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Samsung Galaxy S10+ review

Launching around the globe a few days ahead of the world’s largest mobile show was the ultimate big-dog move. Samsung celebrated the 10th anniversary of its flagship phone line by launching its latest device on Apple’s sometimes-stomping grounds at San Francisco’s Bill Graham Civic Center.

The timing was less than ideal for all of us jet-lagged gadget reviewers, but the effect clearly paid off. Dozens of the world’s highest-profile reviewers have been roaming the streets of Barcelona with the S10 in hand and Galaxy Buds in ears. You couldn’t pay for that kind of publicity.

And, naturally, none of us minded testing those new photo features in one of Europe’s most beautiful cities.

But the 10th anniversary Galaxy arrives at a transitional time for Samsung — and the industry at large. The last couple of years have seen smartphone sales plateau for the first time since anyone started keeping track of those sorts of numbers, and big companies like Samsung and Apple are not immune.

That manner of existential crisis has led to one of the most eventful Mobile World Congresses in memory, as companies look to shake the doldrums of a stagnant market. It also led Samsung to open last week’s Unpacked event with the Galaxy Fold — first the cryptic product video and then the product unveil.

It’s a heck of a lead in, and, quite frankly, a recipe for disappointment. Here’s a look at the future, and now let’s talk about the present. Several people saw that I was carrying around a new Samsung device, got excited and were ultimately disappointed with the fact that I couldn’t unfold the thing.

None of this is any reflection on the quality of the S10 as a device, which I will happily state is quite high. But unlike the iPhone X, Apple’s 10th anniversary handset, the new Galaxy isn’t an attempt at a radical departure. Instead, it’s a culmination of 10 years of phone development, with new tricks throughout.

The Galaxy S10 doesn’t offer the same glimpse into the future as the Fold. But it does make a strong claim for the best Android smartphone of the moment. Starting at $1,000, it’s going to cost you — but if Samsung’s $1,900 foldable is any indication, smartphones of the future could make it look like a downright bargain.

Screen time

The Samsung Galaxy S10+ has been my daily driver for a week now. It joined me on an international road trip, through several product unveils from the competition and is responsible for all of the images in this post. Sometimes the best camera is the one in your pocket, as the saying goes.

Like other recent Samsung flagships, it’s going to be a tough device to give up when review time comes to a close. It’s a product that does a lot of things well. Tending, as Samsung often does, toward jamming as much into a product as possible — the polar opposite of chief competitor Apple’s approach.

But in the case of the Galaxy line, it all comes together very nicely. The S10 doesn’t represent a radical stylistic departure from its predecessor, maintaining the same manner of curved design language that helps the company cram a lot of phone into a relatively limited footprint, including a 93.4 percent screen-to-body ratio in the case of the S10+.

That means you can hold the handset in one hand, in spite of the ginormous 6.4-inch screen size. This is accomplished, in part, by the curved edges of the display that have been something of a Samsung trademark for a few generations now. It has also helped the Infinity-O design display, a laser cutout in the top-right of the screen, to fit the front-facing camera in as small a space as possible. In the case of the S10+, it’s more like an Infinity-OOO display.

Samsung was going to have to give in to the cutout trend sooner or later, opting to go ahead and skip the whole notch situation. The result is a largely unobtrusive break in the screen. Just for good measure, the phone’s default wallpapers have gradually darkening gradients that do a good job obscuring the cut out while not in use.

But while the whole more-screen-less-body deal is generally a good thing, there is a marked downside. I found myself accidentally triggering touch on the sides of the display with the edge of my palms, particularly when using the device with one hand. This has been a known issue for some time, of course.

Oh, and there’s one more key aspect in helping the S10+ go full screen.

Putting your finger on it

As with many of the features here, Samsung can’t claim to be the first to have the under-display fingerprint sensor. OnePlus, in a rare push to be first to market, added a similar technology to the 6T, which arrived last fall. But Samsung’s application takes things a step further.

The S10 and all of its variants are among the first to implant the fingerprint technology that Qualcomm announced at its Snapdragon Summit in Hawaii last year. The key differentiator here is an extra level of security. If the OnePlus’ fingerprint sensor is akin to your standard face unlock, this is more in line with what you get on the iPhone or LG’s latest handset.

The ability to sense depth brings another layer of security to the product — quite literally. Here’s how Qualcomm describes it:

Combining a smartphone’s display and fingerprint reader for a seamless and sleek look, 3D Sonic uses technological advances and acoustics (sonic waves) to scan the pores of a user’s finger for a deeply accurate 3D image. An ultra-thin (0.2 mm) sensor enables cutting-edge form factors such as full glass edge-to-edge displays, and can be widely used with flexible OLED displays.

Setup proved a bit fussier than the standard physical fingerprint button. Once everything is squared away, the reader is actually fairly responsive, registering a rippled water animation and unlocking the phone in about a second.

Getting your finger/thumb in the right spot might take a couple of tries on the first go, but after that, it’s muscle memory. There’s also a small fingerprint shaped guide that pops up on the lock screen for help. It can still be a bit tricky for those times you’re not looking directly at the display, or if you switch between hands.

It’s also worth noting that the unlock can be tricky with some screen protectors. Samsung will be working with accessory manufacturers to design compatible ones, but picking the wrong company could severely hamper the unlock function.

In some ways, though, the in-display fingerprint reader beats face unlock. I tend to lay my device down next to my keyboard when I work. Lifting the phone up to my eyes in order to read notifications is a bit of a pain. Same goes for when I need to check messages in bed. Here you can simply touch, check the notifications and go on with your life.

Ports in a storm

Around the edge is a mirrored metal band that houses the power button on one side and volume rocker and devoted Bixby button on the other. Yes, the Bixby button is back. And no, it won’t be going anywhere anytime soon. Samsung is wholly devoted to the smart assistant, and the company’s mobile devices are the one foothold Bixby currently commands.

The complaint about the Bixby button mostly stems from the fact that the assistant was, quite honestly, pretty useless at launch — particularly when compared to Android’s default assistant. In fact, when Google announced this week at Mobile World Congress the upcoming arrival of Assistant buttons on third-party devices, the news was generally welcomed by the Android crowd.

Samsung, meanwhile, gets hounded about the Bixby button, as though its inclusion is a way of forcing its assistant on users. Once again, Samsung relented, giving users the ability to remap the button in order to launch specific apps instead. This has played out time and again with the last several Galaxy devices.

The fact is, after an admittedly rocky start, Bixby has slowly been getting better, feature by feature. But the assistant still has catching up to do with Google’s headset, and frankly doesn’t offer a ton of reasons to opt into it over Android’s built-in option. Samsung has certainly made big promises of late, coupled with the imminent arrival of the Galaxy Home Hub.

Of course, that device was announced more than half a year ago, and when it does finally arrive, it will likely be carrying a prohibitive price tag. Beyond that, Bixby is currently the realm of things like Samsung refrigerators and washing machines. None of this adds up to a particularly compelling strategy for a multi-million-dollar AI offering that has become something of an inside joke in the industry.

But Samsung sticks to its guns, for better or worse. Sometimes that means Bixby, and sometimes that means defiantly clinging to the headphone jack. Turns out if you avoid a trend for long enough, you can become a trendsetter in your own right — or at least a respite from the maddening crowd.

It’s been a few years since the beginning of the end came for the jack, and the whole thing still leaves plenty of users with a sour taste. Even the once-defiant Google quickly gave in and dropped the jack. Samsung, however, has stood its ground and the decision has paid off. What was ubiquitous is now a differentiator, and even as the company hawks another pair of Bluetooth earbuds, it’s standing its ground here.

All charged up

The back of the device, like the front, is covered in Gorilla Glass 6. The latest from Corning, which debuted over the summer, promises to survive “up to 15 drops.” But don’t try this at home with your shiny new $1,000 smartphone, as your results may vary.

The material also helps facilitate what is arguably the device’s most compelling new feature: Wireless PowerShare. Samsung’s not the first company to roll out the feature — Huawei introduced the feature on the Mate 20 Pro last year. Still, it’s a cool feature and, perhaps most importantly, it beat Apple to the punch.

The feature needs to be activated manually, by swiping down into notifications (it will also automatically shut off when not in use). From there, tapping Wireless PowerShare will pop up a dialog box, letting you know the feature is ready to us. Turn the phone face down on a table and place a compatible phone on top, face up, and the S10 will go to work charging it.

Placement can be a bit tough to get right the first couple of times. The trick is making sure both devices are centered. Once everything is where it should be, you’ll hear a quick notification sound and the phone will register as charging. In the case of the new Galaxy Buds, the sound is accompanied by the appearance of the case’s charging light.

It’s a neat feature, for sure. I can certainly imagine lending some ill-prepared friend a little juice at the bar one night. I wouldn’t go throwing out my power bank just yet. For one thing, one of the phones needs to be face-down the whole time. For another, wireless charging isn’t nearly as fast as its wired counterpart, so beyond the initial novelty of the feature, it may not ultimately be one you end up using a lot.

And, of course, you’re actively draining the battery of the phone sharing power. It’s a little like a Giving Tree scenario, albeit with the lowest stakes humanly possible. Thankfully, the handsets all sport pretty beefy batteries. In the case of the S10+, it’s a massive 4,100 mAh (with the 5G model getting an even nuttier 4,500 mAh).

It’s clear the days of Samsung’s Note 7-induced battery cautions are well behind it, thanks in no small part to the extensive battery testing the company implemented in the wake of a seemingly endless PR nightmare. As it stands, I was able to get around a full day plus two hours with standard usage while roaming the streets and convention center halls of Barcelona. That means you shouldn’t have to worry about running out of energy by day’s end — and you may even have a bit to spare before it’s all over.

