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Samsung’s Galaxy Z Flip 3 is the foldable to beat

I took a long walk on Saturday. It’s become a routine during the pandemic, a chance to unwind after too many hours indoors, while seeing parts of the city that would otherwise be lost to subway rides in normal years. Saturday was more purpose-driven, heading to a newly opened Trader Joe’s before Henri unleashed itself on the Eastern Seaboard.

Taking respite from the early rain, I found a food court in Long Island City, ordered a shawarma and pulled the Galaxy Z Flip from my pocket. I unfolded the phone, popped the new Galaxy Buds in my ears and watched a baseball game on the MLB.TV app. The Flip really made sense in that moment, open in landscape mode at a 135-degree angle to keep the 6.7-inch screen upright. When the game ended (spoiler, it didn’t end well), I snapped the phone shut, stuck it in my pocket and went on my way.

It doesn’t always come with a piece of new technology, but sometimes you get lucky and have an experience where it just clicks. There were plenty of jokes about the long-ago death of the clamshell when the first Flip arrived. Those won’t be going away anytime soon, of course, but the phone also offered the first sense for many that maybe Samsung was heading in the right direction with its foldable ambitions.

Image Credits: Brian Heater

Setting aside the early flaws with the first Galaxy Fold (we’ve covered them ad nauseum elsewhere), the device is also unwieldy. While it’s true the foldable screen affords you the ability to carry around a screen that might otherwise be impossible, it’s a large device when folded, and the opportunities to unfold don’t readily present themselves. The Flip splits the difference nicely between screen size and portability. In terms of display size, it’s effectively a Galaxy Note that snaps in two and fits nicely in your pocket.

Most of the talk of Samsung mainstreaming foldables has centered on the Galaxy Z Fold — mostly from the company itself. Samsung has made a big to-do about positioning the Fold as its latest flagship — augmenting or, perhaps replacing, the Note in its lineup. The Fold 3 certainly blurs the lines with the addition of S Pen functionality, but the Flip is the much clearer bridge between Samsung’s existing flagships and the foldable future it envisions.

Mainstreaming foldables was always going to be a tricky proposition. Right out of the gate, they were hit with negative coverage over production issues and prices; $2,000 is a lot to pay for a product you essentially have to handle with kid gloves. You shouldn’t have to worry about accidentally damaging your daily driver through normal use. The Flip benefits from the mistakes of earlier fold generations, getting a more robust design and water resistance as a result.

Perhaps even more importantly, however, is pricing. The Galaxy Z Flip is Samsung’s first foldable under $1,000. Now, granted, it’s literally one penny under that threshold — a price point that puts it in line with expensive premium phones from the likes of Samsung and Apple. But in the world of foldables, that’s a really big win. The first couple of generations could — to some degree — survive on novelty alone.

Image Credits: Brian Heater

As more of these devices make their way into the world, utility supersedes novelty. But growing popularity also means scale — and, as a result, price drops. For the first time, buying a Samsung foldable is not the financial equivalent of buying two phones. That’s a much more significant threshold than the Galaxy Fold dropping $200 over its previous generation.

The company noted this week, that “in just 10 days since announcement pre-orders for the Galaxy Z Fold3 and Galaxy Z Flip3 have already surpassed total global Samsung foldables sales in all of 2021, also making it the strongest pre-order for Samsung foldables ever.” There are a lot of factors here, including a lower price, more robust design, the absence of a new Note and an aggressive push to get consumers to preorder. But it’s safe to say the line is, at the very least, trending the right way.

Expectedly, the company’s numbers don’t break down sales in terms of Fold versus Flip. Admittedly, the Fold is more fully featured, and 7.6 inches of screen is better than 6.7 inches of screen, when it comes, to, say, watching a full movie. But for most people in most instances, the Galaxy Flip is a better choice. I can say with no hesitation: The Samsung Galaxy Z Flip is the most mainstream foldable on the market.

If you’re not sold on the importance of foldables, such a statement understandably doesn’t mean much. But for a vast majority of people looking to make the leap to what is increasingly looking like a key part of the mobile future, the Flip is an obvious choice. And while it’s easy to make fun of the clamshell design as a relic of a bygone era, there’s a reason phones went that way in the first place. One assumes a big part of the reason they largely went away is that — until now — smartphones weren’t foldable.

Image Credits: Brian Heater

Samsung gets the design language right here. The Flip 3 is easily the company’s best-looking foldable to date. The dual-color shell is striking. The company sent along a cream color, which I’m not particularly fond of, but the green, lavender and even plain black or white are quite striking. It pairs well with the strip of black that houses the exterior display, which has been bumped from 1.1 to 1.9 inches. It doesn’t sound like a lot, sure, but that’s a healthy increase on a screen this size.

Of course, you’re losing the full exterior screen functionality you get on the Fold. The Flip’s display is effectively a quick-glance secondary screen for notifications. Pull it out, and it shows you the time, date and how much battery you’ve got left. Swipe right and you’ll see your notifications.

Swipe left and you get an alarm or timer, with the option of adding more widgets to the screen, including weather, media playback (effectively audio play/pause) and Samsung Health Metrics. It’s a small list, but one that will no doubt increase if more people pick up the Flip. Swipe down for some quick settings and Swipe up for Samsung Pause.

In a time when many of us are trying to make a concerted effort to minimize our phone use, I appreciate the dichotomy between the two screens. It’s a much clearer line in the sand than the one separating the Fold’s 6.2- and 7.6-inch screens. Phone closed = checking my notifications. Phone open = engagement. When the time comes to open the phone, the Flip is a much easier proposition than the phones. I haven’t quite mastered the art of the one-handed open just yet, but it’s much easier to execute on the fly than the Fold, which is effectively like opening a book. The biggest downside to the form factor in terms of speed is there’s no quick way to fire off a photo.

Image Credits: Brian Heater

Taking photos is far more deliberate, requiring one to open the phone to see the internal view finder. You can, however, snap off some selfies by double-pressing the power button, with the small front-facing screen doubling as a small viewfinder. Swiping to the left toggles between still, while swiping up and down changes the level of zoom. It’s a bit awkward and clunky, but the pair of 12-megapixel cameras (wide and ultra-wide) will get you a much better selfie than most pinhole cameras (including the Flip’s 10 megapixel lens).

Like the Fold, the rear cameras (which are also the front-facing cameras, depending on how you look at it) are largely unchanged since the Flip 2. A dual-camera system can feel almost antiquated in 2021, but for most intents and purposes, they do the trick, coupled with Samsung’s many years of camera software experience. The 22:9 aspect ratio means more than a quarter of the screen is occupied by the controls out of necessity.

The aspect ratio in general merits comment. It’s, like, really, really tall when open. It’s a nice amount of real estate to have when, say, scrolling through Gmail or Twitter. But when watching video, you’ll often encounter pillarboxing — letterboxing on the sides of the screen. The video world simply isn’t ready for 22:9, and quite frankly, it probably won’t ever be.

And then, of course, there’s the seam. It’s right there in the center of the lovely 2640 x 1080, 425 ppi screen. And barring some unforeseen breakthrough in foldable tech, I frankly don’t see it disappearing any time soon. I understand why that might be a deal breaker, though I’ve largely gotten used to it after spending time with these devices.

Like the Fold, the Flip runs on the Snapdragon 888 processor. Predictably, the lower cost comes with less in the way of RAM and storage, at 8 and 128GB on the Flip, to the Fold’s 12 and 256GB. Another $150 will upgrade the storage 256GB here. While Samsung mostly hasn’t skimped much on the internals, the 3,300 mAh battery does fall short.

Battery life is an issue with the Fold and an even bigger problem on the Flip — in fact, it’s the biggest complaint here. Moderate to heavy use is going to require getting near a charging cable before the day is over. Maybe not a huge deal in these pandemic days, but something to consider as we re-enter the world. Certainly long, unplugged plane rides are out of the question.

Image Credits: Brian Heater

Again, I can totally sympathize with that being a deal breaker. You pay $1,000 for a phone, you want a battery that’s going to get you through a day of use, worry-free. And certainly it’s something for Samsung to focus on in gen four.

As it stands, the Galaxy Z Flip 3 has the benefit of previous generations, with a stronger aluminum frame, improved screen protector and IPX8 water resistance (no dust resistance rating, for reasons outlined in the Fold review). It’s not a perfect phone, but it’s a strong sign of how far Samsung’s foldables have come in three generations, coupled with a sub-$1,000 price point.

The device is likely to be second fiddle as the company continues to push the Fold as its flagship foldable. But for most people looking to enter the world of foldable phones, the Flip is the easy choice.

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Samsung Galaxy S21 Ultra review: Camera refinements are nice, but the price drop’s the thing

The Galaxy S21 is a tank. It’s a big, heavy (8.04 ounces versus its predecessor’s 7.7), blunt instrument of a phone. It’s quintessential Samsung, really — the handset you purchase when too much isn’t quite enough. In fact, it even goes so far as adopting S-Pen functionality — perhaps the largest distinguishing factor between the company’s two flagship lines.

In many ways it — and the rest of the S21 models — are logical extensions of the product line. Samsung hasn’t broken the mold here. But the company didn’t particularly need to. The line remains one of the best Android devices you can buy. It’s a product experience the company is content to refine, while saving more fundamental changes for the decidedly more experimental Galaxy Z line.

Samsung certainly deserves credit for going all in on 5G early. The company was ahead of the curve in adopting next-gen wireless and was among the first to add it across its flagship offerings. 5G became a utilitarian feature remarkably fast — owing in no small part to Qualcomm’s major push to add the tech to its mid-tier chips. In fact, the iPhone 12 may well be the last major flagship that can get away with using the addition of the tech as a major selling point.

