney turned detective, who takes on whatever case he can get. As you take on more, you get sucked into working to uncover the truth in a string of horrible murders while clawing your way through the underground crime network.
As a spinoff of the Yakuza series, there are a lot of elements that translate over. The fighting mechanics are similar with 2 different styles of fighting, gaining SP to upgrade and unlock new skills, and the signature story-telling that works so well in the mainline games. Judgment offers a different enough perspective and a fantastic story that makes this spinoff a notable game just on its own!
So far, I am impressed by the performance on the Steam Deck. I expected some more hiccups than I actually ran into, but it worked quite well! I got the game running at a 90% stable 40 FPS, which I felt feels amazing in this game, though there are some compromises. Though, compared to trying to play this game on max quality settings, it is a night and day difference.


Thanks to FSR 2.0, lowering the game's settings doesn't take as much of a hit visually, even though battery and temps are saved dramatically!
Thankfully, the game does have FSR 2.0 integration, which helps significantly for stability, but there are still some slowdowns when running through the town and a lot is being loaded in. You can drop the framerate down to 30 and those drops won't feel as noticeable, but the smoothness of the game outweighs the less noticeable drops by far. I also did notice the game running slightly better using Proton GE 7-33.
Overall, I would say Judgment is fantastic on the Steam Deck. It runs at a pretty smooth 40 FPS and looks fantastic on the screen with around 3 hours of battery. The game does support Cloud Saves as well, which is always a BIG plus. If you are looking to play on the Deck, this game will definitely run and will be more than serviceable.


FSR 2.0 disabled and enabled. Honestly, it looks significantly better enabled and runs MUCH more stable.






このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
10 years ago, Toxic Games released a physics-based puzzle game which took us by surprise. Q.U.B.E. has a simple concept, solve puzzles by moving, you guessed it, cubes. You had different colored cubes that all interacted differently. Red cubes could move outwards incrementally, yellow created stepping stones, blue became a bounce pad, and so on. There was originally no story to it, but one was developed 2 years later with the Director's Cut.
Now, 10 years and 1 sequel later, the original game has been remade Q.U.B.E. 10th Anniversary includes both the original and director's cut, a new chapter with new puzzles, and developer commentary. The game looks more beautiful than ever, giving off a dystopian alternate reality Portal vibe. Now, with all these upgrades, one has to ask, how does it run on the Steam Deck? Well let me tell you...
Q.U.B.E. is a little bit odd when it comes to running at max settings. It can actually run very well in 60% of the game, but that other 40% drains the battery. The biggest parts we saw the most dips was in-between puzzle sections, where the battery drain would hit a high of 22W and 80c temps, or in certain puzzle chambers when looking at specific angles. The game can be playable like this, but it isn't as consistent as I would like. I know we can do better!


This is a spot in-between puzzle sections. As you can see, battery drain and temps are WAY higher than they need to be, especially compared to our recommended build and with almost no change to visuals.
Luckily, once some of the settings are changed, this game is very playable on Deck. Due to the way the game looks, I have a mix of medium and high settings to keep a stable 60 FPS the entire time, while dropping the resolution to 1152x720 with FSR Sharpness 0, I was able to get a consistent 60 FPS with a 14W drain for 3.5 hours of battery. This regularly dipped to 12.5W though, so hitting 4 hours is very achievable too.

I love the game at these settings and I believe it is not only perfect for battery life, but to keep a consistent 60 FPS. And with temps under 70c, the Deck stays cool the entire time. But, for those who want pure quality, we were able to get it working at near-max settings to keep you satiated!