Camera ready

You know the drill by now, Samsung and Apple come out with a new flagship smartphone, which quickly shoots to the top of DxOMark’s camera ratings. The cycle repeats itself yet again — with one key difference: It’s a three-way tie.

[Left: Standard, Right: Full zoom]

Really, there’s no better distillation of the state of the smartphone industry in 2019 than this. The latest iPhone, which is now half-a-year-old, is now a few spots down the list, with Samsung in a three-way tie for first. The other two top devices are, get this, both Huawei handsets. It’s been a banner year for the Chinese handset maker on a number of fronts, and that’s got to leave the Apples and Samsungs of the world a bit nervous, all told.

For now, though, there’s a lot to like here… 109 points’ worth, in fact. The last several generations of camera races have resulted in some really well-rounded camera gear. It’s a setup that makes it difficult to take bad shots (difficult, but hardly impossible, mind), with the combination of hardware and software/AI improvements we’ve seen over the course of the last few devices.

The camera setup varies from device to device, so we’re going to focus on the S10+ — the device we’ve spent the past week with (though, granted, the 5G model’s camera warrants its own write-up). The plus model features a three-camera array, oriented horizontally in a configuration that brings nothing to mind so much as the original Microsoft Kinect.

[Left: Samsung S10+, Right: Pixel 2]

It’s been fascinating watching companies determine the best use for a multi-camera array. Take Nokia’s new five-camera system, which essentially compiles everything into one super-high-res shot. Here, however, the three lenses capture three different images. They are as follows:

Wide (Standard): 12 MP, 26mm
Telephoto: 12 MP, 52mm
Ultrawide: 16 MP, 12mm

The system is configured to let you seamlessly switch between lenses in order to capture a shot in a given situation. The telephoto can do 2x shots, while the ultrawide captures 123-degree shots. The 5G model, meanwhile, adds 3D-depth cameras to the front and rear, which is a pretty clear indication of where Samsung plans to go from here.

That said, the current setup is still quite capable of pulling off some cool depth tricks. This is no better exemplified than with the Live Focus feature, which applies a Portrait Mode-style bokeh effect around the objects you choose. The effect isn’t perfect, but it’s pretty convincing. Above is a shot I took on the MWC show floor and used in the led for a story about the HTC Vive.

There are some fun tricks as well, like the above Color Point effect. I’m not sure how often I’d end up using it, but damn if it doesn’t look cool.

All of that, coupled with new touches like wide-image panorama and recent advances like super-slow-motion and low-light shooting make for an extremely well-rounded camera experience. Ditto for scene identification, which does a solid job determining the differences between, say, a salad and a tree and adjusting the shooting settings accordingly.

Oh, and a low-key solid upgrade here are the improved AR Emojis, as seen above. They’re 1,000 times less creepy than the originals. I mean, I’m still not going to be sharing them with people unironically or anything, but definitely a step in the right direction.

Today’s Galaxy

The present moment is an exciting one for the mobile industry. There were glimmers of promise all over the MWC show floor and a week prior at Samsung’s own event. A stagnant industry has caused the big players to get creative, and some long-promised technologies are about to finally get real.

The Samsung Fold feels like a clear peek into the future of one of the industry’s biggest players, so it’s only natural that such an announcement would take some of the wind out of its flagship’s sails.

The S10 isn’t the smartphone of the future. Instead, it’s the culmination of 10 solid years of cutting-edge smartphone work that’s resulted into one of today’s most solid mobile devices.

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Bioware’s high-flying ‘Anthem’ falls flat

Anthem is the first attempt by Bioware (of Mass Effect and Dragon Age fame) to tap into the well of cash supposedly to be found in the “game as platform” trend that has grown over the last few years, with Destiny, Warframe and Fortnite as preeminent exemplars. After a botched demo weekend dampened fan expectations, the final game is here — and while it’s a lot better than the broken mess we saw a few weeks ago, it’s still very hard to recommend.

I delayed my review to evaluate the game’s progress after an enormous day-one patch. While it is always premature to judge a game meant to grow and evolve by how it is immediately after launch, there are serious problems here that anyone thinking of dropping the $60 or more on it should be aware of. Perhaps they’ll all be fixed eventually, but you better believe it’s going to take a while.

I’d estimate this is about half the game it’s clearly intended to be; it seems to me we must soon find out that most of Anthem, supposedly in development for five years or more, was scrapped not long ago and this shell substituted on short notice.

The basic idea of Anthem is that you, a “freelancer” who pilots a mechanized suit called a “javelin,” fly around a big, beautiful world and blast the hell out of anything with a red hostility indicator over its head, which in practice is damn near everything. Once you’re done, you collect your new guns and gadgets and head back to base to improve your javelin, take on new missions and so on.

If it sounds familiar, it’s basically an extremely shiny version of Diablo, which established this gameplay loop more than 20 years ago; its sequels and the innumerable imitators it spawned have refined the concept, bolstering it with MMO-style online integration, “seasons” of gameplay and, of course, the inevitable microtransactions. People play them simply because it’s fun to kill monsters and see your character grow more powerful.

So Anthem is in good company, though of course for every success there are probably two or three failures and mediocre titles. Destiny has thrived in a way only because of its fluid and satisfying gunplay, while a game like Path of Exile leans on bulk, with skill trees and content one may never reach the ends of.

Anthem, on the other hand, lacks the charms of either. It is wildly short on content and its moment-to-moment gameplay, while competent and in some ways unique, rarely has you on the edge of your seat. It’s a very mixed bag of interesting concepts and disappointing execution, coupled with some truly baffling user experience issues.

I’ll cover the good parts first: the basics of flying around and shooting guys are for the most part solid. There’s a good variety of weapons, from hand cannons to shotguns and sniper rifles, with meaningful variations within those groups (though they usually boil down to rate of fire). You feel very cool during engagements, picking off enemies, dodging behind cover, flying to a new vantage point and so on.

Each of the four javelins has a good pile of themed special abilities that significantly affect how you play; for instance, the Storm starts out with (basically) non-damaging ice shards that freeze enemies, setting them up for a damaging combo from its lightning strike — but soon you can swap those out for fiery explosions and a charge-up blast of cold, and so on. The synergies are somewhat limited in that some abilities clearly only work with some others, but there’s fun to be had experimenting. I played with three of the four javelins available (more to come, apparently) and they were all very distinct styles.

Damn.

The graphics really are lovely, from the future-past desert chic of Fort Tarsis to the lush jungle cliffs of the world you’ll be exploring. The light and landscapes are beautiful, and the character models are, too. Firefights look chaotic and splashy, which they are. There are also lots of customization options, in terms of colors and materials anyway — there’s a puzzling lack of cosmetics to buy with in-game or real currency; only two or three are available right now.

Unfortunately, that’s pretty much the extent of what Anthem gets right — and to be clear, it really can be fun when you’re actually in the middle of a firefight, blasting away, doing combos with friends, taking on hordes of bad guys. The rest is pretty much a mess. Here’s the greatest hits of how Anthem fails to operate, to respect the player’s time and, generally speaking, to be a good game.

First and perhaps most egregious, the load screens are frequent and long. I timed it at more than five minutes from launch, and at least three or four different load screens, before I could actually play the game.

Get ready for a lot of this! And incidentally, many fire attacks don’t actually set up combos.

A long load time to bring up a huge world like Anthem’s I can understand. But load times to enter the screen where you change your gear? Load screens when you enter a small cave from the map? A load screen when you stray too far from your teammates and have to be teleported to them? A load screen when you finish a mission, then another before you can return to base — and another before you can equip your new gun? Oh my god!

This is compounded by a sluggish and over-complicated UI that somehow manages to show both too much and not enough, while inconsistent keys and interaction elements keep you guessing as to whether you need to press F or space or escape to go forward, hit or hold escape to go back, use Q or E to go through submenus or if you have to escape out to find what you’re looking for.

Equipment and abilities are mystifyingly under-explained: no terms like “+15% gear speed” or “+/-10% shield time” are explained anywhere in the tutorial, documentation or character screen — because there is no character screen! For a game that depends hugely on stats and getting an overall feel for your build and gear, you have to visit five or six screens to get a sense of what you have equipped, its bonuses (if comprehensible) and whether you have anything better to use. Even core game systems like the “primer” and “detonator” abilities are only cursorily referenced, by cryptic icons or throwaway text. The original Diablo did it better, to say nothing of Anthem’s competition at the AAA level.

Navigating these menus and systems is doubly hard because you must do so not by just hitting a key, but by traveling at walking speed through the beautiful but impractical Fort Tarsis. It took a full 30 seconds for me to walk from my suit (the only place where you can launch missions) to a quest giver. And when you start the game, you start in a basement from which you have to walk 20 seconds to get to your suit! Are you kidding me?

A common sight.

Even when you’re doing what the game does best, zooming around and getting in firefights, there’s a disturbing lack of mission variety. Almost without exception you’ll fly to a little arena — some ruins or a base of some kind — and are immediately alerted of enemies in the area. They warp in at a convenient distance, often while you watch, and attack while you stand near a gadget (to advance a progress bar) or collect pieces to bring back. Some more powerful guys warp in and you shoot them. Fly to the next arena, rinse and repeat.

Sure, you could say “well it’s a shooter, what do you expect?” I expect more than that! Where are the aerial chases the intro leads you to believe exist? Enemies all either stand on the ground or hover just above it. They don’t clamber on the walls, get to the top of towers, shoot down on you from cliffs, climb trees, build gun emplacements. You don’t defend a moving target like the “Striders” (obviously AT-ATs) you supposedly travel in; bridges and buildings don’t crumble or explode; you don’t chase a bad guy into a big cave (or if you do, there’s a loading screen); the “boss-type” enemies are often just regular guys with more life or shields that recharge in the time it takes you to reload. Where are the enemy javelins? The enemy Striders? Ninety percent of what you kill will be ground-bound grunts taken down in a flash. For a game in which movement is emphasized and enjoyable, combat involves very little of it.

