The best cheap phones for 2025

A few years ago, it may have been fashionable to spend $1,000 on the latest flagship smartphone, but for most people, that’s neither practical nor necessary. You don't even have to spend $500 today to get a decent handset, whether it’s a refurbished iPhone or an affordable Android phone, as there are plenty of decent options as low as $160.

However, navigating the budget phone market can be tricky; options that look good on paper may not be in practice, and some devices will end up costing you more when you consider many come with restrictive storage. While we spend most of our time reviewing mid- to high-end handsets at Engadget, we've tested a number of the latest budget-friendly phones on the market to see cut it as the best cheap phones you can get right now.

Best cheap phones

What to look for in a cheap phone

For this guide, our top picks cost between $100 and $300. Anything less and you might as well go buy a dumb phone instead. Since they’re meant to be more affordable than flagship phones and even midrange handsets, budget smartphones involve compromises; the cheaper a device, the lower your expectations around specs, performance and experience should be. For that reason, the best advice I can give is to spend as much as you can afford. In this price range, even $50 or $100 more can get you a dramatically better product.

Second, you should know what you want most from a phone. When buying a budget smartphone, you may need to sacrifice a decent main camera for long battery life, or trade a high-resolution display for a faster CPU. That’s just what comes with the territory, but knowing your priorities will make it easier to find the right phone.

It’s also worth noting some features can be hard to find on cheaper handsets. For instance, you won’t need to search far for a device with all-day battery life — but if you want a phone with excellent camera quality, you’re better off shelling out for one of the recommendations in our midrange smartphone guide, which all come in at $600 or less.

Wireless charging and waterproofing also aren’t easy to find in this price range and forget about the fastest chipset. On the bright side, most of our recommendations come with headphone jacks, so you won’t need to buy wireless headphones.

iOS is also off the table, since, following the discontinuation of the iPhone SE, the $599 iPhone 16e is now the most affordable offering from Apple. That leaves Android as the only option in the under-$300 price range. Thankfully today, there’s little to complain about Google’s operating system – and you may even prefer it to iOS.

Lastly, keep in mind most Android manufacturers typically offer far less robust software features and support for their budget devices. In some cases, your new phone may only receive one major software update and a year or two of security patches beyond that. That applies to the OnePlus and Motorola recommendations on our list.

If you’d like to keep your phone for as long as possible, Samsung has the best software policy of any Android manufacturer in the budget space, offering at least four years of security updates on all of its devices. Recently, it even began offering six years of support on the $200 A16 5G, which we recommend below. That said, if software support (or device longevity overall) is your main focus, consider spending a bit more on the $500 Google Pixel 9a, or even the previous-gen Pixel 8a, which has planned software updates through mid-2031.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/best-cheap-phones-130017793.html?src=rss

The best streaming deals: Save on Apple TV+, Audible, Starz, Disney+ and more

If you’ve been shocked by how much you spend on streaming services lately, you’re not alone. Companies like Netflix, Disney, Max and others have been consistently raising prices to the point where you may question if streaming is even worth it anymore. We at Engadget still think it is, but we also think you should be smart with your money — and that’s where streaming deals come in.

Yes, it is possible to get discounts on services like Peacock and Paramount+, even if those deals aren’t as common as a sale on AirPods. If you’re looking to save money and still stream all of the content you want, Engadget can help by laying out the best streaming deals you can get right now, how you can save with bundles and everything you should know before paying for yet another streaming service.

Best streaming deals

True streaming deals can be hard to come by. Most often, they’ll pop up during the Black Friday shopping period. On occasion, we’ll see them sparingly throughout the year and they usually take the form of a discounted monthly or annual rate for a limited period of time. Also, true streaming deals are typically on the ad-supported versions of a service, but once in a while you’ll find a unicorn of a deal on a tier that has ad-free viewing.

If you’re able to wait for a deal before subscribing to a streaming service, we recommend doing so. You’ll save money upfront and in the long run, and you also have the option to cancel your subscription before the price goes back up to the normal rate. Maybe you find you like the service so much that you’re fine paying full price for it — that’s the ideal situation. But if you’re not compelled to keep that app on rotation in your smart TV, most streaming services make it easy for you to cancel at any time. With that said, these are the best streaming deals you can snag right now.

Audible (three months) for $3 ($42 off): This deal gives you access to Audible Premium Plus, which includes one credit each month that you can spend on any book you'd like, along with listening access to thousands of other books, podcasts and Audible Originals. You also get to take part in Audible's exclusive member sales. The deal runs through April 30.

Starz (six months) for $18 ($28 off): Starz's latest offer gives you six months of access for only $18, which shakes out to just $3 per month. This represents a 66-percent discount off the standard annual plan. This gives you access to all Starz content, including originals like Power Book III: Raising Kanan and movies like Fast X. If you'd prefer less of a commitment, you can get three months of access for only $9.

YouTube TV for $60/month for the first two months ($46 off): New subscribers can save a total of $46 when they sign up for YouTube TV’s base plan, which includes access to over 100 channels, unlimited DVR space and six household accounts with the ability to stream on three devices at once.

Sling Orange for $23/month for the first month (50 percent off): New customers can get Sling Orange or Sling Blue for half off the usual price for the first month, bringing the final prices to $23/month and $25.50/month, respectively. Orange is likely best for sports fans, with eight exclusive sports and family channels, while Blue includes 19 exclusive news and entertainment channels. You can get both Orange and Blue access also for half off for one month, or $33 total.