Luckily, there are pockets in the game where battery drain and temps go down. These aren't often, but they exist!
While I didn't encounter any bugs, I did find changing the in-game settings to be a slight nuisance. The settings don't auto-apply when you are done setting them, so you have to scroll down and hit apply for them to take effect. There were multiple times I forgot to hit apply as it wasn't super convenient. But otherwise, I had no negative experiences with any bugs.
It was really nice to go back down memory lane. I remember buying this game when it originally released and loving it, especially since I was obsessed with Portal 2's aesthetic at the time. Q.U.B.E. 10th Anniversary looks beautiful and runs like a charm on the Steam Deck, fitting right at home where it should be!
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Saints Row the Third: Remastered is a...well remaster of the original SR3 game. Think of this game like the crazy version of GTA. You run around in an open-world, kill whoever you want to, steal vehicles, and much more. You also have insane weapons like a dildo and...well I don't want to spoil TOO much, but it is a great game, my personal favorite in the series.
The game does seem to cap itself out at odd times when it comes to the settings. I found a nice couple builds that work well too, perfect for any scenario. The recommended build focuses on a mix of all of them with a slightly higher priority on battery life with primarily medium settings and a 50 FPS cap. The build keeps the game looking nice and sharp with silky smooth gameplay.
The other builds tend to have a couple odd issues, but work fine generally. There are some points where these builds will actually have better temps and battery drain than what I am reporting. I haven't figured out exactly why yet, but it doesn't last that long and everything will spike back up.
Overall, the game runs and looks wonderful on the Steam Deck. It's a great alternative...considering we can't play the new one on SteamOS (there's a possible workaround editing the EXE, but have not tried it yet).











Note: This was one of the times the Quality build had lower temps, these shot up as soon as I moved away from this spot.




このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Game was provided for free by THQ Nordic for review. Thank you!
In 2005, the world was introduced to Destroy All Humans. As an alien nicknamed Crypto, you arrive on Earth in the 1960s where you must harvest the brain stems of humans to continue cloning your species. With an assortment of crazy weapons, including an anal probe and PsychoKinesis (telekinesis), you would kill and fling humans, animals, and objects around, wreaking havoc and getting those sweet sweet stems. In 2020, the original game was remade, turned open-world, and expanded in almost every way conceivable, and 2 years later, the second game in the franchise has been remade.
Destroy All Humans 2 Reprobed is a massive expansion over the second game too. Set 10 years after the original game, Crypto is back and bigger than ever. With new weapons, new locations, a coop mode, and body-snatch humans, the crazy is cranked up to 11! The game looks gorgeous and, while it doesn't innovate from the original game much, the possibility of coop rampages is enticing. So while I know we would all love to probe humans on-the-go, we first have to find out how well we can do it. So, let's dive right in to performance on the Steam Deck.
At max settings, the game does look gorgeous and sharp, but your battery life will not thank you. The game will easily push the limit to a 25W drain for only around an hour of batter life with temps that will climb up to the 80c area. While this isn't terrible itself, framerate will not be stable and regularly dip under 30 FPS.

While Destroy All Humans 2 can look great, those temps and battery drain do not!
Destroy All Humans 2 has a solid amount of settings to play with, but these definitely needed some tweaking. There were a couple issues I noticed initially, with the first being ghosting. While I was playing with the settings, I noticed that there was a ghosting trail around me where I walked. Usually, this is a bi-product of FSR, but I didn't have it enabled yet for my testing. It turns out that the Anti-Aliasing setting was causing it though. Setting it to low or medium made the game way too sharp looking (especially the grass), whereas setting it to High caused the ghosting effect. The only way to get the best of both worlds was setting it to Ultra. Generally, I try to lower AA due to how taxing it can be on the system, but I had no choice in this case.


In the first image, you can see right behind the character are "reflections" of her. This ghosting is prevalent on Anti-Aliasing high setting. Anything below that setting gets rid of ghosting, but becomes way too sharp. If you look at the grass, it appears to be glowing on then tips a little, but this is actually over-sharpness at play.
The second issue I came across was shadows. Shadows can be really heavy on the system and turning them down can dramatically help the internals run the game better, but in this case, the settings dramatically changed shadows way more than I expected. Low got rid of almost all of them, medium turned them all into blobs, but high gave them just enough detail to look significantly better. It helped the overall atmosphere, so I kept the shadows at High as I felt they were a happy medium for what I was looking for.