With that out of the way, smartphone makers are returning to familiar terrain on which to wage their wars — namely imaging. S-Pen functionality for the Ultra aside, most of the top-level upgrades of this generation come on the camera side of things. No surprise there, of course. The camera has always a focus for Samsung — though the changes largely revolved around software, which is increasingly the trend for many manufacturers.

Image Credits: Brian Heater

There are, however, some hardware changes worth noting. Namely, the new S models represent one of the bigger aesthetic updates in recent memory. I’d mentioned being kind of on the fence about them in my original write up of the news, owing largely to that weird wrinkle of 2020/2021 gadget blogging: not being able to see the device in person. Now that I’ve been toting the product around the streets of New York for several days, I can say definitive that, well, I’m mostly kind of okay with them, I guess.

The big sticking point is that massive contour cut camera housing. Pretty sure I used the word “brutalist” to describe it last time. Having used the product, I’d say it’s fairly apt. There’s something…industrial about the design choice. And it’s really pronounced on the Ultra, which sports four camera holes, plus a laser autofocus sensor and flash. It’s a big, pronounced camera bump built from surprisingly thick metal. I suspect it’s owed, in part, to the “folded” telephoto lens.

Samsung sent along the Phantom Black model. The color was something the company devoted a surprising amount of stage time to during the announcement. It was the kind of attention we rarely see devoted to something as inconsequential as a color finish, outside of some Apple bits. Here’s a long video about it if you’re curious. I don’t know what to tell you. It’s nice. It’s matte black. I do dig the new metallic back; even with Corning on your side, a glass back really feels like an accident waiting to happen.

The curved screen looks nice, per usual, accented well by the round corners. The screen itself is striking — Samsung’s displays always are. The screens on the S21, S21+ and S21 Ultra are 6.2, 6.7 and 6.8 inches, respectively. Those are all unchanged, save for the Ultra, which is, strangely, 0.1 inches smaller than its predecessor. It’s not really noticeable, but is an odd choice from a company that has long insisted that bigger is better when it comes to displays.

Eye Comfort Shield is a welcome addition, adjusting the screen temperature based on time of day and your own usage. If you’ve used Night Shift or something similar, you know the deal — the screen slowly shifts toward the more yellow end of the white balance spectrum, reducing blue light so as to not throw your circadian rhythms out of whack. It’s off by default, so you’ll have to go into settings to change it.

The company has also introduced a Dynamic Refresh Rate feature, which cycles between 46 and 120Hz, depending on the app you’re using. This is designed to save some battery life (a 120Hz along with 5G can be a big power hog). The effect is fairly subtle. I can’t say I really noticed over the course of my usage. I certainly appreciate the effort to find new ways to eke out extra juice.

The new era of Samsung is equally notable for what it left off. The new S models mark the end of an era as the company finally abandons expandable storage (following in the footsteps of the Z line). I mean, I get it. These devices range from 128 to 512GB of storage. For a majority of users, the microSD reader was superfluous. I certainly never needed to use it. Per the company, “Over time, SD card usage has markedly decreased on smartphones because we’ve expanded the options of storage available to consumers.”

Of course, expanding the built-in memory is going to cost you. Mostly, though, it’s always a bit of a bummer to say farewell to a long-time distinguishing factory. Speaking of, the company also ditched the in-box headphones and power adapter, notably deleting some ads in which it mocked Apple for recently doing the same. It’s the headphone jack all over again.

The company offered up a similar sustainability explanation in a recent statement. “We discovered that more and more Galaxy users are reusing accessories they already have and making sustainable choices in their daily lives to promote better recycling habits.” As a consequence, the box is nearly half as thick as those from earlier S lines, for what that’s worth.

As mentioned above, the cameras are remarkably similar to their predecessors, with a few key differences. The S20 Ultra sported an 108-megapixel wide lens (f/1.8), 12-megapixel ultrawide (f/2.2) and 48-megapixel (f/3.5) telephoto (4x zoom), while the S21 Ultra features a 108-megapixel wide (f/1.8), 12-megapixel ultrawide (f/2.2), 10MP (f/2.4) telephoto (3x zoom) and 10MP telephoto (f/4.9) (10x zoom). The dual telephoto lenses are the biggest differentiator.

Image Credits: Brian Heater

The device will switch between telephotos, depending on how much you zoom in. The device performs a lot better than many competing handsets at distances requiring around 10x. Though, while the ability to zoom up to 100x is an extremely impressive thing for a phone to do on paper, the images degrade really quickly at higher levels. At a certain point, the image starts taking on the style of an impressionist painting, which isn’t particularly useful in a majority of cases.

Once Samsung (or whoever) can properly crack the code on translating that noise into signal, it will really be a breakthrough. Still, Zoom Lock is a nice addition in helping to minimize hand shake while zooming. Accidental movements tend to increasing exponentially the tighter you get in on an image. The Super Steady, too, has been improved for video recording.

Portrait mode has been improved. There still tends to be trouble with more complex shapes, but this is a problem I’ve run into with pretty much all solutions. Samsung gets some points here for offering a ton of post-shot portrait editing, from different bokeh levels, to adjusting the focal point to other effects. As with much of the camera software, there’s a lot to play around with.

Other key additions include 8K snap, a nice addition that lets you pull high-res images from a single frame of 8K video. There’s also Vlogger Mode, which shoots from the front and back simultaneously. Someone will no doubt find some social use for this, but it feels a bit gimmicky — one of those features a majority of users will promptly forget about. Additional options are generally a good thing, though the camera software has gotten to the point where there are a ton of menus to navigate.

I get the sense that most users want a way to quickly snap photos and shoot videos. The lower-end S21 entries are great for that. The hardware is strong enough to give you great shots with minimal effort. If you’re someone who really enjoys drilling down on features and getting the best images on-device without exporting to a third-party app, the Ultra is the choice for you. In addition to being a kind of kitchen sink approach, the high-end device is all about choice.

Image Credits: Brian Heater

The addition of S Pen functionality is probably the most notable — and curious — thing the Ultra has going for it. On the face of it, this feels like the latest — and most pronounced — in a series of moves effectively blurring the lines between the company’s two flagships. Perhaps Samsung will make a move to further differentiate the next Note, or maybe the company is content to simply let the device meld over time.

There is one major difference off the bat, of course. Namely the fact that there’s no pen slot on the S21. This means that:

  1. The stylus is sold separately.
  2. You need to buy a case with an S Pen holder (also sold separately, naturally) if you’ve got any hope of not losing it.

Image Credits: Brian Heater

I happened to have a Note S Pen lying around and found the experience to be pretty smooth. I’ve been upfront about the fact that I’m not really a stylus person myself, but Samsung’s done a good job building up the software over the years. The S Pen is a surprisingly versatile tool, courtesy of several generations of updates. But I would say if the peripheral is important to you, honestly, just buy a Note.

The components are what you’d expect from a high-end Samsung. That includes the brand new Snapdragon 888 (in some markets, at least), and either 12 or 16GB of RAM and 128, 256 or 512GB of storage on the Ultra. The battery remains the same as last year, at 5,000mAh. In spite of 5G and a high refresh rate, I’ve gotten more than a day and a half of moderate use on a single charge.

In the end, the S21 isn’t a huge change over the S20. It’s more of a refinement, really. But it does represent a big change for Samsung. The company has implemented a $200 price drop across the board for these products. The S21, S21+ and S21 Ultra start at $799, $999 and $1,199, respectively. None are what you would call cheap, exactly, but $200 isn’t exactly insignificant, whether it means easing the blow of getting in on the entry level or taking the pain out of going for a higher-end model.

It’s a clear reflection of a few years’ worth of stagnating smartphone sales, exacerbated by some dire numbers amid COVID. It’s nice to see a company take those issues — and concern around spending $1,000+ on a smartphone — to heart beyond simply offering up a flagship “lite.”

 

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Cyberpunk 2077: A retro-futuristic fantasy with huge potential — if you can ignore the Cyberjank

Practically speaking, it’s nearly impossible to offer a real review of “Cyberpunk 2077,” the long-awaited follow-up to “The Witcher 3” from developer CD Projekt Red. In the first place, it’s so big that the few days I’ve had with it aren’t enough to realistically evaluate the game; second, it’s so buggy and janky now that it feels wrong to review it before it becomes the game I know it will be; and finally, everyone’s going to buy it anyway.

The Witcher 3 is among the most universally lauded games of the last decade, up there with “Breath of the Wild,” “The Last of Us” and “Dark Souls.” Though it had its flaws — lackluster combat, a limited scope — it did the open world thing better than anyone before or since, largely through improved writing, interesting characters and consequences to player choices.

It was during what you might call that game’s honeymoon period that “Cyberpunk 2077” was announced, and in the years since then the game has approached untenable levels of hype: It could never live up to what people expected, but it could very feasibly be a good game in its own right.

Recent controversies, however, have cast a pall over the launch: A seemingly hypocritical condemnation of pre-release crunch from the developer, some indefensible choices regarding diversity in the game (racialized gangs and a questionable approach to gender and trans representation) and delays suggested this may not be the magnum opus people hoped for.

In the first place I can confirm that the game probably should have been given a few more months of polish, at least on PC, the platform on which I played it. From the very start I encountered obvious bugs like characters failing to animate, objects floating in mid-air and the admittedly expected physics silliness one finds in every open-world game with simulated objects interacting. A day-one patch may fix some of them, but it’s clear that a game this big is nearly impossible to smooth out entirely. (I should say that I’m only partway through the 40-odd-hour campaign, though like its predecessor that will be padded out considerably with side quests.)

That’s a shame, because the world CD Projekt Red has created — or rather adapted from the tabletop RPG on which it is based — is undeniably rich and lovingly fashioned. The easiest way to describe it is simply to say that it’s exactly what you imagine when you think of “cyberpunk,” no more, but surely no less.