Fubo Essential for $55/month for the first month ($30 off): Fubo has introductory discounts on most of its packages, but Essential may be the best for most people. It offers access to 215 channels, unlimited cloud DVR and up to 10 simultaneous streams. Note that regional sports content is not included here; you’ll have to go up to Pro or Elite plans for that.

DirecTV Sports Pack - first month free ($15 off): When you sign up for an Entertainment, Choice or Ultimate package, you can get the first month of the DirecTV Sports Pack for free. This gives you access to NFL Network and NFL Red Zone, MLB Network, CBS Sports Network and TUDN and more.

Sling TV + MLB.TV for $30 off: New subscribers can get $30 off their first month of Sling TV when they sign up and add MLB.TV to their package. The offer applies to Sling Orange, Sling Blue and Sling Orange & Blue, and MLB.TV gives you access to MLB Network along with access to all out-of-market games during the regular season. This offer runs through May 31.

Max student discount - subscribe for $5/month (50 percent off): Max offers their ad-supported tier to students for half off the usual rate. You’ll just have to verify that you’re a student through Unidays, and make note that this offer is only good for up to 12 months of service.

Hulu student discount - subscribe for $2/month (75 percent off): Those with a valid student ID can get Hulu’s ad-supported tier for 75 percent off the typical rate. They’ll keep the same sale price for as long as they’re a student as well.

Spotify student discount - Premium + Hulu with ads for $6/month (72 percent off): Spotify’s student offer continues to be one of the best around, giving you access to the Premium tier of the music streamer and Hulu’s ad-supported plan for only $6 monthly. Purchased separately, you’d pay $22 per month for both of the services. Plus, the first month is free when you sign up.

Streaming bundle discounts

There’s more consolidation happening now than ever before in the streaming space, and that means there are more streaming bundle options. These bundles offer you access to more content with one subscription price, but those prices are typically higher than paying for a single service by itself (obviously). It may be tempting to just get the bundle, but if only one of those services in the bundle speaks to you, you’ll spend less overall by just paying for the single service.

Speaking of a deep love for a single streaming service: if all of your favorite shows are on Peacock or the latest releases on Max consistently bring you joy, consider paying for one year upfront. Subscribing with an annual plan usually saves you money in the long term over paying on a monthly basis. Unfortunately, not all streaming services (looking at you, Netflix) have an annual subscription option. Here are some of the best streaming bundles you can get right now.

Disney+, Hulu, Max bundle with ads for $17/month: Ad-supported Max is included here, along with full, ad-supported access to Disney+ and Hulu. You’ll save 43 percent with this bundle, as opposed to paying for all three services individually.

Paramount+ with Showtime for $13/month or $120/year: This includes everything in Paramount+’s Essential plan, except the ads, and also provides access to Showtime content, live CBS streams and download features.

Sling TV + Max starting at $53/month: Sling TV and Max have partnered on a discount that gives new subscribers 50 percent off their first month of Sling TV, plus $5 off monthly when you subscribe to the Sling TV + Max bundle. The standard price for the Sling Blue + Max duo is roughly $58/month, so you'll get a monthly discount of $5 off that. In addition, for the first month only, you'll get half off the price of the bundle. The promotion also applies to the Sling Orange & Blue + Max package, which has a standard price of $73/month.

Hulu + Live TV with Disney+ and ESPN+ for $96/month: This streaming bundle amalgamation is a bit confusing but it does offer a lot: you get live TV streaming via Hulu’s service plus access to the following VOD services: Hulu, Disney+ and ESPN+. Out of those three, only ESPN+ will have ads.

Disney+ and Hulu Duo Premium for $20/month: This bundle removes the ads from both Disney+ and Hulu (with the exception of select live and linear content) and allows you to download content for offline viewing. You’ll save 43 percent with this bundle, as opposed to paying for both ad-free tiers individually.

Disney+, Hulu, ESPN+ Trio Basic for $17/month: You get full access to Disney+, Hulu and ESPN+ content with this package, albeit with ads across the board. This bundle price is 47 percent off the total price of all three separate subscriptions.

Disney+, Hulu, ESPN+ Trio Premium for $27/month: Similarly to the Duo bundles, the Premium version of the Trio removes ads from most content in Disney+, Hulu and ESPN+, and you can download content for offline viewing. This price represents a 43-percent savings when compared to paying for all three ad-free tiers separately.

Read more streaming coverage

Follow @EngadgetDeals on X for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/deals/best-streaming-service-deals-133028980.html?src=rss

Tutorial – Using Long Range 315MHz RF Wireless Transceivers with Arduino

You can send data from one Arduino to another, or create a wireless remote-control system using inexpensive long-range 315MHz or 433MHz wireless data units.

Using this tutorial so you can quickly test and use your units, giving you the knowledge to build upon and make your own projects. So let’s get started!

Testing the modules

Our first guide is to simply test that data can be sent and received from one module to another. This is also an ideal setup for testing the radio range of the units in your area.

