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Nokia 5 review
PharaohNOKIA 5 SPECS
Screen size: 5.2inch
Resolution: 720x1280
Battery: 3000mAh
Front camera: 8MP
Rear camera: 13MP
Weight: 160g
Dimensions (mm): 149.7 x 72.5 x 8
OS: Android 7
CPU: Snapdragon 430
RAM: 2GB (3GB variant in India)
Storage: 16GB + microSD
Black Friday is now just around the corner, and a number of retailers are taking advantage of the deals season bonanza to give the Nokia 5 some significant discounts - if you're looking for something that brings a clean Android experience coupled with a decent metal design, this is a strong choice, although read our full review to see a couple of places where the Nokia 5 isn't as strong before you buy.
The Nokia 5 sits a little awkwardly, between the better-equipped Nokia 6 and eye-catchingly cheap Nokia 3.
It’s not that it’s a bad phone, but its bigger brother doesn't cost that much more, so it would be easy to chuck in a little extra cash for the 6 – or, if you’re really looking to save the pennies, you might be better off with the 3.
Don't discount it just yet though. The Nokia 5 is the best looking smartphone in its price bracket, with its all-metal body providing a premium finish that could easily be seen a more expensive device.
The 5.2-inch HD (720p) display is crisp and clear, although the colors don’t exactly jump out of the screen, while the inclusion of a fingerprint scanner on the front of the handset is a big plus adding an extra layer of security and an easy way to unlock the phone.
We’d have liked to have seen a stronger showing from the battery, with considered usage gaining you a day of use from a single charge, but gaming, video playback or music streaming will see you running out of juice by early evening.
The 13MP rear camera looks great on paper, but in practice images tend to look dull and lack clarity – while the camera app itself is sluggish. The slow performance extends to the whole device though, and you’ll need to be patient to be able to live with the Nokia 5’s load times.
Who’s it for and should I buy it?
The Nokia 5 is aimed at anyone looking for an affordable smartphone from a brand they trust – and few manufacturers can boast the history and appeal to nostalgia that the Nokia name carries.
It's especially attractive to those with a keen eye for style, but without pockets deep enough for a flagship, or even sub-flagship, device. Just because you’re paying less doesn’t always mean you have to compromise on design.
You won’t find a more premium finish on a smartphone that costs this little, and as long as you’re willing to be patient, and are less into gaming and movies and more into emails and social apps, then you’ll certainly enjoy the Nokia 5.
Nokia 5 price and availability
- Launch price (Aug 2017): £179.99 (around $200, AU$275), R13,499
- Available in UK from August 16, India from August 15 - 3GB variant in November
The Nokia 5 has been on sale since August, landing for £180 in the UK with 2GB of RAM. However, in November 2017 a 3GB variant has been launched in India, for the price of R13,499 to give it a little extra power and more choice for those that want more from their Nokia 5.
The best-looking phone in its price bracket
- Premium all-metal body oozes style
- HD display is clear, but lacks color pop
- Fingerprint scanner is nice addition at the budget end of the market
The compact form factor of the Nokia 5 is something which may sway prospective buyers towards it, and away from the bigger Nokia 6.
It’s a more ergonomic design, with the curved edges nestling comfortably into the palm, and you can reach anywhere on screen with your thumb.
Crafted from a single block of 6000-series aluminum, the Nokia 5 has a surprisingly premium construction for a phone with such a low price tag. It feels like a more expensive phone when you pick it up, and that’s great.
Another bonus of the Nokia 5 is the presence of a fingerprint scanner below the screen, which also doubles as the home navigation key. Digit readers tend to be reserved for pricier devices, so it’s good to see the tech filtering down the tiers, and especially to a device as cheap as the Nokia 5.
You can pick the Nokia 5 up in four different colors: copper, black, silver and blue.
The 720p HD display is bright and clear, giving a good level of detail to images and text alike. You can comfortably read emails, watch videos and enjoy gaming sessions on the 1280 x 720 screen.
It’s not overly vibrant when it comes to color reproduction, and if you put this LCD panel next to an AMOLED screen you’ll notice it’s duller to the eye. In isolation though, and considering the price you’re paying, it’s hard to knock the screen on the Nokia 5 too much.
Nokia 5 design gallery
Battery life
- A day of battery life from a single charge if you’re lucky
- Video and gaming really take their toll
- Charging is slow
The Nokia 5 comes with a 3,000mAh battery, which if you’re someone who doesn’t tend to game or watch video on their phone should last you a full day on a single charge.
You’re highly unlikely to get more than a day from the Nokia 5 though, with a nightly plug-in required to see you through the next day.
And if you like to use your phone for streaming music and gaming, the Nokia 5 will require a top-up come mid to late afternoon if you want it to last until bedtime.
With an average daily usage of a couple of hours of Spotify streaming, around an hour of gaming, social networking, emails, messaging and a few calls we usually found ourselves plugging in before we left work to ensure the Nokia 5 lasted the commute home and the evening.
We ran our 90-minute HD video battery test on the Nokia 5, with Wi-Fi connected and screen brightness on full, and the handset lost a huge 37% of its juice.
While you’re unlikely to watch a movie at full brightness on this phone it’s a good indication of how quickly the Nokia 5 can drain when it’s pushed; by comparison the Moto G5 lost 22% in the same test.
The phone is charged via a micro USB port on the base of the handset, but there’s no fast charging here. It means the Nokia 5 takes a while to top up, so if you’re going out for the night you’ll want to put it on charge at least an hour before heading out the door to make sure you get a decent slug of juice.
Camera
- Slow to load and focus
- Images can be muddy and lacking in color
- It suffices for the odd social post
The Nokia 5 has cameras, sure – two of them to be exact. But you’re unlikely to be winning any photography competitions thanks to them.
Round the back the main 13MP camera sounds promising on paper, but in practice it’s sluggish, and doesn’t always produce good pictures.
Even with HDR (High Dynamic Range) mode enabled we still found images could look a little dark, and a lack of detail and color was a common theme throughout our shooting experience.
If you’re patient, letting the app load up and the focus settle, you can get some decent shots if the lighting is good, and we found the Nokia 5 performed pretty well up close – but it’s far from a fluid shooting experience.
There’s no manual or pro mode to give you control over settings such as shutter speed and white balance, but at this end of the smartphone market that’s no surprise.
The app itself is simple to work out. There’s a large centralized shutter key, while quick settings at the top of the screen enable you to switch between the front and rear cameras and toggle the flash, timer and HDR settings.
You can also use the volume key to snap shots, which is sometimes much easier than hitting the on-screen button, especially when it comes to selfies.
The 8MP selfie camera on the front is good enough for the odd Snapchat and Instagram post, plus there’s a beauty mode built in if you’re not looking your best.
Camera samples gallery
Anything else I should know?
- Pure Android is clean and easy to use
- Performance is slow, but it runs everything
- Storage fills up fast, so a microSD card is a must
The Nokia 5 isn’t going to blow you away with slick performance, and that’s no surprise considering the price tag, but what it does offer is a pure Android experience.