The look of overcrowded streets filled with weirdo future people, shuffling between food carts offering vat-grown meat, beneath floating neon advertisements for cybernetic limbs and hacking tools, all watched over by enormous corporations of dubious intention… it’s right out of Blade Runner, Johnny Mnemonic, Strange Days, Ghost in the Shell, Neuromancer and dozens of other genre pieces that informed both the original RPG and the general ideas that constitute “cyberpunk” in the zeitgeist.

It’s a familiar world you’ll be entering in some ways, with few real surprises if you’re at all conversant in the genre. That is a good thing in many ways, as it feels like a lived-in place: a crystallization and expansion of ideas that, while you have seen them elsewhere, have never been at your fingertips so readily, save perhaps in the original “Deus Ex,” which had its own limitations.

Yet at the same time there is very much the feel of a lack of imagination and willingness to update those ideas in ways that seem obvious. The gangs based on racial identities seem like such a poor fit for both this era and for a future in which such distinctions have no doubt declined in relevance, especially in a vast melting pot like Night City. The stereotypical “Mexican tough guy” dialogue of your otherwise likeable companion Jackie grates, for instance, as do for example the stilted, supposedly Japanese mannerisms of staff at an Arasaka corporate hotel.

Gender is also a mixed bag. Reviews by queer-identifying reviewers at Polygon and Kotaku have much more relevance here than anything I can say, but I can only concur that the freedom the player has in selecting their presentation is an important step toward better representation of queerness in games — but also has a “do as I say, not as I do” feeling. Elsewhere in the game sex and gender are handled regressively or inconsistently with the clear implication that, with body modification something anyone one can do on a street corner for a few eurobucks, race and gender are fluid and unimportant in this world.

This future feels like it was extrapolated exclusively from the forward-thinking but still limited minds of a bunch of smart white guys from the ’90s. Perhaps that’s why I feel so comfortable in it. But as “Ready Player One” demonstrated, there’s a limit to how much can be accomplished by those methods.

At the same time I want to call out the care that was obviously taken in some ways to have a future filled with people of different shapes, sizes, colors, inclinations and everything else — it’s clear there is genuine good intention here, even if it stumbles with unfortunate regularity.

“What about the game itself, you babbler,” you ask, after 800 words, “is it any good?”

Yes, it’s good, but difficult to categorize. On one hand, you have a paralysis-inducing freedom in shaping the capabilities with which your character approaches the various situations he or she will encounter. Brute force, stealth, hacking, gunplay — all are quite viable, but don’t expect to get far relying on only one. A “pure hacking” approach, for instance, will be far more tedious than it’s worth, while a “pure gunplay” one will likewise miss the point.

In navigating an enemy base, taking down some rando street gang, or getting through one of the game’s highly involved criminal operations, there are many options for any given situation, but none is reliable enough (certainly not early on, anyway) to get you through without resorting to the others.

One inconveniently placed guard may be susceptible to having his eyes hacked, while another may be easily distracted by one of the numerous items you can make fizzle out and attract their attention. But when you eventually slip up and the bullets start to fly, you’re not going to hack your way out of it. That’s okay, though: You’re not a scalpel, you’re a Swiss Army knife. Act like it!

The open world in which you’ll be undertaking all these missions is a rich one… perhaps too rich. Open the map and you’re presented with a sea of icons, though they’re not quite the Ubisoft-style to-do list so much as letting you know that this is a big, dense city where you’ll never lack for gun shops, criminal activities to engage in or disrupt and interesting locations to explore. If you think of the map as more “where’s a ripper around here? Let me check my phone” than generic “video game map” it makes more sense, though it’s obviously the latter, as well.

You’ll be driving around a lot as well, a process that is about as smooth as it was in “Grand Theft Auto 3.” Using the totally inadequate keyboard controls for my car, I’ve caused panics and accidents, mowed people down and obstructed traffic constantly, while attempting to follow every law and attract as little attention as possible. This part of the game feels hilariously last-generation, like how in “Assassin’s Creed: Odyssey,” your all-terrain horse vehicle was an object of terror and lethality to any peasant stupid enough to walk on one of that game’s many mountain trails.

The helpful GPS directions once took me through a pedestrian-occupied area with a gate that was just narrow enough to completely trap the car, though it extricated itself offscreen when I called it. Another time I summoned the car to my location and instantly heard a distant explosion and screams. The car arrived 30 seconds later completely trashed, missing the doors on one side. Fortunately it seems to repair itself by mysterious means when you’re not looking.

But when you’re doing what you’re supposed to be doing — you know, cyberpunk stuff — things are smoother, if not what I’d call completely modern. I had this feeling the whole time like I was playing a game whose bones were built eight years ago and then wrapped in layer after layer of stuff, creating systems and environments that feel incredibly cool in some ways and, like the car, huge throwbacks in others. The gunplay isn’t as good as any shooter today, the melee is about at “Skyrim” quality, the hacking is perhaps “Deus Ex” levels and stealth is nowhere near “Metal Gear” — but none of those games actually offered the breadth or richness of systems and environments as “Cyberpunk 2077.”

In the final — for the purpose of this article, which is to say incredibly limited and initial — analysis, it’s both accurate to say that this game is “GTA: Night City 2077” and totally inadequate. It’s both unique and totally derivative, futuristic and regressive, wide-open and painfully restrictive. Like many AAA games these days, “Cyberpunk 2077” contains multitudes, and short of being a total faceplant, which it undeniably isn’t, it has a huge draw and value for the millions of players who want to hoon around a cyberpunk dystopia, hacking and shooting and scheming and getting better armblades, eyeball replacements and future-guns.

I suppose the simplest summary of my review would be that I look forward to playing “Cyberpunk” when it’s finished. “The Witcher 3” came out to acclaim but also criticism of many of its systems, and over time it has evolved into the genre-leading game it is. “Cyberpunk” has that potential, but it undeniably also has real issues that I would like to let them address before I play it. If you have any patience, I’d give it a few months at least so you don’t have the best of the game spoiled by the worst. At some point in the future I think “Cyberpunk” will be a pivotal title in gaming, but not yet — let’s just hope it gets there before 2077.

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Review: Wireless headsets from Logitech, Audio-Technica, SteelSeries, HyperX and more

With the amount of time you’re spending at home these days, you deserve a better headset. A wireless one that works with your computer and maybe your console as well, with a mic for calls and great sound for games and movies. Fortunately there are a lot to choose from, and I’ve tested out your best options.

I asked the leading audio and peripheral companies to send over their flagship wireless headset, with prices ranging from about $100 to $250. Beyond this price range returns diminish swiftly, but right now that’s the sweet spot for comfort, sound and usability.

For years I’ve avoided wireless headsets because there were too many compromises, but I’m pleased to say that the latency has been eliminated and battery life in the ones I reviewed is uniformly excellent. (NB: If the wireless version feels too expensive, you can often get wired ones for $50-100 less.)

To test the headphones, I used them all for a variety of everyday tasks, from video calls to movies and music (with only minimal EQing to get a sense of their natural sound) to AAA games and indies. None require an app to work, though some have companion software for LEDs or game profiles. I have a fairly large head and medium-sized ears, for what it’s worth. All the headphones are rather bulky, though the angle I shot them at individually makes them look huge — you can see in the image up top that they’re all roughly the same size.

None of these headphones have active noise cancelling, but many offer decent physical isolation to the point where they offer a “monitor” feature that pipes in sound from the outside world — useful if you’re playing a game but waiting for the oven to preheat or something. Only the first set has a built-in mic, the rest have detachable ones of generally solid quality, certainly good enough for streaming and chatting, though for broadcast a separate one would be better. All these headphones use a USB-A style dongle, though the 7P/7X also has a USB-C connector.

SteelSeries 7P/7X – $149

Image Credits: Devin Coldewey / TechCrunch

The 7P and 7X headsets, designed with the PS5 and Xbox Series X in mind (as well as PC) respectively, are my first and most unreserved recommendation.

The standout feature on these is, to me, a truly surprising sound with an almost disturbingly broad stage and clarity. I almost couldn’t believe what I was hearing when I put on some familiar tracks I use for reference. This isn’t a 7.1 simulation or anything like that — but no doubt the gaming focus led to creating a large soundstage. It worked!

I also found the headphones to be very comfortable, with a “ski goggle” strap instead of a per-band adjustment that lets them sit very lightly as well as “remembering” your setting. The spacious earcups rotate for travel or comfort.

The built-in mic is unobtrusive and stows away nicely, but if you’re picky about placement it was a bit floppy to adjust. Many of the other headsets have nicer mics that completely detach — maybe that’s a plus for you, but I tend to lose them.

My main issues with these are that the controls feel cheap and not particularly well laid out. The bottom of the headset is a jumble of ports and buttons and the volume dials don’t have much travel — it’s 0 to 100 in one full swipe. (Volume control is independent from system volume.)

The dongle is different from the others in that it is itself USB-C, but with a USB-A cable attached. That’s good for compatibility, but the cable is three feet long, making it kind of silly to attach to some laptops and whatnot. You could easily get your own short cord, though.

At $150 I think these are an easy recommendation for just about anyone looking at that price range.

Audio-Technica AT-GWL – $250

Image Credits: Devin Coldewey / TechCrunch

The high price on these is partly because they are the wireless version of a headset that also comes wired, so if you want the solid audio performance and comfy fit, you can save some money by going wired.

The sound of the AT-GWLs is rich and naturally has a focus on the upper-mid vocal range, which makes voices in media really pop. I did find the sound a bit confined, which hitting the “surround” setting actually helped with. I know that this sort of virtualization has generally been frowned on, but it’s been a while since these settings have been over the top and distortive. I found surround better for games but not necessarily for music, but it’s very easy to switch on and off.