While shadows can be taxing, the difference between the 2 is astounding. High heavily increases the overall quality of the game.
Once finished with my settings, I wanted to try turning FSR 2.0 on, though this gave me another weird effect. It is hard to take a screenshot of, but the ghosting was back...but it was transparent. This caused a weird bubbling that wasn't super noticeable, but I felt it was enough to mention. Keeping FSR 2.0 off eliminated that though, so I opted for not using it.
With the recommended settings, Destroy All Humans 2 looks gorgeous and runs smoothly at 30 FPS. I felt this was a great compromise between stability, battery, and graphics. It can push up to a mix of high/ultra settings with sacrifices to battery life, but I felt they were miniscule compared to what you are saving here. I will mention, however, if battery life is no issue to you at all, we will provide a build that will prioritize stability at 30 FPS at the highest quality settings possible.


The differences feel minimal visually, but the recommended gives a night-and-day difference to battery life and temps.
I wanted to put together a 40 FPS build as well, but holding a stable framerate was near impossible. The game is made with Unreal Engine 4, which does have some issues when loading in new assets and does provide some drops in framerate. This is prevalent even in our recommended build, but you can feel it much much more in 40 as it will drop all the way down to 32. Thankfully, the drops don't last long and quickly recover. This also comes with a reduction in quality and much more battery drain to even come close to holding it at 40. This is why I can't recommend it, but I feel we may have found a sweet spot that works 95% of the time, albeit with a much higher drain.
I did touch on a few of the weird settings earlier, like shadow and anti-aliasing quality, but I need to mention the Unreal Engine 4 aspect again. This game will have slowdowns as you are moving into a new area, no matter what settings. I have turned the settings all the way down and even still when walking into new areas, there will be some drop. The odd ghosting effects from anti-aliasing and FSR 2.0 are a bit jarring as well, it was either normal ghosting or transparent bubble ghosting with those 2.
Destroy All Humans 2 itself played really well and I didn't encounter any bugs in my playthrough of it. It was just the odd settings that I had to choose. The game also runs offline without any issues thankfully!
While I am critical of the settings, I had a lot of fun playing the game. It brought back the fond memories I had of playing the original games on the Xbox 15 years ago. I am so glad Destroy All Humans 2 Reprobed was able to run as well as it did on the Deck. There will be some unavoidable drops due to UE4, but it does recover fast. Overall though, even with the sacrifices being made, the game was a lot of fun to play on the Deck.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
God of War (2018) is the first game in the rebooted-ish God of War series. You play as angry man Kratos who, with his son Atreus, must honor his partner’s dying wish. Along the way, you will travel across the land, encountering the gods of the norse mythology, all while training his son to be an angry boy. This game detracts from its predecessors heavily, focusing on telling a compelling story in a third person view over a beat-em-up style game. The game is phenomenal all around and is easily one of the greatest games to have ever been made. Saying this was a worthwhile experience is an understatement, so I was praying this would run well on the Steam Deck.
Knowing how this would turn out, I started my benchmarking with everything set to max. Lo and behold, it was horrible. Everything set to max with native resolution and no caps resulted in a 20 FPS average with a 24W+ battery drain and temps that were rising up to the high 80s. And this was in one of the less heavy areas of the game. I had no intention of using max settings though and here is where the review gets a bit tricky.