The campaign, which is surprisingly well acted but forgettable, seems like it was tacked on in a hurry. Amazingly, a major cutscene details a much more interesting story, in which a major city is overrun and destroyed and only a few survive. It struck me at the time that this might have been the original campaign and starting mission, after which you are logically relegated to the nearby Fort Tarsis and forced to fight for scraps. Instead you have a series of samey missions with voice-overs telling you what’s happening while you stand there and watch progress bars fill up.

At one point you are presented with four ancient tombs to track down, only to find that these amazing tombs aren’t missions but simply checklists of basic game activities like opening 15 treasure chests, killing 50 enemies with melee and so on. At a point, increasing these numbers was literally the only “mission” I had available in the game. And when I tried to join other people’s missions to accomplish these chores, half the time they were broken or already finished. Even trying to quit these missions rarely worked! (Some of these bugs and issues have been mitigated by patches, but not all.)

Spoiler warning! What do you think is in the tombs? A taxing dungeon full of traps, monsters and ancient treasure? Nope! Literally just a tiny, empty room. And yes, there’s a loading screen — both in and out.

Oh, and because many of the missions are difficult or tedious to do solo, you’ll want to team up — except if you’re slow to load, the mission will commence without you and you’ll miss the VO. Whoops! And by the way, if you just want to test out a new gun or power, you’ll have to join a multiplayer “freeplay” session to do it, which is another handful of loading screens. I’m not even going to get into the failings of the multiplayer. Because you can’t communicate it’s basically like playing with bots. By the way, there’s no PvP, so forget about skirmishing with your friends or randoms.

Even the loot you get is frustratingly low-quality and unimaginative. Every gun or component is a standard model almost always with just slightly better damage than the last one you found, and perhaps a stat bonus. But the stat bonuses are boring and often nonsensical: do I really want an assault rifle that gives me 10 percent better damage with heavy pistols?

Where’s the fun? For comparison when I was playing Diablo III recently I found a pair of leg armor early on that produced a powerful poison cloud whenever I was touching three or more enemies. Suddenly I played differently, rushing into crowds of monsters and leaping out, then immobilizing them while their life ticked down. I changed out my weapons, focused on physical defense, poison buffs… all because of a pair of pants!

I’ve encountered nothing like that in 25 hours of Anthem. Every new power and gun is the same as the old one but with a higher number. Where’s the lightning bolt that also sets people on fire, or the plasma blast that always knocks down flying guys? The pistol that does double damage against one class of enemy, the sniper rifle that automatically chambers a new round instantly in one out of five shots?

You do eventually find some “Masterwork” items that have unique qualities, but even these are compromised by the fact that their stats are completely random (such as a bonus to the wrong damage type), necessitating a grind to make or find them over and over until you get one with bonuses that make sense.

So much of Anthem seems like it’s just missing. The campaign is half there; the controls and UI are half there; the loot is half there. The multiplayer is half there. Everything lacks a critical piece that makes it more than basically functional, and considering the game’s highly polished competition, this is inexplicable and inexcusable. I find it hard to believe this was in the works for five years when such elementary aspects like a character screen and working item descriptions aren’t included at launch.

It’s more than possible that with perhaps half a year of work the Bioware team — which seems to be painfully aware of the game’s shortcomings, if their responses to detailed litanies of complaints on the game’s subreddit are any indication — could make this game worth the price of entry. But right now I couldn’t recommend it to anybody in good conscience, and I’m disappointed that a developer that’s created some of my favorite games dropped the ball so badly.

It’s too bad, because I feel the pull of the game, the basic chaotic fun at the heart of any good looter-shooter, because I feel like this can’t really be it. This can’t really be all my abilities, right? This can’t be every weapon? I liked Anthem when it was at its best, but that was so very little of the time I spent in it, and it took so much effort and patience on my part to even make those moments a possibility. I’ll be checking back in with the game in the hopes that it makes a Destiny-esque turnaround, but for now I have to say Anthem suffers from a failure to launch.

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How issues of microtransit, congestion and parking are closing in on cities

Earlier this week in a new experimental newsletter I’ve been helping Danny Crichton on, we briefly discussed transit pundit Jarrett Walker’s article in The Atlantic arguing against the view that ridesharing and microtransit will be the future of mass transit. Instead, his thesis is that a properly operated and well-resourced bus system is much more efficient from a coverage, cost, space, and equality perspective.

Consider this an ongoing discussion about Urban Tech, its intersection with regulation, issues of public service, and other complexities that people have full PHDs on.  I’m just a bitter, born-and-bred New Yorker trying to figure out why I’ve been stuck in between subway stops for the last 15 minutes, so please reach out with your take on any of these thoughts: @Arman.Tabatabai@techcrunch.com.

From an output perspective, Walker argues that by operating along variable routes based on at-your-door pick ups, microtransit actually takes more time to pick up fewer people on average. Walker also gives buses the edge from a cost and input perspective, since labor makes up 70% of transit operating costs in a pre-autonomous world and buses allow you to service more customers for the price of one driver.

“The driver’s time is far more expensive than maintenance, fuel, and all the other costs involved.  In almost every public meeting I attend, citizens complain about seeing buses with empty seats, lecturing me about how smaller vehicles would be less wasteful. But that’s not the case. Because the cost is in the driver, a wise transit agency runs the largest bus it will ever need during the course of a shift. In an outer suburb, that empty big bus makes perfect sense if it will be mobbed by schoolchildren or commuters twice a day.”

But transit is not solely an issue of volume and unit economics, but one of managing public space. Walker explains that to ensure citizens don’t use more than their fair share of space, cities can either provide vehicles that are only marginally bigger than a human body, i.e. bikes and scooters, or have many people share large-scale vehicles, i.e. mass transit. Doing the latter through a mass fleet of on-demand microtransit solutions, Walker argues, increases congestion and makes it harder to manage scheduling and allocate infrastructure.

While the article offers an effective comparison of unit economics and acts as a useful primer on the various considerations for city transit agencies, some of the conclusions are a bit binary.  The discussion is a bit singular in its focus of microtransit as a replacement of public transit rather than an additive service and doesn’t give much credit to the trip planning and space management capabilities of many microtransit services, nor changes in consumer expectations towards transportation.

But despite some of the gaps in the piece, Walker highlights two ideas that spill over to some broad areas that have caught my interest lately: Tolls and Parking.

Tolls

Photo by Michael H via Getty Images

“To succeed, microtransit would have to help people get around cities better, not just make them feel good about hailing a ride on a phone. Full automation of vehicles, if indeed it ever arrives, might solve the labor problem—although it would put thousands of drivers out of work. But the congestion problem will remain.”

Like many, Walker argues that ridesharing aggravates city traffic rather than alleviates it.  Even though ridesharing’s long-term impact on traffic is widely contested, nearly everyone agrees that a solution to urban congestion is desperately needed.

What’s interesting is that regardless of the discourse that surrounds them, trends in US tolling mechanisms seem to suggest American cities may be moving closer to congestion pricing methods.

As an example, solutions to congestion are top of mind behind the New York state election that saw Democrats taking control of both state legislative houses. Though it seems like the argument resurfaces every few years, the elections have brought renewed debate over the possible implementation of congestion pricing in New York City.  In essence, congestion pricing is a system where drivers would pay higher prices for using high-traffic streets or entering high-traffic zones, allowing cities to better dictate the flow of drivers and reduce congestion.   

Outside of the obvious political tension created by effectively implementing a new tax, some lawmakers have pushed back on the effectiveness of a congestion pricing policy, with some arguing that it can aggravate income inequality or that a policy addressing construction and pedestrians, rather than vehicles, would have a bigger impact on traffic.

However, over the past year or so, an increasing number of states have been rolling out highway tolls that are priced dynamically, instead of using traditional fixed-price tolls. The exact drivers behind the toll prices vary, with some cities charging prices based on traffic conditions and others charging varying prices for the use of express and HOV lanes.

Several new technologies and companies have also made it easier for local governments to implement more sophisticated, adjustable toll pricing or congestion fees at a much lower cost. In the past, congestion pricing systems around the world have required physical detection systems that can be extremely costly to implement.

Now, companies like ClearRoad are helping governments use a wide range of connected vehicle technologies to establish and collect road usage pricing from any location without the need for physical infrastructure. Oregon is one geography working with ClearRoad to manage its new opt-in road usage program where the state is able to calculate drivers’ usage of certain roads and their gas consumption, and then reimburse them for gas taxes they’re paying.

So even though people are still screaming at each other in state capitols, it seems like we may be closer to seeing congestion pricing in major cities than we think. And while executing these programs can be difficult and painfully slow (often needing to satisfy city regulations and tax laws forty layers deep), if these smaller-scale programs we’re seeing in the US are actually effective, congestion pricing may be a solution to plug chunky budget gaps, better finance infrastructure projects and replace lost gas tax revenue in an electric vehicle future.

Parking

In his piece, Walker goes back to some basic principles of urban design, highlighting that at their core, functioning cities come down to how millions of people share a comparatively tiny amount of space.  

Walker explains that city dwellers that travel with cars and solo rideshare trips rather than with large-scale shared transit are effectively taking up more than their fair share of public space.  While the argument is made in the context of ridesharing and congestion, the same idea applies to the less-discussed impact mass-transit ridesharing can have on city parking.