You will need:

You also need to install the VirtualWire Arduino library. To do this:

  • Download this .zip file into a temporary or your download directory.
  • Open the Arduino IDE and select Sketch > Include Library > Add .zip Library…
  • Navigate to the library .zip download and click “Open”:

After a few moments the library will be installed. You can check that this has completed by selecting Sketch > Include Library> then scroll down the long pop-up menu until you see “VirtualWire” as shown below:

Now – back to the hardware. Allocate one Arduino to be the transmitter, and one the receiver. Upload the following sketch to the transmitter board:

This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
// transmitter.ino
//
// Simple example of how to use VirtualWire to transmit messages
// Implements a simplex (one-way) transmitter with an TX-C1 module
//
// See VirtualWire.h for detailed API docs
// Author: Mike McCauley (mikem@airspayce.com)
// Copyright (C) 2008 Mike McCauley
// $Id: transmitter.pde,v 1.3 2009/03/30 00:07:24 mikem Exp $
#include <VirtualWire.h>
const int led_pin = 11;
const int transmit_pin = 12;
const int receive_pin = 2;
const int transmit_en_pin = 3;
void setup()
{
// Initialise the IO and ISR
vw_set_tx_pin(transmit_pin);
vw_set_rx_pin(receive_pin);
vw_set_ptt_pin(transmit_en_pin);
vw_set_ptt_inverted(true); // Required for DR3100
vw_setup(2000); // Bits per sec
pinMode(led_pin, OUTPUT);
}
byte count = 1;
void loop()
{
char msg[7] = {'h','e','l','l','o',' ','#'};
msg[6] = count;
digitalWrite(led_pin, HIGH); // Flash a light to show transmitting
vw_send((uint8_t *)msg, 7);
vw_wait_tx(); // Wait until the whole message is gone
digitalWrite(led_pin, LOW);
delay(1000);
count = count + 1;
}
view raw transmitter.ino hosted with ❤ by GitHub

… and upload the following sketch to the receiver board:

This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
// receiver.ino
//
// Simple example of how to use VirtualWire to receive messages
// Implements a simplex (one-way) receiver with an Rx-B1 module
//
// See VirtualWire.h for detailed API docs
// Author: Mike McCauley (mikem@airspayce.com)
// Copyright (C) 2008 Mike McCauley
// $Id: receiver.pde,v 1.3 2009/03/30 00:07:24 mikem Exp $
#include <VirtualWire.h>
const int led_pin = 2;
const int transmit_pin = 12;
const int receive_pin = 11;
const int transmit_en_pin = 3;
void setup()
{
delay(1000);
Serial.begin(9600);
Serial.println("setup");
// Initialise the IO and ISR
vw_set_tx_pin(transmit_pin);
vw_set_rx_pin(receive_pin);
vw_set_ptt_pin(transmit_en_pin);
vw_set_ptt_inverted(true); // Required for DR3100
vw_setup(2000); // Bits per sec
vw_rx_start(); // Start the receiver PLL running
pinMode(led_pin, OUTPUT);
}
void loop()
{
uint8_t buf[VW_MAX_MESSAGE_LEN];
uint8_t buflen = VW_MAX_MESSAGE_LEN;
if (vw_get_message(buf, &buflen)) // Non-blocking
{
int i;
digitalWrite(led_pin, HIGH); // Flash a light to show received good message
// Message with a good checksum received, dump it.
Serial.print("Got: ");
for (i = 0; i < buflen; i++)
{
Serial.print(buf[i], HEX);
Serial.print(' ');
}
Serial.println();
digitalWrite(led_pin, LOW);
}
}
view raw receiver.ino hosted with ❤ by GitHub

Wiring the modules is very easy, they are labelled well and drop straight into a solderless breadboard:

Now connect the transmitter module to your transmitter Arduino as such:

  • Arduino GND to transmitter GND
  • Arduino 5V to transmitter Vcc
  • Arduino digital pin 12 to transmitter SIG:

Next, connect the receiver module to your transmitter Arduino as such:

  • Arduino GND to receiver GND
  • Arduino 5V to receiver Vcc
  • Arduino digital pin 11 to receiver SIG
  • LED and resistor in series between Arduino digital pin 2 and GND

Now that you’ve assembled both circuits, and uploaded the transmitter and receiver sketches to each board – it’s time to test. 

Connect the transmitter board to power, and connect the receiver board to the PC. If not already open, run the Arduino IDE and open the serial monitor. You should notice two things:

  1. The LED on your receiver circuit should blink around once per second. When the LED blinks, this indicates the receiver circuit has successfully received a complete message from the transmitter
  2. The data sent from the transmitter is displayed in the serial monitor.

You can see this in action through the following video:

Our camera had trouble capturing the LED blink in some moments, but that’s ok.

You can also use this two Arduino setup to test the radio range – simply power the transmitter, and power the receiver circuit with a portable source of energy, such as a USB power bank – then walk away from the transmitter. The LED will stop blinking when you’re out of radio range. 

You can increase the radio range by increasing the voltage to the transmitter unit – up to 12V DC. 

Wireless Remote Control

Now to do something useful – create a wireless digital output control. Our transmitter will have two buttons, and our receiver will control two LEDs via digital outputs. Naturally this is an example, you can use this as a base to control other devices if required. 

You will need:

We will use two tactile buttons and 10k Ohm pull-down resistors for input. If you’re not familiar with digital inputs and buttons, the building block for this is shown below.

The example diagram uses D12 as the input pin, however for this project your transmitter circuit will need two button circuits, using D8 and D7:

To save time we will use button breakout boards which combine the circuit into a neat unit ideal for prototyping:

Your receiver circuit is the same as the test circuit at the start of this tutorial, except that anothe LED circuit is added to digital pin 3.

