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The Pixel line has always felt like more of an underdog product than one should reasonably expect from a corporation as massive as Google. After years of partnerships and Nexus devices, when Google finally did enter the smartphone market in earnest, it found itself attempting to chip away at an already mature category — an even more difficult feat when most of that competition is already running your operating system.
In an important sense, the Pixel line’s differentiator may actually be its lack of flash — something that draws a sharp contrast from industry leaders like Samsung, Apple and Huawei. If phones were cars, it would be a reasonable sedan — competent, well-priced and no one is making comments when you drive it up to the PTA meeting. Through much of this, however, Google seems to have struggled to find an identity.
Sales have been mediocre. It’s the sort of thing that has less than zero effect on Google’s bottom line at the end of the day, but the company clearly has grander ambitions. The division recently underwent a seismic shift in management with the exit of division head Mario Queiroz and camera wizard Marc Levoy. It was, seemingly, a sign that Google is set to blaze a new path for its mobile line, which could ultimately make the Pixel 4 and 4a the last of their kind.
I do think there’s value in reconsidering its approach to the flagship. But the budget “a” really was Google getting things right at the right time. And the sales reflected that with the Pixel 3a, following a disappointing performance by the 3. The 3a nailed the smartphone zeitgeist in a way that previous Pixels had failed, delivering solid and affordable options as the smartphone-buying public had grown weary of paying $1,000+ for a new flagship.
It was even less flashy than other Pixels, and lacking in horsepower under the hood, but it was custom-built to deliver one of the best and purest Android experiences on the market. Last year’s Pixel 4 got off to a rocky start. The device was solid, but had one extremely important flaw: abysmal battery life. Sales suffered, though Google was reportedly able to make up for a rough start out of the gate due to pretty solid discounts over the handset’s life.
That all brings us to the Pixel 4a, which, most importantly, addresses the 4’s most glaring problem. Battery life is one of those things that rarely gets mentioned in the first sentence or two about a new smartphone. It’s not cool or interesting or new or sexy. But after the honeymoon of the first few weeks or so with a new handset, it can rocket to the top of the most important things about a phone. It’s the sort of thing you tend to only notice when it’s back. And with the Pixel 4, people definitely noticed.
The 4a, mind you, is not a battery powerhouse, but it’s decent. And that, in and of itself, is enough to recommend it over the Pixel 4. At 3140 mAh, the 4a’s battery is nothing to write home about, but it’s a nice improvement over the 4’s 2800 mAh and a slight bump over the 3a’s 3080 mAh. Using the 4a as my regular phone, I was able to get more than a day out of the handset, with the battery finally giving up the ghost around 27 hours after I unplugged it from the charger. That number is going to shrink if you enable the always-on display.
Inside, the handset sports last year’s Snapdragon 730G (an overlooked version of the 730). There was likely little consideration of the new 765, for reasons having to do with price. For most tasks the processor choice won’t make a huge difference day to day, but it’s certainly noticeable on some key things like shooting photos, which take a few extra moments to process.
The camera has, of course, long been the centerpiece of the Pixel line. That fact certainly extends to its budget offshoots. The 4a maintains the 3a’s single 12.2-megapixel rear-facing camera, albeit configured into a square camera module à la the 4. Middling camera hardware has always been a strange source of pride for Google.
The company has long insisted that it’s able to provide some of the best mobile imaging by letting on-board computation and software do most of the heavy lifting. And honestly, the results speak for themselves. The Pixel 3a takes some truly excellent photos for a handset at this price point, including low light and zoom.
Hardware does, indeed, still matter. And it’s going to for the foreseeable future. Google, for example, is able to do some really impressive things with the Super Res Zoom feature introduced on the Pixel 3. But without an optical zoom lens, the AI only goes so far when it comes to losing detail.
Same goes for Portrait Mode. Google’s is one of the best in the business. But while it’s most good enough to offer the illusion of bokeh blur, there are still computation limitations of a system that’s designed to guess at an image’s depth of field. Having been switching between the iPhone 11 and Pixel 3a a fair bit in recent days, among other things, I’ve really come to appreciate the close range at which the Google device is able to shoot in Portrait Mode. Both, however, continue to run into some depth issue with more complex subject matter or noisy background. Shooting a chain link fence, say, can create some blurring chaos.
[L-R: iPhone 11, Pixel 4a]
Night Sight, on the other hand, continues to shine in low light.
I recently asked a colleague what drew him to keep purchasing Pixels. His answer, in hindsight, was obvious: software support. Along with the purest version of Android, you know Google is going to continue to deliver its best and most interesting features to the device. That goes a long a way.
Here, it means hits like the company’s impressive Recorder app, which provides live transcriptions. I’m always a little wary of how much to play up the feature. I know as a reporter who does a lot of interviews, it’s a pretty indispensable tool in my daily life. The same could probably go for college kids who attend a lot of lectures. Beyond that, I’m not sure how handy it’s going to be for most folks’ day to day. But I’m excited to see Google continue to build on the app with new features like Google Doc integration and Google Assistant support.
Other notable software additions include live captioning for phone calls and video calls, which essentially integrates the above technology. Doing so will alert the users on the other end. As Google notes, it’s really only good for conversations between two people. Adding more than that has a way of frying the algorithm in my experience with these services. And for privacy purposes, it will alert the person on the other end when it has been enabled.
At $349, the Pixel 4a starts at $50 cheaper than the 3a and less than half the price of Pixel 4. It also puts it well under budget flagships from the likes of Samsung and Apple. Even with that aggressive pricing in mind, there’s really no measure by which the Pixel 4a is an exciting phone. But it’s one that will get the job done, which is probably the most we can ask of it. Well, that and a headphone jack.
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Minecraft is one of the most popular games on the planet, so it’s natural that Microsoft, after buying creator Mojang some years back, would attempt to apply the genre’s playful, blocky aesthetic to other genres. After modest success with the Story Mode adventure game and Pokémon GO-like Minecraft Earth, they’ve tried their hand at a light action-RPG à la Diablo — and unfortunately come up rather short. For now, that is.
Minecraft Dungeons is a sort of my-first-dungeon-crawler type game, a friendly, streamlined version of the genre Diablo created where players enter a procedurally created dungeon or region, kill some monsters, get some loot, make it out alive and do it all over again.
That’s the idea in this game as well, but of course the whole thing uses the block-based look and feel of Minecraft. As you travel through different biomes to free villagers, destroy ancient forges and so on, everything from the levels and monsters to equipment and potions looks like it came straight out of the original game. They nailed the look perfectly.
It’s refreshing, because games like this tend to court a rather grim aesthetic, and when it comes to gameplay they pile on features and mechanics until it feels more like you’re playing a spreadsheet than a game. It’s clear from the start Minecraft Dungeons was intended to provide the fun of fighting, upgrading and exploring without the overly complex and dark trappings of the genre.
For instance, instead of having a handful of character classes each with their own skill tree, everything your character can do depends on their equipment. Weapons, armor and accessories all have unique bonuses and abilities. So if you want to be a bow and arrow-type fighter, wear the Ranger armor that gives you extra-ranged damage and ammo, and use accessories that empower your arrows. Want to be a melee guy? There’s armor and swords for that too.
Customization of your play style, an important part of these games, is achieved by judicious choice of a set of random upgrades on each item. When you gain a level, you get a point that can be used to activate, say, a passive ability that deflects enemy projectiles 20% of the time. Then it costs two points to upgrade it again, so it deflects 30% of the time.
You get those points back when you trash the item and can reapply them to a new one, providing low-risk, low-commitment progress — in time you’ll have lots of points banked to upgrade and experiment with whatever new item you find.
This approach is really a breath of fresh air after the convoluted overlapping systems of the likes of Diablo, Grim Dawn and Path of Exile. There was just the right amount of “this new sword is tempting but do really I want to recycle my old one?” tension, and although you will collect trash loot, it’s easy to check and dispose of.
I didn’t get a chance to test multiplayer, but the game is definitely designed with co-adventuring in mind. Couch co-op lets you drop in a second player with a controller or connect online with others on the same platform (cross-play is coming soon). A cross-platform casual dungeon crawler is something I’ve been wanting for a long time.
It’s too bad, then, that this is where the game runs out of really positive qualities. I’m keeping in mind that this is a $20 game designed with players new to the genre in mind — not to say kids exactly — so there’s no sense comparing it directly to a major mainstream gaming franchise. But even so, Minecraft Dungeons has some serious issues.
For one thing, it really needs more variety. Part of the fun of these games is traveling from region to region and fighting new types of monsters with different tactics and abilities. That really just isn’t there in this game. The 10 different areas are visually distinct, yes, but they’re linear, similar from one run to another, and don’t differ all that much gameplay-wise. One aspect of Minecraft I’ve always loved, exploration, is nearly absent. Getting up on a hill or down in some little valley or cavern you can see usually isn’t possible — they’re just walls or bottomless pits. Side paths often run quite a distance, but I eventually learned to stopped taking them because they were frequently empty and it always took forever to backtrack afterwards.
You’ll run into the same zombies, spiders and soldiers over and over, and get the same weapons and accessories dropped over and over, often with very similar stats. Although there seems to be a good variety at first, the abilities and weapons don’t seem particularly well-balanced, with some obviously and objectively better than others. Some are basically useless: One ability gives you a speedup for a few seconds after you dodge — but the game also slows you down for a few seconds after you roll, so they kind of just cancel each other out. Another returns a third of one percent of your health for every 100 blocks you uncover in the game. What?
