Google just announced that its annual I/O developer conference is taking place at the Shoreline Amphitheater on May 11th and 12th with a "limited live audience." This would mark the first time there has been any in-person component of I/O since 2019, but right now details are scarce as to who will be in that audience.
The "save the date" Google just shared said that the event this year will be "completely free and open to everyone virtually" and encouraged potential attendees to "plan to tune in online." From the sound of things, Google will just be using the Shoreline Amphitheater as a venue to broadcast from, rather than a place where attendees can gather, but we're reaching out to Google to confirm this. Basically, don't book any plane tickets to California yet, because chances are you'll be watching at home just like last year.
Google I/O was canceled entirely in 2020 in the early days of the COVID-19 pandemic, and the 2021 event took place virtually, like so many other tech events have in the last two years. While cases in the US have dropped significantly since peaking earlier this year thanks to the Omicron variant, it appears Google is putting safety first.
Just a few days before Apple announced the 2022 iPad Air, rumors started swirling that it wouldn’t be powered by the expected A15 Bionic processor that’s in the iPad mini and iPhone 13 lineup. No, it would get an M1, the same chip found in a host of Macs and the iPad Pro, devices that cost a lot more than the iPad Air. At the time, I didn’t put much stock into this rumor; the iPad Air and 11-inch iPad Pro were already extremely similar devices. This would make the gap between them even smaller.
I’ll have to eat crow on this one, as Apple went ahead and put the M1 in the new iPad Air. There are a handful of other little changes here, including a much-improved front-facing camera and 5G connectivity, but the M1 is the real upgrade of note. And while the basic experience of using the Air is mostly the same as it was when we last tested one, having the power of an M1 means this is one of the most future-proof iPads you can buy.
What's the same?
Nathan Ingraham / Engadget
The 2020 Air was a total redesign; not so this time. From the outside, the only way anyone will know you’re using the 2022 model is if you have one of the new color options introduced this year. (Apple loaned me a device in a lovely new shade of blue.) Otherwise, it’s exactly the same size and effectively the same weight; Apple’s specs page says it is two hundredths of a pound heavier than the old model, not something anyone would notice. Touch ID is still built into the top button, and it works just fine although I definitely prefer Face ID.
The display is also the same as the last-gen edition, but that’s not a bad thing. It’s a 10.9-inch “liquid Retina” LCD display with Apple’s True Tone feature for optimizing the screen’s color temperature based on ambient light. It’s just perceptibly smaller than the 11-inch screen on my iPad Pro, and the bezel looks a bit chunky, but it doesn’t change the way I use the tablet. It’s clearly not as nice as the mini-LED display on the 12.9-inch iPad Pro, but it’s a far better screen than the one on the basic iPad. The main difference between this display and the one on the 11-inch Pro is the latter has the ability to refresh at up to 120Hz, while the iPad Air is stuck at 60Hz. Although I definitely enjoy using Apple’s “ProMotion” screens, I can’t say I noticed much of a difference once I sat down and started using the Air.
Other things that remain unchanged include the price and storage options. $599 gets you 64GB, and you’ll have to pay another $150 to quadruple that storage to 256GB. I wish that the base model came with 128GB, but Apple has to differentiate the iPad Pro somehow. Sixty-four gigs is enough for most people, but if you want to store a lot of videos and games or plan on doing a lot of creative work with it, you’re probably better off just getting 256GB from the jump. As usual, Apple provided us with a top-of-the-line model, with 256GB of storage and built-in 5G.
The back camera, too, is identical to the one from the 2020 Air. It’s a 12-megapixel shooter with a wide-angle lens and no flash. It produces perfectly fine images, but as usual the camera on your phone is probably better in almost any circumstance. Back cameras on tablets have pretty niche use cases, like scanning documents and trying things in AR, and the Air’s camera is just fine for that, but I wouldn’t let it influence your purchase decision.
Nathan Ingraham / Engadget
Finally, the new Air uses the same accessories as the old model. That means the two first-party keyboard cases Apple offered for the 2020 Air work fine here. Unsurprisingly, the second-generation Apple Pencil that magnetically snaps to the top of the iPad is supported here, too. Meanwhile, the $299 Magic Keyboard remains jaw-droppingly expensive, but it provides a high-quality typing experience for such a compact keyboard. I’ve been happily using it to draft this review and have used it to write plenty of other things in the past. In fact, with the comfortable keyboard and trackpad this accessory offers, I was able to do just about all of my job using the Air. If you’re someone who makes a living writing, it’s a must-have accessory.
The $129 Apple Pencil is an excellent stylus, but I think you really need to know what you’re going to do with it for it to be worthwhile. It’s comfortable to use and extremely responsive, but unless you really want to take handwritten notes with your iPad or have serious visual arts chops, it’s inessential. But there are loads of wonderful drawing and note-taking apps available for the iPad, so if you are an artist, it’s an excellent tool.