Now for the sketches. Upload the following sketch to the transmitter (buttons) Arduino…

This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
// transmitter sketch
//
#include <VirtualWire.h>
uint8_t buf[VW_MAX_MESSAGE_LEN];
uint8_t buflen = VW_MAX_MESSAGE_LEN;
const char *on2 = "a";
const char *off2 = "b";
const char *on3 = "c";
const char *off3 = "d";
void setup()
{
vw_set_ptt_inverted(true); // Required for RF Link modules
vw_setup(300); // set data speed
vw_set_tx_pin(12);
pinMode(8, INPUT);
pinMode(7, INPUT);
}
void loop()
{
if (digitalRead(8)==HIGH)
{
vw_send((uint8_t *)on2, strlen(on2)); // send the data out to the world
vw_wait_tx(); // wait a moment
delay(200);
}
if (digitalRead(8)==LOW)
{
vw_send((uint8_t *)off2, strlen(off2));
vw_wait_tx();
delay(200);
}
if (digitalRead(7)==HIGH)
{
vw_send((uint8_t *)on3, strlen(on3));
vw_wait_tx();
delay(200);
}
if (digitalRead(7)==LOW)
{
vw_send((uint8_t *)off3, strlen(off3));
vw_wait_tx();
delay(200);
}
}
view raw tx.ino hosted with ❤ by GitHub

… and upload the following sketch to the receiver (LEDs) Arduino:

This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
// receiver sketch
//
#include <VirtualWire.h>
uint8_t buf[VW_MAX_MESSAGE_LEN];
uint8_t buflen = VW_MAX_MESSAGE_LEN;
void setup()
{
vw_set_ptt_inverted(true); // Required for RF link modules
vw_setup(300);
vw_set_rx_pin(11);
vw_rx_start();
pinMode(3, OUTPUT);
pinMode(2, OUTPUT);
}
void loop()
{
if (vw_get_message(buf, &buflen))
{
switch(buf[0])
{
case 'a':
digitalWrite(2, HIGH);
break;
case 'b':
digitalWrite(2, LOW);
break;
case 'c':
digitalWrite(3, HIGH);
break;
case 'd':
digitalWrite(3, LOW);
break;
}
}
}
view raw rx2.ino hosted with ❤ by GitHub

You can see a quick demonstration in the following video:

So how did that work? 

Review the transmitter sketch. A character is sent over the wireless link which determines the latest operation of the buttons – a, b, c or d (button one high/low, button two high/low).

Review the receiver sketch – on line 19 the switch-case function interrogates the incoming character from the wireless link and determines the action – in this case, controlling the digital outputs which have the two LEDs. 

The response speed may seem a little slow – this will be affected by the data speed (300 bps). You can experiment with data speed and radio range (and voltage to the transmitter unit)

You can then alter this for your own means. You may not want to continuously send data as our example does, depending on your needs. As always, have fun and experiment. 

Sending data wirelessly from one Arduino to another

Now we’ll show how to send some data in the form of an integer over our wireless link. This is ideal for sending the values of analog inputs, or other data that can be represented as an integer.

The hardware is the same as before – one Arduino transmitting and one Arduino receiving – with the receiver unit connected to a PC so we can use the Serial Monitor to display the received data. 

Upload the following sketch to the transmitter Arduino…

This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
// data transmitter sketch//
//
#include <VirtualWire.h>
// use onboard LED for status
const int ledPin = 13;
// we'll send the value of analog pin 1
const int Sensor1Pin = A1;
int Sensor1Data;
char Sensor1CharMsg[4];
void setup()
{
pinMode(ledPin, OUTPUT);
pinMode(A1, INPUT);
vw_setup(2000); // data speed in bps
vw_set_tx_pin(12); //digital pin to data transmitter
}
void loop()
{
// get data from analog pin 1
Sensor1Data = analogRead(Sensor1Pin);
// convert data from integer to character array
itoa(Sensor1Data, Sensor1CharMsg, 10);
digitalWrite(13, true); // onboard LED on to indicate transmitting
vw_send((uint8_t *)Sensor1CharMsg, strlen(Sensor1CharMsg)); // send array
vw_wait_tx(); // wait until data is sent
digitalWrite(13, false); // onboard LED off to indicate finished transmitting
delay(1000); // wait
}
view raw dtx1.ino hosted with ❤ by GitHub

… and the following sketch to the receiver Arduino.

This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode characters
// data receiver sketch
//
#include <VirtualWire.h>
// use onboard LED for status
const int ledPin = 13;
int Sensor1Data;
// holds data from receiver
char Sensor1CharMsg[4];
void setup() {
Serial.begin(9600);
pinMode(ledPin, OUTPUT);
vw_set_ptt_inverted(true);
vw_setup(2000); // data speed in bps
vw_set_rx_pin(11); // receiver data pin to digital 11
vw_rx_start();
}
void loop() {
uint8_t buf[VW_MAX_MESSAGE_LEN];
uint8_t buflen = VW_MAX_MESSAGE_LEN;
if (vw_get_message(buf, &buflen))
{
int i;
// LED on to indicate message coming in
digitalWrite(13, true);
for (i = 0; i < buflen; i++)
{
// fill array with data from receiver
Sensor1CharMsg[i] = char(buf[i]);
}
// null terminate the char array, indicates the end of the data
Sensor1CharMsg[buflen] = '\0';
// convert data in array to a usable integer
Sensor1Data = atoi(Sensor1CharMsg);
// send data to serial monitor
Serial.print("tx analog pin 1 reads: ");
Serial.println(Sensor1Data);
// message reception finished, turn off onboard LED
digitalWrite(13, false);
}
}
view raw drx2.ino hosted with ❤ by GitHub

Once operating and in radio range, the onboard LEDs will indicate successful transmission and reception of data. Open the serial monitor, and after a moment you will be presented with the data from analogue pin 1 of the transmitter Arduino – for example:

So how did that work? 