It runs the latest version of Google’s software – Android 7.1.1 Nougat – which means it’s bang up to date, and with no heavy interface overlaid by HMD, owners of this phone shouldn’t have to wait too long for an update to Android Oreo when it launches later this year.
In fact, the latest version of Android is being offered as a beta test already, so it won't be long before you can get your hands on an updated version of the software for everyone.
The standard suite of Google applications are preinstalled, and that’s it. There’s no additional bloatware, so you have a clean canvas on which to install the apps and games you want, without ones you don’t want getting in the way.
Under the hood the Nokia 5 comes with a Snapdragon 430 chipset and 2GB of RAM, pretty much the expected setup at this price point. In terms of the performance this delivers… well, you’ll need to be patient.
Load times are noticeable, but during our review time with the Nokia 5 we didn’t find an app or game it couldn’t run. Sure, it’s not got the zip of a flagship device, but it’s a quarter of the price and it’s far from unusable.
We ran the Geekbench 4 app on the phone, and it turned in an average multicore score of 2,765. That puts it in the mix with the equally priced Moto G5 (2,377), Honor 6X (3,275) and Wileyfox Swift 2 Plus (2,073).
What this means day-to-day is that the Nokia 5 is perfectly capable when it comes to web browsing, messaging, social media and emails; and although you’ll need to be patient if you’re firing up more intensive apps or games, as this is a phone that goes at its own pace, it will still run them at a playable level.
The fingerprint sensor below the display is generally responsive, but there is a slight delay as it detects your digit and wakes the phone, and there were a few times when we had to present our finger more than once before it was recognized and the handset unlocked.
It’s good to see the biometric tech included in a low-cost handset though, and another nice addition on the Nokia 5 is Google Assistant, giving you a useful AI that can answer your questions, organize your day and update you on your commute. To launch it you press and hold on the fingerprint scanner/home key.
There is one big factor about the Nokia we need to address; the issue of storage on the handset.
There’s 16GB of space inside the phone, but 7.5GB of that is taken up by the Android system straight out of the box – leaving you with effectively half the space to actually use for your apps, games, videos, music and photos.
We had filled up this storage within two days of getting the Nokia 5, with a few large applications including Micro Machines, Spotify, Facebook and Pokemon Go all taking up a fair whack of space.
Thankfully the Nokia 5 does come with a microSD slot, a second tray on the left of the handset below the one for your nanoSIM. The phone can also ‘adopt’ the card storage, meaning it sees it as part of the internal storage of the handset, rather than an external resource, which makes saving data to the card easier and quicker.
In short, if you buy the Nokia 5 make sure you invest in a microSD card of at least 8GB.
The single speaker on the base of the Nokia 5 doesn’t produce particularly great audio, with a lack of bass and tinny sound meaning you’ll only want to use it for gaming or watching the odd video.
Its placement also means it’s easily covered by your hand when you hold the phone in landscape orientation, giving you even more reason to grab a pair of headphones and plug them into the 3.5mm jack at the top of the Nokia 5.
Video playback is passable, and you can comfortably watch YouTube videos and TV shows on the Nokia 5. You won’t want to watch a movie on the phone, though, as the smaller screen size and slightly muted colors won’t do them justice, and those who like full HD or higher resolution will be out of luck here.
You can also game on the Nokia 5, but again patience is required. Demanding games such as Micro Machines and Pokemon Go are playable, but load times can be lengthy.
Even more simple games, such as New Star Soccer and New Star Cricket, take a little time to load, but once you’re up and running the performance of the Nokia 5 doesn’t hamper gameplay – we didn’t feel like the Nokia 5 was ever negatively impacting our performance in online races in Micro Machines, for example.
The phone does get rather warm during extended periods of gameplay, and if you’re playing consistently for over an hour games can crash on the Nokia 5.
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Star Wars Battlefront 2 Campaign Review
PharaohThis preview contains plot details for the first three missions of Star Wars: Battlefront 2’s campaign, roughly the first two hours of the game. Additionally, one of Battlefront 2’s writers is former IGN editor Mitch Dyer. The author of this preview was hired after Dyer left IGN and has no relationship of any kind with him.
There’s an old Star Wars joke (best known from Kevin Smith’s Clerks) about all the janitors and construction workers who were innocently working on the second Death Star when it blew up. Sure, the Emperor was finally defeated, but what about the little people? Was working a day job for the Empire really deserving of such a grisly fate?
While Star Wars: Battlefront 2’s single-player story didn’t put me in control of anyone nearly as hapless as a space janitor, it does present a similar question. It pushed me to consider the Force-less faces on the other side, the people who were born and raised knowing nothing but the Empire, and the people left behind after the Galactic Civil War was “won” in Return of the Jedi.
The video above is a new gameplay clip from the Battle of Endor mission.
I got to play the first three missions of Battlefront 2’s campaign over the course of about two hours, and really enjoyed what I saw. EA has referred to the single-player mode as a “tour” of what the multiplayer modes have to offer, and while the core of those multiplayer influences can still be seen throughout the campaign, I was glad to discover it also felt like a substantial and fleshed out experience of its own. It looks, sounds, and feels like a Star Wars movie, but from a unique perspective we haven’t seen much of since the likes of 1994’s Star Wars: TIE Fighter.
A Parsec in Imperial Shoes
You play as Iden Versio, an Imperial Special Forces trooper who was standing on the moon of Endor looking up as the second Death Star exploded above her unit, Inferno Squad. And that’s not just backstory: it’s literally the second mission of the campaign. I was clearing out straggling Rebel forces amid the wreckage of the shield generator Han and Leia had just destroyed when, all of a sudden, the Empire’s second attempt at a spherical space station went boom.
It’s a strange, emotional moment for a Star Wars fan - one that was previously nothing but a climactic success. But I wasn’t watching a montage of fireworks and digitally touched-up celebrations across the galaxy after the explosion, I was looking at Iden Versio coming to terms with the loss of her Empire’s greatest symbol of dominance over the galaxy. It’s a complex and horrible thing. I don’t want to sympathize with her, but I do. That sympathy doesn’t come lightly, but it’s a testament to the sincerity of the story being told that I could already start to care about a diehard Imperial soldier this early in the campaign.
The discomfort of playing as an Imperial is part of the point
Still, it’s an adjustment that didn’t quite settle into place in my time with Battlefront 2, and I think that discomfort is part of the point. As I ran through the forest back to my ship to escape Endor’s moon, I regrouped with a Storm Trooper battalion and instinctively opened fire at them on sight. Years of Star Wars games have trained me to consider that white armor the enemy, and I was genuinely caught off guard as I remembered they were my allies.
Also, for the record, this mission had the glaring absence of any ewoks, dead or alive, despite the tree huts suspended overhead. I missed those fuzzy little guys, but I suppose I’m glad they weren’t around as I’d have to be the one to shoot them in their fuzzy faces, or face the wrath of their magically armor-piercing arrows and rocks.