The M1 comes to the Air
Enough about what’s old, though. Let’s get into what’s new here: Apple had the audacity to throw the M1 into the humble iPad Air, a year after putting it in the iPad Pro. This chip also powers machines like the MacBook Air, iMac, Mac mini and 13-inch MacBook Pro. So on the one hand, Apple probably has the manufacturing process down such that getting the chip into the iPad Air wasn’t a major stretch.
On the other hand, this is the kind of flex Apple likes to make with the iPad from time to time. The iPad has very little real competition, and yet Apple just significantly increased the Air’s processing power to an even more impressive level, particularly for this price range.
To drive it home: I ran Geekbench 5 on my iPad Pro, a model that was released about two years ago. It has an A12Z Bionic chip, one that’s only slightly different from the A12X chip used in the 2018 iPad Pro. The M1 in the new Air is significantly faster at both single- and multi-core tasks. The new iPad Air scored 1,706 on the single-core test and 6,966 on the multi-core test. My iPad Pro, meanwhile, only scored 1,113 and 4,149, respectively. This is a testament to how fast Apple has been improving its own chips, because even the A14 in the 2020 Air was a little faster than the chip in my iPad Pro.
What does this mean in practice? The answer depends on what you plan to do with the device. Personally, I use my iPad for writing, web browsing, email and to-do lists, chatting in apps like Messages and Slack, modest photo editing in Adobe Lightroom, playing music and video, and a bit of gaming. None of this taxed the M1 chip in the least — but while the Air beats my iPad Pro in benchmarks, the actual experience of using it isn’t really that different.
That’s more a reflection of my workflow than the power of the iPad Air. The M1 is an incredibly powerful chip for a $599 tablet, and it means that the Air should remain responsive and run whatever apps you want to throw at it for years to come. Or, if you’re the kind of person who plans to do more advanced tasks like editing and exporting video or making music, the Air should more than stand up to your ambitions.
Even with my moderately intense workflow, using an iPad with the M1 chip was a great experience. The Air made short work of any app I tried, including recent Apple Arcade games like NBA 2K22 and Shadow Blade+. I edited a host of RAW photos in Lightroom, and changes were applied almost instantly. I also noticed speedy improvements in more basic tasks where I didn’t necessarily expect it. The Apple Mail app was much faster at deleting all the junk email I get than it is on my iPad Pro, and Safari was quicker to render sites and switch between tabs. Loading different apps into multitasking views like Split View and Slide Over was similarly speedy.
Battery life on the Air is just as good with the M1 chip as it was before. Apple typically always claims any iPad will last about 10 hours, and in this case I think the company undersold the Air’s longevity. In my normal routine, I got close to 12 hours of use before needing to charge the Air, though your mileage will vary depending on what you’re doing. Games took a bigger toll on the battery, but the Air lasted a long time while watching movies. I looped a downloaded movie in the Apple TV app for four hours and the battery only dropped to 75 percent.
Nathan Ingraham / Engadget
What else is new?
While the M1 chip is the major update here, there are a few other new things to consider. Unsurprisingly, the iPad Air’s front camera has been upgraded to match the one found in the rest of the iPad lineup. It’s a 12-megapixel ultra wide angle camera that isn’t really designed to be used at its full resolution. Instead, it enables Apple’s “Center Stage” feature, which lets the camera zoom in around the subject and continuously move to keep that person (or people) in the middle of the screen. I feel like most people don’t move around a ton when they’re on video calls, but it’s a handy feature nonetheless.
While the camera is definitely better than on the prior iPad Air, it’s still on the left side of the screen when you use the iPad in landscape mode. Having it up top is fine when you’re holding the iPad in portrait orientation, but it’s definitely awkward if you are doing a video call with the tablet attached to the keyboard.
Optional 5G is another unsurprising addition, given that last fall’s iPad mini and the iPad Pro all have it as well. (The entry-level iPad remains stuck with LTE.) This is a logical update that doesn’t change the experience of using the iPad very much. Most people will probably opt to save the $150 and simply get a WiFi-only iPad Air.
Those who get the upgrade, will surely appreciate having 5G as time goes by. Depending on what network you choose and where you live, 5G coverage can still be pretty hit or miss. And I ran a few different speed tests on the iPad Air while running it on Verizon’s network and actually got faster speeds from LTE than 5G. It’s also worth noting that the Air doesn’t support the mmWave 5G networks, like Verizon’s Ultra Wideband network. Those faster networks are only supported on the iPad Pro.
Those caveats aside, there’s no doubt that wireless carriers will increase the availability of 5G networks, so having it on board here is another good piece of future-proofing, much like the M1 chip. That said, it’s not a reason to upgrade your iPad now.