Review the trasmitter sketch. We took a value from analog pin 1, and stored it into an integer variable on line 25. The VirtualWire library is geared to send data as characters so we convert the integer to a character array on line 28 – which is then sent as usual as shown in line 31.

Now review the receiver sketch. Nothing unusual, and the data from the receiver (in character form) is fed into the array at line 35. Once completed, we add “\0” to the end of the array to signify the end of the data. 

The array is then converted back to an integer on line 42, then sent to the Serial Monitor.

So there you have it, we’ve sent integers across the airwaves. You can use your own “codes” with integers to mean all sorts of things and send them across. Ideal for temperature sensors, or anything really. 

I hope you had fun experimenting with wireless units, or at least enjoyed reading about the possibilities. To keep up to date with new posts at tronixstuff.com, please subscribe to the mailing list in the box on the right, or follow us on x – @tronixstuff.

If you find this sort of thing interesting, please consider ordering one or more of my books from amazon:

Tronixstuff 23 Apr 06:05
arduino  wireless  

OpenAI says it would buy Chrome if Google is forced to sell

Google is under the microscope following a court ruling last year that it has a monopoly over online search, but the future of its vast suite of digital services is still uncertain at this stage. Last month, the Justice Department suggested that Google would need to sell off the Chrome browser; if the tech giant does make that move, there's already at least one interested buyer.

Bloomberg reports that Nick Turley, head of ChatGPT, spoke at a hearing today about the Google monopoly situation and was asked whether OpenAI would be interested in acquiring Chrome. “Yes, we would, as would many other parties,” he said. Users can currently use the ChatGPT AI assistant in Chrome through a plugin, but Turley said there could be deeper integrations if OpenAI owned the browser. Under OpenAI's hypothetical ownership, Chrome could "introduce users into what an AI first experience looks like."

Chrome isn't the only property Google may lose control over. A separate judge determined earlier this month that Google has also been engaged in anti-competitive behavior over online ad tech. It's no surprise that any other major tech operation would be interested in acquiring one of the many popular services Google has developed over the years. The real question is which one of them landing a purchase wouldn't create a new monopoly. For now, the DOJ is allowing Google to continue its AI investments amid the break-up talk, but adding the browser to OpenAI's holdings may raise new concerns. Since the wheels of justice often turn slowly, it may be a while before we learn the outcomes of the recent Google rulings. 

This article originally appeared on Engadget at https://www.engadget.com/big-tech/openai-says-it-would-buy-chrome-if-google-is-forced-to-sell-215239832.html?src=rss

Instagram's former CEO testifies Zuckerberg thought the app was a ‘threat’ to Facebook

Facebook acquired Instagram in 2012 for $1 billion, but tensions between Mark Zuckerberg and the app’s founders persisted for years afterward. On Tuesday, Instagram’s former CEO and cofounder Kevin Systrom took the stand in Meta’s antitrust trial in Washington, D.C. and offered a firsthand account of how Zuckerberg viewed the photo-sharing app as a “threat” to Facebook.

Systrom, who ran Instagram until 2018, said that Zuckerberg slowed hiring and other investments into Instagram despite its success. Zuckerberg, Systrom testified, "believed we were a threat to their growth," and as a result "was not investing" in the photo-sharing app, according to testimony reported by The New York Times. As The Times notes, Instagram had only a fraction of the employees as Facebook even after reaching 1 billion users. "As the founder of Facebook, he felt a lot of emotion around which one was better, meaning Instagram or Facebook," Systrom reportedly said. 

Tensions between Instagram’s founders and Zuckerberg over company resources have been previously reported, but Systrom’s testimony is the first time he’s publicly spoken in detail about the issues that ultimately led him to resign from the company. On the stand Tuesday, Systrom said that Zuckerberg “believed we were hurting Facebook’s growth,” according to Bloomberg.

Facebook’s acquisition of Instagram is central to the FTC’s case against Meta. The government has argued that Meta’s purchase of WhatsApp and Instagram were anticompetitive and that the social media company should be forced to divest the businesses. Systrom’s testimony comes a week after Zuckerberg took the stand and defended Meta’s $1 billion Instagram acquisition. However, a 2018 email from Zuckerberg that surfaced earlier in the trial showed that the Facebook founder was aware as early as 2018 that he could be forced to spin off the services into independent entities.

This article originally appeared on Engadget at https://www.engadget.com/social-media/instagrams-former-ceo-testifies-zuckerberg-thought-the-app-was-a-threat-to-facebook-202112282.html?src=rss

Max implements $8 extra member charges on all subscription plans

Max now requires a fee for extra members who join a plan outside of the household. Each person who joins a subscription plan will cost $8 a head, no matter which access tier the main account holder is on. This type of "extra member" charge is how several streaming services have tried to cut down on password sharing by users. Netflix introduced this approach in 2023 and Disney+ followed suit in 2024.

The Warner Bros. Discovery-owned platform has at least temporarily allowed live sports and news content to be viewed for free, which is a nice perk for as long as it lasts. Max last raised its subscription prices in 2024, so hopefully viewers will get a reprieve on any more new costs for the rest of this year.