At least in the near-term, certain cities have seen ridesharing actually increase vehicle usage rather than reduce it (a claim rideshare companies dispute), resulting in an even wider gap between the supply and demand for available parking spots.  And if people are using ridesharing but still choosing to own cars regardless, in an indirect fashion, they are similarly reducing the stock of available parking space by more than their fair share.

And while it makes sense that rideshare vehicles should receive a larger portion of the parking stock, given that it serves more passengers, the use of available parking by these vehicles can and has caused tension with local residents that have to store their cars further away.

There are companies like the mobility-focused data platform, Coord, that are working on tools geared towards helping cities and citizens more effectively allocate and plan parking strategies for the future multi-modal transportation network. And theoretically, ridesharing should reduce the number of vehicles in search of parking in the long-term. But at least for now, the impact on parking congestion is just another unintended consequence that weakens the argument for ridesharing as mass transit.

And lastly, some reading while in transit:

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Daily Crunch: Tesla is profitable again

The Daily Crunch is TechCrunch’s roundup of our biggest and most important stories. If you’d like to get this delivered to your inbox every day at around 9am Pacific, you can subscribe here:

1. Tesla earns its first profit in two years

Tesla reported a profit in the third quarter, reversing seven consecutive quarters of losses. This is only the third time in the company’s history that it has achieved this milestone.

The turnaround was driven by sales of the Model 3. The company said customers are trading up their relatively cheaper vehicles to buy a Model 3, even though there is not yet a leasing option and the starting price was $49,000.

2. Trump has two ‘secure’ iPhones, but the Chinese are still listening

A new report by The New York Times puts a spotlight on the president’s array of devices and how he uses them. However, both Trump and a spokesperson for China’s foreign ministry have denied the story.

(BRENDAN SMIALOWSKI/AFP/Getty Images)

3. Red Dead Redemption 2 sets the bar high for the next generation of open world games

Tomorrow, Red Dead Redemption 2 goes live after months of breathless speculation. And according to Devin Coldewey and Jordan Crook, it’s as good as you’ve been hoping.

4. Facebook is building Lasso, a video music app to steal TikTok’s teens

Facebook is building a standalone product where users can record and share videos of themselves lip syncing or dancing to popular songs, according to information from current and former employees.

5. One-year-old Ribbon raises $225m to remove the biggest stress of home buying

The startup wants to replace the incredible stress of securing a mortgage during the home-buying process with a Ribbon Offer: If a buyer can’t secure a mortgage in time for close, Ribbon will pay for the house itself and give the buyer extra time to get financing.

6. Twitter beats Wall St Q3 estimates with $758M in revenue

Twitter reported a 29 percent increase in ad revenue to $650 million, and the company says total ad engagements increased 50 percent year over year. However, user growth didn’t quite match expectations.

7. Confirmed: ShopRunner acquires Spring, raises $40M

ShopRunner is announcing its first infusion of venture funding under CEO Sam Yagan, plus an acquisition of the shopping app Spring. Sources also say it’s readying a major overhaul of its mobile app.

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Red Dead Redemption 2 sets the bar high for the next generation of open world games

It’s been nearly a decade since Rockstar Games introduced Red Dead Redemption, a massive open world game with a story about as reflective of American culture as the Grand Theft Auto franchise.

Tomorrow, Red Dead Redemption II goes live after months of breathless speculation. And yes, it’s as good as you dreamed it. That’s not to say that the layers of interactivity, which are a huge step forward for the next generation of open world games, are not without their faults. But the level of attention to detail, the way that the various components of the game work in conjunction, and the intricacy of even the most mundane activities makes playing Red Dead Redemption 2 feel as authentic as being Arthur Morgan yourself.

But before we dive into the review, it’s worth noting that Devin and I each spent less than a dozen hours playing this game before sitting down to write. In fact, according to the progress bar in my game, I’m less than 20 percent of the way through the story, with even less completed of the challenges and the Compendium (index of items discovered/found). This game is so massive, it would be impossible to bring you thoughtful analysis of the story. We haven’t finished it yet.

We do, however, have some early impressions of the game below. For those looking to avoid spoilers, don’t worry — everything we talk about takes place in the first couple hours of the game and we’ve shied away from naming places, characters, and missions.

A world of details

For a game this big, it kind of makes sense to start with the details. It’s evident that this is an environment not just crafted with care, but presented with directorial intent. That’s important to say right off the bat — this isn’t just a big chunk of land for you to wander, but the stage for a story, and a stage that has been dressed with more care than perhaps any game to date.

It’s easy to talk about square mileage, about how many buildings can be entered, about the hours of dialogue you may encounter. But those are quantitative measures when what matter are the qualitative ones.

The details are what set RDR2 apart. Everywhere you look there are details, from the seams and rips on the dozens of coats you’ll see and wear, to the fact that you have to clean and oil your gun regularly, to how the items you buy are actually on the walls of the general store you visit. The dialogue too is remarkably consistent and well acted, and largely free from anachronism while retaining personality and a sense of humor.

Look at that SNOW.

Although it’s difficult to forget that you’re playing a game, these details make it very easy to fool yourself that the world in which you’re playing is a real place. Nearly everything you do, and how you do it, retains the conceit of the Old West.

I can’t even begin to wonder how much work it took to put this together. I had similar thoughts when I was playing Assassin’s Creed: Odyssey, but while the scale and visual grandeur of that game impressed me, RDR2 hits those same notes while also hitting home in the much more difficult areas of authenticity, believability, and consistent direction.

From RDR to L2

One of the loveliest characteristics of RDR2 is how reminiscent it is of the original Red Dead. Riding my horse along a beaten path, normally near a railway, takes me back to 2010. All the things players have done before — shooting, riding, walking through the world — feel similar to the last game, albeit slightly smoother. The cinematic camera (a page out of the GTA playbook) is particularly delightful, especially in autopilot alongside NPCs leading the way.

The world itself is far more alive and full of detail, and this time around, there is something deeper behind each item, NPC, and animal in the game. Red Dead Redemption taught us that our left trigger button was about aim, and aim only. In the next iteration of the game, L2 opens the door to everything else that this immersive world has to offer.

And it’s this untethering of every single object and character in the game that pushes RDR2 steps toward reality, and leaps forward for gaming.

During Story missions, Arthur can use L2 to make real-time decisions about how to ambush a camp. If he focuses on an item on a shelf in the store, the player can open up a menu through L2 to buy or inspect that item. Focus on an NPC walking around camp, and L2 opens up the options to greet or antagonize them. Approach Arthur’s horse, and L2 opens up a larger menu to feed the horse, brush the horse, or pat the horse. But these aren’t just empty actions. Feeding and cleaning the horse fill her health and stamina cores, and patting the horse increases her bond with Arthur, all of which affect the quality of the horse as a tool.

It’s important to note that, if Arthur gun is equipped, L2 defaults to aiming down sights, which sure can frighten a horse or an innocent NPC.

Like a crow bar, L2 cracked open the whole world of Red Dead Redemption. If you can inspect a letter on a nightstand, flip it over and read the back, and put it down again, what should stop you from inspecting a live animal to see if it’s worth hunting. L2 brings up information about the animal like its name, its quality, and what you can get from it.

Intuitive until it isn’t

You can look up from a treasure map (handy) but have to dig through menus to pull it out in the first place.

Not all of the game’s interfaces are so fluid and convenient. Trotting along through town in my horse, I tap L2 to see if I can sketch a bird flying by, or study a farm dog, or hail a passerby (“hey, pardner!”). But then I see my horse is tired and I want to feed it an apple.

To do this I have to hold L1 to open the radial menu, then simultaneously hit R1 twice to get to the horse menu. Then I hold the right stick down in the direction of the item category I want to use, then (while holding L1 and the stick direction) pull the right and left triggers to find the item I want, and let go of L1 (but still hold the stick!) to use it (X and other normal “OK” buttons don’t do it). Are you kidding me?

Meanwhile time continues to pass in the background, albeit slowly, so you’re doing all this under pressure. Hell, someone might even be shooting at you and you’re trying to quaff a health tonic before returning to the weapon menu to pull out the rifle from your horse storage before you get gunned down.

It seems to me that although much of the world and your interactions with it are smoothed and interpreted from context, whenever that wasn’t possible the developers crammed it into this overworked radial menu system. I’ve gotten more used to it as I’ve played, but it still feels like something that started simple and quickly lost its elegance as it turned into a catch-all bucket for “video game stuff.”

There are also systems that are inadequately explained even when there’s opportunity for it. An early mission has you traveling with one of your bandit companions to hunt a big bear he saw a day’s ride away.

I happened to succeed in killing the bear, and loaded my ‘legendary bear pelt’ on the back of my horse. What was I supposed to do with it? Make a rug? I’d heard a little about pelts but precious little. Then I saw on my map that there was a trapper nearby — surely he would provide the tutorial I needed! But although the item’s description specifically said a trapper could turn it into a talisman, the trapper seemed to be able to do no such thing

Did I need to park my horse closer and hail him with it nearby? Did I “have” the pelt, or did it need to be there? Did I need to sell it to him first? Did I have to craft something on my own? Did I need to talk to my mission guy, or the cook who handles pelts in the camp? I had no clue and the game gave me no indication either. I couldn’t just keep it, since it took up valuable space on my horse — I had to turn down giving a lady a ride home because I’d have had to leave the pelt behind.

Ultimately I brought it back to camp, but couldn’t make anything out of it there either. Carts and boxes were everywhere but I couldn’t store the pelt in any of them. I dropped it on the ground and found myself and it teleported to the edge of camp; a message told me that “items dropped in camp will appear in a convenient place” or something. Oh, so the whole camp is a storage area! Nope. As soon as I rode away I was told I’d “abandoned” the pelt and some of its parts would go to the nearest trapper. What?