That being said, it’s not like Battlefront 2’s campaign is lacking in movie callbacks. Characters and story references are sprinkled throughout, and most of what I saw was treated with respect rather than just being included for fan service. The campaign’s plot moves away from the movies after that Endor mission, but the prologue mission before it is still rooted in reenacting Return of the Jedi.
That prologue has Iden breaking out of custody on a Rebel ship, but not before destroying an intercepted Imperial message with details about their ambush at Endor, meaning her actions had a tangible (if retconned) impact on the events of the film. At one point, I sneaked past a group of Rebels listening to a hologram of Admiral Ackbar detail the plans of their attack. These moments could have felt heavy-handed, but instead pushed Battlefront 2 deeper into a genuine Star Wars setting and made Iden’s story feel like a real, living part of that conflict.
There were surprises to be found in the campaign as well, with the opening of the prologue putting you in direct control of an Imperial droid, flying through vents and stunning Rebel guards to rescue Iden from captivity. It’s a cool and somewhat silly segment that helps set up abilities you can use later, though I was a little disappointed that the bot was only ever called “droid” by Iden and her squad. That prevented it from really becoming an interesting character like so many previous Star Wars droids have.
The video above is a new gameplay clip of the droid section of the prologue mission.
Battlefront 2’s dialogue, though voiced well, can be pretty stiff - but it feels stiff in a traditionally Star Wars way. The Original Trilogy are some of my favorite movies, but exposition-heavy dialogue is pretty much a defining trait of Star Wars, and Battlefront 2 follows suit. It does a great job of replicating the style of the original Star Wars movies, for better and worse.
Blasting Rebel Scum
Still, moments like that droid mission helped assuage my fears that Battlefront 2’s chapters would be restricted to multiplayer-style game modes against bots. Looking at each mission in the menu, it seemed like they’d be broken up into discreet categories - sneaking, ground fights, space fights, etc. - but I was happy to see they were much more mixed than that.
Mid-mission variety was a big part of why I enjoyed the campaign so much
The Endor mission concluded with me flying my TIE Fighter through the wreckage of the Death Star I’d just watched explode. Fighting different groups of flying AI targets was a lot of fun to manage - and while dodging space debris could be a thrilling challenge, it didn’t feel great to graze a piece of space-rubble toward the end of the mission, instantly explode, and then have to do the whole thing again.
The third mission I played started in my TIE Fighter as well, and I assumed the whole thing would take place there, but it wasn’t long before I boarded a Rebel ship and hopped out to fight my way through its crew. That culminated in a point-defense scenario to disable the ship before I jumped back out into space and returned to the dogfight. That mid-mission variety was a big part of why I enjoyed this level of the campaign so much.
By comparison, the previous mission felt a lot less dynamic - which, to be fair, makes sense given how early on it takes place in the campaign. It mostly involved walking down a linear forest path, stopping to fight some Rebels, then repeating, which was fun if uninventive. There were a few interesting set pieces thrown in, like a hijacked AT-ST to fight, but that rhythm persisted. Thankfully, I really enjoy the gunplay and reload systems in Battlefront 2, which carry over from the multiplayer, but it felt a lot more like your standard big-budget shooter campaign.
If you take a gun off a rack, you’re stuck with it until you find a new one
The biggest annoyance I encountered in Battlefront 2’s campaign is gun swapping. You can’t gather the weapon of a fallen enemy for some reason – instead, there are special crates placed around each level that let you customize your load out You can pick your gun from a surprisingly wide variety of options right off the bat... but Iden can disappointingly only carry one at a time.
That limit was frustrating in its own right, made worse by the fact that these crates were few and far between. There are individual gun racks scattered between them that let you swap out for a specific weapon, but once you drop a gun you can’t pick it back up. That means if you take a gun off a rack and there are no other racks around you, you’re stuck with it until you find one.
Discovering this odd design quirk the hard way soured my experience on Endor when I naively picked up a sniper rifle toward the beginning of the mission and was unable to swap back. I didn’t come across another crate or rack to swap weapons for at least half of the mission, which left me with a sniper rifle and nothing else for far longer than I wanted. That’s a stupid and easily fixable problem to have in a single-player FPS.
The video above is a new gameplay clip from the third mission of the campaign.
While I loved the way the third mission pulled me between different situations, I’m nervous the loadout system’s lack of flexibility will lead to more frustrating moments throughout the campaign. Battlefront 2 shined brightly when it gave me a varied, Star Wars-filled toolbox and threw me into unexpected scenarios, so I’m hoping there’s more of that to come and less unsatisfying gun-choice traps to fall into.
But Iden Versio’s story is a compelling one so far, and it’s exciting that I honestly don’t know what direction it will go. It’s easy to assume that she’ll see the evil in the Empire and heroically join the Rebellion - there’s already a bit of foreshadowing in place to set that up - but I genuinely can’t tell if it’s going to be as simple as that.
Verdict
It’s a strong start to a story I’m excited to finish, one that’s already made me care more about a villain I’ve been programmed to hate than I thought I would. Similar to my impressions of the multiplayer beta, Battlefront 2’s single-player isn’t without its problems, but I’m enjoying it so far nonetheless.
Assassins Creed Origins Review
PharaohAssassin’s Creed Origins is a dark, multifaceted, deep dive into one of the series’ most alluring settings yet: ancient Egypt. As Bayek of Siwa, who is simultaneously compassionate, bold, and driven by revenge, you’re strung through a twisted story of pharaohs and corrupt leaders, of love gained and lost, and the plights of the lower class in a time when they were routinely worked to death and nobody batted an eye. It’s a tense journey that challenges your concepts of right and wrong, making you consider the morality of those you kill in the process – and, in a dramatic shift for the series, it’s all part of a full-on roleplaying game.
I spent 30 hours finishing the main campaign, which took me through just over half of the expansive and beautiful map that recreates ancient Egypt’s varied architecture and environments. It’s filled with areas of soft sand that are swept by dynamic sandstorms, ranges of treacherous and rocky mountains, catacombs of towering ancient structures built in the names of the gods, and the decaying shacks of the common people. Refreshingly, I discovered all of these things through an organic drive to explore, rather than through the series’ traditional structure of climbing to viewpoints to have them unveiled for you. There are plenty more secrets to uncover, and the delightful sense of discovery still hasn’t left me.
This is also the biggest and most connected map we’ve seen in an Assassin's Creed game. Even the seemingly-empty desert regions having their own treats, like the breathtaking view from the highest elevation point, with an impressive draw distance, whether you’re playing on Xbox One X or PlayStation 4. There are multiple cities, too, each with their own unique culture featuring different gods, politics, race relations, and prejudices to uncover. They’re distinct in architecture and environment, and that makes the significant time commitment one that’s consistently varied and surprising.
The delightful sense of discovery still hasn’t left me
The density of it is made more impressive by being able to explore it in its entirety without any loading screens, with the exception of some story cutscenes, and if you choose to fast travel. If you want to get around quickly, a smart in-universe transit system lets you call your mount and press a button to follow the main road, or to head to a custom marker you’ve placed on the map – all fully automated, letting you take in the scenery around you.