Finally, the iPad Air has USB-C connectivity that Apple says is twice as fast as its predecessor, with data transfer speeds up to 10Gbps supported. The old USB-C connector was already fast, but faster is always better, right? I didn’t do any precision testing, but the iPad Air pulled RAW photos off my SD card extremely quickly.
Should you buy it?
By now, you probably have the gist of this review: The new iPad Air is a modest upgrade over the previous generation. That’s true, but it’s also damning the Air with faint praise. To be clear, it’s an excellent tablet. It’s extremely fast, has a lovely screen, runs a massive ecosystem of quality apps and will be a capable device for years to come. If I sound unenthusiastic, it’s because this was always true.
It was definitely time for Apple to update the iPad Air, but the company got so much right with the 2020 edition that this new device is a logical improvement to a formula that was already working. As such, anyone who bought the 2020 Air or one of the last few iPad Pros won’t find a ton new or different here. But compared to the 2019 Air, or any base-level iPad from the last few years, the new model is a massive upgrade.
Overall, I think the iPad Air is the best iPad for most people: It’s significantly better than the basic $329 iPad and is nearly identical to the 11-inch iPad Pro that costs $200 more than the Air. If you want a bigger or smaller screen, the iPad mini and 12.9-inch iPad Pro are still great options. But for anyone who wants a premium tablet that’s about as future proof as it gets, the iPad Air is the way to go.
To the surprise of almost no one, Apple is holding its first virtual event of the year on March 8th to show off its latest hardware. We heard rumors about this date for weeks, and the date isn’t the only thing that leaked – as is so often the case, we have a pretty good idea what Apple will be announcing. Of course, nothing is official until Apple shows it off on its livestream, but here’s what the rumors are pointing to this time.
iPhone SE with 5G
While this new iPhone won’t be nearly as exciting as the flagship models that Apple introduces in the fall, the iPhone SE remains an important product for the company. Starting at $400, the iPhone SE is a way to get Apple’s most powerful mobile processor in a “classic” (old) design. It sounds like that is the case with the 2022 iPhone SE: rumors indicate it will be physically identical to the current iPhone SE, which itself is identical to 2017’s iPhone 8.
But while the design may be dated, the internals should be fresh: The phone will likely include the same A15 Bionic chip found in the iPhone 13 lineup. Giving its $400 phone flagship performance is a trick Apple has been pulling since it released the original iPhone SE back in 2016, and we expect more of the same in 2022.
Chris Velazco / Engadget
The other notable change is that this phone will probably include 5G connectivity, just like Apple’s more expensive phones. Carriers will certainly like the idea of a $400, 5G-capable iPhone as they try to get more and more subscribers using their more advanced networks. Both the A15 processor and 5G connectivity mean the new iPhone SE should be well supported for years to come.
As for everything else, the 2022 iPhone SE will likely retain its dated design, including a relatively low-resolution 4.7-inch LCD display with large bezels above and below it. It’ll also certainly keep the classic iPhone home button and Touch ID, something that might be a point in its favor for people who don’t like Face ID. The cameras could get a modest bump, but don’t expect anything more than a single shooter on the back.
iPad Air
The iPad Air is currently the oldest iPad in Apple’s lineup; it was completely redesigned when Apple released it in the fall of 2020. It’s still a pretty great tablet, sitting comfortably between the extremely basic entry-level iPad and the wildly expensive and powerful iPad Pro.
Dana Wollman / Engadget
The rumor mill, lead by the reliable Mark German at Bloomberg indicates that the iPad Air will still get a few tweaks for 2022. In fact, they’re the same updates that we expect to see in the iPhone SE: an A15 Bionic chip and support for 5G networks. Neither of these things will fundamentally change the iPad Air; the current A14 processor (which was first released in Apple’s iPhone 12 lineup) is already plenty powerful. But given that the redesigned iPad mini from last fall has the A15 chip, it makes sense that Apple will want to make performance identical between the two devices.
5G is another feature that Apple added to the iPad mini last fall, so bringing it to the Air makes sense. To that end, it’s also possible that the iPad Air will get a new front-facing camera. Both the iPad mini and basic iPad that were refreshed last fall have an ultra-wide, 12-megapixel front camera with a “Center Stage” feature. That means the camera uses that ultra-wide field of view to continuously crop and adjust the focus of the video feed so your face stays, well, in the center of the screen.
Everything else about the iPad Air is expected to stay the same, including its 10.9-inch LCD display, single back camera and Touch ID on the power button. It’s a fairly modest set of updates, but that’s OK. The iPad Air offers the most important parts of the iPad Pro experience at a much more affordable price, and we expect that’ll continue with this update.
An updated 13-inch MacBook Pro with an M2 processor
Devindra Hardawar / Engadget
Apple’s 13-inch MacBook Pro is looking long in the tooth. There’s nothing wrong with the M1 processor inside it, but compared to the 14- and 16-inch MacBook Pro models Apple released last fall, the chip is quite pedestrian. As such, we’re expecting a new M2 Apple silicon chip to power the refreshed laptop. It won’t be as powerful as the M1 Pro or M1 Max, but it should be a nice upgrade for a device that’s almost a year and a half old now.