This wouldn’t be an issue if the game had better difficulty tuning. I found in my playthrough that there was no challenge whatsoever 99% of the time, and then suddenly a situation would arise where I would be nearly instantly killed. These weren’t lesson-teaching deaths like other games — just sudden confluences of bad luck and, it must be said, some poor design.
Ranged attacks from enemies will often come from off-screen, for instance. And not just a stray arrow, but many simultaneously. Enemy projectiles also go through all other enemies, unlike your own, and are very difficult to dodge, especially when there are a dozen coming from different angles. So sometimes after spending the whole level barely taking a hit, you’re reduced to an emergency situation in a fraction of a second, with very little warning, by enemies you haven’t had a chance to react to or perhaps even see. The close-zoom camera shows details well but limits your understanding of what’s happening around you.
These brutal difficulty spikes aren’t always accidental. One enemy kept popping up that repeatedly spawned huge numbers of bear traps under my character’s feet that closed before any but a really expert player could be expected to dodge. Bosses are cheap, swarming players with minions, storms of enormous projectiles, and instant, undodgeable melee attacks.
The issue here isn’t just that it’s hard, but that the game doesn’t give you the tools you need to deal with it. Dodging feels clumsy and enemies block your movement; there is little in the way of active defense like a shield or accessory you activate to repel arrows for 5 seconds; you only have one slowly recharging healing potion and health doesn’t trickle back, so little mistakes add up over time. Not that it matters, since punishment is usually swift and extreme.
What all this amounts to is a game that alternates between monotonous and frustratingly hard, even for a fan of the genre like myself. And considering you’ll run through all the areas in the game in a handful of hours — there are 10 areas, each of which takes perhaps 20 minutes to clear — it’s expected that you’ll repeat them over and over to reach the gear level required to beat the final boss. I got all the way to that point and was insta-killed twice in a row.
I repeated a few areas but found them nearly indistinguishable from their earlier iterations. Ultimately I just wasn’t motivated to grind away just so I could unlock another, likely even more unfair, difficulty level.
I wouldn’t complain so much if this wasn’t, ostensibly, a game for beginners. Minecraft Dungeons innovates and simplifies in some really laudable ways, but the moment-to-moment game design is too uneven and the variety on offer isn’t enough even for a $20 game.
But it must be said that Minecraft itself also started out rather bare-bones and was built up over time into something remarkable and almost infinite. There are two DLC packs in the works for Dungeons, one rather crassly visible from the very start — nothing like being asked to pay more for a game you just bought. The good news is these packs will grow the game to a size that feels more like an adventure and less like a demo. I also expect that patches over the coming weeks and months will considerably tweak the equipment and difficulty — it can be, and needs to be, fixed.
A year from now Minecraft Dungeons could very well be a no-brainer purchase, a cross-platform casual hack-and-slash that you can play with your kids or your friends and have a great time without thinking too hard about it (or opening Excel). But right now it’s mostly potential. I’d hold off on picking this one up until it has been made into the game it’s meant to be.
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Microsoft’s original Xbox Elite controller was a major step up for gamers, with customizable buttons, changeable physical controls and adjustable sensitivity for serious personalization. The new Xbox Elite Controller Series 2 has just landed, and it offers similar features, but with new and improved features that add even more customization options, along with key hardware improvements that take what was one of the best gaming controllers available and make it that much better.
This might seem like a weird place to start, but the fact that the new Xbox Elite 2 comes with USB-C for charging and wired connections is actually a big deal, especially given that just about every other gadget in our lives has moved on to adapting this standard. Micro USB is looking decidedly long in the tooth, and if you’re like me, one of the only reasons you still have those cables around at all is to charge your game controllers.
In the box, you get a braided USB-A to USB-C charging cable, which at nine feet is plenty long enough to reach from your console to your couch. Of course, you also can use your phone, tablet, MacBook or any other USB-C charger and cable combo to power up the Elite 2, which is why it’s such a nice upgrade.
This is big for one other key reason: Apple recently added Xbox controller compatibility to its iPad lineup, which also charges via USB-C. That’s what makes this the perfect controller for anyone looking to turn their tablets into a portable gaming powerhouse, as it reduces the amount of kit you need to pack when you want to grab the controller and have a good option for digging into some iPad gaming.
Probably the main reason to own the Elite 2 is that it offers amazing customization options. New to this generation, you can even adjust the resistance of the thumbsticks, which is immensely useful if you’re a frequent player of first-person shooter (FPS) games, for instance. This lets you tune the sensitivity of the sticks to help ensure you’re able to find the right balance of sensitivity versus resistance for accurate aiming, and it should help pros and enthusiasts make the most of their own individual play style.
The shoulder triggers also now have even shorter hair-trigger locks, which means you can fire quicker with shorter squeezes in-game. And in the case, you’ll find other thumbsticks that you can swap out for the ones that are pre-installed, as well as a D-pad you can use to replace the multi-directional pad.
On top of the hardware customization, you also can tweak everything about the controller in software on Windows 10 and Xbox One, using Microsoft’s Accessories app. You can even assign a button to act as a “Shift” key to provide even more custom options, so that you can set up key combos to run even more inputs. Once you find a configuration you like, you can save it as a profile to the controller and switch quickly between them using a physical button on the controller’s front face.
Even if you’re not a hardcore multiplayer competitive gamer, these customization options can come in handy. I often use profiles that assign thumbstick clicks to the rear paddle buttons, for instance, which makes playing a lot of single-player games much more comfortable, especially during long sessions.
The Xbox Elite 2 includes a travel case, just like the first generation, but this iteration is improved, too. It has a removable charging dock, which is a quality accessory in its own right. The dock offers pass-through charging even while the controller is inside the case, too, thanks to a USB-C cut-through that you can seal with a rubberized flap when it’s not in use.
In addition to housing the charger and controller, the case can hold the additional sticks and D-pad, as well as the paddles when those aren’t in use. It’s got a mesh pocket for holding charging cables and other small accessories, and the exterior is a molded hard plastic wrapped in fabric that feels super durable, and yet doesn’t take up much more room than the controller itself when packed in a bag.
The case is actually a huge help in justifying that $179.99 price tag, as all of this would be a significant premium as an after-market add-on accessory for a standard controller.
Microsoft took its time with a successor to the original Xbox Elite Wireless Controller, and while at first glance you might think that not much has changed, there are actually a lot of significant improvements here. The controller’s look and feel also feel better, with more satisfying button, pad and the stick response, and a better grip thanks to the new semi-textured finish on the front of the controller.
USB-C and more customization options might be good enough reason even for existing Elite Controller owners to upgrade, but anyone on the fence about getting an Elite to begin with should definitely find this a very worthwhile upgrade over a standard Xbox One controller.
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Nintendo has a long history when it comes to exercise-driven games. I’m dating myself, but I can say I remember playing Track & Field on NES with the Power Pad. How far we’ve come! Ring Fit Adventure is a full-body workout for grown-ups, but fun, gentle, and ridiculous enough to forget it’s exercise.
The game and accessories were announced in September, coming as a complete surprise even considering Nintendo’s constant but hit-and-miss attempts at keeping its players healthy. What really threw people off was that this game actually looked like… a game. And so it is!
Ring Fit Adventure has you, the unnamed and (naturally) mute protagonist, journeying through a series of worlds and levels chasing after Dragaux, a swole dragon who’s infecting the land with… something. Maybe he’s not wiping down the equipment afterwards. Come on, man.
Playing with these virtual versions of the controllers gives you a real feel for how solid the motion detection is.
Anyway, you do this by using the Joy-Cons in a new and strange form: the Ring-Con and leg strap. The latter is pretty self-explanatory, but the ring must be explained. It’s a thick plastic resistance ring that you squeeze from the edges or pull apart. It detects how hard you’re squeezing it through the other Joy-Con, which slots into the top. (The strap and ring grips are washable, by the way.)
The two controllers combined can detect all kinds of movements, from squats and leg lifts to rotations, presses, balancing, and yoga poses. You’ll need them all if you’re going to progress in the game.
Each level is a path that you travel down by actually jogging in real life (or high stepping if you’re in goo), while using the Ring-Con to interact with the environment. Aim and squeeze to send out a puff of air that opens a door or propels you over an obstacle, or pull it apart to suck in distant coins. Press it against your abs to crush rocks, do squats to open chests — you get the idea.
I haven’t gotten this one yet, but it looks handy. I could use a stronger arm-based multi-monster attack.
Of course you encounter enemies as well, which you dispatch with a variety of exercises targeting different muscle groups. Do a few arm presses over your head for some basic damage, or hit multiple enemies with some hip rotations. Each exercise has you do a number of reps, which turn into damage, before defending against enemy attacks with an “Ab Guard.”
The ring and leg strap seem almost magical in their ability to track your motion in all kinds of ways, though some are no doubt only inferred or fudged (as when you lift the leg without the strap). A missed motion happened so rarely over thousands of them that I ceased to think at all about it, which is about the highest compliment you can give a control method like this. Yet it’s also forgiving enough that you won’t feel the need to get everything right down the millimeter. You can even check your pulse by putting your thumb on the IR sensor of the right Joy-Con. Who knew?
As you progress, you unlock new exercises with different uses or colors — and you soon are able to fight more strategically by matching muscle group coloring (red is arms, purple legs, etc) with enemies of the same type. It’s hardly Fire Emblem, but it’s also a lot more than anyone has every really expected from a fitness game.
The red guys are like, “yeah… do him first.”