While the main story is delightfully mystical and elaborate on its own, Origins also has some of the strongest actual mission design I’ve encountered in the entire 10-game series – and maybe in any open-world RPG. From collecting clues to solve mysteries, to chariot racing and gladiatorial arena fighting, to chasing down leads and assassinating high-level enemies hidden in fortresses, to Black Flag-style ship-to-ship combat, I was pleasantly surprised by how each of them felt like a self-contained short, well-paced story. Another highlight is the series of hidden temples, which – without spoiling anything – tie into Assassin’s Creed’s overarching sci-fi story, among other things. They are distinct from every other tomb you’ll find in ancient Egypt, and even include some throwbacks to the fan-favorite, timing-based platforming puzzles introduced way back in Assassin’s Creed 2. I rarely felt like I was doing too much of any one thing.
While there are quests that simply involve finding a hidden location or looting a building, Origins has largely done away with the cluttered mini-map full of useless chests. Instead, the vast majority of quests require multiple steps to complete and have multi-faceted, interesting characters with believable motives. Even when I really only began a quest for the XP, many of them ended up distinctly memorable. I’ll remember the man who was poisoning poor Egyptians so he, as a Greek, could acquire their land when they died, and I’ll remember the little girl who was selling fake Siwan artefacts for her mother, repeatedly assuring me they were real. My sole complaint is the NPCs’ overuse of ‘my family member died!’ and Bayek’s constant outrage at someone’s disrespect of the gods as the driving force of a quest.
The most seamlessly executed parkour and climbing yet
Of course, being an Assassin’s Creed game, there’s a whole lot of parkour and climbing in Origins, and this is undoubtedly Ubisoft’s most seamlessly executed version of that well-rehearsed mechanic. Things that can be climbed are blended more organically into buildings and the act of climbing feels clean and almost as passive as running. True, that removes some of the challenge that existed in previous games where you’d have to figure out the best route up a building, but it takes a fair amount of frustration out the door with it. I never had a moment where Bayek failed to climb something I thought he should be able to, and that smoothness put Ezio, Altair, and the rest of the previous Assassins to shame.
The notably strong XP-based RPG progression elements are what make Origins addictive on a new level. Assassin’s Creed has let you unlock and upgrade abilities for a while now, but Origins does it in a way that enables multiple creative options that can cater to your playstyle, rather than just things that you’ll pick arbitrarily. If you want to approach missions stealthily, there are abilities that give you bonuses for stealth kills, ones that let you control arrows in the air after you’ve fired them for more precise headshots, and ones that let you visually predict the path an enemy will walk on. If subtlety isn’t your thing, there are options that make you a beast in melee combat, others that increase the amount of money you get from looting, and some that mostly just look cool (like activating slow-mo if you’re mid-air with your bow out). In the earlier stages, there are some plainly obvious picks, but I think most people will end up with very different sets of abilities by the end of the main story.
Thankfully, Origins does away with previous games’ auto-fail stealth missions and its heavy-handed suggestions for how you should approach certain objectives. Instead, it finally gives you absolute, almost Hitman-level freedom to approach a target however you’d like, and your choice of abilities can unlock new solutions. For example, as soon as I gained the ability to befriend animals, it changed the way I approached any mission locations where they were in the area. I’d survey the area with Bayek’s bird companion, Senu, then stealthily take out the guards at the front of a camp with a predator bow, sneak through to a caged lion, befriend it, and release it. That’s generally more than enough of a distraction to get past the remaining guards and break out the hostage I was sent to free from another cage, then slip out totally unseen.
There is quite a lot of 'grinding' to be done
While unlocking new abilities and story missions generally happens at a smooth pace, there is quite a lot of ‘grinding’ to be done in Origins. This happened to me when the recommended level for a new main quest mission appeared as several levels above where I was when I first unlocked it – a difference that can render enemies all but unkillable. That’s usually no big deal, since Origins is flush with side activities that can help you make up the difference, but on two separate occasions, I couldn’t find any side quests at my level. That meant I had to go for much lower-level quests for small rewards, which stretched out the process uncomfortably. If you do urgently want to get to the next story event – as I did at one point towards the very end of the story – this stymied progress can be a little frustrating.
hat said, one of my favourite things to do (and one of many options for grinding) is to attempt to infiltrate and liberate a fortress manned by enemies that are a few levels higher than me, just to challenge myself to see how long I can survive against opponents who could kill me in a couple of hits if I’m discovered. For me, the biggest appeal of Origins’ introduction of a level system is in that optional, self-induced challenge. Previous Assassin’s Creed games don’t have anything to put up a fight once you feel confident in your abilities, but there’s challenge in Origins every step of the way if you go looking for it.
Combat has been significantly rebuilt for Origins
In some cases, though, it will come looking for you. The world is also full of mini-bosses called Phylakes who’re constantly seeking you out, and – when they’re first introduced – are a dramatically higher level than you. If you’re careless and one of them shows up at a bad time it’s almost certainly a death sentence, and finally working up the courage to face one of them intentionally was one of my favourite parts of the endgame. (It’s not unlike taking down Guardians in The Legend of Zelda: Breath of the Wild.) It’s made even more satisfying by the fact that they’re named – you’ll remember the guy who killed you, and it’ll mean twice as much when you can finally return the favor. It’s not quite as elaborate as the Nemesis system of Middle-earth: Shadow of War, but you get some of that same grudge-match flavor.
Those fights feel immediately different from anything we’ve done in an Assassin’s Creed game to date because combat has been significantly rebuilt for Origins. One of the biggest differences is the introduction of hitboxes, meaning that when you press the attack button you have the potential to hit multiple enemies, or hit none of them and leave yourself very vulnerable to attack, depending on where your weapon actually strikes. (That’s different from the previous system, which was focused on one-on-one combat.) And because your enemies do significantly more damage per hit than we’ve seen before, there’s more urgency in knowing when to block, when to dodge, and when to parry; that, of course, depends entirely on what kind of enemy you’re fighting, what their specific combat animations are, and how many of them are attacking you at once. It creates a whole lot more thoughtful tension than has existed in previous games.
There’s a fair amount of enemy variety, too, pitting you against shields that require heavy attacks to knock back, archers who’ll quickly pick you off if you ignore them (especially since the AI is smart enough to predict your next location and shoot arrows accordingly), rogue assassins who’re almost as quick and impenetrable as you are, and even wild animals who might show up at inconvenient times (taking a page from Far Cry’s playbook). Each enemy presents their own challenge, and the combination of them present makes combat encounters feel a little like a puzzle.
You also have the ability to lock onto one specific target at a time, and while I used it constantly for one-on-one encounters, swapping between enemies in the heat of battle rarely worked. It’s supposed to be as simple as moving the right stick, but most often, my lock-on target just didn’t move at all, no matter how hard I tried. Thankfully, it worked perfectly in stealth moments where enemies weren’t moving quite as erratically, and assassinating an enemy from the safety of a bush or a haystack is just as satisfying as ever. My only gripe there is the inability to get double hidden blades, but the ability to upgrade the amount of damage your singular hidden blade does through Far Cry-style hunting and crafting did make up for that a little.