Unfortunately, other changes are expected to be minimal. Apple might finally get rid of the Touch Bar for good, replacing it with a standard row of function keys like those found on the 14- and 16-inch MacBook Pro models. Other than that, it’ll probably keep the same display, form factor and paltry port selection. We’re really hoping it gets a better front-facing camera, but it’s not clear if that will happen.
It’s certainly not shaping up to be the most exciting Mac upgrade, but given how expensive Apple’s larger MacBook Pro laptops are, the 13-inch MacBook Pro should provide a bit of an upgrade over the MacBook Air without at a more affordable price.
More Macs?
Like the 13-inch MacBook Pro, the MacBook Air and Mac mini haven’t been updated since they were released with the M1 processor back in the fall of 2020. It seems likely that both computers will also get updated with the M2 processor before long. That said, the rumor mill hasn’t been too solid on exactly which Macs will show up for Tuesday’s event. There’s even a chance that Apple might re-introduce an iMac Pro with the M1 Pro or M1 Max inside – but right now, a new Mac mini or MacBook Air feels more likely.
It’s been about a year since Sonos released the Roam, the company’s smallest and least expensive speaker yet. As with most modern Sonos speakers, the Roam has a built-in microphone that lets you use the speaker with Amazon’s Alexa or the Google Assistant. Today, Sonos is releasing a variant of the Roam that omits that microphone, the Roam SL.
Aside from removing the microphone, the $159 Roam SL is identical to the original Roam, which costs $20 more. It's a small speaker that can connect to your WiFi network and be part of a Sonos multi-room audio system. But it also has a built-in battery and Bluetooth capabilities, so you can take it with you and use it away from a WiFi connection. It's also waterproof and dust-resistant (IP67 rated), and the battery is rated for about 10 hours.
Aside from losing voice assistant capability, losing the microphone takes away another feature from the Roam SL. The original Roam features Auto Trueplay, which uses the microphone to tune the speaker to sound better wherever you place it. With no microphone, the Roam SL won't be able to do this, and Sonos confirmed that you won't be able to manually tune the speaker with an iPhone as you can do with most of the company's other speakers. It's not a huge surprise, as the Roam SL is meant to be moved, so a manual tuning process isn't something that'll make sense for most people, but it's still worth knowing if you're choosing between the Roam and the Roam SL.
The Roam's battery life isn't as good as other speakers in its class, but it sounds great and is a relatively inexpensive way to see how the Sonos experience works. As such, we imagine the Roam SL will also be worth checking out for people who don't want a microphone on their speaker. Sonos has tried this before, with the One SL, a mic-less version of the Sonos One, so it's not a huge surprise to see the company offer the Roam without a mic as well. You can pre-order the Roam SL now on the Sonos website, and it'll be available on March 15th.
It's been more than 11 years since Instagram first launched... and there's still no native iPad app. Instagram users are limited to using the web interface or the iPhone version, an app that is definitely not optimized for the iPad's larger screen. And according to Instagram head Adam Mosseri, that's not going to change any time soon.
In a series of tweets between Mosseri and prolific tech YouTuber Marques Brownlee, Mosseri said that there weren't enough iPad users to justify making a dedicated app. "The year is 2022 and there's still no proper Instagram app for iPad," Brownlee tweeted Sunday afternoon. Mosseri apparently saw it and decided to open up a bit about the decision. "It's still just not a big enough group of people to be a priority," he responded. "Hoping to get to it at some point, but right now we're very heads down on other things."
Yup, we get this one a lot. It's still just not a big enough group of people to be a priority. Hoping to get to it at some point, but right now we're very heads down on other things.
Mosseri shed a little more light on the situation; in a subsequent tweet, he noted that Instagram's team is "leaner than you think" and said the company was already supporting four platforms (iOS, Android, web and Instagram Lite). He also mentioned Instagram's competitors by name, calling TikTok and YouTube "behemoths." In relation to how people use Instagram vs. those apps, Mosseri said that Instagram users share more in private messages than they do in the feed or through stories, and that the company "need[s] to adapt."
It wasn't exactly clear what he meant by needing to adapt, but it sounds like he thinks people are sharing more publicly on TikTok and YouTube than they are on Instagram right now. Adapting could either be finding ways to make people share more publicly or to improve the messaging experience that is so popular on Instagram, but Mosseri didn't say more on that point.
Finally, Mosseri indicated that Instagram internally views full iPad support as a "finally feature," something they want to get to but isn't a huge priority. "Things like supporting dark mode, scheduled posts, an iPad app, deleting one photo from a carousel, etc," he tweeted.