The headphones are light and adjusted with traditional, no-nonsense metal bands, with a single pad on the top. I would say they are the lightest-feeling pair I tested, with the SteelSeries and Razer coming in just behind owing to some extra weight and bulk. Despite being compact, the AT-GWLs felt airy but not big. The leather-microfiber combo cups are nice, and I think they’ll break in well to provide better isolation over time.

Where they fall short is in the interface. First, a note to Audio-Technica: Turn down the notification noises! Turning the headset on, the mic on or off or hitting the system-independent volume max produces loud, surprising beeps. Too loud!

Second, the buttons and dials are stiff, small and same-feeling. Lifting a hand quickly to turn down the volume (maybe after a huge beep) you may very easily mistake the power switch for the volume dial. The dial also doubles as a button for surround mode, and next to it is a microscopic button to turn on and off the sound of surroundings. It’s a bit of a jumble — nothing you can’t get used to, but considering how nice other headsets on this list made their controls, it has to be said.

HyperX Cloud II wireless – $100

Image Credits: Devin Coldewey / TechCrunch

HyperX (owned by Kingston) wasn’t exactly known for audio until fairly recently, but its previous Cloud headset got the crucial Wirecutter endorsement, and it’s easy to see why. For less money than any of the other headsets in this roundup, the follow-up to that headset (which I’m wearing right now) has excellent sound and isolation.

I was surprised to find a soundstage nearly as wide as the 7P/7X, but with more of a focus on the punchy lower register instead of on detail and placement. My music felt big and close, and the atmosphere of games likewise, more immediately present.

The Cloud II’s controls are simple and effective. The volume dial, tied directly to the system volume, is superb: grippy, with smooth motion and just the right amount of friction, and just-barely-there clicks. There are two good-size buttons, the power one concave and the mic mute (which gives different sounds for muted and active) convex.

It’s unfortunate that they’re not as comfortable, for me anyway, as the others on this list. The cups (though a bit on the warm side) and band are perfectly fine. It’s that there’s little rotation to those cups, meaning there’s no play to accommodate the shape of your head. I don’t know, maybe it’s just my big dome, but they were noticeably tighter at the front of my ear than the back, so I was constantly adjusting or trying to twist them.

I’ll say this: If they add a bit more adjustment to the cups, these would be my default recommendation over the 7P/7X. As exciting as the SteelSeries sound is to me, the Cloud IIs seem more like what people expect, and are $50 cheaper.

Logitech G-733 – $130

The matte texture of the G733s had a weird interaction with my camera — they don’t look speckly IRL. Image Credits: Devin Coldewey / TechCrunch

These are Logitech’s streamer-friendly, color-coordinated, LED-sporting set, but they’re better than the loud design would suggest.

The sound is definitely gaming-forward, with a definite emphasis on the low end and a very central, present sound that was a lot like the Cloud II.

To be honest, I was not expecting the G733s to be very comfortable — their stiff plastic look suggested they’d creak, weigh down my ears and crush my noggin. But in fact they’re really light and quite comfy! There’s a lot of play in the positions of the earcups. The fit is a little odd in that there’s a plainly inferior version of the 7P/7X’s “ski goggle” strap that really only has four settings, while the cups slide up and down about two thirds of an inch. It was just enough to accommodate my (again, apparently very large) head.

The mic boom is rather short, and sadly there is no indicator for when the mic is on or off, which is sometimes a minor inconvenience and sometimes a major pain. You can tell from the sound the mute button makes, though.

The volume dial is nice and smooth, though the “clicks” are really far apart. I like the texture of it and the mic mute button, the power button not so much. But it works.

The colors may not be to everyone’s liking, but I have to hand it to Logitech for going all the way. The headset, mic and even the USB dongle are all the same shade, making it much easier to keep track of them in my growing pile of headphones and widgets.

Logitech Pro-X – $200

Image Credits: Devin Coldewey / TechCrunch

Currently Logitech’s most premium set of gaming headphones, the Pro-X abandon the bright, plasticky look of its other sets and goes for understated and black.

The sound of the Logitech is big and very clear, with almost a reference feel in how balanced the bands are. I felt more presence in the mid-lows of smart bass-playing than the other sets. There is a “surround” feel that makes it feel more like you’re in a room of well-configured speakers than headphones, something that I think emerges from a de-emphasis of the center channel. The media is “out there,” not “in here.” It’s not a bad or a good thing, just distinct from the others.

The controls are about on par with the Cloud II’s: a nice frictiony volume wheel controlling system volume, a nice mic toggle button and a fairly meaty on-off switch you’re unlikely to trip on purpose.

Also like the Cloud IIs, there is no rotation to the earcups, making them less comfortable to me than the ATs and SteelSeries, and Logitech’s cheaper G-733s. A larger head than my own, if that’s possible, would definitely feel clamped. I do think these would wear in well, but all the same a bit of play would help a lot.

The external material, a satinized matte plastic, looks truly lovely but is an absolute fingerprint magnet. Considering you’ll be handling these a lot (and let’s be honest, not necessarily with freshly washed hands), you’re going to need to wipe them down rather more than any of the others I tested.

Razer Blackshark V2 Pro – $180

Image Credits: Devin Coldewey / TechCrunch

The understated Razer Blackshark V2 Pro soon became my go-to for PC gaming when the SteelSeries set was attached to the PS5.

Their sound is definitely gaming-focused, with extra oomph in the lows and mid-lows, but music didn’t sound overly shifted in that direction. The soundstage is full but not startlingly so, and everything sounded detailed without being harsh.

The Razers look heavy but aren’t — it varies day to day but I think they’re definitely competing for “most comfortable” with the A-Ts and SteelSeries. The cups feel spacious and have a nice seal, making for a very isolated listening experience. Adjustment is done with the wires attached to the cups, which is nothing special — I kind of wish this setup would let you adjust the cant as well as the height. The material is like the Logitechs — prone to fingerprints, though a little less so, in my experience.

Their controls are very well designed and laid out, all on one side. The protruding (system-independent) volume knob may seem odd at first but you’ll love it soon. The one big notch or click indicates exactly 50%, which is super useful for quick “calibration,” and turning the knob is smooth yet resistant enough that I never once accidentally changed it. Meanwhile there are conveniently placed and distinguishable buttons for mute and power, and ports for the detachable mic, charge cord and 3.5mm input.

I’m hard pressed to think of any downsides to the Blackshark except that it doesn’t work with consoles.

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iPhone 12 mini Review: Tiny package, big bang

Reviewing the iPhone 12 mini and the iPhone 12 Pro Max at the same time has been an exercise in extremes. I noted in my earlier reviews of the iPhone 12 and iPhone 12 Pro that it was difficult to evaluate the middle of the lineup without having the extreme ends of the scale available to contrast them. 

Now that I have had a chance to examine those extremes, I have come away incredibly impressed with the job that Apple has done on the whole lineup this year. These phones are extremely well sized, highly crisp from a design perspective and generously appointed with features. Aside from a handful of small items, there are no glaring examples here of artificial cliffs on the feature side or price side that attempt to push people upwards in the lineup. Something that has been the case in some years. 

The most impressive of all of the iPhones 12 this year should be, by all rights, the iPhone 12 Pro Max. Its big screen and beautiful casing make it very attractive and it has the best camera I’ve ever seen in a phone. 

But in my opinion, the iPhone 12 mini is the most attractive phone in the lineup. The dark horse that makes a strong case for itself outside of the “I just want a small phone” crowd. 

The size

The iPhone mini is 20% smaller and 18% lighter than the iPhone 12 and about half the size of the iPhone 11. It really hits a nicely sweet note for fit, and the lack of a home button means that the screen can accommodate quite a bit more content on display at once. 

Though my larger hands do feel a bit more comfortable on the iPhone 12, I am happy to report that the typing experience on the iPhone 12 mini is far superior to the 4.0” first generation SE. It even gets a leg up on the 4.7” iPhone SE introduced earlier this year because the screen is the same width but taller — letting it pull off the TARDIS trick of being smaller with a bigger screen. This allows the emoji keyboard toggle and the voice dictation button to drop out of the bottom row of keys, relaxing spacing on the return, space and number pad buttons. This additional size, especially for the spacebar, improves the typing experience measurably. The key spacing is a bit less generous than the iPhone 12, but this is a workable situation for typing.

If you look at this and an iPhone 11, because of the way that the screen is rendered, you’re going to see pretty much the same amount of content. 

The iPhone 12 mini on top of an iPhone 12 Pro Max

On top of an iPhone 12 Pro Max

Speaking of rendering, the iPhone 12 mini is scaled, which means that it is displaying at roughly .96 of its “native” screen resolution of 2340×1080. In my testing, this scaling was not apparent in any way. Given that the mini has a resolution of 476ppi in a smaller screen than the iPhone 12, which clocks in at 460ppi, that’s not too surprising — iPhones have been doing integral scaling for years with their magnification features, so Apple has plenty of practice at this. I didn’t notice any artifacting or scrolling, and most apps looked just fine proportionally, though some developers that do not take advantage of Apple’s native frameworks that support various screen sizes may have to do a bit of tweaking here and there. 

The iPhone mini has a nice lightweight compactness to it. In order to get a read on its vibe I compared it to the iPhone 4S, which felt far denser, the iPhone 5, which felt a bit more airy, and the iPhone 5C, which still feels fun but cheap. It shares pedigree with all of these devices but feels far more assured and integral. The iPhone 12 design language doesn’t feel like multiple materials sandwiched together in the way that these earlier devices do. It feels grown, rather than made. 

That integral quality does wonders when it’s such a small device because every millimeter counts. Apple didn’t cheap out on the casing or design and gave it an exterior to match its very performant interior. 

The speaker and microphone grills, I’m sad to say, are asymmetric on the iPhone 12 mini. Ding.

And don’t think you miss out on anything performance related when you go to the mini. While it appears that either heat management, scaling or power management in general has made Apple tweak the processor ever so slightly, the benchmarks are close enough to make it a wash. There is zero chance you ever see any real-world difference between the iPhone 12 mini and any other iPhone 12.

