In an unexpected yet clearly calculated move, Microsoft has partnered with ASUS to introduce two new handheld gaming devices: the ROG Xbox Ally X and the ROG Xbox Ally. While they share the DNA of ASUS’ existing ROG Ally line-up, these new variants represent a pivotal step in the evolution of Xbox’s gaming strategy – one blurring the line between console and PC, while signalling a shift towards a more integrated and portable Xbox ecosystem.
At first glance, the ROG Xbox Ally X appears like a natural extension of ASUS’ Republic of Gamers (ROG) brand, which is technically what the device is. However, subtle and very deliberate Xbox-specific touches set it apart from its predecessors. Most notably, the inclusion of a dedicated Xbox button, grips moulded in the likeness of Xbox Series controllers, and those now-familiar impulse triggers; give it a distinctly console-like feel. These are more than just cosmetic flourishes, however, they serve as a very clear physical manifestation of Microsoft’s growing ambition to unify the Xbox experience across platforms.


Despite its console-inspired aesthetics, these devices are not Xbox consoles in the traditional sense. The ROG Xbox Ally X runs the full edition of Windows 11 and thus retains the full flexibility of a PC gaming handheld. Although it can be argued the Xbox Series consoles run on Windows 11 as well, the difference is in how the consoles use Xbox designed and developed software over the Windows core, creating a seamless console experience without any of the PC bloat. Now this is where the software side of things starts to get interesting.
What makes the Xbox and ASUS collaboration unique, however, is the presence of a customised Xbox user interface, one deeply embedded into the traditional Windows operating system. This software layer places Xbox front and centre, streamlining access to Game Pass, Xbox Cloud Gaming, and Xbox Play Anywhere titles. It effectively bridges the gap between PC and console, offering a curated, console-like experience within a Windows environment; which is something no other portable gaming device has accomplished.
This new hybrid software approach, if done correctly, has the potential to be industry defining. It is also an interesting way to look at what is considered a ‘console’. Rather than creating bespoke hardware tied to traditional console limitations, Microsoft is potentially betting on portability through flexibility. By offering a system functioning as a full-fledged PC, users will be able to access PC Xbox-related content, whilst being able to also explore games and apps from the likes of Steam, Epic Games Store, GOG, and beyond. In doing so, the ROG Xbox Ally X caters to both Xbox and PC gamers, sidestepping the need to fragment ecosystems – at least in theory.
However, it is crucial to understand how this device – as it has been announced – does not play native Xbox console games in the same way an Xbox Series X or Series S would. It obviously cannot read Xbox discs, nor can it run games built specifically for the console architecture without being part of the Game Pass or Play Anywhere ecosystems. It is, in essence, a portable gaming PC with Xbox sensibilities (think “inspired by Xbox”, but not beholden to its hardware constraints).
This move speaks volumes about Microsoft’s future vision. In addition to continuing to tether the Xbox brand to static and traditional forms of ‘console experiences’, the company is also very much leaning into a software-first future where the Xbox experience can be delivered across a variety of devices; from smart TVs and cloud services, through to handheld PCs like the Ally X. The goal is clear: remove the friction between the player and their games, regardless of platform.
The ROG Xbox Ally devices are not merely “another” pair of portable and handheld gaming PCs. They represent the start of a broader shift in the way Microsoft is defining what an “Xbox” can be. While these are not traditional Xbox consoles in the classical sense, they very well might serve as blueprints for what future Xbox systems evolve into: portable, versatile, and entirely unshackled.


Owner, founder and editor-in-chief at Vamers, Hans has a vested interest in geek culture and the interactive entertainment industry. With a Masters degree in Communications and Ludology, he is well read and versed in matters relating to video games and communication media, among many other topics of interest.