While there are clearly millions of iPad owners who would likely enjoy an Instagram app, the company has done a lot to make the web experience better over the last few years. Messaging has been fully supported for a while now, and as of last fall you can even create Instagram posts from the website as well. Stories are still exclusive to the mobile apps, but the overall web experience is not nearly as compromised as it used to be.
Regardless, people will probably not stop asking for an Instagram iPad app any time soon, but at least the app's leader has been forthcoming about the chances of that happening in the future. Never say never, iPad users, but don't hold your breath.
OlliOlli World, the delightfully offbeat skateboarding platformer, launched a few weeks ago on basically every gaming console you could ask for. It’s a clean break for the series, taking familiar gameplay but putting it in a totally redesigned world that allows for more exploration, competition and tricks.
You may not recall, but the original OlliOlli was released in 2014 exclusively for the PS Vita before hitting more platforms over the following years. That was my first exposure to the game, and I played it non-stop whenever I traveled; for a few years, the Vita was a constant companion on work trips and vacations alike.
I sunk untold hours into the two OlliOlli games on the Vita, mastering almost everything they threw at me. (I was never able to hack the insane “Rad” mode, where you had to make every single landing perfectly or else you’d slam and have to start the level over.) So while I was thrilled to try OlliOlli World on the PS5, I’ve also been wondering how it works on the Switch — would this be my new on-the-go gaming addiction, or do the compromises of playing on aging hardware degrade the experience?
After a couple weeks, I’m happy to say that OlliOlli World looks and plays great on the Switch. Still, there are a few things you’ll want to know as you decide which platform to buy it on. Of course, the game gives up some visual fidelity on the Switch — as with all games, 1080p when docked to a TV and 720p on the console’s built-in display is as good as it gets, a far cry from the beautifully detailed 4K visuals you’ll get on the PS5 or Xbox Series X. OlliOlli World on the Switch does target 60 fps, similar to other consoles.
Roll7
None of these changes are surprising; we all know the Switch is less powerful than modern systems. But fortunately, these changes largely don’t make a difference. The character models of your skater, as well as the many people you meet across the skateboarding haven of Radlandia, are indeed less detailed on the Switch. What’s most important is that the game’s gorgeous art style still shines. OlliOlli World is one of the most vibrant games I’ve ever played, and it looks especially vibrant on the OLED Switch’s screen. While it took me a few minutes to adjust to the lower-resolution experience here, I mostly didn’t think about it once I got down to the game’s core skateboarding action.
The difference in frame rate is more noticeable. OlliOlli World is an extremely fast game, one that really benefits from running at 60 fps. But despite the fact that developer Roll7 targeted 60 fps for the Switch, there were times that I felt like it dipped even below 30 fps. Roll7 did a great job of making the Switch version feel smooth enough that gameplay isn’t usually impacted, but sometimes the game would drop frames in a crucial moment that led to me unceremoniously slamming after a trick. The vast majority of the time, things stayed steady enough that it didn’t impact my gameplay. But there’s no doubt that you’ll notice dropped frames compared to how the game plays on the PS5.
I also came across frame rate drops in other parts of the game, like the animation that happens when your skater kicks off a run, or the loading screen transitions that take place when moving from the map into a level. These don’t affect gameplay, but they’re hard to ignore and add to the feeling that the Switch struggles a bit to keep up with the action. But the fact that the frame rate usually stays solid when you’re on a course is far more important.
Probably the most significant compromise that comes when playing on the Switch are the Joy-Con’s relatively tiny analog sticks. Compared to the spacious sticks on PlayStation and Xbox controllers, it’s a bit harder to pull off the game’s more complex tricks when playing on the Switch. Again, though, it’s not a deal-breaker. I’ve thrown down plenty of impressive runs and beat nearly every single challenge the game has thrown at me over the course of dozens of levels.
That said, I’m getting far enough into OlliOlli World on the Switch that levels are getting increasingly difficult, and I’m a little worried about keeping up with the more difficult levels that’ll come over the two worlds I have yet to conquer yet. I’m confident that I’ll be able to make it through basically any level the game throws at me. But each level has a number of specific challenges you can optionally complete — to truly master those, I might end up docking my Switch to the TV and playing with the Switch Pro Controller, which has much better analog sticks than the Joy-Con.
On the other hand, the PS Vita analog sticks are even smaller than those on the Switch, and I eventually mastered two OlliOlli games on that system. There’s no doubt that bigger controllers make pulling off the game’s tricks more comfortable and probably easier, but OlliOlli World is still extremely playable on the Switch.
To sum it up: there are a handful of compromises across graphics and gameplay if you choose to play on the Switch rather than a more powerful console. But I don’t think that they should stop you from playing the game on Nintendo’s handheld. It’s a great pick-up-and-play game, the kind of title you can spend a rewarding 10 minutes with or get lost in for multiple hours. The experience is a little more refined on Sony and Microsoft’s more powerful consoles, but you can’t easily take that on the go with you. If you don’t care about that, snap it up on the PS5 or Xbox Series X / S. But if you’re looking for a game that’s at home both on your TV and away from it, OlliOlli World on the Switch fits the bill perfectly.