Combat is a constant decision-making process, and it's richer for it
Then there are weapons, which vary in type, rarity, and effect. Some give you health on a hit, or issue bleeding damage, and they let you cater pretty specifically to your preference of playstyle while also regularly feeding you new loot to make you consider trying something different. Once I’d picked them up and learned their uses, I always kept three different bow types handy and swapped between them regularly depending on the encounter, like using the light bow for hunting animals since it locks on, the predator bow for one-shot killing enemies where I had time to wait and take aim, and the hunter bow for combat encounters with bigger enemies who were right in front of me. That same variety and choice helped with boss fights and tougher enemies who might be taken down faster with a heavy but slow mace, where amongst a group of enemies I wanted to stay quick with a sword. It’s a constant decision-making process and the combat is much richer for it.
There are Legendary and Rare weapons in Origins, too, and while finding a Legendary weapon is a thrill, it’s not as dramatic as it is in a game like Destiny 2 because Legendary weapons are easy to come by in main story quests, and most have unexciting benefits. I ultimately ended up with a very obvious choice for each type: the one that did the most damage, maybe occasionally considering swapping for something that had burning damage or health on hit, but there are no dramatic variations there that might change the way you play or make you reluctant to trade out a lower-damage weapon because of its other benefits. There are rare exceptions, but I didn’t encounter anything major. One of most unique weapons I found was one that had stronger buffs, but was also ‘cursed’, meaning you lost two health bars if you had it equipped. I was intrigued, but it ultimately it wasn’t worth suffering through the ‘curse’ to use it.
Decisions for clothing and mounts are even easier to make since they’re purely aesthetic and there are limited choices... unless you opt to buy them as part of Origins’ microtransation system, where you can even buy a unicorn for $4.99 USD. Because of the generous way the loot system works, though, a lot of people are likely to end up with the exact same weapons and there’s almost no need to spend much money or even to visit a regular blacksmith, since anything you buy or craft will be redundant or obsolete in no time.
Microtransactions feel a little gross
On the topic of microtransactions: I started out Assassin’s Creed Origins with 200 Helix coins - the currency that you have to buy with real-world money. There are cosmetic items that are locked behind Helix coins and don’t exist in the game world, meaning you can only get them if you pay real-world money. The same applies to maps that can give you locations for collectibles, which did exist in the game world in previous Assassin’s Creed games. That, combined with the lack of outfit and mount options, feels a little gross. I spent my 200 coins on crafting supplies, which were listed under the ‘Time Saver’ category (where you can also buy in-game money), and got a bunch of materials to spend on upgrading my ranged damage, melee damage, hidden blade damage, and overall health. Those supplies are easy enough to find in Origins’ Egypt through hunting or other side activities that I don’t think the presence of these microtransactions will affect players who don’t have interest in purchasing them.
I did also have some minor issues with environments popping in, a hand full of bugs (mostly Bayek or his mount getting ‘stuck’ on something), framerate drops even on the Xbox One X, and two crashes during my time playing. But it should be mentioned that Ubisoft says some fixes will come in the day-one patch, and we were playing on Xbox One X development kits instead of retail hardware, so some benefit of the doubt must be given. Origins seemed to have more bugs than the average Assassin’s Creed game, including some funny ones like a shirtless character’s nipple textures appearing considerably higher on his body than they should’ve. But none of these came close to impacting me enough to impede my progress or make me want to stop playing.
Verdict
Assassin’s Creed Origins is a deep-dive into a truly stunning realization of ancient Egypt, with a rich series of cultures, genuine characters, and more mission variety than any other game in the series. The combat is challenging and thoughtful, and while the loot system doesn’t match up to games like Destiny 2, there are enough different weapon types and enough enemy variety to keep you swapping between weapons, catered to the situation. The RPG elements encourage challenges of their own, and even despite a handful of bugs, I desperately wanted to keep playing.
Super Mario Odyssey Review
PharaohI literally applauded as the end credits rolled on Super Mario Odyssey. I’d spent the last 15 hours with a giant grin on my face, and somehow the climax put the perfect surprising and delightful exclamation point on the plumber’s latest adventure. This is another brilliant redefinition of the very platforming genre he helped popularize 30 years ago.
And best of all, even with the story complete, Odyssey has so much more fun to offer.
It evokes, honors, and is sometimes directly inspired by the games that came before it
Odyssey looks like a straight successor to the Mario 64 and Sunshine line of sandbox 3D Marios, but it is much more than that. Naturally, it evokes, honors, and is sometimes directly inspired by the games that came before it in its characters, music, and mechanics. But it also has new things to say as well, like fusing classic-style 2D gameplay with the 3D world and using a completely new possession mechanic to add constant variety to Mario’s abilities and exploits.
That possession power, embodied by Mario’s new sidekick/headwear Cappy, is Odyssey’s big new idea. In keeping with Nintendo’s decades-long tradition of charmingly nonsensical storylines, he’s a hat with a soul, and he’s teamed up with Mario in order to rescue his sister Tiara who… wait for it... has been kidnapped by Bowser along with Princess Peach. (I said it was charming, not original.) Cappy’s power allows you to possess many other characters by throwing Mario’s hat at them, which bizarrely slurps Mario’s physical body inside of the enemy and gives you full control over their powers. Cappy’s also used as a jumping pad and a weapon, sparing Mario’s tuchus from an untold number of butt-stomps this time around (though you can still do that, if you wish).
Throughout the entire campaign, you’re using new creatures in new, game-changing ways on a regular basis
Many of the cleverest and most smile-inducing possessions are best left to be discovered for yourself, but whether it was thrashing about as a huge, realistic-looking T-rex in the prehistoric-themed Cascade Kingdom or becoming a lowly Goomba but then making a stack of Goombas 10-tall to win over a hard-to-impress Lady Goomba, Odyssey mixes up the gameplay in surprising ways in each of its 16-plus worlds. Throughout the entire campaign, you’re using new creatures in new, game-changing ways on a regular basis.
Odyssey’s inspired integration of 2D gameplay – complete with Super Mario Bros.-era 8-bit art – deserves special mention. Entering into a pixelated pipe in the 3D space transports you to a side-scrolling 2D challenge that takes place on the surface of an object in the world, almost like Link’s 2D transformation in The Legend of Zelda: A Link Between Worlds. Most of these sequences aren’t too long – I wished they were longer, in fact – but each blends pure, weapons-grade retro gameplay with numerous other callbacks while still mixing things up in ways they never appeared in those original games, such as flipping gravity or wrapping the 2D scene around the corner of a 3D object. They bend the rules so far they go beyond even the most ambitious creations we saw in Super Mario Maker.
It’s super fun seeing Mario’s new costumes get translated into the old 8-bit art style
It’s also super fun seeing Mario’s new costumes get translated into the old 8-bit art style. My favorites include the aviator suit and the retro-colored builder outfit, for no other reason than them being fun looks for the veteran plumber, but you can also mix and match hats and outfits to your heart’s content.
