Here’s a provocative thought for handheld gaming enthusiasts: devices of this kind genuinely achieve superior comfort and usability when they are equipped with substantial prongs designed for the user’s grip. Some might wonder how I can be so confident in this assessment. The answer lies in the fact that I interact with, evaluate, and physically handle an extensive variety of handheld gaming systems and traditional gamepads on a regular basis here at *The Verge*. Among all of these, Microsoft and Asus’s forthcoming collaboration on the **Xbox Ally X** may demonstrate the clearest proof that thoughtful ergonomic modifications—specifically, the addition of these pronounced grip extensions—have the power to transform the tactile experience, making it perhaps the most natural handheld to hold so far.
At its foundation, the device shares the same essential design language as the existing **ROG Ally X**, a handheld that I have examined not once but twice in the past. Yet in this revised edition, a single design alteration stands out: the two large protruding prongs, reminiscent of handle-like extensions, which allow users to firmly cradle the console. The effect of this one modification is remarkable. It provides an immediate sense of familiarity, balance, and security and recalls iconic controllers from gaming history. Looking at the Xbox Ally X evokes strong memories of the celebrated **Nintendo GameCube controller**, or even more precisely, the **WaveBird wireless variant**, both of which were known for their distinctive grips. Unlike the comparatively shorter prongs of the GameCube controller—where one’s pinky finger often slipped away or dangled unsupported—the Xbox Ally X features elongated grips that allow the pinkies and ring fingers to engage fully. This means the handheld offers substantially more surface area for the hands to wrap around, resulting in a firmer, more confident grasp.
Of course, this ergonomic strategy comes at a trade‑off: the device is evidently bulkier than its predecessor, less pocket‑friendly, and undeniably “beefy” to behold. However, the gains in comfort quickly overshadow the sacrifice in portability. The sensation is similar to holding a modern **PlayStation 5 DualSense controller** or Microsoft’s own contemporary **Xbox gamepad**, both of which prioritize complete finger engagement. In those controllers, as in the Ally X, there is also a slight indentation at the bottom of each prong, a subtle detail that allows fingertips to lock comfortably in place. During a demonstration, I even found the build secure enough to hold the handheld one‑handed while rotating my wrist freely to snap a photograph—something previous designs did not permit without risk of slipping.
Despite my praise, it is important to note that I am not yet prepared to declare the Xbox Ally X the most comfortable handheld to actually *play* with over long sessions. My testing time with it was limited, and more importantly, Microsoft and Asus, like nearly every competitor in the space, continue to ignore what I believe to be Valve’s superior ergonomic achievement with the **Steam Deck**. That handheld positions its joysticks, directional pad, and primary buttons at the very top of the device, aligned perfectly with the natural curve of the thumb when the hand is relaxed. This arrangement greatly reduces strain and the need to bend. By comparison, thick devices such as the **Lenovo Legion Go** and the **MSI Claw 8**, while they do incorporate robust grips, nevertheless fail to allow my hands to close entirely around them. They lack the all-important finger‑embracing shape that the Xbox Ally X manages to achieve. The difference may sound small in theory, but in practice, I found it meaningful. In fact, my colleague Ash, who has little appreciation for the Steam Deck’s unique ergonomics, described the Xbox Ally’s design as feeling like “a literal dream”—an endorsement that highlights how the grip can reshape subjective comfort.
The principle of design consistency continues across the lineup: even the more budget-friendly white variant of the Xbox Ally reproduces the same ergonomic strengths. That said, it is crucial to emphasize that ergonomics, while noteworthy, are not the most consequential question facing Microsoft’s entry in the handheld space. More pressing considerations include whether the company has succeeded in taming the notoriously clunky **Windows operating system** for portable hardware. My colleague Tom referred to the new **Xbox Full Screen Experience** as merely “a small first step,” suggesting cautious optimism but highlighting that significant progress remains to be made. Pricing strategy also looms as a decisive factor: will Microsoft and Asus manage to resist equating their handheld with a premium gaming laptop, as Lenovo recently did with the Legion Go, sparking backlash for its high cost? When I visited Asus to evaluate the Xbox Ally and Ally X in person, the representatives declined to disclose either the pricing framework or the extent of the improvements to the Windows experience. As a result, my focus necessarily remained on the hardware itself, which reinforced one undeniable conclusion: **prongs truly elevate the handheld design.**
Both handhelds are scheduled for release on **October 16th**, which means that pre‑orders should become available imminently. Nevertheless, I encourage prospective buyers to hold off on final judgments until comprehensive reviews arrive, particularly on issues of software refinement and performance under real-world conditions. In the meantime, consider this central insight: within the evolving landscape of handheld gaming, the seemingly simple implementation of grip‑oriented prongs may reverberate far beyond novelty. They have the potential to reshape comfort standards across the industry, perhaps even establishing a new baseline for what players come to expect when they cradle a portable gaming device in their hands.
Sourse: https://www.theverge.com/hands-on/776797/xbox-ally-x-prongs-comfort-editorial