While God of War looks beautiful, battery drain and temps are high, as well as the framerate hanging around 20 FPS or lower.
God of War is a super intensive game and I feel there are two ways to play this: 30 FPS with a battery/quality focus and 40 FPS with a performance focus. In my testing, having a specific quality-focus build results in battery drain that hits a bit too hard, though it is possible to play.
Seeing as how draining God of War is, I wanted to see how far I could get the drain and temps down while keeping a stable 30. Thankfully, God of War does have FSR 2.0 integration, so I didn’t have to turn the resolution down as much to save battery. I set the TDP to 9 and started reducing some quality settings to make sure the stable framerate was hit. I ended up with a nice mix of original and high settings, with 3 of them being low. With those settings and a 1152x720 resolution with FSR 2.0 set to quality, we get a fairly nice picture with a mostly stable 30 FPS. There are some framerate spikes, but I don’t feel they are noticeable in general play without the graph there. I have seen some minor slowdowns too, but these tend to happen in cutscenes or entering new areas, which don’t impact gameplay as much. Turning up TDP could mitigate some of these, but will also drain everything much faster. Even when all the settings are set to low, I still experienced some form of spike, so while these settings may cause a little more, they still don’t feel noticeable and give more to the game while saving a significant amount of battery drain.
When it comes to 40 FPS, it is possible to achieve it while still looking quite good, though at a cost to stability. I would say overall, the game is 80% stable at 40 with these settings, though there are still mini spikes which are much more noticeable due to the increased framerate. On top of that, battery drains significantly more and temps get up to 80c, which in itself is still not that bad. It is also slightly blurrier as the resolution is changed down to 960x600, and FSR 2.0 set to balanced, but the smooth framerate does make up for this. It is still decent looking, though personally, the upgrades to quality and less noticeable spikes win out for me.


The difference in quality is clear and while 40 FPS can be hit, the temps and battery drain are massive.
There were no clear differences when using a different Proton version for God of War, so you can pick and choose which one you would like to use. I prefer using Proton GE when I can. If you don't know about it or want to install, you can follow our guide for it!
I did also encounter a couple bugs with the Deck. I noticed that after some cutscenes in God of War, my controls would stop working. This was easily fixed by hitting the "Steam" button and then going back into the game, but it was a bit annoying to deal with. I also did notice that moving the left analog stick has a very slight delay. I tested to see if this was due to SteamOS's cap, though even when Vsync in game was on with no cap, there was still that delay. It wasn't really noticeable when getting into the game though, just when I specifically stopped to test it.
I still am in shock as I tested and wrote this review, I was playing God of War on a handheld device. This game is so good and I was pleased with the performance. Of course, in terms of technicality, it could be better. It does still have framerate spikes and some bugs, but overall, this is a huge AAA game that has no business running as well as it does on Deck. If you haven't played the game before, or on the fence about it, do yourself a favor and grab the game. The compromises are well worth it.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Star Wars: Jedi Fallen Order」は、スター・ウォーズというゲームジャンルの新たな試みとして2019年にリリースされた。ダークソウル」風の戦闘、アクションRPGの要素、「アンチャーテッド」風のプラットフォームをミックスしたこのAAA作品は、新キャラクターを含むグラフィックの詳細な環境にプレイヤーを没入させ、過去のスター・ウォーズゲームとは明らかに異なるゲームプレイスタイルを追求した。発売時にプレイステーション4で最初のプレイを終えた私は、Steamのサマーセールでこのゲームを手に入れ、Steamデッキでこのゲームがどのようにプレイできるかを評価するのが楽しみだった。
最初にゲームを起動したとき、私はDeckを限界までプッシュするつもりだった。内蔵SSDにゲームをインストールし(私のデッキには256GBのNVME SSDが搭載されている)、Steam OSを60fpsに設定し、すべてのゲーム内設定を最高画質に設定して起動した。ゲームは確かにプレイできたが、最大40fps台前半で、激しい戦闘やカットシーンでは25fpsまで落ちることが頻繁にあった。
これらの設定を使用すると、ゲームは常にデッキから25ワット以上を消費し、GPU温度は80℃を超え、全体的にバッテリー駆動時間は1.5時間しかありませんでした。TDPを変更すると、ゲームは実質的にプレイできなくなり、15~20 FPSの範囲でしか動作しなくなった。このため、私はすぐに40 FPSのビルドを構成することにしました。