Of all the disparate lands Mario visits in his Odyssey, the urban-themed Metro Kingdom is my favorite. We’ve never seen anything like its semi-realistic look of New Donk City in a Mario game before. Not only do its urban obstacles allow for some kinetic platforming – bouncing off of the hoods of cars and flinging yourself off of city poles, for instance – but tucked-away minigames like an RC car race and a jump-rope challenge are great diversions. All the while, the sheer artistic contrast between the city and Mario’s consistently cartoony look and proportions have already generated interesting discussions about who – or more specifically what – Mario actually is. (Was “plumber” just a euphemism for some kind of goblin all along?) The end of the New Donk City portion might, in fact, be the very peak of the pleasure that Odyssey delivers on a consistent basis. Its conclusion is a literal celebration that doubles as a figurative one; Odyssey is pure joy that seems to understand and relish that about itself.
I wasn’t prepared for just how much there is to do after it’s “over”
On that note, I strongly recommend playing on a TV whenever possible. It’s not that it plays poorly in handheld mode – it runs perfectly smoothly at 60 frames per second in either mode, although there are no touchscreen controls even in minigames where they’d have made sense. The drawback to playing on the go is that the tiny screen doesn’t do nearly as good a job of showing off the scope and detail of the characters and worlds, such as the funny faces Mario makes when performing certain actions and the tiny 8-bit icons hidden on some walls. (Toss Cappy at them to get a quick gold-coin reward!). Of course, it’s every bit as good a game in handheld mode.
I expected to be able to continue playing even after the plot had been resolved, given Odyssey’s 3D sandbox structure, but I wasn’t prepared for just how much there is to do after it’s “over.” In fact, some of its finest moments follow the credits, from new unlockables that nod lovingly toward the past, to a clever new implementation of an old friend, to entire new worlds. I’m still not ready to put Odyssey down, nor do I expect to be for quite some time.
Its challenge lies in exploration
That said, like internal Nintendo studio EAD’s other top-shelf Mario games – and unlike the “adapt and survive, or die trying” philosophy of Nintendo’s other 2017 masterpiece, The Legend of Zelda: Breath of the Wild – Odyssey isn’t particularly difficult. Most boss fights are over a bit quicker and easier than their gorgeous designs would suggest, and when you do fail, deaths tax you an almost meaningless 10 gold coins to try again from liberally distributed checkpoints. As such, you rarely lose much progress.
Instead, its challenge lies in exploration. There are hundreds and hundreds of Power Moon collectibles to discover, and you’ll want to gather them because they are the keys that unlock new worlds – including the aforementioned post-credits locales! Many Moons are quite difficult to track down, and even once you’ve located them, it’s enjoyably challenging to try and suss out how to get your white-gloved mitts on them. Some are behind classic invisible walls, others are tucked away in linear areas that try to fool you into thinking there’s only one Moon inside of. Each is a fun mini-puzzle to solve – particularly the ones that newly dot the landscape after the story mode ends. I did my best to search thoroughly on my first pass through the campaign, but only ended up with a little more than 200, or less than a quarter of the total complement of collectible celestials.
While Odyssey does a great job of thinking outside of the 3D platformer box, it doesn’t invent a way to slay all of the genre’s demons. The camera, for instance still causes trouble sometimes, leading you to whiff on a jump or get the wrong angle to see a boss attack coming.
On a logistical note: despite the fact that Nintendo recommends playing with separated Joy-Con controllers when you first start Odyssey up, you can play with whatever you like and not miss a beat in the gameplay. In fact, I felt much more comfortable with the fantastic Pro Controller, which lets you do most of the same motion-based gestures by waving the gamepad. It also supplies all of the same HD Rumble feedback the Joy-Con do.
Verdict
Mario’s games have been around for almost as long as game consoles have been a thing, but thankfully, he’s always evolving. We rarely get the same Mario twice. Super Mario Odyssey delivers on that ongoing promise of originality and innovation: It distills the venerable series’ joyful, irreverent world and characters and best-in-class platforming action, and introduces a steady stream of new and unexpected mechanics. It’s all spun together into a generational masterpiece.
Moto G5 Plus review
PharaohMoto has announced that the G5 Plus will receive the upgrade to Android Oreo in the following months. It won't revolutionize the way you use the phone, but notification dots, a retooling of the way apps work in the background, as well as picture-in-picture mode, make for some exciting additions.
While flagship makers battle for the top spot with small bezels and pixel-perfect cameras, Motorola has been winning a more quiet, but equally important fight: to offer desired features in a phone without costing too much.
Speaking of features, the new Moto G5 Plus has them in spades. A fingerprint sensor, generous heaps of internal storage with microSD support, Google Assistant, fast charging, GSM and CDMA compatibility. The list goes on.
In that regard, it isn’t a far cry of last year's value-packed Moto G4 Plus - not that you’d even know the two were related by looking at them.
Refreshed from top to bottom (and on the inside, too), the Moto G5 Plus has redefined itself and it didn't even have to.
If you’re strapped for cash, but still want the latest Android Nougat software (with Oreo on the way), this year’s model is on sale for $229 (£249, AU pricing not disclosed at time of review), which is actually a little bit cheaper than the G4 Plus. How often do you see phone prices going down instead of up?
Previous owners and newcomers alike will find a lot to enjoy here for the price. So much so that minor exclusions like NFC (this feature is available outside of the US), the non-removable back and the so-so camera performance don’t detract much from the experience or the value. Though, if those features are absolutely key, you’ll want to spend a little more on some of the other best cheap phones.
- Starts at $229 (£249, AU$399) – cheaper than the Moto G4 Plus
- Supports GSM and CDMA networks out of the box
- Available now globally
- Even cheaper with Amazon lockscreen ads in the US
Though most will have the luxury to decide between this and the Moto G5, the plus-sized phone is the only option available to those in the US. The lack of choice is a downer, but thankfully, this phone leaves almost nothing to be desired for the cost.
In the US, it has launched at $229 for the 2GB RAM model with 32GB of internal storage. At that price, it’s slightly cheaper than the Moto G4 Plus, which offered us less for the money in the way of internal storage and a weaker Snapdragon 617 system on chip (SoC).
For $299, you can pick up the US-exclusive model that comes with 4GB of RAM and 64GB of flash storage.
If you’re an Amazon Prime subscriber, you’ll snag a discount on each model: $184 and $239, respectively. The only caveats worth mentioning here is that you’ll be fed ads on the lockscreen and each phone will have some non-removable apps. However, this significant discount will certainly be worth it for some.
Depending on where you are in the world, the configurations available differ a bit.
In the Asia-Pacific region? You have two models to choose from: one with 16GB of storage/3GB RAM and one with 32GB/4GB RAM. In Latin America, there is but one model available with 32GB of storage and 2GB of RAM. To those in Europe, Africa, and the Middle East region, the only G5 Plus available has 32GB of storage with 3GB of RAM. Confusing, we know.