For what it’s worth, the iPhone 12 mini has 4GB of RAM, same as the iPhone 12. The iPhone Pro and iPhone 12 Pro Max have 6GB. The biggest real-world effect of RAM that I have found on iPhone is less dumping of Safari tabs in the background, so if you’re a pro browser take that into account.

The iPhone 12 mini is basically identical in the photography department to the iPhone 12. You lose nothing, it’s a great camera. Nothing much to see there, though so I’m not spending any time on it. You will have a world-class phone camera, just no telephoto.

If you’re a camera-oriented iPhone user, your usage of the telephoto lens is probably the most crisp deciding factor between the iPhone 12 Pro and the iPhone 12. The lidar benefits are there, and they absolutely make a big difference. But not having a telephoto at all could be an easy make-or-break for some people. 

Cribbing from my iPhone 12 Pro review here, one easy way to judge is to make a smart album in Photos on a Mac (or sort your photos using another tool that can read metadata) specifying images shot with a telephoto lens. If that’s a sizeable portion of your pics over the last year, then you’ve got a decision to make about whether you’re comfortable losing that option. 

When I did this, just about 19% of my iPhone 11 Pro shots were taken with the telephoto lens. Around 30% of those were portrait shots. So for me, one in every five images was shot with that tighter framing. It’s just something I find attractive. I like a little bit more precise of a crop and the nice amount of compression (for closer subjects) that comes with the longer focal length.

You don’t get 4K/60fps video, but you still can shoot 4K/30fps Dolby Vision video in this super tiny device, which is wild. It’s more than I think any normal iPhone 12 mini user will ever need.

Apple says that the iPhone 12 mini’s battery life is better than the 4.7” iPhone SE, and that bore out in my testing. I got through a day easily, with maybe a few percentage points difference between the iPhone 12 mini and the iPhone 12. I didn’t have enough time to run a comparison against the battery king, the iPhone 11, but I doubt it would come anywhere near unseating it just from a physics perspective. This thing is small, so the battery pack is small and the processor is not being majorly throttled in any way. The iPhone 12 mini charges at 12W on a MagSafe charger on a 20W brick, rather than the full 15W because the smaller battery allows it to still hit the same percentage charging speed as the larger iPhones 12 while mitigating heat buildup — always a problem in a smaller chassis.

I did have a chance to try the iPhone 12 mini slip case and I thought it was well made and clever, though absolutely positively not for me. I use my iPhone too much to be sliding it into a sleeve and back out again; it would be an exercise in futility. But if you are in the market for this kind of case, I hold that the Apple version shows off the company’s earned expertise in leather. It’s well trimmed, it has nice edge finishing and a clever clasp. 

It integrates Apple’s MagSafe magnet array to display a live clock on the OLED screen with a space for the ambient light sensor. The clock display is pretty clever. It has a lightly colored background that matches the leather color of the case using the same NFC trick as the silicon cases that display a color-matched ring when you put them on. The clock fades in two stages over a few seconds but will turn on when the ambient light sensor knows it’s not in your pocket and the motion coprocessor in the A14 senses movement. 

So a quick lift will flip the time on and let you check it. It also still allows tap-to-wake in the clock window, showing you the color-matched time. 

There’s also a hidden card slot for maybe one credit card or ID card inside the mouth of the case. Like I said, it’s not for me, but I can appreciate that a lot more is going on in this little case than meets the eye, and it shows off some of the sophistication that could be coming to other MagSafe accessories in the future. 

The conclusion

In my iPhone 12/12 Pro review I noted my rubric for selecting a personal device:

  • The most compact and unobtrusive shape.
  • The best camera that I can afford.

And this is the conclusion I came to at the time:

The iPhone 12 Pro is bested (theoretically) in the camera department by the iPhone 12 Pro Max, which has the biggest and best sensor Apple has yet created. (But its dimensions are similarly biggest.) The iPhone 12 has been precisely cloned in a smaller version with the iPhone 12 mini. By my simple decision-making matrix, either one of those are a better choice for me than either of the models I’ve tested. If the object becomes to find the best compromise between the two, the iPhone 12 Pro is the pick.

Now that I have had both of those devices in my hand, I can say that my opinion hasn’t changed, but my definitions of the lineup have a bit. 

Because the iPhone 12 mini has no appreciable compromises in feature set from the iPhone 12, I consider these one device with two screen sizes. Yes, this may feel like a “duh” moment, but I didn’t want to jump to this place without actually using the mini for an extended period. Most critically, I needed to get a feel for that typing experience. 

The iPhone mini is by far the best value per dollar in Apple’s 2020 lineup. With this you get all of the power and advances of the iPhone 12, everything but the telephoto camera (and 60fps/4K video) of the iPhone 12 Pro and everything but the new sensor in the iPhone 12 Pro Max. Those additions will cost you anywhere from $300-$400 more over the life of your device if you choose to step up. 

I’ve been thinking hard about what a clear break point would be between deciding on the iPhone 12 and the iPhone 12 mini. If you are someone who really likes or ergonomically needs a smaller screen, you’re being treated to a device with no compromises in core functionality. But if you’re not a “small boi” fan, then what is the deciding factor?

For me, it comes to this decision flow:

  • Is the iPhone your only camera and do you use it constantly for images? Then choose the iPhone 12 Pro. 
  • Are you an iPhone photographer that regularly prints images or edits them heavily? Choose the iPhone 12 Pro Max.
  • Are neither of those true, but it is true that the iPhone is your only mobile computing device? Go with the iPhone 12.
  • If that’s not true and you regularly carry an iPhone alongside a laptop or iPad, then go with the mini. 

Here, I even made you a handy flowchart if that kind of thing is your bag:

This is one of the best years ever for the iPhone lineup. The choices presented allow for a really comfortable picking routine based on camera and screen size with no majorly painful compromises in raw power or capability. These are full-featured devices that are really well made from end to end. 

I hope that this template in sizing sticks around for a while as the powerful camera tech creeps its way down the lineup over time, invalidating at least the photography side of my flowchart above. Until then, this is still one of the better “small” iPhones Apple has ever produced, and certainly one with the least overall compromise.

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Review: Sony’s PlayStation 5 is here, but next-generation gaming is still on its way

The new generation of consoles is both a hard and an easy sell. With a big bump to specs and broad backwards compatibility, both the PlayStation 5 and Xbox Series X are certainly the consoles anyone should buy going forward. But with nearly no launch content or must-have features, they also fail to make a compelling case for themselves beyond “the same, but better.” What we’re left with is something more like a new iPhone: You’ll have to upgrade eventually, and it’ll be fine. Just don’t believe the hype for the new consoles… yet.

Disclosure: TechCrunch was provided consoles from both Microsoft and Sony ahead of release, as well as a handful of titles from first and third-party publishers.

In accordance with an elaborate (and ongoing!) series of embargoes for different features and games, impressions have been trickling out about the new platforms for a month now. For a launch that’s already lacking impact, this may have further blunted excitement: Few gamers will get excited when all anyone can write about is the exterior of the console itself, or the first level of the pack-in game. Some features wouldn’t even be available before launch, or are prohibited from coverage until long afterwards, leaving reviewers wondering whether day-one changes would make obsolete any impressions they had. (I’ll update this review when new information comes to light, or link to future coverage.)

But whatever the case, the shackles are finally removed and now we can talk about most (but not all) the new consoles have to offer. Unfortunately it’s… not that much. Despite the companies’ attempts to hype the next generation as a huge leap, there’s simply no evidence of that at launch and probably won’t be for many months.

That doesn’t mean the new platforms are a flop — or even that they aren’t great. But the new generation is a lot like the old one, and compatibility with it is actually the biggest thing the PS5 and Series X have going for them for the opening stretch. Here’s what I can tell you honestly about my time with the PS5.

The hardware: Conversation piece

A PS5 console with a PS4 on top

As you can see, the PS5 is CONSIDERABLY larger than the PS4 Slim. Image Credits: Devin Coldewey / TechCrunch

The PS5 is a strange-looking beast, but I’ll give it this: No one is going to mistake it for any other gaming console. Though they may think it’s an air purifier.

The large, curvy device likely won’t fit with anyone’s decor, so it may be best to just bite the bullet and display it prominently (fortunately it sits comfortably vertically or on a stand horizontally). I look forward to getting custom shields for the side to make this thing a little less prominent.

The console is fairly quiet while playing games, but you’ll probably want it at least a few feet away from you, especially if you’re going to play with a disc, which is much louder than normal operation.

As for performance, it’s really impossible to say. The only “next-gen” (really cross-gen) game I got to play much of was Spider-Man: Miles Morales, and while it looked great (more impressions below), it’s incredibly hard to make any substantive comment on the machine’s computing and rendering chops.

Close up of the Sony logo on the PS5 and tiny characters making a pattern.

Image Credits: Devin Coldewey / TechCrunch

The prospect of gaming in 4K and HDR, and of advanced techniques like ray tracing changing how games look, is an exciting one. But in the first place you need a TV setup that’s capable of taking advantage of these features, and in the second — to be perfectly honest, they’re not all they’re cracked up to be. A high-quality 1080p TV from the last couple years will look very nearly as good despite not supporting Dolby Vision or what have you. (I know because I got a new TV during the review period. They both looked great.)

Load times — a factor of the much-lauded custom SSD in this thing — are similarly hard to evaluate, though certainly going from menu to game in Miles Morales was fast, fast-traveling faster, and the previous game was faster to load than on my regular PS4. This benefit will of course vary from game to game, however — some developers are announcing their performance gains publicly, while others with less impressive ones may just let sleeping dogs lie. Without more titles to get a feel for the console’s performance improvements, right now you’ll have to take Sony’s word on things.