I don’t envy the developers and the info dumps they have to place like mines throughout this enormous world and story, but it felt like this was just one stumble after another, with relatively core gameplay elements that were almost completely unexplained. It’s an unexpected and forgivable failure given how much goes right, but the contrast is all the more jarring when it happens.

Nothing mundane about it

Eating stew with a beautiful view

RDR2 sets the bar high in a number of ways, but the overarching achievement is how closely this game tries to mimic reality. In some ways, this opens the world up, and in others, it limits you.

Arthur can’t carry around seven guns at once, so his horse stores the guns he can’t carry. If he forgets to equip his guns before running into a shootout on foot, he’s probably in trouble. Likewise, if Arthur goes hunting and loads a bear skin on the back of his horse, there isn’t any room to bring back a bounty target.

But Arthur isn’t just hunting for sport, or even for food. Whereas the last Red Dead focused on hunting as a way to make money, eat, or simply collect animals in the index, hunting now comes with its own system similar to Dead Eye and is paired together with crafting (which I’ll get to shortly).

The hunting system is called Eagle Eye, and it’s slightly reminiscent of the Instinct mode in Hitman. This system lets Arthur track animal trails, paw prints, animal dung, etc. to find his desired prey. Clicking L3 and R3 simultaneously activates Eagle Eye, and then pressing R1 lets you follow the track without remaining in the slow-mo world of Eagle Eye.

Tracking doesn’t work so well for aquatic animals like fish and alligators, but fishing is an easy, laid-back way to gather food or turn a small profit.

Inspecting animals, via L2, ensures Arthur is targeting the right size and quality of animal, and the method by which Arthur hunts affects the quality of the skins. This seems unimportant, but in the exotic world of crafting, you might find yourself caring a lot.

Crafting allows Arthur or other NPCs (like the Trapper, or the camp cook Pearson) to create new items from stuff they’ve gathered in the wilderness. That could mean mixing up some meat with an herb to create a specific dish, which would have its own specific effect on health and stamina, or bringing back a few pelts to have more comfortable and colorful accommodations around camp.

Again, this method of hunting and crafting is more in line with how an outlaw might actually live off of the land in 1899. And in adding Eagle Eye and the ability to craft, the more mundane parts of Red Dead Redemption have come alive. In the last game, hunting was something you stumbled upon. The most interactive piece of it was buying and setting bait. In RDR2, hunting big game like bears and buffalo is nearly as enjoyable an activity as the story missions.

Stone cold or heart of gold?

The honor system from Red Dead Redemption is alive and well in RDR2, but with some added flare. Because the game tries to mimic real life, with all its opportunities and limitations, the honor system is even more consequential now.

Deeper interactivity through L2 allows you to interact with almost every NPC, even those that aren’t involved in challenges or side missions or story missions. What’s more, those NPCs remember you.

In one instance, a man had been bit by a snake and was screaming out nearby a road. I stopped to help him, sucked the poison out, and went on my way. Later, when I rode into town, he was sitting on a bench outside the gunsmith and he called out to me. He said thanks and offered to pay for any gun I’d like to buy inside the gunsmith. My decision to save him, instead of killing him and looting his body, not only gave me honor points but resulted in a reward.

In another instance, I accidentally pulled out my knife when I got in a bar fight. Instead of innocently beating a dude up, I killed him. The townspeople mentioned the murder the next time I came into town, and the only way to get rid of the bounty on my head was to pay it off at the Post Office.

These decisions and their respective results are pretty straight forward. More nuanced, however, is the effect that Arthur’s honor has on the atmosphere of the game. Honor level changes the way that the story plays out, affects the kill cams, alters the music in the game, and changes the way Arthur dreams and writes in his journal.

In the short time we’ve been able to play the game, it’s hard to tell how extremely this affects the game. I did notice, however, when my honor was at its highest level that one of the shootouts was accompanied by up-tempo (almost celebratory) banjo music, and that kill cams had a goldish tint to them. It’s unclear if that was directly related to my honor or not, but it felt like a subtle dynamic change.

This game offers no shortage of customization options, from your horse to your gun to your clothes to your camp. But there is perhaps no more influential factor that separates one player’s experience of the game from another than Honor.

Dear diary

I want to give an especial callout to the detail lavished on the catalogs and books in the game, as well as Arthur’s journal. The tongue-in-cheek period-style descriptions of equipment and clothing items sometimes run to multiple paragraphs, and as there’s no particular hurry for much of the game, why not take the time to read them?

Arthur’s journal is a treat as well. Although it is in some ways just a way to recap the story for you, it’s a pleasure to read the hand-written entries and the main character’s thoughts on events as they played out; missions will be described differently depending on how they ended or choices you made. And meanwhile every place you visit, and every critter you “study” will be sketched in the book in the order you see them.

This isn’t explained or anything, and I was tickled when I figured it out. I had made a long trek back from a mission and stopped by a few places, scoped out a squirrel, some chickens, a deer and some other things in passing. When I went to my journal a few game days later, there they all were in order, as if (as is the intent) Arthur had in fact been jotting them down while I wasn’t looking.

It’s a shame the journal and books aren’t more prominently presented — the journal is in your horse’s pack, or that’s where it ended up for me. Take the time to read it and anything else you come across; as much effort was put into the writing here as it was everywhere else in the game.

Not-so-final word

Needless to say RDR2 gets a hearty recommendation from us despite some nitpicks and even a couple serious cracks in the carefully-constructed facade. It’s a landmark game in the open world genre and an artistic achievement in its own right. It’s worth your money.

That said, our limited time with the game, and choice to play it as though we were regular players and not blast through to the end, means we’re unable to evaluate the entirety of the game. I find it exceedingly unlikely that the game gets worse — if anything, it likely gets better as the story and gameplay concepts progress.

Still, there are a few specifics we should mention that we plan to look at over the next few weeks.

Online isn’t live yet and won’t be for a while. This isn’t core to the main game but will surely be a huge draw as the game ages and its quality will affect whether it’s worth picking up again or recommending to a friend a year or two from now.

The honor system, though we touched on it, is pretty hard to test thoroughly even with two people playing in parallel. We haven’t been able to experience how the game changes significantly to accommodate your choice of amorality or virtue.

The story is in many ways just beginning, not to mention the side stories of your camp members and other figures you encounter. Did Rockstar frontload all the good acting and setpieces? Does it fizzle out at the end? Doubtful but we can’t say one way or the other. Once we’ve both finished the game or gotten far enough to feel confident in our opinions we’ll issue a followup review and link it here.

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Study says the US is quickly losing its entrepreneurial edge

Photographer: Daro Sulakauri/Bloomberg

According to a new study conducted by the Center for American Entrepreneurship and NYU’s Shack Institute of Real Estate, the US may be losing its competitive advantage as the dominant nucleus of the startup and venture capital universe. 

The analysis, led by senior Brookings Institution fellow Ian Hathaway and “Rise of the Creative Class” author Richard Florida, examines the flow of venture capital over 100,000 deals from 2005 to 2017 and details how the historically US-centric practice of venture capital has become a global phenomenon.

While the US still appears to produce the largest amount of venture activity in the world, America’s share of the global pie is falling dramatically and doing so quickly.

In the mid-90s, the US accounted for more than 95% of global venture capital investment.  By 2012, this number had fallen to 70%. At the end of 2017, the US share of total venture investment had fallen to just 50%.   

Over the last decade, non-US countries have propelled growth in the global startup and venture economy, which has swelled from $50 billion to over $170 billion in size.  In particular, China, India and the UK now account for a third of global venture deal count and dollars – 2-3x the share held ten years ago.  And with VC dollars increasingly circulating into modernizing Asia-Pac and European cities, the researchers found that the erosion in the US share of venture capital is trending in the wrong direction.

Growth of global startup cities and the myth of the American “rise of the rest”

We’ve spent the summer discussing the notion of Silicon Valley reaching its parabolic peak – Observing the “rise of the rest” across smaller American tech hubs.  In reality, the data reveals a “rise in the rest of the world”, with startup ecosystems outside the US growing at a faster pace than most US hubs.

The Bay Area remains the world’s preeminent beneficiary of VC investment, and New York, Los Angeles, and Boston all find themselves in the top ten cities contributing to global venture growth.  However, only six of the top 20 cities are located in the US, while 14 are in Asia or Europe.  At the individual level, only two American cities crack the top 20 fastest growing startup hubs.  

Still, the authors found the bulk of VC activity remains highly concentrated in a small number of incumbent startup cities. More than 50% of all global venture capital deployed can be attributed to only six cities and half of the growth in VC activity over the last five years can be attributed to just four cities.  Despite the growing number of ecosystems playing a role in venture decisions, the dominant incumbent startup hubs hold a firm grip on the majority of capital deployed.

China and the surge of mega deals

Unsurprisingly, the largest contributor to the globalization of venture capital and the slimming share of the US is the rapid escalation of China’s startup ecosystem.

In the last three years, China has captured nearly a fourth of total VC investment.  Since 2010, Beijing contributed more to VC deployment growth than any other city, while three other Chinese cities (Shanghai, Hangzhou, Shenzhen) fell in the top 15. 

A major part of China’s ascension can be tied to the idiosyncratic rise of late-stage “mega deals”, which the study defines as $500 million or more in size.  Once an extremely rare occurrence, mega deals now make up a significant portion of all venture dollars deployed.  From 2005-2007, only two mega deals took place.  From 2010-2012, eight of such deals took place.  From 2015-2017, there were 80 global mega deals, representing a fifth of the total venture capital activity.  Chinese cities accounted for half of all mega deal investment over the same period.