These non-household members will be able to stream Max content from their own accounts on one device at a time, and they'll have access to the same plan benefits such as video quality and downloads. In addition, when an extra member joins a plan, they can import their existing watch list and preferences with Max's new profile transfer option.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/max-implements-8-extra-member-charges-on-all-subscription-plans-195228707.html?src=rss

Wheel of Time is getting a new AAA open-world RPG adaptation

Wheel of Time is getting a new video game adaptation. The popular fantasy book series has already seen an imagining for the small screen with an Amazon Prime Video series that is currently airing its third season. Now iwot Studios, which has a hand in creating the Amazon show, is launching a new game studio to create a AAA open-world RPG set in the same fictional universe.

iwot brought in Craig Alexander to helm its new video game studio. Alexander has held management and leadership roles at game operations including Warner Bros. Entertainment, Activision, EA and Sierra On-Line. According to Variety, the studio is projecting a three-year development for the game, which seems pretty ambitious considering the it's still hiring team leads. iwot is also behind a planned live action movie as well as an animated feature film set within the same world as Wheel of Time. According to iwot Studios CEO Rick Selvage, the company will have "a lot of continuity in regards to how we approach our transmedia strategy" across the different projects.

This isn't the first time Robert Jordan's books have been source material for a game. Legend Entertainment released a first-person shooter based on Wheel of Time in 1999, and it's still available to play on modern hardware thanks to the preservation efforts at GOG.

This article originally appeared on Engadget at https://www.engadget.com/gaming/wheel-of-time-is-getting-a-new-aaa-open-world-rpg-adaptation-184741772.html?src=rss

Pinterest will warn kids not to use its app during school hours

Pinterest is testing a new prompt that warns kids to get off the app during school hours, as reported by The Verge. The pop-up warning encourages minors in the US and Canada to stop using the app and turn off notifications until the end of the day. "Focus is a beautiful thing," the prompt says. "Stay in the moment by putting Pinterest down."

This prompt only appears to kids aged 13 to 17 and only between 8AM and 3PM on weekdays. It’s a large-scale test, so Pinterest says the prompt will reach "millions" of minors. The platform says it's the first tech company to institute this kind of "proactive" feature to help kids build healthy online habits. That may be true in the world of social media, but any rabid Nintendo fan will remember the incessant prompts to take breaks in the Wii, DS and 3DS eras.

Pinterest CEO Bill Ready has also announced the company’s support of phone-free school policies. Some European countries have banned phones in schools in recent years. Here in the US, New York is close to implementing a statewide ban that’s informally called a “bell-to-bell” restriction. Several other states are in the process of developing their own bans.

To go along with this initiative, Pinterest is providing a $1 million grant to the International Society for Technology in Education (ISTE) to "support school leaders in creating a healthy digital culture in their schools." This money will fund task forces across a dozen states to help develop policies that “improve students’ digital wellbeing.”

This article originally appeared on Engadget at https://www.engadget.com/apps/pinterest-will-warn-kids-not-to-use-its-app-during-school-hours-171512379.html?src=rss

The Espresso Series 1 is the new crown jewel in Fellow's coffee gadget lineup

Fellow has been slowly growing its collection of coffee gadgets with its brewers, scale, grinders and more. But up until now, there's always been a big hole in its lineup. That changes today with the arrival of the company's first espresso machine: the Espresso Series 1.

When I got to try it out a couple weeks ago prior to launch, Fellow CEO Jake Miller said the goal was to make a device that "baristas would be excited to use and that they could actually afford." That said, at $1,500, it certainly isn't cheap. However, when you start comparing the Espresso Series 1 capabilities to competing machines, that price quickly begins to make a lot of sense. That's because unlike a lot of similarly priced rivals, Fellow's offering offers a ton of ways to customize and adjust the brewing process, which includes control over not just temperature, but also pressure, extraction time, steaming and the ability to create or download profiles for specific beans.

Sam Rutherford for Engadget

When compared to other modern machines, competitors like the $1,350 Meticulous support custom profiles and pressure settings, but it doesn't have a built-in steamer for milk like the Series 1. And if you want a ton of control over everything, espresso enthusiasts often look to even more complex and expensive options like the Decent, which goes for well over $3,000. So while Fellow's latest product might seem pricey, it feels very reasonable in context.

Now, I will admit that when I saw the Series 1 in its cherry red hero color, I thought Fellow had departed from its previous design language. But after closer inspection, it’s clear the company still retains its focus on clean lines while still making the device easy-to-use. It just has a bit more character now thanks to elements like the polished stainless metal brewer and the wood accents on the included 58mm portafilter's handle. The Series 1's base kit comes with both a single-wall double-shot basket and a pressurized double-shot basket. Fellow even went out of its way to create a rear housing made from a single sheet of metal with curvy corners, because the company wanted the back to look just as good as the front.

Similar to the Aiden, the Series 1 features a circular screen, except this time it's slightly larger. And while you can adjust everything using the espresso machine's single control dial, for more complex tasks like creating custom profiles, it'll probably be easier to use Fellow's free companion app (iOS and Android) instead.

When it comes to brewing, I really appreciate that if you just want a cup of espresso, the Series 1 streamlines things and makes it easy to bust out a cup quickly. There are three rather self-explanatory buttons on top for espresso, steaming and dispensing hot water. Plus, there are a ton of small but handy features like a temperature-sensing wand (with auto-purge) that helps take a lot of the guesswork out of making perfectly frothy milk. Fellow even thought about stuff like someone's daily workflow, which is why there's a small rubberized mat on top of the machine for storing demitasse cups.

Sam Rutherford for Engadget

Of course, the proof is in espresso. The Series 1 produced a cup with a surprising amount of crema that highlighted the beans' fruity notes. It was rich and smooth and pretty much everything I want in a shot of java. It also made the brewing process very approachable, because for people who might not have a ton of experience, there are guided brew settings as well.