The controller: DualSense makes sense

Close up image of a Sony DualSense controller

Image Credits: Devin Coldewey/TechCrunch

One place where Sony is attempting to advance the ball is in the new DualSense controller.

Not in the shape and color and slick, transparent buttons — those are not so hot. It feels like a DualShock that’s let itself go a bit, and I’m definitely not a fan of the “PS” shaped PlayStation button. This thing feels like a grime magnet.

And not in the built-in speaker and microphone, either; I struggle to think of any application for these that wouldn’t be better served by a headset or avoided altogether.

What’s actually a clear and impressive upgrade is the triggers, which feature incredibly precise mechanical resistance that serves all kinds of gameplay functions and sets the imagination running.

A Playstation 5 and 4 controller next to each other.

Image Credits: Devin Coldewey / TechCrunch

The new triggers are connected to a set of gears that impart actual pressure against your fingers, from a very light tap to, presumably (though I haven’t experienced it), actually pushing your fingers back.

The range is wide and it can impart the pressure anywhere along the trigger’s range, giving interesting effects like (the obvious one in violent games) resistance while you pull a gun’s trigger, which then clicks and releases when it fires. In Miles Morales, the triggers act as a very sensitive rumble, but also give you tactile feedback when you’re swinging, telling you when you’ve made contact and so on.

Honestly, I love it. I want to play games that use it well. I don’t want to play games that don’t have it! Hopefully developers will embrace the variable-resistance triggers, because it genuinely adds something to the experience and, if I’m not mistaken, even has the potential to make games more accessible.

The UI: More is more

The PS4’s interface had the illusion of simplicity, and the PS5 continues that with two steps forward and one step back.

For one thing, separating out the “games” and “media” portions of the machine is a smart move. As OTT apps and streaming services proliferate, they take up more and more space and it makes perfect sense to isolate them.

Screenshot of the PS5 menu.

As for the games side, it’s similar to the PS4 in that it’s a horizontal line that you click through, and when a game is highlighted it “takes over” the screen with a background, the latest news, achievements and so on. As before it works perfectly well.

Previously, when you pressed the PlayStation button, you’d return to the main menu and pause whatever you were playing. If you held down the button, it opened an in-game side menu where you could invite friends, turn off the console and other common tasks.

The PS5 reverses that: The long press now returns you to the home screen, while a short press brings up the in-game menu (now a row of tiny icons on the bottom of the screen — not a fan of this change).

The in-game menu now sports an in-depth “card” system that, while cool in theory, seems like one of those things that will not actually be used to great effect. The giant cards show recent screenshots and achievements, friend activity and, if the developer has enabled it, info about your current mission or game progress.

For instance, in Miles Morales, hitting pause told me I was 22% of the way through a side mission to rescue a bodega cat named Spider-Man, with an image of the bodega where I accepted it. Nice, but it’s redundant with the info presented in-game if I pause in the ordinary way. There’s more to it, though — the cards can also be used as “deep links” to game features like multiplayer, quests in progress, quick travel locations, even hints.

Image Credits: Devin Coldewey / TechCrunch

Sony showed off these advanced possibilities in a video of Sackboy: The Big Adventure, but since that game isn’t yet available I can’t yet speak to how well it works. More importantly, I can’t make any promises on behalf of developers, who may or may not integrate the system well. At the very least it could be nice, but I’m afraid it will be relegated to first-party games (of which Sony promises many), and be optional at that.

It’s hard to call the new UI an improvement over the old one — it’s different, in some ways more busy and in some ways streamlined. Where it may improve things is in reducing friction in things like organizing voice chat and joining friends’ games. But that capability wasn’t ready for launch.

A couple nice things I want to note: Setting up the PS5 to your own preferences is super easy. I downloaded my cloud saves in a minute or two, and there’s a great new settings page for things people often change in games: difficulty, language, inverting the camera and some other things. There are also accessibility options built-in: a screen reader, chat transcription and other goodies I wasn’t able to test but am glad to see.

The games: Well… the PS5 is the best PS4 you can buy

The chief reason for buying a new console is to play the new games on it. When the Switch came out, half the reason anyone bought it was to play the fabulous new Zelda. Sadly, the selection at this launch is laughably thin for both Sony and Microsoft fanboys.

As I noted above, the only game I was provided in time to get any real impressions (that I’m permitted to write about) was Spider-Man: Miles Morales. Having recently completed its predecessor on PS4, I can say that the new game looks and plays better, with shorter load times, improved lighting, more detailed buildings and so on. But the 2018 Spider-Man still looks and plays very well — this is the difference you’d expect in a sequel, not from one generation to the next. (To be clear, the PS5 version does look considerably better, it’s just not the night and day we’ve been led to expect.)

A screenshot of Spider-Man: Miles Morales on PS5As far as a review goes, I’ll just say that if you liked the first, you’ll like the second, and if you didn’t play the original, play it first because it’s great. I also want to hand it to the new game for its commitment to diversity.

But that will also be coming out on the PS4… and Xbox One and Series X… In fact, almost all the big games of the next year will be.

They will, of course, play and look better on the PS5 than the PS4. But it’s a hard sell to tell someone to pay $500 so they can play the next Assassin’s Creed or Horizon: Zero Dawn in 4K HDR rather than 1080p.

Meanwhile, the few games you can only play on PS5 are for niche players. Sackboy looks to be a fun platformer but hardly a blockbuster; Demon’s Souls is my most anticipated title of the season, but a remake of a legendary but little-played and controller-bitingly difficult PS3 game isn’t going to break sales records; and Destruction All-Stars, an online-only racing battle royale game, got delayed until February, which suggests it’s not playing well.

Adding them all up there really isn’t much reason in terms of exclusives to pick the PS5 over the Xbox Series X or, at least for 2021, a PS4 Pro.

The good news is that the PS5 is now without question the best way to play the huge catalog of amazing PS4 games out there. Nearly all of them will look better, play better and load faster. Sony as much as admitted this when they bundled a dozen of the best games from the last generation with the PS5. Honestly, I’m looking forward to finally playing God of War (I know… don’t hassle me!) on this thing more than I am Assassin’s Creed: Valhalla.

Unfortunately I can’t speak to whether these PS4 games have much to speak of in terms of real improvements yet. As mentioned above, a lot of that depends on support from the developers. But as a simple test, loading the Central Yharnam area in Bloodborne took about 33 seconds on the PS4, and 16 on the PS5 (as you can see in the shots above, the game looks identical). I didn’t time them, but anecdotally other games showed improvements as well.

The verdict: The must-have console for the 2021 holidays

A PS5 console

Image Credits: Devin Coldewey / TechCrunch

No, that isn’t a typo. The PS5 (and I am joined in this opinion by our review of its rival, the Xbox Series X) simply isn’t a console anyone should rush out and purchase for any reason. Not least of which because it will be near-impossible to get one in the next month or so, making the possibility of unwrapping a PS5 a remote one for eager youths.

The power of the next generation is not much on display in any of the titles I have been able to play, and while a handful of upcoming games may show off its advantages, those games will likely play just as well on the other platforms they’re being released on.

Nor are there any compelling new features that make the PS5 feel truly next-gen, with the possible exception of the variable resistance triggers (the Series X has multi-game suspension at least, and I’d be jealous if there were any games to switch between). For the next 6-8 months, the PS5 will merely be the best way to play the same games everyone else is playing, or has been playing for years, but in 4K. That’s it!

The rush by Sony and Microsoft to get these consoles out by the holidays this year simply didn’t have the support of the publishers and developers that make the games that make consoles worth having. That will change late next year as the actual next-gen titles and meaningful exclusives start to appear. And a year from now the PS5 and Series X will truly be must-haves, because there will be things that are only available for them.

I’m not saying buy your kid a PS4 Pro for Christmas. And I’m not saying the PS5 isn’t a great way to play games. I’m just saying that outside some slight differences that many gamers don’t even have the setup to notice, there’s no reason to run out and buy a PS5 right now. Relax and enjoy the latest, greatest games on your old PS4 in confidence, knowing that you’ll save $50 when a Cyberpunk 2077 bundle goes on sale in the summer.

So don’t feel bad if you can’t lay your hands on a PS5 to keep you entertained this winter — a PS4 will do you just fine for the present while the next generation makes its lazy way toward the consoles it will eventually grace.

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Review: Microsoft’s Xbox Series X is ahead of its time

Arriving seven years after the Xbox One first launched, the new Microsoft Xbox Series X console lands in a different world and a very different Xbox ecosystem. Microsoft is embracing subscription bundling with its Game Pass service and cloud-streaming with xCloud; nevertheless, they are still committed to building huge metal boxes with tremendous power designed to carry new boundary-pushing gaming titles into consumers’ homes.

Right off the bat, I will say that the $499 Series X and $299 Series S were tough systems to review. Launch lineups for brand-spanking-new consoles always leave a little to be desired, but this generation has been particularly prone to launch title delays, and a handful of the launch-day Series X titles weren’t even available to reviewers ahead of launch. The former can be pinned on COVID-19-related delays impacting already aggressive timelines, but the latter seemed to be a bit of an unnecessary limit placed on reviewers.

Nevertheless, I’ll look to update this review next week when more of these titles are able to be played.


Image Credits: Lucas Matney

This thing has a lot of specs behind it. It’s got lots of cores and lots of teraflops. There aren’t any futuristic/gimmicky features that Microsoft is pushing; there’s no bundled Kinect, there’s no VR headset. The Series X is just a giant black box that plays games better than any Xbox before it.