設定を最大にすれば見栄えは良くなるが、バッテリーの消耗、温度、フレームレートの不安定さによって、プレイできるレベルではない。
SteamOSのリフレッシュレートを40hzに下げ、フレームレートの上限をそれに合わせました。全体的に、Micro SDカードからであっても、60FPSに設定したときよりもゲームのパフォーマンスが向上した。ロード時間が若干長くなり、ロード中や敵が4~5体以上いるエリアに入ったときに10~15FPSほどフレームレートが低下するのが気になった。
しかし、そのエリアに戻ると、ラグはなかった。このスタッターは、デッキのハードウェアそのものというよりも、マイクロSDカードの読み書き速度に関係しているのではないかと思われた。さらに調べてみると、Fallen OrderのPC移植版は「マイクロスタッター」に悩まされているようで、私が経験したのもそれかもしれない。また、注目すべき点として、メニューは私が試した各構成で20~35FPSの範囲で動作していたようだ。
スター・ウォーズ』のフレームレートは、この40fps構成で平均35~40fps程度で、ロード中に1~2秒だけ25fpsまで落ち込んだが、私にとっては十二分に遊べるものだった。バッテリーは平均20ワット程度で約1時間半持ちました。
40FPSビルドをさらに最適化し、ゲーム内解像度を1152x720に下げ、ディスプレイをフルスクリーンに設定し、シャープネス0でFSRスケーリングを適用し、TDPを10ワットに下げ、GPUクロックを1000hzに手動設定し、設定を「中」に下げた。全体的なパフォーマンスやビジュアルに違いは感じなかったが、バッテリー駆動時間が30分延び、デッキが低温で動作するようになった。
40hzでの問題は軽微だったが、最終的には60hzで30FPSまで落とした。これらの設定で苦しかったのは、最後のカットシーン(ネタバレなし)とメニューのときだけで、フレームレートは20FPSまで落ち込んだ。
解像度、FSR、GPUクロック設定は40 FPSビルドのままだが、TDPをさらに8まで下げた。このビルドは圧倒的にバッテリー駆動時間が長く、TDPの低下はパフォーマンスへの影響は最小限だった。一部のビジュアルが高設定時ほど鮮明でないことに気づいたが、バッテリー駆動時間の延長は私にとっては価値があった。