Guerrilla Games set itself up with an unusual challenge when developing Horizon Forbidden West, which comes out on Friday, February 18th. According to the game’s director and technical director, Guerrilla was well aware of the PS5 and much of its capabilities when it started working on Forbidden West in 2018. But, the company also planned to make the game work on the PS4, a console that turns nine years old this fall.
It’s not unusual for games to be released on both consoles, but Forbidden West is notable for being a particularly massive and detailed game, perhaps the most advanced title yet to come out on the PS5. In a conversation with Engadget, game director Mathijs de Jonge and technical director Michiel van der Leeuw discussed Guerrilla’s process for making sure that the game worked for the PS4 while simultaneously showing off everything the PS5 is capable of.
“We knew it was going to be tricky making something that would make the PlayStation 5 shine, but also be really rewarding for people who have PlayStation 4,” said van der Leeuw. “So we're very happy that we knew about the PS5’s capabilities very early on, because that meant we could plan for how we're going to make this distinction.”
The most immediately obvious difference between the two versions is visual fidelity, with the PS5 targeting 4K resolution (reduced to a checkerboard-upscaled 1800p when running in 60 fps “performance” mode). “From the start, we targeted having higher-fidelity characters, high-fidelity environments, higher-fidelity vegetation, everything, just for the PS5,” van der Leeuw said. “So you'll just see different models for the PS4 version, but with the same sort of atmosphere throughout the game.”
The realities of play-testing during a worldwide pandemic actually provided Guerrilla plenty of opportunities to get feedback on the PS4 experience. “It was really difficult for us, the pandemic just hit us while we're in peak production,” van der Leeuw added. But Guerrilla was able to use Sony’s PlayStation Now game streaming technology to send early builds of the game to PS4 play testers. “Because of the pandemic, we had to switch to remote play testing,” said de Jonge. Sony would have done that with the PS5, but it wasn’t possible to have people into their offices during the pandemic.
The upshot of this was that Guerrilla had to make sure the PS4 version was getting plenty of attention throughout the development process. “It was a big advantage, in a way, that we did have the PlayStation 4,” de Jonge said, “because that meant we really had to get the build in a good state rather than just focusing on the PS5 version.”
SIE
While the team was conscious of making things work for the PS4 throughout the game’s development, they also were painstaking about having the PS5 version stand out visually. “We’d look at screenshots for every single thing on-screen, whether it was the grass, the sky, the leaves, the cloth, the hair – everything should have something where if you look at the screenshots, you'd feel like this is definitely the PS5 version,” van der Leeuw said.
While improved fidelity and frame rate were obvious things to expect in the PS5 version, Guerrilla put a lot of thought into how the PS5’s controller could be a differentiator – but it was somewhat of a balancing act getting the experience right. “In our early prototypes, I remember that we set the [adaptive trigger] values relatively high,” de Jonge said, “and I remember that after a few minutes we already felt some fatigue with the triggers. And then we started adding the haptic feedback. And then you have to balance how much haptic you have versus how much pressure you put on the triggers.”
Somewhat surprisingly, the team working on haptics is separate from the team working on the adaptive triggers. “Haptics are handled in our studio by the audio design designers, but the adaptive triggers are handled by our game designers,” de Jonge said. Obviously, no part of game design happens in a vacuum, but he specifically cites the collaboration between those teams as something he was proud of in the development process.
The end result is something that doesn’t scream out to you as a huge update, but a skillfully executed component that helps Horizon Forbidden West shine on the PS5. “I think it was great to see also how we could [use haptics and adaptive triggers] make the different weapons stand out, sort of give them their own character,” de Jonge said. “So it really feels different when you use a slingshot versus when you fire an arrow using a bow.”
Like most games specifically built for the PS5, Horizon Forbidden West loads quickly, thanks to the console’s built-in SSD. With such a massive map to explore, near-instantaneous loading (like when you fast travel) is a huge quality of life improvement. But van de Leeuw said these optimizations are more than just having a fast drive. “You don’t realize how easily games are bottlenecked,” he said. “If you run a PC game on a very fast SSD, it doesn't automatically load in like seven seconds. There's so much work we had to do.”
SIE
The end result is a game so quick that the development team had to revamp the tips that appear on loading screens. “In Horizon Zero Dawn, we called it fast travel, but it could take maybe a minute to actually load,” de Jonge said. “With the PS5, it’s maybe four or five seconds, it loads so quickly that players can’t even read the hints.” But from testing, Guerrilla knew that players came to rely on these hints, so they decided to slow things down just a bit. “We had to add a very simple feature where it hangs on the loading screen for enough time so you can actually read at least one hint while it loads.” Of course, people who want to speed through things can just mash X or turn off the pause in settings so that the game loads up as fast as possible.