Quickly, here are the high-level differences between the Series X and Series S (this review mostly focuses on the Series X):

  • Series X
    Plays titles in 4K at up to 120fps, with eventual 8K support at up to 60fps* 
    1TB storage
    4K UHD Blu-ray drive
    Very big
    *developers decide how hard you can push their titles
  • Series S
    Plays titles at up to 1440p at up to 120fps
    512GB storage
    No optical drive
    Not nearly as big

This previous generation of hardware really shook up the idea of what a console generation actually was. In the past, mid-generation updates to hardware were largely cosmetic — slimmed-down packages with the same power — but with the Xbox One S and One X, Xbox delivered mid-generation console upgrades that improved performance, breaking the rules in an aim to steal users away from PlayStation with the promise that they could make the most of their brand new 4K televisions.

A result of that is that this doesn’t immediately feel like a mind-bending upgrade over Microsoft’s previous release, the One X. It’s twice as fast teraflops-wise, but there isn’t a title that really showcases those internals. It feels ahead of its time, and I think consumers that buy the device on day one will have to wait quite a while before they can harness its full capabilities.

While I’m not convinced that users are going to be staring mouth agape at a launch title that blows their mind graphics-wise, I think that all of this power will eventually go a long way to eliminating some huge annoyances that have been accepted as commonplace in the world of console gaming.

Image Credits: Lucas Matney

The load-time reductions that are largely thanks to the new SSD storage are very substantial and are probably the biggest thing you’ll notice off the bat. Another advantage of barely meeting its potential out-of-the-box is that I barely heard a peep from the Series X when I got into the thick of a game as the console’s fans were whisper quiet. Another big quality-of-life improvement is Quick Resume, which allows users to quickly hop back into a game they were playing a while ago without reloading the entire game and wandering through start menus. This feature is killer, and is one that PlayStation 5 users are missing, at least for the time being.

With all of this in mind, I’d say that the reality is — and this is on paper — there also isn’t a ton separating the Series X and Sony’s PS5 consoles in terms of playability. Both are getting much better internals, SSDs that will drastically reduce loading times, better UIs and newer controllers.

They definitely look different. The Series X itself is quite large (though not quite as hulking as the PS5) and will require plenty of prospective owners to bust out the measuring tape and check if it can even fit it horizontally in their media cabinet. It feels more like a well-designed gaming PC than a console. The chassis is very solid and dense — it’s one of the least-fragile designs I’ve seen on a console. On the note of hardware, I will also say that while the Series X/S controllers are very similar to the previous generation, I think that the subtle improvements, especially in regards to the feel and texturing of it, are going to be popular with users.

Most of the people reading this, I’m sure, already have a pretty solid idea whether or not they’re going to buy the Series X, and many of those people will buy it simply because it is new and they know that regardless of whether they currently need the power or are able to harness it with their other gear, they are getting access to new titles and future-proofing themselves. That’s certainly not a bad reason.

Image Credits: Lucas Matney

Others might be on the fence about getting a Series X/S or a PlayStation 5. Much like American politics, I’m not so convinced there are quite as many undecideds here as is believed. People have a good idea of which franchises are PlayStation exclusives and which titles are only going to ship on Xbox. There have been decades to drill down the flavors that both Sony and Microsoft are pushing, though Microsoft has been getting more aggressive about studio acquisitions over the past couple years, so that list of exclusives is likely going to start getting longer more quickly as they seek to build up a huge library of titles for their Game Pass subscription service.

But, yeah, most of the people on the fence end up going for the system that is going to have the games on it that they really, really want to play. But it’s a little harder to tell that right now because chances are there isn’t a launch title for the PS5 or Series X that you’re dying to play, or at least one that couldn’t also be played on a previous-gen console, albeit in less optimized fashion. The promised Series X holiday showstopper Halo Infinite was delayed until 2021, and the reality is a game that really shows off this hardware probably won’t be coming around until late next year.

Really most people won’t be able to take full advantage of the Series X until next year anyway. There’s an overwhelming chance that your TV or AV receiver are not positioned to maximize what the Series X can offer, namely 8K gaming or high frame rate (120fps) 4K gaming. Hitting the high end requires a technology called HDMI 2.1 which only a select few newer TVs have adopted. It’s likely to be more standard across the board come next year, but for the time being there aren’t many of these TVs or AV receivers that are actually in people’s homes. With HDMI 2.0, which your 4K TV does support, you can play Series X titles at 4K resolution at up to 60fps, closer to what the previous-generation Xbox One X was capable of.

Being super early to a technology as a consumer often leads to trade-offs, and that’s definitely the case with the Series X/S. While operating at the cutting edge of video standards will benefit the console’s longevity, it does mean that consumers might be in a less optimal spot for a bit if they don’t have the latest AV hardware. What will be more frustrating to day-one buyers is the generally light library of new content. There are some multi-platform hits that will be landing, but it doesn’t seem like there will be a must-play title that makes the most of its power. For consumers that are buying a system so focused on performance, that’s disappointing, but over time, I have few doubts that the Series X/S library will grow robust. The questions for consumers is whether all of the quality-of-life improvements are enough for them to take the plunge in 2020.

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Google Pixel 5 review: Keeping it simple

I’m going to be totally honest with you. I don’t really understand Google’s phone strategy right now. And for what it’s worth, I’m not really sure Google does either. I wrote about it here, but I’ll save you from having to read an additional 800 words on top of all these. The short version is that Google has three phones on the market, and there isn’t a whole heck of a lot of distinction between them.

The Pixel is a portrait of a hardware division in transition. That applies to a number of aspects, from strategy to the fact that the company recently saw a minor executive exodus. It’s pretty clear the future of Google’s mobile hardware division is going to look quite different from its present — but 2020’s three phones are most likely a holdover from the old guard.

What you’re looking at here is the Pixel 5. It’s Google’s flagship. A device that sports — among other things — more or less the same mid-range Qualcomm processor as the 4a announced earlier this year. It distinguishes itself from that budget handset, however, with the inclusion of 5G. But then here comes the 4a 5G to further muddy the waters.

There are some key distinctions that separate the 5 and 4a 5G, which were announced at the same event. The 5’s got a more solid body, crafted from 100% recycled aluminum to the cheaper unit’s polycarbonate. It also has waterproofing and reverse wireless charging, a fun feature we’ve seen on Samsung devices for a few generations now. Beyond that, however, we run into something that’s been a defining issue since the line’s inception. If you choose not to use hardware to define your devices, it becomes difficult to differentiate your devices’ hardware.

Image Credits: Brian Heater

Since the very beginning of the Pixel line, the company has insisted that it will rely on software advances to push the products forward. It’s a nice sentiment after years of feature arms races between the likes of Apple and Samsung. But that means when it comes time to introduce new devices, the results can be fairly lackluster. That certainly applies to the Pixel 5.

From a hardware perspective, it’s not a particularly exciting phone. That’s probably fine for many. Smartphones have, after all, become more commodity than luxury item, and plenty of users are simply looking for one that will just get the job done. That said, Google’s got some pretty stiff competition at the Pixel 5’s price point — and there are plenty of Android devices that can do even more.

There are certainly some upgrades in addition to the above worth pointing out, however. Fittingly, the biggest and most important of all is probably the least exciting. The Pixel 4 was actually a pretty solid device hampered by one really big issue: an abysmal battery life. The 2,800mAh capacity was a pretty massive millstone around the device’s neck. That, thankfully, has been addressed here in a big way.

Google’s bumped things up to 4,080mAh. That’s also a pretty sizable bump over the 4a and 4a 5G, which sport 3,885mAh and 2,130mAh, respectively. That extra life is extra important, given the addition of both Battery Share and 5G. For the sake of disclosure, I should mention that I still live in an area with basically no 5G (three cheers for working from home), so your mileage will vary based on coverage. But using LTE, I was able to get about a day and a half of use out of the handset, besting the stated “all-day battery).

This is helped along by a (relatively) compact display. Gone are the days of the XL (though, confusingly, the 4a 5G does have a larger screen with a bit lower pixel density). The flagship is only available in a six-inch, 2,340 x 1,080 size. It’s larger than the Pixel 4’s 5.7 inches, but at a lower pixel density (432 versus 444 ppl). The 90Hz refresh rate remains. Compared to all of the phones I’ve been testing lately, the Pixel 5 feels downright compact. It’s a refreshing change to be able to use the device with one hand.

Image Credits: Brian Heater

The camera is probably the aspect of the handset where the opposing hardware-first and software-first approaches are the most at conflict with one another. Google was fairly convinced it could do everything it wanted with a single lens early on, but eventually begrudgingly gave in to a two-camera setup. The hardware is pretty similar to last year’s model, but the 16-megapixel 2x optical telephoto has been replaced by a 16-megapixel ultra-wide. Whether that represent progress is largely up to your own personal preference. Frankly, I’d prefer a little more non-distorted zooming.

Google, of course, is building on a solid foundation. I really loved the Pixel 4’s photos. The things Google’s imaging team has been able to do with relative hardware constraints is really impressive, and while you’re lacking the scope of a premium Samsung device or high-end iPhone, casual photo snappers are going to be really happy with the shots they get on the Pixel 5.

Night Sight has been improved and now turns on when the phone’s light sensor detects a dark scene. My morning walks have gotten decidedly darker in recent weeks as the season has changed, and the phone automatically enters the mode for those pre-dawn shots (COVID-19 has made me an early riser, I don’t know what to tell you). The feature has also been added to portrait mode for better focused shots.

The Pixel’s Portrait Mode remains one of the favorites — though it’s still imperfect, running into issues with things like hair or complex geometries. It really doesn’t know what to do with a fence much of the time, for instance. The good news is that Google’s packed a lot of editing options into the software here — particularly for Portrait Mode.

You can really go crazy in terms of bokeh levels and placement and portrait lighting, a relatively subtle effect that lends the appearance of changing a light source. Changing the effects can sometimes be a bit laggy, likely owing to the lower-end processing power. All said, it’s a good and well-rounded photo experience, but as usual, I would really love to see what Google’s imaging team would be able to do if the company ever gives it a some real high-end photography hardware to play around with. Wishful thinking for whatever the Pixel 6 becomes, I suppose.