In the UK, you’ll be able to snag Moto G5 Plus for £249. Last, but not least, the model is available in Australia starting at AU$399.
Thankfully, any version that you pick up is compatible on both CDMA and GSM networks. On Verizon and planning a switch to AT&T, or vice versa? You’re all set with this single phone. Feel free to swap between networks on the fly, or if you’re like me, toss in a Project Fi SIM card that works with both CDMA and GSM and get the best of both worlds.
The fact that Moto can add this broad compatibility across networks in its budget phone lineup is impressive and frankly, all other manufacturers should be taking notes.
- Revamped design makes it no longer feel like a budget device
- Borrows from the Moto Z, but carves out a confident look on its own
- Concave, multi-purpose fingerprint sensor is Moto’s best yet
The Moto G5 Plus takes affordable smartphone design to the next level with a build quality that more closely mimics that of an expensive flagship phone.
Sure, the Moto G4 Plus could be considered good looking in its own right. It was on cue with what we’d expect out of a mid-range phone rolled into a budget handset. But not everyone liked the rubberized back when they equate aluminum or glass with top-tier quality.
This phone is completely made-over and almost unrecognizable next to its previous iteration, which in just about every way is a good thing.
At 150.2 x 74 x 7.7 - 9.7mm, this new phone from Moto trims but a few millimeters from the length and width and has a similar thickness to that of the G4 Plus. Factoring in the reduction from the 5.5-inch screen down to 5.2 inches and the end result is a device that’s easier to hold in the palm.
The slim earpiece cutout and fingerprint sensor on the front borrows from the Moto Z’s styling. If anything, we prefer the feel of the sensor on the G5 Plus more because of its concave design, which makes it easier to find when you’re not looking at the phone.
Set to release in lunar grey and fine gold color options (Moto provided us with the latter for review), the bezels give off a glossy look and are complemented nicely by the metallic effect on the trim that surrounds the phone. We usually see manufacturers opting for a chamfered edge here, so it’s cool to see Moto bucking convention.
From there, the G5 Plus transitions on its back into soft, brushed metal that provides a good amount of grip while avoiding common smartphone plagues, like carrier-specific branding and attracting fingerprints. As far as buttons and ports go, the G5 Plus plays host to the usual suspects.
On the right side, you’ll find a volume rocker placed above the notched power button. The nanoSIM and microSD card slot sits atop of the device, while the micro USB port and 3.5mm jack occupy its bottom.
Sitting front and center of the G5 Plus is its 5.2-inch Full HD (1080p) screen. A phone is usually only as good as its display and thankfully, this one doesn’t disappoint.
While we take every opportunity to bash manufacturers for not taking the leap to QHD (1440p) in more expensive devices -hrm, Sony -, FHD resolution suits Moto’s latest just fine. Games with a lot of detailed art look fantastic and VR experiences with the best Google Cardboard games will look just fine with its 424 pixel-per-inch (PPI) screen.
Though, due to Google Daydream’s tough guidelines that only let in phones that have OLED screen tech running at 2K, the G5 Plus will have to keep dreaming.
Indoor and out, the IPS display was clearly readable and multimedia is more vibrant than in Moto’s previous budget entries. This is in part thanks to the new settings menu that tweaks the colors of the screen, a welcome feature for those who like to have options.
- Comes with Android Nougat, complete with Google Assistant, stock apps and Pixel-like interface. Android Oreo is on its way soon.
- Moto’s built-in software features make this phone into something unique
- Swipe-activated fingerprint sensor is awesome
Some phone makers insist on heavily remixing stock Android software, but Moto is not one of them. Following closely in the steps of Nexus and Pixel smartphones, the Moto G5 Plus does very little to stray for Google’s vision for Android Nougat.
Soon, Moto will be rolling out an update to Android Oreo, but until then, Nougat will have to do.
While the Moto G4, Moto G4 Plus and Moto G4 Play came with the Google Now launcher, the new phone’s software more closely resembles that of the Google Pixel and Google Pixel XL. Instead of an app drawer button, you simply slide a finger up from the bottom to reveal all of your apps.
Of course, you’re free to install the launcher of your choosing, but this refined user interface is at its peak and a lot of people are really going to enjoy it.
All of Google’s stock apps are here, like Phone, Messaging and Contacts. There are even a few surprises built-in, like Duo and Wallpapers and Google Assistant.
There is a little bit of Moto in the mix, too. There’s an app that is aptly titled “Moto” on the homescreen by default and it’s your shortcut to unlocking some interesting features baked into the device.
We’ve seen most of these before, like “twist to open camera” and “chop twice for flashlight”. But making its debut here is the inventive one button navigation.
Once activated, the capacitive navigation buttons that you’re used to disappear and shifts those duties to the fingerprint sensor.
To go home, quickly tap it once. To look at recent apps, tap and swipe right. Going back is a simple swipe left. Like the Moto Z, you can put the phone in sleep mode with the fingerprint sensor as a more accessible alternative to the power button. To do this, just touch it a little longer than a tap, but shorter than a long press. Sounds confusing, but it’s executed pretty well.
Once activated, the capacitive navigation buttons that you’re used to disappear and shifts those duties to the fingerprint sensor.
To go home, quickly tap it once. To look at recent apps, tap and swipe right. Going back is a simple swipe left. Like the Moto Z, you can put the phone in sleep mode with the fingerprint sensor as a more accessible alternative to the power button. To do this, just touch it a little longer than a tap, but shorter than a long press. Sounds confusing, but it’s executed pretty well.
In addition to making navigation easier with the fingerprint sensor, Moto has also implemented the Google Assistant to let you do more with your voice. You can either long press the fingerprint sensor or simply bring your phone to attention with “OK, Google”.
Lastly, Moto earns points for its smart display tech. When you move your hand over the phone, a screen lights up that shows notifications and lets you pause music. It’s a nice quality of life touch that makes interacting with the G5 Plus faster and easier.
Music, movies and gaming
- Delivers a solid multimedia experience on a budget
- 3.5mm jack and Bluetooth 4.2 support wired and wireless headphones
- Vibrant Full HD display makes movies look crisp at 1080p
- Faster Snapdragon 625 and extra RAM helps games run smoothly, too
If you want true multimedia bliss, the Moto Z is definitely the best option offered by Motorola. But that G5 Plus is certainly no slouch and in fact, it one-ups its flagship sibling right out of the gate.
Starting with music, the G5 Plus comes with a 3.5mm headset and Bluetooth 4.2 to ensure that both wired and wireless tech adopters are suited. As you may remember, the Moto Z and Moto Z Force omitted the wired option following the Apple’s controversial decision with the iPhone 7, only to bring it back in the Moto Z Play.
This device comes stocked with Google Play Music as its music player by default, but you’re free as always to load on whichever music streaming service that you’d prefer.
As it does for music, Moto’s budget device calls upon Google’s suite of video apps, Google Play Movies and YouTube to provide what you’re looking for. Like the G4 Plus, the G5 Plus a 1080p display, though it looks plenty vibrant and crisp for its size. Overall, the quality is as expected, but is nevertheless impressive considering the low price tag.