The good, the bad, and the uncertain

It’s not all bad for the US, with the study highlighting continued ecosystem growth in established US hubs and leading roles for non-valley markets in NY, LA, and Boston.

And the globalization of the startup and venture economy is by no means a “bad thing”.  In fact, access to capital, the spread of entrepreneurial spirit, and stronger global economic development and prosperity is almost unquestionably a “good thing.”

However, the US’ share of venture-backed startups is falling, and the US losing its competitive advantage in the startup and venture capital market could have major implications for its future as a global economic leader.  Five of the six largest US companies were previously venture-backed startups and now provide a combined value of around $4 trillion. 

The intense competition for talent marks another major challenge for the US who has historically been a huge beneficiary of foreign-born entrepreneurs.  With the rise of local ecosystems across the globe, entrepreneurs no longer have to flock to the US to build their companies or have access to venture capital.  The problem attracting entrepreneurs is compounded by notoriously unfriendly US visa policies – not to mention recent harsh rhetoric and tension over immigration that make the US a less attractive destination for skilled immigrants.  

At a recent speaking event, Florida stated he believed the US’ fading competitive advantage was a greater threat to American economic power than previous collapses seen in the steel and auto industries.  A sentiment echoed by Techstars co-founder Brad Feld, who in the report’s forward states, “government leaders should read this report with alarm.”

It remains to be seen whether the train has left the station or if the US can hold on to its position as the world’s venture leader.  What is clear is that Silicon Valley is no longer the center of the universe and the geography of the startup and venture capital world is changing.

The Rise of the Global Startup City: The New Map of Entrepreneurship and Venture Capital tries to illustrate these tectonic shifts and identifies tiers of global startup cities based on size, growth and balance of VC deals and investments.

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Samsung Galaxy Note 9 review

There are no secrets in consumer electronics anymore. Sometimes it’s the fault of flubs and flaws and leakers. Sometimes it’s by design. In the case of the Galaxy Note 9, it’s a little bit of both.

The Galaxy S9 wasn’t the blockbuster Samsung’s shareholders were expecting, so the company understandably primed the pump through a combination of teasers and leaks — some no doubt unintentional and others that seemed suspiciously less so.

By the time yesterday’s big event at Brooklyn’s house that Jay-Z built rolled around, we knew just about everything we needed to know about the upcoming handset, and virtually every leaked spec proved accurate. Sure, the company amazingly managed to through in a surprise or two, but the event was all about the Note.

And understandably so. The phablet, along with the Galaxy S line, forms the cornerstone of Samsung’s entire consumer approach. It’s a portfolio that expands with each event, to include wearables, productivity, the smart home, automotive, a smart assistant and now the long-awaited smart speaker. None of which would make a lick of sense without the handsets.

If the Galaxy S is Samsung’s tentpole device, the Note represents what the company has deemed its “innovation brand,” the uber-premium device that allows the company to push the limits of its mobile hardware. In past generations, that’s meant the Edge display (curving screen), S-Pen, giant screen and dual-camera. That innovation, naturally, comes at a price.

Here it’s $1,000. It’s a price that, until a year ago seemed impossibly steep for a smartphone. For the Galaxy Note 9, on the other hand, that’s just where things start. Any hopes that the new model might represent a move toward the mainstream for the line in the wake of an underwhelming S9 performance can be put to rest here.

The Note is what it’s always been and will likely always continue to be: a device for the diehard. A very good device, mind, but one for those with an arm and or a leg to spare. Most of the good new features will trickle their way down the food chain to the company’s more mainstream device. At $720/$840, the S9 isn’t a budget phone by any stretch of the imagination, but at the very least, keeping it to three digits seems a little more palatable.

A good rule of thumb for a hardware review is incorporating the product into one’s own life as much as possible. It’s a pretty easy ask with a device like the Note 9, which has the advantage of great hardware and software design built upon the learnings and missteps of several generations.

It’s still not perfect by any means, and the company’s everything-and-the-kitchen-sink approach to the line means there are plenty of features that never really made their may into my routine. And while, as the largely unchanged product design suggests — the Note 9 doesn’t represent a hugely significant milestone in the product line — there are enough tweaks throughout the product to maintain its place toward the top of the Android heap.

All charged up

Let’s address the gorilla in the room here. Two years ago, Galaxy Notes started exploding. Samsung recalled the devices, started selling them, more exploded and they recalled them again, ultimately discontinuing the product.

Samsung apologized profusely and agreed to institute more rigorous safety checks. For the next few devices, the company didn’t rock the boat. Battery sizes on Galaxy products stayed mostly the same. It was a combination of pragmatism and optics. The company needed time to ensure that future products wouldn’t suffer the same fate, while demonstrating to the public and shareholders that it was doing due diligence.

“What we want to do is a tempered approach to innovation any time,” Samsung’s director of Product Strategy and Marketing told me ahead of launch, “so this was the right time to increase the battery to meet consumer needs.”

Given Samsung’s massive business as a component manufacturer, the whole fiasco ultimately didn’t dent the bottom line. In fact, in a strange way, it might ultimately be a net positive. Now it can boast about having one of the most rigorous battery testing processes in the business. Now it’s a feature, not a bug.

At 4,000mAh, the Note 9 features a 700mAh increase above its predecessor. It’s not an unprecedented number — Huawei’s already hit the 4,000 mark — but it’s the largest ever on a Note device, putting the handset in the top percentile.

As far as how that actually translates to real-world usage, Samsung’s not giving a number yet. The company simply says “all day and all night” in its release. I found that to be pretty close to the truth. I unplugged the handset at 100 percent yesterday afternoon. I texted, listened to Spotify, took photos, downloaded and just generally attempted to live my life on the damn thing.

Just under 22 hours later, it gave up the ghost and after much notification-based consternation about a critically low battery, the screen went black. Like I said, it’s not crazy battery life, but going most of a full day and night without a charge is a nice little luxury — and the sort of thing all phone makers should strive to achieve on their flagship products.

The company also, kindly, included the new Wireless Charging Duo. The charging pad is not quite as ambitious as the AirPower, but unlike that product, introduced nearly a year ago by Apple, I have this in my hands right now. So, point: Samsung. Charging the device from zero to 100 percent took three hours on the dot with the $120 “Fast Charge” pad. And it’s nice and toasty now.

Memories

Okay, about that price. Again, we’re talking $999.99 to start. There’s also a second SKU. That one will run you $1,295.99. Take a moment if you need to.

That’s a silly amount of money if you’re not the starting point guard for the Golden State Warriors. So much for the rumors that the company would be working to make its devices more economically accessible. And while the premium hardware has always meant that the Galaxy line is going to remain on the pricey side, I can’t help but point out that a few key decisions could have kept the price down, while maintaining build quality.

Storage is arguably the primary culprit. The aforementioned two SKUs give you either 6GB of RAM with 128GB or 8GB of RAM with 512GB. With cloud syncing and the rest, it’s hard to imagine I would come close to that limit in the two or so years until the time comes to upgrade my handset.

I’m sure those sorts of crazy media-hoarding power users do, in fact, exist in the world, but they’re undoubtedly a rarity. Besides, as Samsung helpfully pointed out, 512GB SD cards already exist in the world. Sure, that’s another $350 tacked onto the bottom line, but it’s there, if you need it. For most users, it’s hard to see Samsung’s claim of having “the world’s first 1TB-ready smartphone” (512GB+512GB) exists for little more reason than racking up yet another flashy claim for the 1960s Batman utility belt of smartphones.

Sure, Samsung no doubt gets a deal on Samsung-built hard drives, but the component has to be a key part in what’s driving costs up. For a company as driven by choice as Samsung, I’m honestly surprised we’re not getting more options up front here in the States.

Remote control

Confession: After testing many Galaxy Note models over the course of many years, I’ve never figured out a great use for the S-Pen. I mean, I’m happy that people like it, and obviously all of the early skepticism about the return of the stylus was quickly put to rest, as the company has continued to go back to the well, year after year.

But all of the handwritten note taking and animated GIF drawing just isn’t for me, man. I also recently spoke to an artist friend who told me that the Note doesn’t really cut it for him on the drawing front, either. Again, if you like or love it, more power to you, but it’s just not for me.

As silly as the idea of using the S-Pen as a remote control might appear at first glance, however, it’s clear to me that this is the first use of the built-in accessory I could honestly see using on a daily basis. It’s handy once you get beyond the silliness of holding a stylus in your hand while running, and serves as a handy surrogate for those who don’t own a compatible smartwatch.

The S-Pen now sports Bluetooth Low Energy, allowing it to control different aspects of phone use. Low Energy or not, that tech requires power, so the stylus now contains a super conductor, which charges it when slotted inside the phone; 40 seconds of charging should get you a healthy 30 minutes of use. Even so, the phone will bug you to remind you that you really ought to dock the thing when not in use.

The compatible apps are still fairly limited at launch, but it’s enough to demonstrate how this could be a handy little addition. Of the bunch, I got the most out of music control for Spotify. One click plays/pauses a song, and a double-click extends the track. Sure, it’s limited functionality, but it saved me from having to fiddle with the phone to change songs went I went for my run this morning.

You’ll need to be a bit more creative when determining usefulness in some of the other apps. Using it as a shutter button in the camera app, for instance, could be a useful way to take a selfie without having to hold the phone at arms’ length.

The entire time, I wondered what one might be able to accomplish with additional buttons (volume/rewind/gameplay)? What about a pedometer to track steps when you’re running on the treadmill without it in the pocket? Or even a beacon to help absent-minded folks like myself find it after we invariably drop it between couch cushions.

But yeah, I understand why the company would choose to keep things simple for what remains a sort of secondary functionality. Or, heck, maybe the company just needs to hold some features for the Note 10 (Note X?).