In the end, the two biggest reasons to recommend upgrading from the Pixel 4 are 5G and bigger battery. The latter is certainly a big selling point this time out. The former really depends on what coverage is like in your area. The 5G has improved quite a bit of late, but there are still swaths of the U.S. — and the world — that will be defaulting to LTE on this device. Also note that the $200 cheaper 4a 5G also offers improvements in both respects over last year’s model.

Still, $700 is a pretty reasonable price point for a well-rounded — if unexciting — phone like the Pixel 5. And Google’s got other things working in its favor, as well — pure Android and the promise of guaranteed updates. If you’re looking for something with a bit more flash, however, there are plenty of options in the Android world.

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Microsoft Surface Duo review

In the early days, Microsoft had misgivings about calling the Surface Duo a phone. Asked to define it as such, the company has had the tendency to deflect with comments like, “Surface Duo does much more than make phone calls.” Which, to be fair, it does. And to also be fair, so do most phones. Heck, maybe the company is worried that the idea of a Microsoft Phone still leaves a bitter taste in some mouths.

The Duo is an ambitious device that is very much about Microsoft’s own ambitions with the Surface line. The company doesn’t simply want to be a hardware manufacturer — there are plenty of those in the world. It wants to be at the vanguard of how we use our devices, going forward. It’s a worthy pursuit in some respects.

After all, for all of the innovations we’ve seen in mobile in the past decade, the category feels static. Sure there’s 5G. Next-gen wireless was supposed to give the industry a temporary kick in the pants. That it hasn’t yet has more to do with external forces (the pandemic caught practically everyone off guard), but even so, it hardly represents some radical departure for mobile hardware.

What many manufacturers do seem to agree on is that the next breakthrough in mobile devices will be the ability to fit more screen real estate into one’s pocket. Mobile devices are currently brushing up against the upper threshold of hardware footprint, in terms of what we’re capable of holding in our hands and willing to carrying around in our pockets. Breakthroughs in recent years also appear to have gotten us close to a saturation point in terms of screen-to-body ratio.

Foldable screens are a compelling way forward. After years of promise, the technology finally arrived as screens appeared to be hitting an upper limit. Of course, Samsung’s Galaxy Fold stumbled out of the gate, leaving other devices like the Huawei Mate X scrambling. That product finally launched in China, but seemed to disappear from the conversation in the process. Motorola’s first foldable, meanwhile, was a flat-out dud.

Announced at a Surface event last year, the Duo takes an entirely different approach to the screen problem — one that has strengths and weaknesses when pitted against the current crop of foldables. The solution is a more robust one. The true pain point of foldables has always been the screen itself. Microsoft sidesteps this by simply connecting two screens. That introduces other problems, however, including a sizable gap and bezel combination that puts a decided damper on watching full-screen video.

Microsoft is far from the first company to take a dual-screen approach, of course. ZTE’s Axon M springs to mind. In that case — as with others — the device very much felt like two smartphones stuck together. Launched at the height of ZTE’s experimental phase, it felt like, at best, a shot in the dark. Microsoft, on the other hand, immediately sets its efforts apart with some really solid design. It’s clear that, unlike the ZTE product, the Duo was created from the ground up.

Image Credits: Brian Heater

The last time I wrote about the Duo, it was a “hands-on” that only focused on the device’s hardware. That was due, in part, to the fact that the software wasn’t quite ready at the time of writing. Microsoft was, however, excited to show off the hardware — and for good reason. This really looks and feels nice. Aesthetically, at least, this thing is terrific. It’s no wonder that this is the first device I’ve seen in a while that legitimately had the TechCrunch staff excited.

While the Surface Duo is, indeed, a phone, it’s one that represents exciting potential for the category. And equally importantly, it demonstrates that there is a way to do so without backing into the trappings of the first generation of foldables. In early briefings with the device, Surface lead Panos Panay devoted a LOT of time to breaking down the intricacies of the design decisions made here. To be fair, that’s partially because that’s pretty much his main deal, but I do honestly believe that the company had to engineer some breakthroughs here in order to get hardware that works exactly right, down to a fluid and solid hinge that maintains wired connections between the two displays.

There are, of course, trade-offs. The aforementioned gap between screens is probably the largest. This is primarily a problem when opening a single app across displays (a trick accomplished by dragging and dropping a window onto both screens in a single, fluid movement). This is likely part of the reason the company is positioning this is as far more of a productivity app than an entertainment one — in addition to all of the obvious trappings of a piece of Microsoft hardware.

Image Credits: Brian Heater

The company took great pains to ensure that two separate apps can open on each of the screens. And honestly, the gap is actually kind of a plus when multitasking with two apps open, creating a clear delineation between the two sides. And certain productivity apps make good use of the dual screens when spanning both. Take Gmail, which offers a full inbox on one side and the open selected message on the other. Ditto for using the Amazon app to read a book. Like the abandoned Courier project before it, this is really the perfect form factor for e-book reading — albeit still a bit small for more weary eyes.

There are other pragmatic considerations with the design choices here. The book design means there’s no screen on the exterior. The glass and mirror Windows logo looks lovely, but there’s no easy way to preview notifications. Keep in mind the new Galaxy Fold and Motorola Razr invested a fair amount in the front screen experience on their second-generation devices. Some will no doubt prefer to have a device that’s offline while closed, and I suppose you could always just keep the screens facing outward, if you so chose.

You’ll probably also want to keep the screens facing out if you’re someone who needs your device at the ready to snap a quick photo. Picture taking is really one of the biggest pain points here. There’s no rear camera. Instead, I’m convinced that the company sees most picture taking on the device as secondary to webcam functionality for things like teleconferencing. I do like that experience of having the device standing up and being able to speak into it handsfree (assuming your able to get it to appropriate eye level).

But when it came to walking around, snapping shots to test the camera, I really found myself fumbling around a lot here. You always feels like you’re between three and five steps away from taking a quick shot. And the fact of the matter is the shots aren’t great. The on-board camera also isn’t really up to the standards of a $1,400 device. Honestly, the whole thing feels like an afterthought. Perhaps I’ve been spoiled after using the Note 20’s camera for the last several weeks, but hopefully Microsoft will prioritize the camera a bit more the next go-round.

Another hardware disappointment for me is the size of the bezels. Microsoft says they’re essentially the minimal viable size so as to not make people accidentally trigger the touchscreen. Which, fair enough. But while it’s not a huge deal aesthetically, it makes the promise of two-hand typing when the device is in laptop mode close to impossible.

That was honestly one of the things I was excited for here. Instead, you’re stuck thumb-typing as you would on any standard smartphone. I have to admit, the Duo was significantly smaller in person than I imagined it would be, for better and worse. Those seeking a fuller typing experience will have to wait for the Neo.

The decision not to include 5G is a curious one. This seems to have been made, in part, over concerns around thinness and form factor. And while 5G isn’t exactly mainstream at this point in 2020, it’s important to attempt to future proof a $1,400 device as much as possible. This isn’t the kind of upgrade most of us make every year or so. By the time the cycle comes back around, LTE is going to feel pretty dated.

Image Credits: Brian Heater

Battery life is pretty solid, owing to the inclusion of two separate batteries, each located beneath a screen. I was able to get about a day and a half of life — that’s also one of the advantages of not having 5G on board, I suppose. Performance also seemed solid for the most part, while working with multiple apps front and center. For whatever reason, however, the Bluetooth connection was lacking. I had all sorts of issues keeping both the Surface Buds and Pixel Buds connected, which can get extremely annoying when attempting to listen to a podcast.

These are the sorts of questions a second-generation device will seek to answer. Ditto for some of the experiential software stuff. There was some bugginess with some of the apps early on. A software update has gone a ways toward addressing much of that, but work needs to be done to offer a seamless dual-screen experience. Some apps like Spotify don’t do a great job spanning screens. Spacing gets weird, things require a bit of finessing on the part of the user. If the Duo proves a more popular form factor, third party developers will hopefully be more eager to fine tune things.

There were other issues, including the occasional blacked out screen on opening, though generally be resolved by closing and reopening the device. Also, Microsoft has opted to only allow one screen to be active at a time when they’re both positioned outward so as to avoid accidentally triggering the back of the touch screen. Switching between displays requires doubling tapping the inactive one.

But Microsoft has added a number of neat tricks like App Groups, which are a quick shortcut to fire up two apps at once. As for why Microsoft went with Android, rather than their own Windows 10, which is designed to be adaptable to a number of different form factors, the answer is refreshingly pragmatic and straightforward. Windows 10 just doesn’t have enough mobile apps. Microsoft clearly wants the Duo to serve as a proof of concept for this new form factor, though one questions whether the company will be able to sufficiently monetize the copycats.

For now, however, that means a lot more selection for the end user, including a ton of Google productivity apps. That’s an important plus given how few of us are tied exclusively to Microsoft productivity apps these days.

As with other experimental form factors, the first generation involves a fair bit of trial and error. Sure, Microsoft no doubt dogfooded the product in-house for a while, but you won’t get a really good idea of how most consumers interact with this manner of device — or precisely what they’re looking for. Six months from now, Microsoft will have a much better picture, and all of those ideas will go into refining the next generation product.

That said, the hardware does feels quite good for a first generation device — even if certain key sacrifices were made in the process. The software will almost certainly continue to be refined over the course of the next year as well. I’d wait a bit on picking it up for that reason alone. The question, ultimately becomes what the cost of early adoption is.

In the grand scheme of foldable devices, maybe $1,400 isn’t that much, perhaps. But compared to the vast majority of smartphone and tablet flagships out there, it’s a lot. Especially for something that still feels like a first generation work in progress. For now, it feels like a significant chunk of the price is invested in novelty and being an early adopter for a promising device.

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