Normally, when I want espresso, I go out to a coffee shop because I've yet to find a machine that hits the right balance between modern styling and ease of use while still having the ability to adjust and tinker with settings. But with the Espresso Series 1, it feels like Fellow has made a machine that delivers on everything that all levels of enthusiasts can get into.

Sam Rutherford for Engadget

The Espresso Series 1 will be available for $1,500 in three colors: cherry red, malted chocolate and black. However, Fellow says early buyers can get a special launch price of $1,200, which includes a $100 credit for the company's Drops program that offers a curated selection of coffee beans for purchase.

This article originally appeared on Engadget at https://www.engadget.com/home/kitchen-tech/the-espresso-series-1-is-the-new-crown-jewel-in-fellows-coffee-gadget-lineup-170008473.html?src=rss

Overwatch 2's frenetic Stadium mode is a new lease on life for my go-to game

I try to play as broad a swathe of games as I can, including as many of the major releases as I am able to get to. Baldur's Gate 3 garnered near-universal praise when it arrived in 2023, and I was interested in trying it. But when I watched gameplay videos, the user interface seemed distressingly busy. There were far too many icons at the bottom of the screen and my brain crumbled at the sight of them. I am yet to try Baldur's Gate 3.

Two years later, I had similar feelings ahead of checking out Overwatch 2's Stadium, a major new mode for a game I play nearly every single day. Blizzard gave members of the press a spreadsheet that detailed all of the possible upgrades and powers for each hero, as well as a list of modifiers that any character can use. With two dozen or so unlockables for each of the 17 heroes that will be in Stadium at the jump and about 70 general upgrades, that's hundreds of different options Blizzard is adding to the game all at once.

As I scrolled through the list, I was surprised that a feeling of dismay washed over me. I started to worry that Stadium might not be for me.

Figuring out how to combine the items and powers in effective ways for so many different characters seemed completely daunting. It doesn't help that I'm growing tired of more and more major games having RPG elements with deeper character customization. Taking some of the decision making out of my hands by giving a character a defined set of abilities and weapons with no stat or gear upgrades to worry about is more my speed.

Thankfully, Blizzard has some good ideas on how to welcome players into this new mode. And, as it turns out, once I actually started playing Stadium, my anxious feelings swiftly melted away and I had a great time with it.

Blizzard bills Stadium, which will go live for all players as part of season 16 on April 22, as the third pillar of Overwatch 2. It will nestle alongside the Competitive and Unranked modes and only be available in a ranked format.

Stadium is a very different take on Overwatch 2. For instance, it has a more sports-like presentation. Thanks to some tweaks to maps that seem a little out of the Apex Legends playbook and a new, looser announcer, it feels a bit more like a spectator sport than the lore-infused Competitive and Unranked formats. The maps in Stadium are either new stages or condensed versions of existing ones, with rounds typically lasting just a few minutes each.

On paper, Stadium is a more tactical spin on Overwatch 2, though with a vastly different approach than the likes of Valorant or CS:GO. Neither of those games really landed for me (I retired from Valorant with a very modest undefeated record), adding to my concern that I wouldn’t gel with Stadium.

This is a best-of-seven, 5v5 format built around customizing your hero during a match with various upgrades. What's more, this is the first time players can opt for a third-person view at all times. The first-person view is still there if you prefer it.

It's a little redundant to think of Stadium as Blizzard's answer to Marvel Rivals. It's been in development for over two years — it was conceived before Overwatch 2 even debuted and long before Marvel Rivals siphoned away a chunk of the player base. Still, it's hard not to make the comparison.

Blizzard Entertainment

There's a lot to drink in here. Ahead of my hands-on time with Stadium, I asked game director Aaron Keller how the Overwatch 2 team designed the mode to avoid making it feel too overwhelming and how the developers hoped to ease players into Stadium.

The team has done a few things with the aim of making the transition "a little less intimidating" for both long-time players and newcomers to the game, such as having a tab with example builds in the Armory, the pre-round shop where you select your upgrades. "If you want to, when you're playing a hero for the first time, you can just click through a custom, designer-built set of powers and items that you can unlock over the course of that match," Keller said. "It takes a little bit of what can be an overwhelming decision-making process out of your first-time experience, but you'll still be able to feel yourself grow in power."

Restricting the initial roster of heroes to 17 out of 43 can help players get to grips with Stadium, Keller suggested, though Blizzard will add more characters to the mode each season (newcomer Freja will join Stadium after the midseason update). The lack of hero swapping could also be a boon here. "All you're really gonna have to focus on is what your hero, your team's heroes and the enemy team can do over the course of that match," Keller said.

The lack of hero swaps did seem odd at first. One of the things that initially drew me to Overwatch was that each character had a defined set of abilities. The idea of being able to switch to a different hero to counter a particular menace on the enemy team was such a core part of the Overwatch experience for so long, but that faded over time. The switch to role locks (which restricts each player to only picking a hero in a certain class) and the new perks system, which incentivizes sticking with one character over the course of a match to unlock useful upgrades, have diminished the freedom of swapping to any other hero at any time.

In Stadium, rather than hero swaps, the answer to countering a pesky opponent is optimizing your build. "A lot of Stadium takes place during combat, but it's just as important to be able to put a strategy together around what you're unlocking in the Armory," Keller said. "It becomes much, much harder to do that if you can't predict what the heroes are going to be on the enemy team from round to round."

To help players from feeling like they're unable to deal with a certain enemy (such as having a D.Va that couldn't normally block a Zarya's beam), players will be able to put together counter builds in the Armory.