Oh, and the Blue and Lavender versions of the phone come in striking yellow and purple S-Pens, with lock-screen ink color to match. So that’s pretty fun.

Hey man, nice shot

Nowhere is the Note’s cumulative evolution better represented than the camera. Each subsequent Galaxy S and Note release seem to offer new hardware and/or software upgrades, giving the company two distinct opportunities per year to improve imaging for the line. The S9, announced back in February, notably brought improved low-light photography to the line. The dual aperture flips between f/1.5 and f/2.4, to let in more light.

It’s a neat trick for a smartphone. Behold, a head to head between the Note 9 (left) and iPhone X (right):

Here’s what we’re dealing with on the hardware front:

  • Rear: Dual Camera with Dual OIS (Optical Image Stabilization)
  • Wide-angle: Super Speed Dual Pixel 12MP AF, F1.5/F2.4, OIS
  • Telephoto: 12MP AF, F2.4, OIS
  • 2X optical zoom, up to 10X digital zoom
  • Front: 8MP AF, F1.7

This time out, the improvements are mostly on the software side of things. Two features in particular stand out: Scene Optimizer and Flaw Detection. The first should prove familiar to those who’ve been paying attention to the smartphone game of late. LG is probably the most prominent example.

Camera hardware is pretty great across the board of most modern smartphone flagships. As such, these new features are designed to eliminate the current weakest link: human error. Scene Optimizer saves amateur photographers from having to futz with more advanced settings like white balance and saturation.

The feature uses AI to determine what the camera is seeing, and adjusts settings accordingly. There are 20 different settings, including: Food, Portraits, Flowers, Indoor scenes, Animals, Landscapes, Greenery, Trees, Sky, Mountains, Beaches, Sunrises and sunsets, Watersides, Street scenes, Night scenes, Waterfalls, Snow, Birds, Backlit and Text.

Some are pretty general, others are weirdly specific, but it’s a good mix, and I suspect Samsung will continue to add to it through OTA updates. That said, the function itself doesn’t need a cloud connection, doing all of the processing on-board. The feature worked well with most of the flowers and food I threw at it (so to speak), popping up a small icon in the bottom of the screen to let me know that it knows what it’s looking at. It also did well with book text.

The success rate of other things, like trees, were, unsurprisingly, dependent on context. Get just the top part and it identifies it as “Greenery.” Flip the phone to portrait mode and get the whole of the trunk and it pops up the “Tree” icon. I did get a few false positives along the way; the Note 9 thought my fingers were food, which is deeply disturbing for any number of reasons.

[Without Scene Optimizer – left, With Scene Optimizer – right]

Obviously, it’s not going to be perfect. I found, in the case of flowers that it has the tendency to oversaturate the colors. If you agree, you can disable the feature in settings. However, you have to do this before the shot is taken. There’s no way to manually override the feature to tell it what kind of object you’re shooting. That seems like a bit of a no-brainer addition.

[Super slow-mo matcha under the flicking lights]

Flaw Detection serves a similar role as Scene Optimizer, helping you avoid getting in your own way as an amateur photog. The feature is designed to alert you if a shot is blurry, if there’s a smudge on the screen, if the subject blinked or if backlighting is making everything look crappy. In the case of lens smudging and backlighting, it only bothers with a single alert every 24 hours.

The blink detection worked well. Blur detection, on the other hand, was a bit more of a crap shoot for subjects in motion and those that were too close to the lens to get a good focus. The feature could use a bit of work, but I still think it’s one of the more compelling additions on the whole of the device and anticipate a lot of other companies introducing their own versions in the coming year.

Design Note

The more the Note changes, the more it stays the same, I suppose. As expected, the design language hasn’t changed much, which is no doubt part of what made Samsung CEO DJ Koh think he could get away with using the device in public ahead of launch. The footprint is virtually the same in spite of the ever-so-slightly larger screen (6.3 > 6.4-inches, same 2,960 x 1,440 resolution) — from 162.5 x 74.8 x 8.6 mm on the 8, to 161.9 x 76.4 x 8.8 mm on the 9.

That’s perfectly fine. Samsung’s done an impressive job cramming a lot of screen into a manageable footprint over the past several gens. The only major change (aside from the lovely new blue and purple paint jobs) is the migration of the fingerprint sensor from the side of the camera to underneath it.

This was a clear instance of Samsung responding to feedback from users frustrated by all the times they mistook the camera for the fingerprint reader. The new placement helps a bit, though it’s still fairly close to the camera, and the fact that both are similar shapes doesn’t help matters. Thank goodness for that new smudge detector.

Oh, and the headphone jack is still present, because of course it is. For Samsung, it’s an important way to distinguish the product and approach from a world gone dongle mad.

Note on Notes

Oh Bixby, you eternal bastion of unfulfilled potential. A full rundown of new features can be found here. Overall, the smart assistant promises to be more conversational, with better concierge features. That said, Samsung’s once again tweaking it until the last moment, so I can’t offer you a full review until closer to the phone’s August 24 street date.

So stay tuned for that, I guess. I will say that the setup process can be a bit of a slog for a feature designed to make everything easier. Playing with Bixby voice required me to navigate several pages in order to connect the two. Thankfully, you should only have to deal with that the one time.

Samsung’s continuing to tweak the internals to make its device more suitable for gaming. The water-carbon cooling system tweaks the liquid cooling system found on the device since the S7, to help diffuse heat more efficiently. The large, bright screen meanwhile, is well-suited to mobile gaming, and the 6GB model handled Fortnite fairly well.

A final note

The next smartphone revolution always seems to be a year away. The potential arrival of a Samsung device with a foldable display makes the notion of carrying a massive device around in one’s pocket almost quaint. For the time being, however, the Note remains one of the best methods for transporting a whole lot of screen around on your person.

A lot has changed about the Note in the past seven years, but the core of the device is mostly the same: big screen and stylus coming together to walk the line between productivity and entertainment. It’s big, it’s bold, it’s too expensive for a lot of us. But it remains the phablet to beat.

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Moment Pro Camera app brings big camera controls to your phone

Moment, the company that brought you the best glass for your mobile device, now gives you DSLR-like controls with their Pro Camera app. Features include full manual adjustment over ISO, shutter speed, white balance, image format and more.

It should be noted that if you don’t have a shiny new device you won’t be able to use the app to its full potential as some of its key features include 3D touch, dual lens control, RAW image format, 120 and 240 fps and 4K resolution.

Moment says the app is for “anyone looking for pro, manual controls on their phone.” Being one of TechCrunch’s resident image makers, I figured I should take the app out for a spin and pit it against the stock camera app. I enlisted my photogenic friend, Jackie, to be my muse.

Scrolling through the manual settings was very easy and the UI never felt fumbly. The histogram is nice to have and utilizes that iPhone notch well. The app doesn’t have portrait mode, however, which Jackie and I would have loved, because, who doesn’t love that buttery (fake) bokeh — amirite? Manipulating the exposure in video mode was equally as easy. The app didn’t have an audio meter or level settings, so folks recording dialog or VO need to plan accordingly. Luckily, our shoot didn’t need it since we were shooting slow-mo.

For a couple extra bucks you can get the same manual controls, audio levels, + RAW with ProCam 5. But if you’re already invested in the Moment Lens ecosystem and primarily shoot photography, the upgrade could be a worthwhile addition.

You can save photos in HEIF, JPG, RAW and TIFF format. For video, you have the option to shoot in 24, 30, 60, 120 and 240 fps in either 720p, 1080p or 4K resolution. Free to try; $2.99 iOS and $1.99 Android to upgrade.

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Is the world ready for the return of the PDA?

I want to live in the Gemini’s universe. It’s one where the promise of on-demand hardware has been fulfilled. Where crowfunding, rapid prototyping, scalable manufacturing all of those good things have improved our lives by giving us the devices we both want and need. It’s the utopian dream of 2011, fully realized.

In the Gemini universe, the PDA never went away. It simply adapted. All of those irritated anti-touch typers had nothing to complain about. Sure, the iPhone still moved a billion units, because Apple, but the physical keyboard simply evolved alongside it, because tech should adapt to people and not the other way around.

Of course, the realities of technological Darwinism are much darker, and every half decade or so, there’s an extinction-level event, and Apple’s smartphone hit the earth like football field-sized asteroid covered in the bubonic plague. Over the past 10 years, many have and tried and all have failed to address the shrinking, but vocal niche of consumers bemoaning the death of the physical keyboard.

Many of us, myself included, fell in love with the Gemini at first sight when we spotted it across the room at CES. It wasn’t the hardware or the execution, so much as the idea. And, of course, we weren’t alone. When an astonishing 6,200 people came together to pledge $2.2 million on Indiegogo to help bring it to life, it was clear London-based Planet Computers had struck a chord.

And with both Nokia and BlackBerry having waged comebacks of sorts (albeit through licensing deals), it seems the iPhone’s 10th anniversary has been the perfect time to revel in a bit of mobile nostalgia. People have gone utterly gaga over the 3310 — clearly there must also be space in amongst this smartphone fatigue where a PDA can positively flourish.

In one sense, it almost didn’t matter what the final hardware looked like, this felt like a kind of bellwether. But in a larger and more important sense, of course it did. When it comes to consumer electronics, people don’t buy ideas, they by hardware. And in the cold, harsh light of day, the Gemini is a far more exciting concept that it is an actual product.

The product is a return of sorts for the Psion 5, with some of that clamshell’s designs back on board. And indeed, the device takes more than a few design cues from that 20-plus-year-old piece of hardware. The build itself is a bit of a mixed bag, here. It’s solid, but the clamshell ensures that it’s big and bulky, compared to standard smartphones with similarly sized screens (5.9-inch).