In fact, so much care and polish has clearly gone into this whole operation that’s it’s frequently surprising; there are so many things that could have been phoned in an not a single one is. The exercises are thoughtfully selected and explained in a friendly manner; the monsters and environments show great attention to detail. There’s no punishment for failure except restarting a level — the first time I “died,” I expected a little sass from my chatty companion, Ring, but it just popped me back to the map with nary a word.
Throughout is a feeling of acceptance and opportunity rather than pressure to perform. You can quit at any time and it doesn’t chide you for abandoning your quest or not burning enough calories. If you decide not to do the warm-up stretch, Tabb just says “OK!” and moves on. When you perform a move, it’s either “good” or “great,” or it reminds you of the form and you can try again. Whenever you start, you can change the difficulty, which I believe is reps, damage, and other soft counts, since it can’t increase the resistance of the Ring-Con.
Seems familiar…
There’s no pressure to change your body and no gendered expectations; Your exercise demonstration model/avatar, Tabb, is conspicuously androgynous. Your character is a pretty cut specimen of your preferred gender, to be sure. And Dragaux himself is a sort of parody of oblivious, musclebound gym bunnies (“He’s working out while planning his next workout,” the game announced one time as he skipped an attack to do some bicep curls). But even he, Ring mentions at one point, used to be very insecure about his body. Importantly, there’s nothing about the game that feels targeted to getting a certain type of person a certain type of fit.
I’m not a trainer or fitness expert, but so far the variety of exercises also feels solid. It’s all very low-impact stuff, and because it’s resistance ring and body weight only, there’s a sort of core-strengthening yoga style to it all. This isn’t about getting ripped, but you’ll be surprised how sore you are after taking down a few enemies with a proper-form chair pose.
If you don’t want to play the adventure mode, there are minigames to collect and short workouts you can customize. Honestly some of these would make better party games than half the stuff on 1-2-Switch.
As I’ve been playing the game and discussing it with friends, I found myself wanting more out of the game side. I’m hoping Ring Fit Adventure will be a success so that Nintendo will green light a new, deeper version with more complex RPG elements. Sure, you can change your outfit here for a little extra defense or whatnot, but I want to take this concept further — I know the fundamentals are sound, so I’d like to see them built on.
It feels like until now there have been few ways to really gamify fitness, except the most elementary, like step tracking. The two separate motion controllers and the smart ways they’re used to track a variety of exercises really feel like an opportunity to do something bigger. Plus once people have bought the accessories, they’re much more likely to buy matching software.
My main criticisms would be that it’s a bit limiting at the beginning. There’s no choice to, for example, prioritize or deprioritize a certain type of exercise. I could probably stand to jog more and do arm stuff less, and I dreaded having to resort to squats for the first few worlds. And the constant instruction on how and when to do everything can be wearing — it would be nice to be able to set some things to “expert mode” and skip the tutorials.
The game and accessories will set you back $80. If you consider it simply as buying a game, it’s an expensive gimmick. But I don’t think that’s the way to think about it. The target audience here is people who likely don’t have a gym membership, something that can cost $50-$100 a month. As a fun and effective fitness tool that does what it sets out to do and does so in a praiseworthy way, I think $80 is a very reasonable asking price.
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Google’s first-party hardware has always been a drop in the bucket of global smartphone sales. Pixel devices have managed to crack the top five in the U.S. and Western Europe, but otherwise represent less than 1% of the overall market. It’s true, of course, that the company got a late start, largely watching on the sidelines as companies like Samsung and Huawei shipped millions of Android devices.
Earlier this year, Google admitted that it was feeling the squeeze of slowing smartphone sales along with the rest of the industry. During Alphabet’s Q1 earnings call, CEO Sundar Pichai noted that poor hardware numbers were a reflection of “pressure in the premium smartphone industry.”
Introduced at I/O, the Pixel 3a was an attempt to augment disappointing sales numbers with the introduction of a budget-tier device. With a starting price of $399, the device seemingly went over as intended. The 3a, coupled with more carrier partners, helped effectively double year over year growth for the line. Given all of this, it seems like a pretty safe bet that the six-month Pixel/Pixela cycle will continue, going forward.
Of course, the addition of a mid-range device adds more onus for the company to differentiate the flagship. With a starting price of $799, the Pixel 4 certainly isn’t expensive by modern flagship standards. But Google certainly needs to present enough distinguishing features to justify a $400 price gulf between devices — especially as the company disclosed software upgrades introduced on flagship devices will soon make their way onto their cheaper counterparts.
Indeed, the much-rumored and oft-leaked devices bring some key changes to the line. The company has finally given in and added a dual-camera setup to both premium models, along with an upgraded 90Hz display, face unlock, radar-based gestures and a whole bunch of additional software features.
The truth is that the Pixel has always occupied a strange place in the smartphone world. As the successor to Google’s Nexus partnerships, the product can be regarded as a showcase for Android’s most compelling features. But gone are the days of leading the pack with the latest version of the operating system. The fact that OnePlus devices already have Android 10 means Google’s going head to head against another reasonably price manufacturer of quality handsets.
The Pixel line steps up a bit on the design side to distinguish the product from the “a” line. Google’s phones have never been as flashy as Samsung’s or Apple’s, and that’s still the case here, but a new dual-sided glass design (Gorilla Glass 5 on both), coupled with a metal band, does step up the premium feel a bit. The product is also a bit heavier and thicker than the 3, lending some heft to the device.
There are three colors now: black, white and a poppy “Oh So Orange,” which is available in limited quantities here in the U.S. The color power button continues to be a nice touch, lending a little character to the staid black and white devices. While the screen gets a nice update to 90Hz OLED, Google still has no interest in the world of notches or hole punches. Rather, it’s keeping pretty sizable bezels on the top and bottom.
The Pixel 4 gets a bit of a screen size boost from 5.5 to 5.7 inches, with an increase of a single pixel per inch, while the Pixel 4 XL stays put at 6.4 inches (with a PPI increase of 522 to 537). The dual front-facing camera has been ditched this time out, instead opting for the single eight megapixel, similar to what you’ll find on the 3a.
Storage hasn’t changed, with both 64 and 128GB options for both models; RAM has been bumped up to a default 6GB from 4GB last time out. The processor, too, is the latest and greatest from Qualcomm, bumping from a Snapdragon 845 to an 855. Interestingly, however, the batteries have actually been downgraded.
The 4 and 4 XL sport a 2,800 and 3,700mAh, respectively. That should be augmented a bit by new battery-saving features introduced in Android 10, but even still, that’s not the direction you want to see these things going.
The camera is, in a word, great. Truth be told, I’ve been using it to shoot photos for the site since I got the phone last week. This Google Nest Mini review, Amazon Echo review and Virgin Galactic space suit news were all shot on the Pixel 4. The phone isn’t yet a “leave your DSLR at home” proposition, of course, but damn if it can’t take a fantastic photo in less than ideal and mixed light with minimal futzing around.
There’s no doubt that this represents a small but important shift in philosophy for Google. After multiple generations of suggesting that software solutions could do more than enough heavy lifting on image processing, the company’s finally bit the bullet and embraced a second camera. Sometimes forward progress means abandoning past stances. Remember when the company dug its heels in on keeping the headphone jack, only to drop it the following year?
The addition of a second camera isn’t subtle, either. In fact, it’s hard to miss. Google’s adopted a familiar square configuration on the rear of the device. That’s just how phones look now, I suppose. Honestly, it’s fine once you conquer a bit of trypophobia, with a pair of lenses aligned horizontally and a sensor up top and flash on bottom — as one of last week’s presenters half joked, “we hope you’ll use it as a flash light.”
That, of course, is a reference to the Pixel’s stellar low-light capabilities. It’s been a welcome feature, in an age where most smartphone users continue to overuse their flashes, completely throwing off the photo in the process. Perhaps the continued improvements will finally break that impulse in people — though I’m not really getting my hopes up on that front. Old habits, etc.
The 4 and 4 XL have the same camera set up, adopting the 12.2-megapixel (wide angle) lens from their predecessors and adding a 16-megapixel (telephoto) into the mix. I noted some excitement about the setup in my write-up. That’s not because the two-camera setup presents anything remarkable — certainly not in this area of three, four and five-camera flagships. It’s more about the groundwork that Google has laid out in the generations leading up to this device.
Essentially it comes down to this: Look at what the company has been able to accomplish using software and machine learning with a single camera setup. Now add a second telephoto camera into the mix. See, Super High Res Zoom is pretty impressive, all told. But if you really want a tighter shot without degrading the image in the process, optical zoom is still very much the way to go.
There’s a strong case to be made that the Pixel 4’s camera is the best in class. The pictures speak for themselves. The aforementioned TechCrunch shots were done with little or no manual adjustments or post-processing. Google offers on-screen adjustments, like the new dual-exposure control, which lets you manually adjust brightness and shadow brightness on the fly. Honestly, though, I find the best way to test these cameras is to use them the way most buyers will: by pointing and shooting.
The fact is that a majority of people who buy these handsets won’t be doing much fiddling with the settings. As such, it’s very much on handset makers to ensure that users get the best photograph by default, regardless of conditions. Once again, software is doing much of the heavy lifting. Super Res Zoom works well in tandem with the new lens, while Live HDR+ does a better job approximating how the image will ultimately look once fully processed. Portrait mode shots look great, and the device is capable of capturing them at variable depths, meaning you don’t have to stand a specific distance from the subject to take advantage of the well-done artificial bokeh.
Our video producer, Veanne, who is admittedly a far better photographer than I can ever hope to be, tested out the camera for the weekend.
Although Veanne was mostly impressed by the Pixel 4’s camera and photo editing capabilities, here are three major gripes.
“Digital zoom is garbage.”