"We've got anti-barrier builds you can use. We've even got anti-beam builds that are available to different heroes," Keller said. "If you're going up against a Zarya, there are some things that you, or people on your team, are going to be able to do to counter that."

Through the Armory, you can unlock up to four powers. These are powerful and/or ridiculous abilities that you can pick from every other round. These are locked in for the duration of a match.

One power sees Ashe's ultimate cost slashed in half, but when she deploys B.O.B., he's just a little guy with lower attack speed and durability. Mini B.O.B. is just far too adorable for words. Another power lets Kiriko players spawn an AI-controlled clone of the support for a few seconds after she teleports.

Along with powers, there are items. These are purchased with earnable currency and can be swapped out before each round. You get some currency at the beginning of a match and earn more by playing well — dealing damage, scoring eliminations, healing allies, collecting a bounty by taking out an enemy who's crushing it and so on. Common and rare items boost your stats, but epic items are the ones you want. These are the more expensive upgrades that you unlock more of the longer a Stadium match goes.

Mei has some really great tweaks, such as the ability to move faster if on ground that she freezes, being able to remove a burn effect with her chilling primary fire and turning into a rolling ice ball that damages opponents. One enemy I faced used a combo of Mei's ice ball and ice wall to trap me, with both abilities damaging my hero at the same time. I'm stealing that strategy.

Blizzard Entertainment

Orisa, meanwhile, can use her javelin spin to fly a short distance. Ana (the best hero in the game) can cast her powerful Nano Boost through walls and to multiple allies. Soldier: 76 can get a short burst of his auto-aiming ultimate after damaging an enemy with his Helix Rockets. This is just scratching the surface of the items on offer, and the options can compound on each other to make abilities wildly powerful.

"I mostly just want to present a space for players where they feel like they can take the elements they really love about the other core modes that we have and just push them. Find that character that speaks to them and just push it as far as they can," senior game designer Dylan Snyder said when asked what would make the team's work on Stadium feel like it paid off.

"If we start seeing people sharing builds around and saying 'guys, I found this, this is the answer in this scenario, check this out.' They do write-ups on that, to me that's a win. Any numbers or metrics aside, to me, that's the mark of something that has landed with people."

Overwatch 2's practice range is there for a reason

I'm glad I took some time to play around with all of the heroes in the Stadium version of the practice range before hopping into a match. I started to get a feel for what each hero could do with maxed-out example builds. Certain abilities can quickly become very powerful if you pick powers and items that complement each other. When I hopped into matches, I made a conscious choice to stop worrying about understanding everything and to embrace the side of Overwatch 2 that I love the most: full-blown chaos.

Relying on the example builds was a big help at the outset. By focusing on those — and selecting the items that I felt would be the most effective at any given time — I didn't have to overthink anything. Just quickly pick a power and some items and try to enjoy myself, before switching to more powerful items as soon as I had a chance. That was my strategy.

Because of that, I've been having an absolute blast with Stadium so far. Playing around with all the new stuff you can do as all of the heroes is far more engaging than I've expected. Piling every resource into survivability as a tank or weapon upgrades as a damage hero makes sense, but each hero has a ton of flexibility.

For instance, I could have gone all in on upgrading Ashe's Dynamite. But having a second Coach Gun charge to simultaneously blow up a trio of additional sticky explosives that can spawn when Ashe's Dynamite detonates was very impactful. I picked up quite a few kills with that trick.

Blizzard Entertainment

My favorite upgraded ability so far is being able to fly while using Reinhardt's charge. He can soar across nearly half a map in a few seconds. It's absurd. Not even flying heroes are safe from Reinhardt barreling them into a wall.

I'm a bit more mixed on the third-person view. It does have a lot of advantages, such as a wider field of view and peeking around walls. Until now, I've often had to use a dance emote to secretly peer around a corner. A lot of players will also appreciate being able to get a better look at the skins they've worked so hard (or spent so much) to unlock.

But I think some of the game's tactility is lost in third-person mode. In that perspective, Reinhardt feels a little slower and the satisfying smack of his hammer when it clatters an enemy feels less impactful. It's also a little jarring to switch from a third-person view to aiming down a rifle's sights with Ashe or Ana. So, although the third-person perspective works well for heroes like D.Va, Kiriko and Lucio, I'm glad the first-person mode is still an option.

Meanwhile, Soldier: 76 feels completely overpowered as things stand. He's been an ever-present in my matches and those playing as him usually ended up with the most currency out of everyone in the lobby. But that's the kind of thing the developers will be keeping a close eye on. It'll be even tougher to balance Stadium than the other modes, and doing so will be an ongoing process.

When I first started playing Overwatch in 2016, it took me several weeks to get my head around all of the heroes' abilities and how they could be combined or countered. It's going to take me a while to fully understand all of the new stuff here given the multiple layers of complexity, but I'm happy to just relax and have fun, and passively absorb all of the information instead of poring over it like I'm studying for a test.

Despite my initial reservations, I can see myself sticking with Stadium for a while. I've seen some wild stuff already, and things are going to get more bananas in the coming months as Blizzard folds more heroes into the mode. Plus, the Overwatch 2 I know and love is still there. If I ever feel too overwhelmed in Stadium, I can always retreat to the comfort of my beloved Mystery Heroes.

This article originally appeared on Engadget at https://www.engadget.com/gaming/overwatch-2s-frenetic-stadium-mode-is-a-new-lease-on-life-for-my-go-to-game-165053113.html?src=rss