While Engadget hasn’t tested Horizon Forbidden West on the PS4 yet, early reportsindicate that Guerrilla stuck the landing, building a game that doesn’t feel compromised on the PS4 that still shows off the power of the PS5. “I'm quite happy how it turned out,” said van der Leeuw. “I'm very proud of the PS5 version. But the PS4 version has the same sort of atmosphere, same sort of feel. Of course, it's a generation older, but it holds up, I think, quite well.”
In late 2020, Google bought the company Neverware, which had made a name for itself thanks to a product called CloudReady that let individual users or large organizations turn old Windows PCs and Macs into Chrome OS devices. The idea was that if you had aging hardware that wasn’t running Windows or macOS as well as it used to, you could get more life out of it by using it as a Chromebook. CloudReady continued to be available after Google bought Neverware, but today we’re getting our first look at an updated version of the product that’s been in the works for the last year or so.
It’s called Chrome OS Flex, and it’s a rebuilt version of CloudReady that was built internally with access to all of Google’s code and resources. The idea behind Chrome OS Flex is the same: you can visit a website, quickly make a Chrome OS image on a USB drive, and then run that on a PC or Mac. If you decide that you’re ready to wipe the computer, you can then replace the existing OS with Chrome OS and use the computer as a full-fledged Chromebook.
Anyone can try Chrome OS Flex today, but Google is positioning the product more towards businesses and education institutions — something that the company already focuses on with Chrome OS more broadly. As such, one of the big benefits of Chrome OS Flex is that IT departments can manage the devices just like any other Chrome OS hardware. Flex can be deployed over a network to multiple devices, and IT departments can manage everything through Google’s Admin console. Once Flex is installed, those devices can be managed in the same way any other Chrome OS hardware is, so IT departments can deploy specific software installs or permissions.
Chrome OS Flex is also more capable than the CloudReady product it will eventually replace. It uses the same code base as Chrome OS, and Flex devices will get software updates simultaneously (before, Neverware had to wait for Google to push out a Chrome OS update and then make it work with CloudReady). Flex also has access to the Google Assistant, a feature built into most popular Chromebooks these days and something CloudReady didn’t offer before.
While Google is focusing Flex on businesses and education, anyone can try it. You just need to visit this site to create a bootable Chrome OS Flex instance on a USB drive and go from there. As this is early access software, though, you’ll probably want to do it on a computer that isn’t your main device. Google’s making the process of creating a bootable drive built right into the Chrome browser, too — the Chromebook Recovery Utility extension already lets you make Chrome OS recovery media, and now a Flex install will be one of the available options.
One thing Google is being clear about is that this Chrome OS Flex launch is an “early access” product. They want people to try it and give feedback, but are noting that there may be bugs that still need to be squashed. A full, final release of Chrome OS Flex is planned for Q2 this year. For now, Google will continue offering the stable version of CloudReady; once Chrome OS Flex is final, CloudReady users will be transitioned over to Flex.
The Joe Rogan Experience was problematic long before Spotify paid a reported $100 million for exclusive rights to the show in 2020. Rogan’s tendency to let guests disseminate hideous and demonstrably false viewpoints has attracted criticism before, but as with many things, the COVID-19 pandemic has pushed the controversy to new heights in recent weeks. On December 31st, Spotify published an episode of The Joe Rogan Experience in which virologist Dr. Robert Malone likened the belief that vaccines are effective to "mass formation psychosis."
A few weeks later, 270 doctors, nurses, scientists and educators sent an open letter to Spotify asking the company to adopt a clear misinformation policy to help curb the spread of dangerous false claims, like those made in that episode of The Joe Rogan Experience.
Over the last few weeks, the backlash to Rogan’s podcast has come from others on the platform. Several high-profile musicians, including Neil Young and Joni Mitchell, pulled their music from Spotify over the platform’s dissemination of misinformation. Spotify’s Science VS podcast also announced this week that it would only produce episodes that fact-check misinformation spread on the platform until the company made a stronger effort. Author and researcher Brené Brown has paused her Spotify-exclusive podcasts Unlocking Us and Dare to Lead as well.
Rogan and Spotify haven‘t seen a response of this magnitude before, and it shows no signs of abating. Indeed, several of these artists and podcasters chose to remove their content after Spotify publicly shared its content guidelines and announced a plan to add a “content advisory” to any podcast that discusses COVID-19.
In many ways, what Spotify is grappling with right now is the same thing social media platforms like Facebook and Twitter have had to confront over the last five years. They’re so big that they need to have guidelines around what people post, and accept some degree of responsibility for how they disseminate information. Spotify needs to do the same thing, with the added wrinkle that there’s no gray area: By paying artists and podcasters to appear on its platform, the company has a responsibility for the content it puts out. Of course, it's not clear Spotify sees it that way.