“In low lighting situations, you lose ambiance. Saturday evening’s intimate, warmly lit dinner looked like a cafeteria meal.”
“Bright images in low lighting gives you the impression that the moving objects would be in focus as well. That is not the case.”
Other additions round out the experience, including “Frequent Faces,” which learns the faces of subjects you frequently photograph. Once again, the company is quick to point out that the feature is both off by default and all of the processing happens on the device. Turning it off also deletes all of the saved information. Social features have been improved, as well, with quick access to third-party platforms like Snapchat and Instagram.
Google keeps pushing out improvements to Lens, as well. This time out, language translation, document scanning and text copy and pasting can be performed with a quick tap. Currently the language translation is still a bit limited, with only support for English, Spanish, German, Hindi and Japanese. More will be “rolling out soon,” per the company.
Gestures is a strange one. I’m far from the first to note that Google is far from the first to attempt the feature. The LG G8 ThinQ is probably the most recent prominent example of a company attempting to use gestures as a way to differentiate themselves. To date, I’ve not seen a good implementation of the technology — certainly not one I could ever see myself actually using day to day.
The truth is, no matter how interesting or innovative a feature is, people aren’t going to adopt it if it doesn’t work as advertised. LG’s implementation was a pretty big disappointment.
Simply put, the Pixel’s gestures are not that. They’re better in that, well, they work, pretty much as advertised. This is because the underlying technology is different. Rather than relying on cameras like other systems, the handset uses Project Soli, a long-promised system that utilizes a miniature radar chip to detect far more precise movement.
Soli does, indeed work, but the precision is going to vary a good deal from user to user. The thing is, simply detecting movement isn’t enough. Soli also needs to distinguish intention. That means the system is designed to weed out accidental gestures of the manner we’re likely making all the time around our phones. That means the system appears to be calibrated to bigger, intentional movements.
That can be a little annoying for things like advancing tracks. I don’t think there are all that many instances where waving one’s hands across a device Obi-Wan Kenobi-style is really saving all that much time or effort versus touching a screen. If, however, Google was able to customize the experience to the individual over time using machine learning, it could be a legitimately handy feature.
That brings us to the next important point: functionality. So you’ve got this neat new piece of tiny radar that you’re sticking inside your phone. You say it’s low energy and more private than a camera. Awesome! So, how do you suggest I, you know, use it?
There are three key ways, at the moment:
The first two are reasonably useful. The primary use case I can think of are when, say, your phone is sitting in front of you at your desk. Like mine is, with me, right now. Swiping my hand left to right a few inches above the device advances the track. Right to left goes a track back. The movements need to be deliberate, from one end of the device to the other.
And then there’s the phenomenon of “Pokémon Wave Hello.” It’s not really correct to call the title a game, exactly. It’s little more than a way of showcasing Motion Sense — albeit an extremely delightful way.
You might have caught a glimpse of it at the keynote the other day. It came and went pretty quickly. Suddenly Pikachu was waving at the audience, appearing out of nowhere like so many wild Snorlaxes. Just as quickly, he was gone.
More than anything, it’s a showcase title for the technology. A series of five Pokémon, beginning with Pikachu, appear demanding you interact with them through a series of waves. It’s simple, it’s silly and you’ll finish the whole thing in about three minutes. That’s not really the point, though. Pokémon Wave Hello exists to:
For now, however, use is extremely limited. There are some fun little bits, including dynamic wallpaper that reacts to movement. The screen also glows subtly when detecting you — a nice little touch (there’s a similar effect for Assistant, as well).
Perhaps most practical, however, is the fact that the phone can detect when you’re reaching for it and begin the unlocking process. That makes the already fast new Face Unlock feature ever faster. Google ditched the fingerprint reader this time around, opting for neither a physical sensor nor in-screen reader. Probably for the best on the latter front, given the pretty glaring security woes Samsung experienced last week when a British woman accidentally spoofed the reader with a $3 screen protector. Yeeesh.
There are some nice security precautions on here. Chief among them is the fact that the unlock is done entirely on-device. All of the info is saved and processed on the phone’s Titan M chip, meaning it doesn’t get sent up to the cloud. That both makes it a speedier process and means Google won’t be sharing your face data with its other services — a fact Google felt necessary to point out, for obvious reasons.
For a select few of us, at least, Recorder feels like a legitimate game changer. And its ease of use and efficacy should be leaving startups like Otter.ai quaking at its potential, especially if/when Google opts to bring it to other Android handsets and iOS.
I was initially unimpressed by the app upon trying it out at last week’s launch event. It struggles to isolate audio in noisy environments — likely as much of a hardware as software constraint. One on one and it’s far better, though attempting to, say, record audio from a computer can still use some work.
Open the app and hit record and you’ll see a waveform pop up. The line is blue when detecting speech and gray when hearing other sounds. Tap the Transcript button and you’ll see the speech populate the page in real time. From there you can save it with a title and tag the location.
The app will automatically tag keywords and make everything else searchable for easy access. In its first version, it already completely blows Apple’s Voice Memos out of the water. There’s no comparison, really. It’s in a different league. Ditto for other apps I’ve used over the years, like Voice Record.
Speaking to the product, the recording was still a little hit or miss. It’s not perfect — no AI I’ve encountered is. But it’s pretty good. I’d certainly recommend going back over the text before doing anything with it. Like Otter and other voice apps, you can play back the audio as it highlights words, karaoke-style.
The text can be saved to Google Drive, but can’t be edited in app yet. Audio can be exported, but not as a combined file. The punctuation leaves something to be desired and Recorder is not yet able to distinguish individual voices. These are all things a number of standalone services offer, along with a web-based platform. That means that none of them are out of business yet, but if I was running any of them, I’d be pretty nervous right about now.
As someone who does interviews for a living, however, I’m pretty excited by the potential here. I can definitely see Recorder become one of my most used work apps, especially after some of the aforementioned kinks get ironed out in the next version. As for those who don’t do this for a living, usefulness is probably a bit limited, though there are plenty of other potential uses, like school lecturers.
The Pixel continues to distinguish itself through software updates and camera features. There are nice additions throughout that set it apart from the six-month-old 3a, as well, including a more premium design and new 90Hz display. At $799, the price is definitely a vast improvement over competitors like Samsung and Apple, while retaining flagship specs.
The Pixel 4 doesn’t exactly address what Google wants the Pixel to be, going forward. The Pixel 3a was confirmation that users were looking for a far cheaper barrier of entry. The Pixel 4, on the other hand, is priced above OnePlus’s excellent devices. Nor is the product truly premium from a design perspective.
It’s unclear what the future will look like as Google works to address the shifting smartphone landscape. In the meantime, however, the future looks bright for camera imaging, and Google remains a driving force on that front.
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Avoid pressing hard on the screen.
Tap lightly to keep it safe.
Your Galaxy Fold isn’t water or dust resistant.
Don’t allow any liquids or foreign objects to enter it.
Don’t attach anything to the main screen, such as a screen protector.
So begins your journey. It’s the story of one of the most fascinating product releases in recent memory. It’s also the story of the most polarizing product I’ve ever reviewed…twice.
The Galaxy Fold is at once a hopeful glimpse into the future and a fascinating mess. It’s a product I can’t recommend anyone purchase, but it’s one I’m still glad Samsung had the guts to make.
What’s perhaps most frustrating are the glimpses you get using the device, those moments it transcends lovely and is legitimately useful. And when you leave the device at home, you actually start to miss the 7.3-inch display.
Two scenarios in particular have really highlighted the value of Samsung’s strong-headed approach to pushing boundaries.
First is the gym. Unfolding the device and propping it up on the control panel of a piece of exercise equipment is a beautiful thing. Full-screen Netflix, baseball games from MLB At Bat. Watch the minutes and the calories just fly away. The Fold also works great with the Galaxy Buds, which are legitimately one of the best hardware products Samsung has produced in ages.
Second is the subway. I’ve been prepping for interviews by reading Pocket stories on the train, with the Notes app open in a side window. This is great. Like a seriously awesome thing. And this is coming from someone who still has trouble embracing smartphones as serious productivity devices. There are just too many limitations to that small screen. When I want to get work done, the laptop comes out. I’m not suggesting the Fold completely changes the math here, but it does edge ever closer, blurring that line a bit in the process.
So there you go. That’s two distinct examples, covering both entertainment and productivity. The fact is the same as ever: big screens are good. The question is how we get there. It’s a true fact, of course, that plenty mocked Samsung with the first Note device. It seems hard to believe, but in 2011, 5.3 inches seemed impossibly large for a phone. By 2018, however, 5.5 inches was the most popular screen size for handsets. And that number appears to still be growing.
Clearly Samsung was right on that one, and the Note played an outsized role in pushing those boundaries.
After years of teasing flexible and foldable displays, the tech world was understandably excited when the Galaxy Fold finally arrived. Honestly, there were long stretches of time when it felt like the handset would never arrive. As such, it feels strange to suggest that the product was somehow rushed to market.
It’s important to remember, of course, that part of the mainstreaming of big phones has been the technologies supporting the large screen. Samsung, Apple, Huawei, et al. have done a good job consistently increasing screen to body ratios. The new Notes may have bigger screens than ever, but other breakthroughs in manufacturing means we’re not walking around with bricks.
Similarly, this decidedly first-generation device is big and thick. Anecdotally, reactions have been…mixed. The two separate rounds of review devices I’ve received from the company (round two, for reasons we’ll get into in a second involved two devices) have coincided with big TechCrunch-hosted events in San Francisco. First TC Sessions: Robotics in April and then Disrupt last week.