It’s not much to look at from the outside, with a plain metal casing, through there are some innovative touches here, including a break in the top that can be plied open to access the device’s innards, using compatible tools. The lid flips open, with a nice, satisfying motion, but screen’s hinge feels loose, moving each time you interact with the touchscreen. It would have also been nice to have the display open at different angles, but there are only two positions here: opened and closed.

As for typing, well, if you’re among the vast majority of mobile users have made the leap to touchscreen typing, you’re going to have to unlearn those skills. My own typing on the keyboard is nowhere close to what I’m able to achieve on a touchscreen these days. For a few fleeting moments, I entertained the idea of writing this review on the thing, but almost immediately backed down, when I found it difficult to type even a sentence right the first time.

The device’s size makes for an extremely cramped keyboard, in which many of the keys have to do double duty. But the width and girth of the device itself means there aren’t too many scenarios in which using the keyboard make a whole lot of sense. Attempting to type while holding it feels like an almost acrobatic feat. Really, a flat surface, like a desk, is your best bet, at which point you’re left wondering why you didn’t simply shell out the money for a real laptop. The ability to dual-boot Linux and the inclusion of a healthy 64GB of storage are interesting cases for the product as more of a small computer than a massive phone, that, of course, is ultimately hampered by the small display with smartphone dimensions.

That gets at what is perhaps a larger issue here. It’s unclear which problems the device is looking to solve in a world of ubiquitous slate phones and low-cost laptops and tablets. There aren’t ultimately all that many scenarios in which the throwback makes more sense than the hundreds of other available options, so it’s hard to recommend this as either a primary phone or laptop in 2018.

Perhaps many of its issues can be chalked up to first-generation hardware issues. There’s a lot to be said for the mere fact that the company was able to deliver a product in the first place. The Gemini certainly works as a compelling niche device, and it would be great to see Planet explore this idea further.

Anything that frees us from the oppression of nearly identical handsets is a victory in and of itself. As I said earlier, I want to live a world where devices like the Gemini can peacefully coexist with more mainstream devices. I just won’t be using it as my phone any time soon.

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Nintendo Labo review

I’m here to tell you first-hand: Nintendo Labo is no joke. I’m a grown-up human person, who has spent many hours of his life building things: office furniture, websites, a model of the Batmobile from the 1989 Tim Burton movie. In the fourth grade, I attempted to build Mission Santa Barbara out of sugar cubes. It didn’t go great, but the point (I’m told) is that I tried.

We’re talking multiple decades of building things. Following instructions, backtracking, trying again. I’m sure there are all sorts of valuable lessons I learned along the way; self-discipline, patience, teamwork, why sugar is not a structurally sound building material. But event with all of that building under my wisened belt, Nintendo Labo is no walk in the park.

It’s literal child’s play. It says right there, on the box, “6+.” I’ve been six-plus for — let’s just say… a while now. And yet, it took me around two hours this morning to build a cardboard piano. Now I’ve got a table full of scraps, a small paper cut on my ring finger and a surprise sense of accomplishment. Oh, and the piano is pretty cool, too.

Labo is one of the most fascinating products to come across my desk in recent memory. It’s unique, bizarre and as frustrating as it is fun. In other words, it’s uniquely Nintendo — not so much out-of-the-box thinking as it is the actual box. It’s a product that’s built entirely around the premise of making kids sit still, follow instructions and fold the heck out of some cardboard. And, strangely, it totally works.

Hook, line and sinker

I wouldn’t have been my first choice to review Labo, but I was uniquely qualified, if only for the half a day I spent getting walked through the construction kit with a room full of brightly dressed and infectiously enthusiastic Nintendo employees. That experience served as the foundation for our hands on, as we were broken up into small teams and walked through a pair of increasingly complex projects.

We started with the race cars, the box’s introductory project, which is really as much about getting you used to the strange world of Labo. But even that small starter is a glimpse of the cleverness contained throughout, as the cardboard-wrapped Joy-Cons use their own haptic feedback to propel forward, as you control its speed via the touchscreen. Because there are a pair of Joy-Cons for every Switch, you can use them to race against one another.

The second hands-on project felt like a considerable step up. Nintendo puts the fishing rod’s build time at one-and-a-half to two-and-a-half hours, versus the cars’ 20 minutes total. In other words, find a comfortable spot, maybe put on some music and make sure you’re hydrated. When it’s done, however, you get a working reel with a string and a rod that vibrates when you catch a fish on screen. Pretty neat.

Having accomplished those in a well-supervised room full of Nintendo employees a few weeks back, I naturally took on the most complex project of the bunch.

Keys to the kingdom

The piano should take two-and-a-half to three-and-a-half hours, by Nintendo’s estimates. I built the thing in about two hours — an accomplishment of sorts for a grown-up person who was supposed to be working. Even so, it reflects just how large of a time sink these projects are. That’s certainly good news for parents looking for the ideal project for a rainy day. It’s a clever little play that leverages a video game system to get them to do something other than play video games. Neat trick, Nintendo.

The primary set is a big, flat and heavy box with 28 cardboard sheets, comprising six different projects. There’s a plastic bag inside, too, containing a random assortment of knick knacks — rubber bands, reflective stickers, washers — all of which will come in handy down the road. There’s no real instruction booklet, because the Switch is going to do all of the heavy lifting there.

The screen walks you through the process of building, one patient step a time. The touchscreen instructions are superior to paper in a number of ways, including a number of animated videos showing off the motions of properly working components, and the ability to pivot the camera angles to get a full 360-degree view of the build. You can rewind if you need to back up, or fast-forward when things get repetitive — like they did with the piano’s 13 keys.

Cardbored?

Don’t go too fast, though. The kit tosses some curve balls at you — as in the case of some tabs that are folded inward, to double as springs. That, however, is the one constant. Folding. So, so much folding. Honestly, it gets pretty tedious on the longer projects. The instructions actually make light of this fact, from time to time, with little quips about the repetition. It also recommends stepping away before a particularly grueling section — probably the right move for both your sanity and health.

Once you get into the rhythm, however, it’s strangely meditative. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold. Tap, fold.

Congratulations, you’ve completely 1/6 steps.

I’d say it’s not the destination, it’s the journey, but honestly, it’s really about the destination here. The most satisfying part in all of this was how seemingly abstract shapes lock into place and create a fully formed object. These little kits are truly remarkable feats of engineering in their own right, and in the case of the piano, it’s incredible satisfying to see the object completed — and actually get to play the keys, recognizing the role each individual piece plays in the whole creation.

There are so many smart touches here, from the incorporation of the Joy-Cons, to the use of reflective tape, which triggers the Switch’s built in cameras. It’s that functionality that makes the piano keys play notes through the Switch itself. It also triggers the arms and legs on the robot through a set of pulleys.

It’s equally relieving the moment you realize you did everything right. Though I still had a few instances where I found myself having to backtrack multiple steps, because I’d missed a fold or turned something the wrong way. Also, as the instructions note, folding is at the heart of the project. A bad or incomplete fold can lead to heartbreak at the end. So fold, children. Fold like your lives depend on it.

Building stories

Companies that make coding toys will usually tell you the same thing: it ultimately doesn’t matter that they’re not built in some universal programming language, so long as they teach the fundamentals. The jury is still out on all that, as far as I’m concerned, but I think there’s a lot to be said for a product that’s capable of fostering curiosity and love in some bigger idea. That, I think, is the biggest appeal of Labo. It encourages kids to step outside the console for a minute and build something with their hands.

Does building a Labo piano or fishing rod make you any more qualified to create the real thing? Not really, but it does help foster a genuine interest in the way things work. A maker friend of mine recently related a story to me about how she got into the culture. Her parents came home one day and she had disassembled and reassembled a computer, in order to install a component. From then on, she told me, they came to her for computer help.

Every maker has a story like that — a first step that often involves tearing down a computer or clock or toaster, piece by piece. Labo potentially affords the ability to explore that path without destroying some antique clock in the process. (Though, if it’s successful with your kids, I’d keep a close eye on your piano, if you have one at home.) Parental guidance is also recommended for the more complex projects, making for a great opportunity to bond with kids through creation with a side of frustration. And when you’re done, you’ve got a lovely object that looks like it stepped out of the panels of Calvin & Hobbes.

If your kids don’t have the passion to build — they’ll also learn that lesson pretty quickly. Many kids simply won’t have the patience to sit still and fold for hours on end. It’s also worth pointing out that the objects, when finished, are fragile. They are cardboard, after all. Water is their mortal enemy, and rowdy kids are a close second — pieces can easily rip or tear, even accidentally during the building process. Thankfully, the company has started selling pieces individually.

Of course, $70 isn’t an insignificant amount to pay to find all of that out. And by just about any measure, it’s a pretty steep premium for what amounts to a cardboard box full of cardboard. And, of course, that doesn’t factor in the price of the Switch itself.

But what the kit does afford is continual discovery. From there, kids can graduate to the massive Robot Kit (saving that one for a rainy weekend), which runs $80 and features a complex pulley system and a fun little game where you’re a mech trampling some poor, defenseless city. Even more compelling (and significantly less expensive), however, is Toy-Con Garage.

Built into both packs, the portal lets kids remix and hack creations, offering a breaking down of the technologies involved. If there’s a gateway to the wonderful world of making in this box, it’s this. The pre-determined kits are as much a lesson in following instructions as they are building. Toy-Con Garage, on the other hand, opens the door to true creativity.

Labo is the most bizarre, creative and uniquely Nintendo product since the Switch itself. It’s not for every kid — that much is certain. And the $70 fee will make it cost prohibitive for many parents. But those who take to it will do so like ducks to water — and hopefully won’t get that cardboard wet in the process.

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