Lastly, your gaming experience on this phone will depend on the types of games you like to play. The classics work without a hitch and even newer titles, like Fire Emblem Heroes and Hearthstone, look stunning and are each a smooth, enjoyable experience on the G5 Plus.
Whatever it is you enjoy doing on a phone for entertainment, the built-in microSD slot that supports up to 128GB of extra adoptable storage will keep the party rolling for quite some time.
Specs and performance benchmark explained
- Enough power to multitask without a hitch and run the latest games
- Matches (and in some regions, exceeds) the specs of the Moto Z Play for cheaper, sans Mods
Moto’s G series has always worked against the idea that a low price phone can’t be thoughtfully constructed or packed full of competent specs, and that baton has been passed on to the G5 Plus.
You certainly won’t find a Snapdragon 835 inside, but the Snapdragon 625 octa-core SoC is a small, albeit noticeable speed boost over the 617 inside of the Moto G4 Plus. Also improved inside of that package is the Adreno 506 graphics processing unit (GPU) that operates at a higher clock speed than what was found in last year’s model.
Our review unit has 4GB of RAM inside, so it’s the top of the line in Moto’s G5 lineup in the US (and anywhere else, for that matter).
In fact, that puts it higher than the 3GB of RAM-equipped Moto Z Play if you’re just comparing specs. During our time with it, we spent no time waiting on hanging menus, and multitasking with Nougat’s split-window feature didn’t slow this phone down at all.
When put through its paces on Geekbench 4, the Moto G5 Plus spit out an average of 3,824 for the multicore score. Oddly, that’s well above the 2,600 score put forward by the Moto Z Play, which aside from the 3GB of RAM, matches this new budget phone completely. We think it’s fair to attribute this to inconsistencies in the benchmarking app and/or vast performance improvements from Nougat over Android Marshmallow. One shouldn’t place too much confidence in those scores, anyway.
Wondering where the Moto Mods are? Like you, we were hoping to see them appear on the G series one day. And thankfully, Motorola didn’t totally rule out Moto Mod coming to the budget line when we asked at MWC 2017. But seeing as this Moto G5 Plus is similarly specced to the Moto Z Play, the lack of modular support is a let-down.
- No batter increase over the G4 Plus, but that’s not a bad thing
- Impressive fast-charge technology for a budget phone
In some ways, the Moto G5 Plus couldn’t be more different from its predecessor. But when it comes to the battery inside this time around, it’s quite similar.
At 3,000mAh, the capacity offered up is on par for a phone this size. Moto promises all-day performance, so the baseline target for this budget phone is one day before it taps out. During our testing, it was common for the phone to last longer than its advertised lifespan. Obviously, your results will vary depending on your work (or play) load, but the G5 Plus easily meets the mark of a day of battery life.
It’s really no surprise, given that an 90-minute HD movie only drained 12% of the battery.
Although this phone can last quite a while without a charge, plugging it into the included charger once it’s dead reveals another neat trick: it can return to form very quickly. Equipped with Moto’s TurboPower technology, the G5 Plus went from 0-20% in 15 minutes. After another half hour, it reached 62%. And finally, it became fully charged in a total of 85 minutes.
- Captures bigger pixels, but the results don’t really show
- 4K video looks good on paper, but 1080p at 60FPS is the star here
Moto’s camera software is becoming a favorite and the app is fast to boot and capture
If you’re a numbers person, the changes in the camera department from last year’s G4 Plus might be setting off an alarm.
The rear sensor in the G5 Plus is now 12MP, moved down from 16MP. But in its stead are some worthwhile improvements that are worth the exchange.
For instance, the main camera is now capable of better low light shooting thanks to the aperture boost from f/2.2 to f/1.7. The sensor now captures larger 1.4-micron pixels in each photograph, which in theory boasts accurate lighting and cuts back on the amount of noise present.
You’ll also be able to shoot video in 4K at 30 frames per second (FPS) - 1080p at 30FPS was the threshold of the G4 Plus. What we discovered from the G5 Plus is that being able to shoot in 4K doesn’t magically turn your footage into Hollywood-caliber gold. While detailed, our results were shaky, slow to focus with colors muddled slightly throughout. There are few places where this phone shows its budget roots and this is one of them.
Lastly, though the specs of its front facing camera haven’t changed one bit, Moto has added its professional and beautification modes to this end. Now, you can modify your shots and tweak your results with both cameras of this budget device.
As someone who uses the Google Pixel XL as a daily driver and main camera, more or less, it quickly becomes apparent how far behind every other phone is. Obviously, the Moto G5 Plus is on the opposite side of the pricing spectrum and it’s unfair to compare the two directly. And while serviceable, I can fairly state that I was a little disappointed with the camera performance here.
It’s hard to expect brilliance at this low price tag, and yes, it is possible to take some nice shots if you have an eye and a steady hand for it. But you may not want to toss out your point-and-shoot just yet.
Moto has improved its less-than-stellar reputation for bad imaging in the past few years, but the G5 Plus isn’t a good indicator of that progress.
Photos were generally murky and lacked the sharp details and colors that we expected to be captured from each scene, especially considering the large pixels. Testing its low-light chops ended with mixed results. It captured photos with enough detail to satisfy, but mixed in the same haze and overblown lights that we saw during the day.
Check out the results in the slideshow below. As you’ll see, still photos are another area where the Moto G5 Plus lives up its its budget reputation, and doesn't in anyway exceed it.
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| The contrast doesn't pop as much as it should, but this is one of its better shots. |
Despite the so-so performance of the camera hardware, Moto’s camera software is really starting to become a favorite. It’s intuitive, feature-packed and it boots quickly, whether you launch it from the app, the twist-to-open Moto action, or by double tapping the power button.
Verdict
Motorola is continuing its hot streak in the budget market with the Moto G5 Plus. Flagship features and design have slowly trickled down to the mid-range and it’s good to see Moto absorbing this trend on the low-end. Finally, it longer looks or feels like a budget phone.
While what’s at the core of the new phone is simply a welcome jump over last year’s, it will likely mark a change in perception of the G series. If not for the design, then for inclusions like Google Assistant and other inventive features like the one-button navigation on the fingerprint sensor.
The quality of the images taken with the G5 Plus are the low point here. Otherwise, our biggest gripes with it are centered around what it could be, not what we wished it wasn’t.
For those on a budget, but who don’t want to sacrifice decent performance to save some money.
Android Nougat with Google Assistant, Moto’s slick (and light) custom touches, premium design and stacked list of features all make this more than your ordinary phone. All for $229, you say? That’s an easy sell.
If you own the Moto G4, you more or less know what you’re in for. For everyone else, there is simply no better deal out there for a phone that essentially does it all.
Sure, you won’t find NFC here if you’re pining to use Android Pay in the US, and the camera performance didn’t impress us. However, those are small blips for a device that gets so much right for very little cash.








