40 FPSビルドと30 FPSビルドの両方が良好なパフォーマンスを示したが、バッテリー駆動時間、温度とGPU使用率の低さ、そして全体的なパフォーマンスから、私は40 FPSビルドを推奨する。充電器から長時間離れるのであれば、30 FPSビルドが優れた選択肢となる。また、テストしたすべてのビルドで若干のスタッターが発生したが、これはPCポートによるものかもしれず、デッキだけでなくデスクトップPCでもスタッターが発生したという報告がある。
操作に関しては、デフォルトの設定で問題なく使える。スティムを使ったり、ライトセーバーの構成を切り替えたりするようなアクションでは、Dパッドよりも左のトラックパッドの方がいいことに気づいた。私の手はかなり大きめだが、普通に握ったほうがトラックパッドに手が届きやすかった。
その可能性は探っていないが、背面ボタン(L4-5とR4-5)は、ジャンプ攻撃(A→X)、ダブルパワーストライク(Y→Y)、ライトセーバー投げ(LB+Y)など、いくつかのライトセーバーコンボにマッピングするとうまく機能すると思った。結局ゲームでは試さなかったが、コントローラーのレイアウトを作成した。詳細はレビューの下にあります。
全体的に、このようなグラフィックの激しいAAAゲームを扱うSteam Deckの能力に徹底的に感銘を受け、プレイ中に何度も驚かされた。1280x800の画面でもビジュアルは見事で、カラーバランスに新たな価値を見出した。
特筆すべきは、黒が「より黒く」なったことで、ライトセーバーを懐中電灯として使う必要がある部分がよりリアルになった。戦闘やプラットフォームはスムーズで、温度やバッテリーの持ちにはばらつきがあったが、全体的に楽しい体験だった。今度の続編「Star Wars: Jedi Survivor」がデッキでこれだけ遊べるなら、私のゲームライブラリーの「必須アイテム」になるだろう。
なぜこのようなスコアになったのか、理解するのに助けが必要ですか?スチームデッキHQのガイドをご覧ください。
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Doom Eternal is the latest evolution of the grand-daddy of first-person shooters. Its "push forward combat" approach to gameplay throws a barrage of enemies, explosions, and pixels on the screen all at once which the Steam Deck handles with aplomb! Thanks to some impressive hardware packed into the (relatively) tiny Steam Deck, as well as amazing optimization on the part of ID Software, the Deck handles this intense shooter with ease.
Right out of the box, Doom Eternal fires on all cylinders at a solid 60fps but at the expense of some higher temps (up to 89*C in my initial testing) and higher power consumption (23-24W, giving about 1.5 hours of battery life). A little fine tuning of settings and limiting TDP gives you options for either high quality graphics with 60fps 95% of the time (Quality Build) or lower graphical settings but at a rock solid 60fps (Performance Build). I personally preferred the performance build as a consistent 60fps helped the feel of the action in Doom Eternal and lowering the graphics as noted in the performance build did not make the game visibly unpleasant at all.
The really good news is that you can achieve both of these with greatly reduced temps and significantly more battery life. The quality build played at 50fps most of the time with minor dips to 48-49 fps for a split second. Without the Steam overlay, I don't think I would have noticed these moments, but they were most present when the screen got extremely hectic (mostly during glory kills which don't require player control in the moment). The performance build gave a rock solid 60fps, but with noticeable aliasing on some elements, like the targeting reticle, that took a while to get used to. This required lowering the resolution, turning on FSR, and adjusting the graphics settings as noted in the performance build. The builds kept the GPU temps down to 73*C on quality and 68 for performance, while CPU temps were 75c for quality and 70c for performance.
The battery build, while does save some battery and temps, makes the game’s text very hard to read. It gets around 65c for GPU while CPU hovers around 68c-70c. FSR saves the day at the resolution used for this build, but the quality downgrade doesn’t really justify the battery that can be saved from this setup.
When using the quality build I played with motion blur on. Yes, motion blur - wait, put down your pitchforks, let me explain. Yes, I know motion blur is regarded as horrible, but with the help of DRS, it becomes much less horrible and adds to the quality of the game in the performance build. Basically, Dynamic Resolution Scaling (DRS) will adjust the game’s resolution as needed, often lowering it temporarily, in order to try and maintain a higher framerate at the expense of blurring the image some. Since motion blur seemed to be implemented on a per object basis. This made the DRS’s downscaling much less noticeable while still keeping the frame rate and temperature gains.. Turning off motion blur didn't dramatically increase stability or allow for major graphical setting changes, and even in the quality build, it added to the experience. This could be a Doom only setting, and I understand why motion blur is hated, but I feel it really helps this game shine.


Interestingly enough, one of the greatest pleasures running Doom Eternal on the Steam Deck was the ability to fully remap the buttons (an option available in the Doom Eternal setting as well, but greatly expanded with Steam). I used the back buttons for jumping, dashing, grenade switching, and flame belch which let me keep my fingers on the joysticks at all times and I enjoyed some fine-tuned gyro aiming with the capacitive right joystick. I also set up the right track pad as a radial dial, giving each one of Doom Eternal's weapons its own spot for quick switching with a rapid light tap that just isn't possible with other console controllers. You can go even deeper down the customization rabbit hole by adding double tap weapon switching and action sets with controller chords to switch weapons even faster. It can take a little while to wrap your head (and hands) around it, but there is a very deep level of controller customization possible. I would definitely say weapon hot swapping and animation cancels are mandatory at higher difficulty levels. The controller scheme can be found in the Community Layouts and is called "Doc Jones SDHQ".
As a friend said to me when I talked about playing Doom Eternal on the Steam Deck: "That thing is so well optimized it could run on a toaster." He may be right, but it doesn't short-change the Deck's impressive hardware. The ability to customize the button layout even more via Steam allowed me to create a layout that was much closer to keyboard and mouse precision. There were also no game breaking or distracting graphical bugs/glitches that I noticed as I played through the main campaign and horde mode (which includes enemies from The Old Gods expansion). I ran a few multiplayer deathmatches and they ran very well with these settings. From all of my testing, I can easily say Doom Eternal is amazing and playing on Deck will be well worth your time.
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Tiny Tina’s Wonderlands is the newest entry in the Borderlands series, but with a unique DND twist. The game retains its looter shooter DNA and rolls in some stat building and a full overworld with random encounters and secrets to explore. This kind of one-off encounters and dungeons are a perfect fit for the Steam Deck’s pick-up and put-down style. Coupled with the Borderlands charm, this is one of the best Borderlands yet!
Gameplay aside, I was astounded by the ease of configuring the game. Due to the graphical style, upscaling through SteamOS FSR brought the 1024x640 resolution looking close to native, while saving a significant chunk on performance and battery.
To change resolution, go to the cog wheel for the game and under the general tab, change the resolution to 1024x640. With my test of FSR 2.0 though, I felt it didn't make a significant enough difference for the recommended build, but helped stabilize the 40 FPS build.