Instead of simply being a podcast player, Spotify has a host of exclusive deals and owns major podcasting studios including Gimlet Media and The Ringer. These financial entanglements mean Spotify has to make tough decisions about how much of a voice it wants to give to potentially objectionable creators like Joe Rogan. As Ashley Carman of The Vergenotes, Apple delisted Alex Jones's Infowars show from its podcasts app, but people could still find his show and listen to it through RSS. But The Joe Rogan Experience is part of an increasingly common closed podcast ecosystem — and any company that participates in such a system could have similarly difficult decisions to make about what creators say on those platforms.
Spotify’s response to this controversy has been tepid at best. The content guidelines the company published say nothing about spreading misinformation on the platform, and the COVID-19 content advisory draws a false equivalency between legitimate discussion and incorrect information. It’s hard to imagine these moves doing anything to quell the backlash any time soon.
And that backlash is now coming from Spotify employees, as well. The Vergeviewed screenshots from Spotify’s internal Slack that showed the company said it reviewed all episodes of Rogan’s podcast and found that none met the threshold for removal. This was a response to Spotify employees reportedly being “vocally upset” about Spotify’s deal with Rogan and his view on vaccines. And earlier today, Carman and The Vergeonce again published details of an internal Spotify meeting where employees voiced their concerns and where Ek defended his decisions, including Ek insisting that Spotify is simply a platform, not a publisher.
“Everyone’s a little upset, especially the people whose initiatives directly contradict what’s happening,” a source who asked to remain anonymous told Carman. “People are feeling increasingly frustrated that no matter what the company says messaging-wise, or no matter what people’s initiatives are, it all kind of ladders up to, ‘What’s the best for Joe Rogan and Joe Rogan’s audience?’”
Ek continued to defend Spotify’s relationship with Rogan today, saying that “exclusivity does not equal endorsement,” (n.b.: paying money to support something is literally endorsing something) and saying that exclusive deals like the one the company cut with Rogan are what’s helping keep the company successful. “To be frank, had we not made some of the choices we did, I am confident that our business wouldn’t be where it is today,” Ek reportedly said.
It’s hard to imagine Spotify turning its back on Rogan. The Joe Rogan Experience remains an exceptionally popular show, and Spotify made its feelings about Rogan clear when they backed up a dump truck full of cash to have exclusive rights to the show – and they’ve been steadfast in their defense of him since then. The company knew he was a controversial figure before, and he’s so popular that someone else would surely open their wallets for his show if Spotify decided to cut him loose.
It’s not impossible that Rogan could do something that would cause Spotify to change its stance. After all, Facebook and Twitter eventually banned the former president of the United States after putting up with years of lies and dangerous rhetoric. And Twitter recently banned Georgia representative Marjorie Taylor Greene for spreading COVID-19 misinformation. But it’ll take a lot more than Neil Young and Joni Mitchell pulling their music catalogs to make Spotify change course, given its financial investment in Rogan. If Rogan or a guest on his show called for an insurrection at the US capitol — that might move the needle. But short of that, it seems likely that Spotify will likely wait for this current storm to subside and simply move on with the status quo.
Google's lineup of Pixel phones has usually been some of our favorite Android devices since the first Pixel arrived back in 2016 — but they've never been big sellers. While Google still doesn't compare with Apple and Samsung, the company says the Pixel just had its best sales quarter ever.
On the Alphabet earnings call today, CEO Sundar Pichai addressed the company's hardware performance. "In Q4, we set an all time quarterly sales record for Pixel," he said. "This came in spite of an extremely challenging supply chain environment." All of Google's competitors had similar issues, but it's reasonable to think the company could have sold more phones if not for the supply chain.
Specifically, Pichai noted that the Pixel 6 was proving to be popular with both customers and carrier partners. In our estimation, the Pixel 6 and 6 Pro are probably the best Pixel phones Google has released in years, and it seems that these sales records back that up. Unfortunately, Google doesn't break out sales figures, but it's hardly alone in that regard.
Pixel sales are lumped into a category simply called "other," which covers all Google hardware (among other things). Revenue from the "other" category improved 22 percent year-over-year, totaling $8.2 billion for the quarter. That's a small piece of Google's overall revenue — the company pulled in $75.3 billion in revenue overall in Q4 of last year, up 32 percent year-over-year. That speaks more to the health of the company's massive search ads business.
In other financial news, Alphabet is splitting its stock. It's a 20-for-1 split, which means one Alphabet share will soon count for 20 much cheaper shares. Given the company's stock price ended the day at $2,757.57, this split means the stock will be much more affordable. Apple and Google have split their stock before, but a 20-to-1 split is pretty unusual.
We're tuned into the Alphabet earnings call and will update this post with anything else we hear.