Take some of this with a grain of salt, because my co-workers can be pretty damn cynical about new technologies (and yes, I’ve been at this long enough to include myself in this). Reactions ranged from genuinely wowed to disappointed bafflement. There was also one co-worker who repeatedly threatened to eat the device because she said it looked like an ice cream sandwich, but that’s a story for another blog post.
There are plenty of things to be critical from a design standpoint. The “first-gen” feel runs very deep with the device. When closed it’s quite thick — like two phones stacked atop one another. The crease is visible, as has often been reported. And the front display isn’t particularly useful. I get why it’s there, of course. There are plenty of moments when you just want to check a quick notification, bit it’s incredibly narrow and sandwiched between two massive bezels.
None of those really matter much compared to the device’s fragility. The Fold will forever be the device whose release date was pushed back after multiple reviewers sent back broken devices. Mine worked fine. The company went back to the drawing board for several months and came back with a more robust device that patched up some holes and reinforced the folding mechanism. Mine broke.
After about 27 hours with the device, I opened it up in line at CVS and noticed something weird about the screen. Sitting between the butterfly wings was a mass of pixels I referred to as an “amorphous blob.” I’d been fairly gentle with the thing, but, as I put it in a followup, “a phone is not a Fabergé egg.” In other words, it’s understandable that the product isn’t designed to, say, survive a drop onto hard concrete or a dunk in the toilet.
While it’s true that many other modern phones have evolved over generations to withstand such accidental bumbles, it’s also understandable that the Fold is a little more fragile. We can’t say Samsung didn’t warn us, and I do appreciate that Samsung was able to go back to the drawing board before wide release, but there’s a pretty strong argument to be made that a smartphone that needs to literally ship with warnings like the ones stated up top isn’t fully ready for prime time.
CNET recently got its hands on a folding machine and found that the handset could withstand 120,000 fold. That’s a little more than half of the promised 200,000. Another third-party test found similar results. Not ideal, but not terrible. It’s about three years’ worth of folds. If you’re dropping $2,000+ on a phone, you may well want it to last closer to the promised five years — though if you have that sort of disposable income, who knows?
I would honestly be more concerned with the kind of day to day issues that could potentially result in damage like what I saw. It’s possible that mine had a defect. I’ve been using a replacement that Samsung dropped off after collecting mine to send back to Korea for testing. Granted, I’ve been using it even more gingerly than its predecessor, but so far, so good.
This morning I saw a report of a user experiencing what appears to be the same defect in the same spot. A commenter astutely pointed out the placement of a screw discovered during a recent teardown that could be the source of these issues. As ever, it will be interesting to see how this all…unfolds.
I’m not going to get too far into the other specs here. I wrote thousands of words in my original review. Nothing about the underlying technology has changed between versions one and two. All of the big updates have been to the folding mechanism and keeping the device more robust.
It’s fitting, I think that my model had 5G built-in. Both technologies feel like a glimpse into the future, but there’s little to recommend plunking down the requisite money to purchase either in 2019. The clear difference is that slow saturation of next-generation cellular technology is a bit more understood at this point. Telling someone that their fingernails can damage their $2,000 phone is a different conversation entirely.
I do think that Samsung’s committed to the Galaxy Fold long-term. And I do believe that there will eventually be a place for the products in the market.
The biggest short-term concern is all the negative press following the first wave of devices. The FlexPai felt more like a prototype than consumer device. The Fold feels like something of an extended public beta. And the Huawei Mate X, which, although incredibly promising, is still MIA, as the company does another pass on the product. Global availability is another question entirely — though, that’s due to…other issues…
Knowing Samsung, the company will return from all of this with a much stronger offering in generation 2. There are a LOT of learnings to be gleaned from the product. And while it offers a glimpse into the promise of foldable, you’re better off waiting until that vision is more fully realized.
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It makes lazy people like me work out. That’s the genius of the Peloton bicycle. All you have to do is velcro on the shoes and you’re trapped. You’ve eliminated choice and you will exercise. Through a succession of savvy product design choice I’ll break down here, Peloton removes the friction to getting fit. It’s the leader in a movement I call “pushbutton health”. And this is why I think Peloton will be a big succes no matter what short-term investors do when it IPOs this week after raising $994 million in venture capital.
The bike
Basically, Peloton is a $2300 stationary bike with an iPad stuck to the front. The $40 per month subscription unlocks thousands of live and on-demand video cycling classes where instructors positively yell at you. When you think you’re tired already, they look into your eyes, tell you “you got this”, the soundtrack crescendos, you crank up the resistance, and you pedal harder at home. The resulting endorphin rush is addictive, and you find yourself persuading friends they need a Peloton too.
That viral loop which adds to its 500,000 subscribers is how Peloton plans to raise ~$1.16 billion going public this week at an ~$8 billion valuation. Its revenue doubled this year as it began to dominate the connected exercise equipment market, though losses quadrupled as it burned cash to become a household name. But after riding 110 of 150 days I’ve been home since buying its bike, I’m confident in the company. Whatever it invests now to build its lead will likely be paid back handsomely by its increasingly handsome customers who can’t bear to clip out. Here’s why.
Peloton classes are recorded in front of a live studio audience of riders
The Shoes – Usually the activation energy to start a workout requires dragging yourself to the gym or suiting up to face the elements outside. That can be daunting enough that you rarely do. But once you slip into the Peloton bike shoes, you can hardly walk normally which means you can hardly procrastinate. You’re home so you don’t even need clothes. Just a few velcro straps and you’re over the hump and resigned to exercise.
The Clips – Home gym equipments reduces the barrier to entry but also the barrier to exit. You can tell yourself you’ll keep doing push-up sets or squats jumping rope, but you can stop any time. Yet after you’re clipped into the Peloton bike, you’re almost assured to keep pedaling until the instructor gives you that end-of-ride congratulations.
Just put the shoes on and you’ll exercise
The Schedule – You can get a sweat in just 10 or 20 minutes going hard on a Peloton. Combined with zero commute, that means you’ll practically always be able fit in a ride regardless of how busy you are. No more “I don’t have time to make it to the gym so I’ll just skip out”. When my calendar gets crunched or I dawdle a little before deciding to ride, classes as short as 5 minutes ensure there’s no weaseling out.
The Instructors – I wish I had these coaches to motivate me through sorting email. Peloton’s 20+ instructors range from hippie-dippie gurus to no-nonsense trainers that fit your personality type. You find yourself craving your favorite’s special brand of relentless positivity. I burn far more calories in a shorter time than exercising solo because they inspire me to push a little harder or they slow their countdown to add a couple all-out seconds to the end of a sprint. They’re even becoming celebrities, with bankers lining up for selfies during Peloton’s IPO road show. Sick of them? You can always Scenic Ride through video of some of the world’s prettiest bike paths.
Peloton instructors (from left): Alex Toussaint, Emma Lovewell, Ben Alldis, and Leane Hainsby
The Intimacy – You’re eye-to-eye with those instructors as they stare into the camera and out of the giant screen bolted to your handlebars. That generates intimacy despite them broadcasting to thousands. Even in person, a SoulCycle coach across the room can feel further away. You’re mostly guided by audio cues, but their gaze compels you to perform. Peloton almost feels like FaceTime, and that’s a sense of connection many long for more of these days.
The Pavlovian Response – Your brain quickly begins to associate the sounds of Peloton with the glowing feeling of finishing a workout. The rip of the velcro shoe straps, the click of clipping into the bike, but most of all the instructor catch-phrases. You get hooked on hear the bubbling British accent of “I’mmmm Leeaannne Haaaaainsby” as she introduces herself, Ben Alldis’ infectious “You got 5, you got 4…” countdowns, or Emma Lovewell reminding you to “Live, learn, love well”. That final ‘namaste’ followed by wiping down the bike and jumping in a cold shower forms a ritual you’re inclined to repeat.
Eye-contact with the instructors creates an intimate bond
The Soundtrack – Popular songs are more than just a pump-up accompaniment to Peloton classes. Your pedaling pace is often pegged to the tempo, with sprints starting when the beat drops. As your legs tire, you feel obliged to maintain your speed so you don’t fall behind the drums. You can even search classes by music genre and preview each’s playlist. Peloton has paid out $50 million in royalties for its music, and faces $300 million-plus in lawsuits for copyright infringement. But having the best tunes to bike to might end up worth the penalty since it helped Peloton race ahead in a lucrative market.
The Bike As Decor – Most home exercise equipment ends up in a closet or as a clothing rack. By designing its bicycles for beauty, Peloton coerces you to place them conspicuously in your home. You might have seen the hysterical Twitter thread parodying this practice, but it’s funny because it’s true. You’re a lot more likely to ride it if it’s central to your home (ours is between our bed and the doors to the veranda), and you’ll be embarassed if visitors ask about it and you haven’t hopped on recently.
“A good place for your Peloton bike is between your kitchen and your living room facing the cactus garden so you always remember virtual spin class” –ClueHeywood on Twitter
The Network Effect – Many of these smart product design moves could be copied by competitors. But by amassing a community of 1.4 million members to date, Peloton benefits from social features and economies of scale. You can ride together with pals over video chat, send each other digital high fives, or race and compare achievements. Each friend that joins Peloton is one more reason not to sign up for a competitor. The whole concept virtual personal training is being legitimized. And the cost of producing more classes gets spread wider as membership grows.
The Shared Accounts – Peloton has even built in a way to feel noble about your sanctimonious prosyletizing about how it “jumpstarted your metabolism”. Each $39 on-bike subscription allows unlimited accounts on up to three devices, so you can hook up some friends if you convince them to buy the big-budget gadget.