The text is a little blurrier at 1024x640, but the sharpness is noticeably better with a fantastic saving to battery and temps.
30 FPS lock was very stable on Tiny Tina's Wonderlands. I did test 40 FPS a couple times, but my Deck shut itself down from overheating while trying to test it, do not have TDP limit off for 40 FPS.
I also ended up turning the in-game settings to medium, anti-aliasing off, and draw distance to low. I didn’t feel these inhibited the look of the game and ended up saving even more battery while keeping temps to around 65c - 70c.
Proton GE is also required simply due to the videos in the game being broken trying to use regular proton. I also checked DX11 vs DX12 and felt there was minimal difference, so either or can be chosen. Multiplayer did end up increasing battery by 1W, but temps largely remained the same and it still felt stable.
Throughout gameplay, I didn’t really feel any huge bugs or glitches that inhibited my playthrough. I did encounter one bug where when I paused the game and tried to scroll down on the menu, my first button press downwards would bring me back up. I did also have 1 crash trying to go into a mirror in a town, but so far that has been an isolated incident. This is a UE4 game as well, so expect some temp and battery spikes when loading environments in.
Tiny Tina's Wonderlands runs significantly better than I could have expected. For a game that really just came out not long ago, it runs cold and stable most of the time. Other than the spikes from loading the environment in, fights are stable and looking gorgeous. With multiplayer being so easy on the system, this is a perfect fit for a portable device.
If you need help understanding how to use this guide, don't forget to check out the How to use SDHQ tutorial!
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Update 7/4/2022: Tested Devil May Cry HD Collection with the updated Proton GE 7-24. It does run and also gets rid of all pre-rendered cutscenes that don't work including the menu cutscenes. It does not fix them, just gets rid of them entirely so you do not have to skip them. If the cutscenes won't work anyways, this will save a little more time.
Updated recommended build with Proton GE 7-24
As someone who loves to relive the classics and play games from the beginning, Devil May Cry HD Collection was first on my list to play on my Steam Deck after my initial testing of how powerful the deck could be. DMC HD is the remastered collection of the first three Devil May Cry games, all released on the PS2 initially. With the first game helmed by Hideki Kamiya, known for his studio Platinumgames and franchises like Bayonetta, this game created a new genre and quickly became a major success for Capcom and Kamiya.
Luckily, these games are older ones, which means optimization for the best playthrough is relatively easy. With full controller support, DMC HD immediately recognizes the Steam Deck controller without needing to fine-tune keybindings, though it does not show Steam Deck controller icons when playing. In-game settings don’t really need to be touched with either, though my resolution defaulted to 1920x1080, so I changed that to the native 1280x800. DMC 1 ran with a solid 60 FPS for almost the entire game, with minor slowdowns when coming out of real-time cutscenes. DMC 2 and 3 did experience some slowdowns throughout the game, primarily DMC 3, but otherwise maintained 60 FPS through all the important parts like the fighting and boss battles. And with battery usually staying below 10W, there wasn’t much to complain about with performance.
Unfortunately, there are a couple of issues that may inhibit your experience with the game. In all 3 games, pre-rendered cutscenes do not work. You may hear the audio, but it will be a black screen. You can just hit the start button and it’ll skip and go right back to the game, but you will miss out on the cutscenes. I did attempt to fix this with different proton versions, but none worked with Proton Experimental doing the same as base proton and GE stopping the game from loading. This could be a big deal to some, which is totally understandable. My alternative was to watch the cutscenes on YouTube after I had skipped them. There’s not many to skip in DMC 1, but DMC 2 and 3 have a chunk more with 3 being the bulk.