High-five fellow riders as you virtuall pass them
The Growth Hacks – Peloton streaks are for adults what Snapchat streaks are to kids: a clever way to reward consistent usage. But beyond the achievement badges displayed on your profile, you’ll get in-ride leaderboards full of people to proudly pass, progress bars to fill by pedaling, and kilojoule output high scores to beat. Peloton makes exercise a game you want to win.
The Shoutouts – Yet Peloton’s most explicit levering of our psychology comes from the in-class name-drop shoutouts instructors give. Whether mentioning the screen names of a few participants at the start of a session or congratulating users hitting their 50th, 200th, or 500th ride, the recognition pushes people to join the dozen live-streamed classes each day that add urgency to the on-demand catalog. Proof it works? People strategize to ensure their 100th ride is a long live class to maximize the chance of a shout-out.
A free cult shirt after your 100th ride
The ‘Transcendence’ – Peloton minimizes the isolation from working out at home. In fact, its whole product enables people to feel ‘glamorous’ and ‘manifested’ yet nonchalant in ways going to a sweaty gym or using a personal trainer can’t. It’s like being able to buy a little piece of the smug satisfaction and in-group affiliation of going to Burning Man. That’s why the company even sends you a free “Century Club” t-shirt when you hit your 100th ride. You’re meant to feel cool sharing that you “Peloton”, using the startup’s name as a verb.
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Conspicuous Self-Actualization
Still, Peloton has plenty left to optimize. There’s room to expand use of its camera to offer premium one-on-one coaching, head-to-head racing, group video chat with friends, and augmented reality filters to make people feel comfortable on screen and take shareable selfies. A wider range of intense but short classes could appeal to overworked professionals who picked Peloton precisely because they don’t have an hour for the gym.
Novelty could come from celebrity guest instructors, or themed classes for pre-gaming for a night out, fans of a particular artist, or songs about a certain topic. And it should definitely have some iconic sounds like an om or singing bowl chime that play before each class to center you and after to release you.
Most excitingly, the Peloton screen has the potential to be a platform for exercise-controlled gaming and apps. Whether pedaling to escape zombies chasing you or piece together a puzzle, maintaining an output level to keep your cross-hairs locked on an enemy plane as you dogfight, or making a garden bloom by growing each flower during a different interval, Peloton could evolve riding to be much more interactive. Apps could offer training simulators for different sports focused on sprints for basketball or marathons for soccer. Or just put Netflix on it! By opening up to outside developers, Peloton could build a moat of extra experiences competitors can’t match.
With the strengths and opportunities of its core product, Peloton is poised to absorb more of your fitness time and money. It’s already branching out with yoga, meditation, lifting, bootcamp, and jazzercise classes you can do standing next to your bike or without one on its $19 per month app. Its second gadget is a $4300 treadmill.
From there it could break into more of the “pushbutton health” business. I categorize these as wellness products and services that rely on convenience instead of your will power. Think delivery health food instead calorie-counting apps that are a chore. My pushbutton regimen includes Peloton, six salads per week dropped off in batches by Thistle, monthly packages of Nomiku vacuum-sealed meals that RFID scan into its sous vide machine, and a Future remote personal trainer who nags me by text message.
It’s easy to get hooked on the positivity
Peloton could easily dive into selling meal kits, personal training, or a wider range of workout clothes to compete with Lulu Lemon. If it’s the center of your fitness routine, the company could become a gateway to new health products it owns or partners with.
I’m bullish on Peloton because I’m betting people are going to stay busy, lazy, and competitive. It offers the effectiveness of a spin class but with scheduling flexibility. It removes every excuse for staying on the couch. And in an age of visual communication where many seek to share both the journey to and the destination of an Instagrammable body and the discipline to ge there, Peloton provides conspicuous self-actualization through consumerism. Plus, finishing a ride feels damn good.
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Let me preface this by saying: I realize that I’m not necessarily the target user for the original Nintendo Switch. First: I don’t own a TV, and haven’t since high school. Second: I travel all the time for this damn job.
The combination of these things have made the device’s convertible form factor a bit of a nuisance. It’s big and heavy and the Joy-Cons semi-frequently slip off during game play. And while I’ve occasionally considered playing it in convertible mode, with the kickstand up, controllers detached as the console sits on, say, an airplane tray table, the capability ultimately isn’t worth the trade-offs.
It seems odd that “built-in controllers” is listed as a feature on a gaming console, but, then, I suppose it kind of is.
That’s all a lot of words to say that I was excited when the rumors around the Switch Lite first dropped. That enthusiasm carried over to a recent hands-on with the device. And now, here we are. Honestly, the Switch Lite is pretty much what I’d hoped for.
The Lite is noticeably smaller and lighter than the standard model, even without having both models handy, but here’s a shot from our hands-on for reference:
Of course, the form factor is still considerably larger than a majority of smartphones, which, at the end of the day are the Lite’s true competitor when it comes to mobile gaming. But Nintendo’s put a focus on first-party hardware, and the value of that proposition has played out remarkably well during the Switch’s nearly three-year life. Nintendo’s line has always been about making software for the hardware, and that certainly follows with the Switch line. It’s hard to imagine most of these first-party games successfully making the jump to mobile intact.
Nintendo certainly did right by the color scheme. As I wrote in the hands-on, the hardest question for me wouldn’t be whether or not to purchase a Switch Lite, but which color to get. Nintendo made the choice easy, sending a turquoise number in for review. The gray and yellow are also quite nice in different ways, but I was already leaning in that direction.
The portability’s the thing here, but shrinking the device down comes with some compromises. In addition to the loss of dockable TV versatility, the screen has been shrunk down from 6.2 to 5.5 inches (the resolution is the same admittedly unremarkable 720p). This is mostly noticeable in places like the menu, where the font has become more difficult for my aging eyes to read (the menu UI, admittedly, could still use some work). Longtime Switch players will notice the difference during gameplay, as well, but you’ll adjust soon enough — especially if you’ve grown accustomed to playing games on your phone.
The battery, too, is smaller, down to 3579mAh from 4310mAh, per FCC filings. Even so, the company is claiming three to seven hours of battery, compared to the original Switch’s 2.5 to 6.5. That slight upgrade appears to have been accomplished through a combination of a less power hungry (smaller) display and a more power efficient processor. The newer version of the classic Switch, meanwhile, sports a 4.5 to nine-hour battery. Given that a truncated life was the first gen’s biggest complaint, I’d have hoped that the company would have made battery progress on both sides — but you can’t win them all, I guess.
The headphone jack stayed put for the Lite. So, too, did the microSD and game card slots. Physical media isn’t quite dead in the gaming word just yet. The kickstand is gone because, well, there’s really no point without the detachable Joy-Cons. The other key physical difference is the addition of an omnidirectional D Pad, replacing the less-useful four arrows. I’ve honestly grown fairly accustomed to using the left stick for basically everything. Still, the arrival of the Lite’s D Pad is timed nicely with the addition of NES and Super NES titles to the Switch Online library. The button’s usefulness on standard Switch titles is a lot more limited, however. The pad also felt a bit softer than I was anticipating — something that takes some getting used to.
The Switch’s real killer app, however, is price: $200 feels just about right for the console. That’s down $100 from the standard Switch. Couple that with the surprisingly affordable $4 a month (or $20 a year) for Switch Online and you’ve got a pretty killer deal for a platform in its third year of life.
Forced to choose between the two models today, I’d almost certainly go for the Lite. Though I would grit my teeth a bit at the idea of sacrificing a couple of hours of battery life in the process. Of course, not everyone is me (thankfully). Most of you, for instance, are normal, well-adjusted people with television sets in their homes, and moving to the Lite means sacrificing the Switch’s namesake and most innovative feature.
As someone who spends much of his life on subway cars and planes, this is the Switch I (and others, I’m sure) have been waiting for.
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How long have you been using your current smartphone? The answer for an increasing number of consumers is years, plural. After all, why upgrade every year when next year’s model is almost exactly the same as the device you’re holding in your hand?
Dutch social enterprise Fairphone sees this as an opportunity to sell sustainability. A chance to turn a conversation about ‘stalled smartphone innovation’ on its head by encouraging consumers to think more critically about the costs involved in pumping out the next shiny thing. And sell them on the savings — individual and collective — of holding their staple gadget steady.
Its latest smartphone, the Fairphone 3 — just released this week in Europe — represents the startup’s best chance yet of shrinking the convenience gap between the next hotly anticipated touchscreen gizmo and a fairer proposition that requires an altogether cooler head to appreciate.
On the surface Fairphone 3 looks like a fairly standard, if slightly thick (1cm), Android smartphone. But that’s essentially the point. This 4G phone could be your smartphone, is the intended message.
Specs wise, you’re getting mostly middling, rather than stand out stuff. There’s a 5.7in full HD display, a Qualcomm Snapdragon 632 chipset, 4GB of RAM and 64GB of storage (expandable via microSD), a 12MP rear lens and 8MP front-facing camera. There’s also NFC on board, a fingerprint reader, dual nano-SIM slots and a 3,000mAh battery that can be removed for easy replacement when it wears out.
There’s also a 3.5mm headphone jack: The handy port that’s being erased at the premium smartphone tier, killing off a bunch of wired accessories with it. So ‘slow replacement’ smartphone hardware demonstrably encourages less waste across the gadget ecosystem too.
But the real difference lies under the surface. Fairer here means supply chain innovation to source conflict-free minerals that go into making the devices; social incentive programs that top up the minimum wages of assembly workers who put the phones together; and repairable, modular handset design that’s intended to reduce environmental impact by supporting a longer lifespan. Repair, don’t replace is the mantra.