While Steam says this game’s deck support is unknown, I would say this could be marked playable. Other than the cutscenes and minor slowdowns in DMC 2 and 3, the game is in a very playable state with a solid 60 FPS throughout the game, low battery usage, and automatic recognizing of the controller. If you do not mind the cutscene issue, this is a very solid way to playthrough the classic DMC games. Also, just a heads up, DMC 3 kicked my ass in certain parts, but I think that was because I am terrible at the game.
なぜこのようなスコアになったのか、理解するのに助けが必要ですか?スチームデッキHQのガイドをご覧ください。
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!
Horizon Zero Dawn is an open-world action game taking place on an Earth recovering from a terminator-like event. Developed by Guerilla Games, you play as Aloy, the girl wonder with no parents, who has been tasked to save the world from a corruption taking over the rampant machines roaming the wildlands.
Throughout the journey, you will have to fight, craft, and explore your way to saving this world and figuring out who you are. With a beautiful setting, enjoyable combat, and a unique story, this game is definitely worth your time. I am a sucker for post-apocalyptic settings and open-world games in general, so this already checked so many of my boxes before playing. Just based on the game’s content, I would say it is a worthwhile purchase, but what about the performance on deck?
After my initial testing, I ended up feeling that 30 FPS was the way to go. While it’s possible to increase it, I felt a much more stable 30 still plays really well and keeps temps and battery further down than I expected. There were some drops still, but they were few and didn’t impact gameplay. Game settings wise, I ended up feeling a slightly lower than native resolution with low settings, shadows at medium, and FSR turned on in-game to Ultra Quality, was the best medium for stable performance and quality visuals. This also kept battery life around 2.5-3 hours with around 14W - 16W usage.
I did see some performance and battery spikes under certain situations though. The biggest one that spiked both was when traveling around the world fast. When running, the world would render more and this would cause spikes in battery, usually up to 17.5W, and some performance hiccups. The only other one I really noticed was when walking around crowded cities, but leaving the immediate area remedied that.
There thankfully wasn’t too many game-breaking bugs that I encountered, though there were two that stick with me. First, when loading into the game, I opened my quick access menu, the button with the ellipses, and it froze on that screen. The game kept playing in the background and I had to power cycle the device since no buttons worked to close it. Second, there was one time I was running around and fighting robots, but my right analog stick randomly stopped working.
I could still press down on it and it responded in game, but I could not move it around. I had to close and re-open the game to fix that one, and luckily, I had just saved the game. Both of these only happened once though and I don’t expect it to be a huge issue. There was some minor audio stuttering at a few points, but that could have been the speakers and wasn’t anything of significance.
Overall, Horizon Zero Dawn ended up running better than I anticipated. Getting around 2.5 - 3 hours of battery life while temps staying around 70c. Framerate was stable 95% of the time at 30 FPS and still looked wonderful with FSR on and resolution slightly under native. It was a blast to play this game as much as I did on the Steam Deck and I cannot wait to see how Horizon Forbidden West and even Marvel’s Spider-Man will fare!
Side Note: For those who have Power Tools installed through the plugin manager, make sure CPU Boost is turned off. When it is turned on, temps and W usage jump a lot due to the CPU overclocking. This is not necessary for the game though and just adds unnecessary temp and battery usage.
なぜこのようなスコアになったのか、理解するのに助けが必要ですか?スチームデッキHQのガイドをご覧ください。
このレビューはPC版に基づいています。
このレビューをお楽しみいただけたなら、SteamDeckHQ の他のコンテンツもぜひご覧ください!私たちはあなたのゲーム体験に役立つこと間違いなしの様々なゲームレビューやニュースを取り揃えています。ニュース、ヒントやチュートリアル、ゲーム設定やレビューをお探しの方も、最新のトレンドを知りたい方も、ぜひご利用ください!