All the extra effort that goes into making a smartphone less ethically challenging to own is of course invisible to the naked eye. So the Fairphone 3 buyer largely has to take the company’s word on trust.
The only visual evidence is repairability. Flip the phone over and a semi-opaque plastic backing gives a glimpse of modular guts. A tiny screwdriver included in the box allows you take the phone to pieces so you can swap out individual modules (such as the display) in case they break or fail. Fairphone sells replacements via a spare parts section of its website.
Despite this radically modular and novel design vs today’s hermetically sealed premium mobiles the Fairphone 3 feels extremely solid to hold.
It’s not designed to pop apart easily. Indeed, there’s a full thirteen screws holding the display module in place. Deconstruction takes work (and care not to lose any of the teeny screws). So this is modularity purely as occasional utility, not flashy party trick — as with Google’s doomed Ara Project.
For some that might be disappointing. Exactly because this modular phone feels so, well, boringly normal.
Visually the most stand out feature at a glance is the Fairphone logo picked out in metallic white lettering on the back. Those taking a second look will also spot a moralizing memo printed on the battery so it’s legible through the matte plastic — which reads: “Change is in your hands”. It may be a bit cringeworthy but if you’ve paid for an ethical premium you might as well flaunt it.
It’s fair to say design fans won’t be going wild over the Fairphone 3. But it feels almost intentionally dull. As if — in addition to shrinking manufacturing costs — the point is to impress on buyers that ethical internals are more than enough of a hipster fashion statement.
It’s also true that most smartphones are now much the same, hardware, features and performance wise. So — at this higher mid-tier price-point (€450/~$500) — why not flip the consumer smartphone sales pitch on its head to make it about shrinking rather than maximizing impact, via a dull but worthy standard?
That then pushes people to ask how sustainable is an expensive but valueless — and so, philosophically speaking, pointless — premium? That’s the question Fairphone 3 seems designed to pose.
Or, to put it another way, if normal can be ethical then shouldn’t ethical electronics be the norm?
Normal is what you get elsewhere with Fairphone 3. Purely judged as a smartphone its performance isn’t anything to write home about. It checks all the usual boxes of messaging, photos, apps and Internet browsing. You can say it gets the job done.
Sure, it’s not buttery smooth at every screen and app transition. And it can feel a little slow on the uptake at times. Notably the camera, while fairly responsive, isn’t lightning quick. Photo quality is not terrible — but not amazing either.
Testing the camera I found images prone to high acutance and over saturated colors. The software also struggles to handle mixed light and shade — meaning you may get a darker and less balanced shot that you hoped for. Low light performance isn’t great either.
That said, in good light the Fairphone 3 can take a perfectly acceptable selfie. Which is what most people will expect to be able to use the phone for.
Fairphone has said it’s done a lot of work to improve the camera vs the predecessor model. And it has succeeded in bringing photo performance up to workable standard — which is a great achievement at what’s also a slightly reduced handset price-point. Though, naturally, there’s still a big gap in photo quality vs the premium end of the smartphone market.
On the OS front, the phone runs a vanilla implementation of Android 9 out of the box — preloaded with the usual bundle of Google services and no added clutter so Android fans should feel right at home. (For those who want a Google-free alternative Fairphone says a future update will allow users to do a wipe and clean install of Android Open Source Project.)
In short, purely as a smartphone, the Fairphone 3 offers very little to shout about — so no screaming lack either. Again, if the point is to shrink the size of the compromise Fairphone is asking consumers to make in order to buy an ethically superior brand of electronics they are slowly succeeding in closing the gap.
It’s a project that’s clearly benefiting from the maturity of the smartphone market. While, on the cellular front, the transformative claims being made for 5G are clearly many years out — so there’s no issue with asking buyers to stick with a 4G phone for years to come.
Given where the market has now marched to, a ‘fairer’ smartphone that offers benchmark basics at a perfectly acceptable median but with the promise of reduced costs over the longer term — individual, societal and environmental — does seem like a proposition that could expand from what has so far been an exceptional niche into something rather larger and more mainstream.
Zooming out for a second, the Fairphone certainly makes an interesting contrast with some of the expensive chimeras struggling to be unfolded at the top end of the smartphone market right now.
Foldables like the Samsung Galaxy Fold — which clocks in at around 4x the price of a Fairphone and offers ~2x the screen real estate (when unfolded), plus a power bump. Whether the Fold’s lux package translates into mobile utility squared is a whole other question, though.
And where foldables will need to demonstrate a compelling use-case that goes above and beyond the Swiss Army utility of a normal smartphone to justify such a whopping price bump, Fairphone need only prick the consumer conscience — as it asks you pay a bit more and settle for a little less.
Neither of these sales pitches is challenge free, of course. And, for now, both foldables and fairer electronics remain curious niches.
But with the Fairphone 3 demonstrating that ethical can feel so normal it doesn’t seem beyond the pale to imagine demand for electronics that are average in performance yet pack an ethical punch scaling up to challenge the mainstream parade of copycat gadgets.
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It’s true, you’ve got the Galaxy Note to thank for your big phone. When the device hit the scene at IFA 2011, large screens were still a punchline. That same year, Steve Jobs famously joked about phones with screens larger than four inches, telling a crowd of reporters, “nobody’s going to buy that.”
In 2019, the average screen size hovers around 5.5 inches. That’s a touch larger than the original Note’s 5.3 inches — a size that was pretty widely mocked by much of the industry press at the time. Of course, much of the mainstreaming of larger phones comes courtesy of a much improved screen to body ratio, another place where Samsung has continued to lead the way.
In some sense, the Note has been doomed by its own success. As the rest of the industry caught up, the line blended into the background. Samsung didn’t do the product any favors by dropping the pretense of distinction between the Note and its Galaxy S line.
Ultimately, the two products served as an opportunity to have a six-month refresh cycle for its flagships. Samsung, of course, has been hit with the same sort of malaise as the rest of the industry. The smartphone market isn’t the unstoppable machine it appeared to be two or three years back.
Like the rest of the industry, the company painted itself into a corner with the smartphone race, creating flagships good enough to convince users to hold onto them for an extra year or two, greatly slowing the upgrade cycle in the process. Ever-inflating prices have also been a part of smartphone sales stagnation — something Samsung and the Note are as guilty of as any.
So what’s a poor smartphone manufacturer to do? The Note 10 represents baby steps. As it did with the S line recently, Samsung is now offering two models. The base Note 10 represents a rare step backward in terms of screen size, shrinking down slightly from 6.4 to 6.3 inches, while reducing resolution from Quad HD to Full HD.
The seemingly regressive step lets Samsung come in a bit under last year’s jaw dropping $1,000. The new Note is only $50 cheaper, but moving from four to three figures may have a positive psychological effect for wary buyers. While the slightly smaller screen coupled with a better screen to body ratio means a device that’s surprisingly slim.
If anything, the Note 10+ feels like the true successor to the Note line. The baseline device could have just as well been labeled the Note 10 Lite. That’s something Samsung is keenly aware of, as it targets first-time Note users with the 10 and true believers with the 10+. In both cases, Samsung is faced with the same task as the rest of the industry: offering a compelling reason for users to upgrade.
Earlier this week, a Note 9 owner asked me whether the new device warrants an upgrade. The answer is, of course, no. The pace of smartphone innovation has slowed, even as prices have risen. Honestly, the 10 doesn’t really offer that many compelling reasons to upgrade from the Note 8.
That’s not a slight against Samsung or the Note, per se. If anything, it’s a reflection on the fact that these phones are quite good — and have been for a while. Anecdotally, industry excitement around these devices has been tapering for a while now, and the device’s launch in the midst of the doldrums of August likely didn’t help much.
The past few years have seen smartphones transform from coveted, bleeding-edge luxury to necessity. The good news to that end, however, is that the Note continues to be among the best devices out there.
The common refrain in the earliest days of the phablet was the inability to wrap one’s fingers around the device. It’s a pragmatic issue. Certainly you don’t want to use a phone day to day that’s impossible to hold. But Samsung’s remarkable job of improving screen to body ratio continues here. In fact, the 6.8-inch Note 10+ has roughly the same footprint as the 6.4-inch Note 9.
The issue will still persist for those with smaller hands — though thankfully Samsung’s got a solution for them in the Note 10. For the rest of us, the Note 10+ is easily held in one hand and slipped in and out of pants pockets. I realize these seem like weird things to say at this point, but I assure you they were legitimate concerns in the earliest days of the phablet, when these things were giant hunks of plastic and glass.
Samsung’s curved display once again does much of the heavy lifting here, allowing the screen to stretch nearly from side to side with only a little bezel at the edge. Up top is a hole-punch camera — that’s “Infinity O” to you. Those with keen eyes no doubt immediately noticed that Samsung has dropped the dual selfie camera here, moving toward the more popular hole-punch camera.
The company’s reasoning for this was both aesthetic and, apparently, practical. The company moved back down to a single camera for the front (10 megapixel), using similar reasoning as Google’s single rear-facing camera on the Pixel: software has greatly improved what companies can do with a single lens. That’s certainly the case to a degree, and a strong case can be made for the selfie camera, which we generally require less of than the rear-facing array.
The company’s gone increasingly minimalist with the design language — something I appreciate. Over the years, as the smartphone has increasingly become a day to day utility, the product’s design has increasingly gotten out of its own way. The front and back are both made of a curved Gorilla Glass that butts up against a thin metal form with a total thickness of 7.9 millimeters.
On certain smooth surfaces like glass, you’ll occasionally find the device gliding slightly. I’d say the chances of dropping it are pretty decent with its frictionless design language, so you’re going to want to get a case for your $1,000 phone. Before you do, admire that color scheme on the back. There are four choices in all. Like the rest of the press, we ended up with Aura Glow.
It features a lovely, prismatic effect when light hits it. It’s proven a bit tricky to photograph, honestly. It’s also a fingerprint magnet, but these are the prices we pay to have the prettiest phone on the block.
One of the interesting footnotes here is how much the design of the 10 will be defined by what the device lost. There are two missing pieces here — both of which are a kind of concession from Samsung for different reasons. And for different reasons, both feel inevitable.
The headphone jack is, of course, the biggie. Samsung kicked and screamed on that one, holding onto the 3.5mm with dear life and roundly mocking the competition (read: Apple) at every turn. The company must have known it was a matter of time, even before the iPhone dropped the port three years ago.
Samsung glossed over the end of the jack (and apparently unlisted its Apple-mocking ads in the process) during the Note’s launch event. It was a stark contrast from a briefing we got around the device’s announcement, where the company’s reps spent significantly more time justifying the move. They know us well enough to know that we’d spend a little time taking the piss out of the company after three years of it making the once ubiquitous port a feature. All’s fair in love and port. And honestly, it was mostly just some good-natured ribbing. Welcome to the club, Samsung.
As for why Samsung did it now, the answer seems to be two-fold. The first is a kind of critical mass in Bluetooth headset usage. Allow me to quote myself from a few weeks back:
The tipping point, it says, came when its internal metrics showed that a majority of users on its flagship devices (the S and Note lines) moved to Bluetooth streaming. The company says the number is now in excess of 70% of users.
Also, as we’re all abundantly aware, the company put its big battery ambitions on hold for a bit, as it dealt with…more burning problems. A couple of recalls, a humble press release and an eight-point battery check later, and batteries are getting bigger again. There’s a 3,500mAh on the Note 10 and a 4,300mAh on the 10+. I’m happy to report that the latter got me through a full day plus three hours on a charge. Not bad, given all of the music and videos I subjected it to in that time.
There’s no USB-C dongle in-box. The rumors got that one wrong. You can pick up a Samsung-branded adapter for $15, or get one for much cheaper elsewhere. There is, however, a pair of AKG USB-C headphones in-box. I’ve said this before and I’ll say it again: Samsung doesn’t get enough credit for its free headphones. I’ve been known to use the pairs with other devices. They’re not the greatest the world, but they’re better sounding and more comfortable than what a lot of other companies offer in-box.
Obviously the standard no headphone jack things apply here. You can’t use the wired headphones and charge at the same time (unless you go wireless). You know the deal.
The other missing piece here is the Bixby button. I’m sure there are a handful of folks out there who will bemoan its loss, but that’s almost certainly a minority of the minority here. Since the button was first introduced, folks were asking for the ability to remap it. Samsung finally relented on that front, and with the Note 10, it drops the button altogether.
Thus far the smart assistant has been a disappointment. That’s due in no small part to a late launch compared to the likes of Siri, Alexa and Assistant, coupled with a general lack of capability at launch. In Samsung’s defense, the company’s been working to fix that with some pretty massive investment and a big push to court developers. There’s hope for Bixby yet, but a majority of users weren’t eager to have the assistant thrust upon them.
Instead, the power button has been shifted to the left of the device, just under the volume rocker. I preferred having it on the other side, especially for certain functions like screenshotting (something, granted, I do much more than the average user when reviewing a phone). That’s a pretty small quibble, of course.
Bixby can now be quickly accessed by holding down the power button. Handily, Samsung still lets you reassign the function there, if you really want Bixby out of your life. You can also hold down to get the power off menu or double press to launch Bixby or a third-party app (I opted for Spotify, probably my most used these days), though not a different assistant.
Imaging, meanwhile, is something Samsung’s been doing for a long time. The past several generations of S and Note devices have had great camera systems, and it continues to be the main point of improvement. It’s also one of few points of distinction between the 10 and 10+, aside from size.
The Note 10+ has four, count ’em, four rear-facing cameras. They are as follows:
That last one is only on the plus. It’s comprised of two little circles to the right of the primary camera array and just below the flash. We’ll get to that in a second.
The main camera array continues to be one of the best in mobile. The inclusion of telephoto and ultra-wide lenses allow for a wide range of different shots, and the hardware coupled with machine learning makes it a lot more difficult to take a bad photo (though believe me, it’s still possible).
The live focus feature (Portrait mode, essentially) comes to video, with four different filters, including Color Point, which makes everything but the subject black and white.
Samsung’s also brought a very simple video editor into the mix here, which is nice on the fly. You can edit the length of clips, splice in other clips, add subtitles and captions and add filters and music. It’s pretty beefy for something baked directly into the camera app, and one of the better uses I’ve found for the S Pen.
Note 10+ with Super Steady (left), iPhone XS (right)
Ditto for the improved Super Steady offering, which smooths out shaky video, including Hyperlapse mode, where handshakes are a big issue. It works well, but you do lose access to other features, including zoom. For that reason, it’s off by default and should be used relatively sparingly.
Note 10+ (left), iPhone XS (right)
Zoom-on Mic is a clever addition, as well. While shooting video, pinch-zooming on something will amplify the noise from that area. I’ve been playing around with it in this cafe. It’s interesting, but less than perfect.
Zooming into something doesn’t exactly cancel out ambient noise from outside of the frame. Everything still gets amplified in the process and, like digital picture zoom, a lot of noise gets added in the process. Those hoping for a kind of spy microphone, I’m sorry/happy to report that this definitely is not that.
The DepthVision Camera is also pretty limited as I write this. If anything, it’s Samsung’s attempt to brace for a future when things like augmented reality will (theoretically) play a much larger role in our mobile computing. In a conversation I had with the company ahead of launch, they suggested that a lot of the camera’s AR functions will fall in the hands of developers.
For now, Quick Measure is the one practical use. The app is a lot like Apple’s more simply titled Measure. Fire it up, move the camera around to get a lay of the land and it will measure nearby objects for you. An interesting showcase for AR potential? Sure. Earth shattering? Naw. It also seems to be a bit of a battery drain, sucking up the last few bits of juice as I was running it down.
3D Scanner, on the other hand, got by far the biggest applause line of the Note event. And, indeed, it’s impressive. In the stage demo, a Samsung employee scanned a stuffed pink beaver (I’m not making this up), created a 3D image and animated it using an associate’ movements. Practical? Not really. Cool? Definitely.
It was, however, not available at press time. Hopefully it proves to be more than vaporware, especially if that demo helped push some viewers over to the 10+. Without it, there’s just not a lot of use for the depth camera at the moment.
There’s also AR Doodle, which fills a similar spot as much of the company’s AR offerings. It’s kind of fun, but again, not particularly useful. You’ll likely end up playing with it for a few minutes and forget about it entirely. Such is life.
The feature is built into the camera app, using depth sensing to orient live drawings. With the stylus you can draw in space or doodle on people’s faces. It’s neat, the AR works okay and I was bored with it in about three minutes. Like Quick Measure, the feature is as much a proof of concept as anything. But that’s always been a part of Samsung’s kitchen-sink approach — some combination of useful and silly.
That said, points to Samsung for continuing to de-creepify AR Emojis. Those have moved firmly away from the uncanny valley into something more cartoony/adorable. Less ironic usage will surely follow.
Asked about the key differences between the S and Note lines, Samsung’s response was simple: the S Pen. Otherwise, the lines are relatively interchangeable.
Samsung’s return of the stylus didn’t catch on for handsets quite like the phablet form factor. They’ve made a pretty significant comeback for tablets, but the Note remains fairly singular when it comes to the S Pen. I’ve never been a big user myself, but those who like it swear by it. It’s one of those things like the ThinkPad pointing stick or BlackBerry scroll wheel.
Like the phone itself, the peripheral has been streamlined with a unibody design. Samsung also continues to add capabilities. It can be used to control music, advance slideshows and snap photos. None of that is likely to convince S Pen skeptics (I prefer using the buttons on the included headphones for music control, for example), but more versatility is generally a good thing.
If anything is going to convince people to pick up the S Pen this time out, it’s the improved handwriting recognition. That’s pretty impressive. It was even able to decipher my awful chicken scratch.
You get the same sort of bleeding-edge specs here you’ve come to expect from Samsung’s flagships. The 10+ gets you a baseline 256GB of storage (upgradable to 512), coupled with a beefy 12GB of RAM (the regular Note is a still good 8GB/256GB). The 5G version sports the same numbers and battery (likely making its total life a bit shorter per charge). That’s a shift from the S10, whose 5G version was specced out like crazy. Likely Samsung is bracing for 5G to become less of a novelty in the next year or so.
The new Note also benefits from other recent additions, like the in-display fingerprint reader and wireless power sharing. Both are nice additions, but neither is likely enough to warrant an immediate upgrade.
Once again, that’s not an indictment of Samsung, so much as a reflection of where we are in the life cycle of a mature smartphone industry. The Note 10+ is another good addition to one of the leading smartphone lines. It succeeds as both a productivity device (thanks to additions like DeX and added cross-platform functionality with Windows 10) and an everyday handset.
There’s not enough on-board to really recommend an upgrade from the Note 8 or 9 — especially at that $1,099 price. People are holding onto their devices for longer, and for good reason (as detailed above). But if you need a new phone, are looking for something big and flashy and are willing to splurge, the Note continues to be the one to beat.
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