Let's be honest: you were probably curious about Sackboy: A Big Adventure when it launched alongside the PlayStation 5, but not so much that you were willing to buy that instead of Demon's Souls or Miles Morales. Thankfully, you no longer have to pay extra to indulge that curiosity. Sony has made the LittleBigPlanet spinoff (also available on PS4) free to all PlayStation Plus members between April 4th and May 1st.
Sackboy is decidedly different than the core franchise. Where Little Big Planet is a 3D-enhanced side-scroller that revolves more around environment interaction and creativity, this game is a 3D platformer that revolves around its namesake hero's acrobatics. They all share a relatively uncommon co-op mechanic, though. Up to four players can tackle stages together, and some segments require teamwork to move forward. This may be an ideal game to play with your kids.
You have options if Sackboy doesn't strike your fancy. The newly launched build-and-raid game Meet Your Maker is also available for free on PS Plus this April, as is the hand-drawn RPG Tails of Iron. Both freebies are available for PS4 and PS5.
These new offerings won't make you regret a PS Plus Extra or Premium subscription. If you pay for those tiers, you recently received high-profile games like Uncharted: Legacy of Thieves Collection and Tchia. Still, it's nice to know that you can add one more marquee title to your library with very little effort.
This article originally appeared on Engadget at https://www.engadget.com/ps5-launch-title-sackboy-is-free-on-playstation-plus-in-april-211530313.html?src=rss
I love all things The Last of Us, so it pains me to report that the PC port of The Last of Us Part I, which launched yesterday, is a buggy mess. Thousands of reviews on Steam are categorized as "mostly negative" and are filled with mentions of frequent crashes and poor hardware utilization. Meanwhile, Steam Deck users are reporting that it takes more than an hour for the game to compile shaders on its initial launch — and even once that's done, performance is an issue.
I don't have a powerful gaming PC, but I do have a Steam Deck and can confirm these issues. Once I got the game installed and waited around 90 minutes for the shaders to compile, I started playing the standalone DLC Left Behind, and the game crashed during the opening cinematics. Once I started playing the game, I saw it was using 102 percent of the Steam Deck's VRAM. Dropping all graphics settings to low got me under 100 percent, so crashes will probably be less frequent going forward. I only played for a few minutes, so I can't say how things work once you're taking on Infected, but I won't get my hopes up.
It's also worth nothing that Sony didn't provide reviews with a demo code for the game until launch day, something that often means the game is either being worked on right up until the last minute or the experience isn't very good (or both). This made a bit nervous about how The Last of Us Part I would run, and it seems like my fears were well-founded.
Photo by Nathan Ingraham / Engadget
Developer Naughty Dog didn't waste any time addressing the problems, tweeting out last night that they're "actively investigating multiple issues" that players have reported. The company also has a "known issues" page running, which acknowledges the shader loading issue as well as a potential memory leak, older graphics drivers leading to instability, and the game being unable to boot despite systems that meet the minimum requirements.
The Last of Us Part I PC players: we've heard your concerns, and our team is actively investigating multiple issues you've reported.
We will continue to update you, but our team is prioritizing updates and will address issues in upcoming patches.
A number of high-profile PlayStation games from Sony's first-party studios have been ported to PC, including 2017's Horizon Zero Dawn and 2018's God of War, as well as Naughty Dog's own Uncharted: Legacy of Thieves collection (which includes remastered versions Uncharted 4 and Uncharted: The Lost Legacy). Both Horizon and the Uncharted collection had pretty serious issues at launch, as well. Since then, updates have made the games work much better, but it's still a disappointing trend.
Even after delaying the game about a month from its original March 3rd date, things were clearly not ready to go. Sony likely wanted to capitalize on the popularity of the HBO series, which wrapped its first season earlier this month, but a delayed launch is probably better than a launch that no one can play. As of now, Naughty Dog hasn't released an update for The Last of Us Part I, but we'll be keeping an eye out for any fixes. I've been dreaming of having this game on-the-go since it was announced, so my fingers are crossed Naughty Dog can make it work on the Steam Deck — not to mention for the many people who want to play it on their powerful gaming PCs.
This article originally appeared on Engadget at https://www.engadget.com/the-last-of-us-part-i-for-pc-is-a-buggy-mess-144036281.html?src=rss
Kia is finally sharing some specs for the EV9 electric SUV, and they may be good news for families planning road trips. The three-row EV will now include Level 3 self-driving (that is, the car drives itself in some situations but may need you to take over) in some countries when you spring for the GT-line trim. The planned Highway Driving Pilot will use LiDAR and other sensors to let you “take a break” from driving, where conditions allow.
The EV9 might also deliver more range than you'd expect for an SUV this size. Kia claims the RWD Long Range model with a 99.8kWh battery will offer up to 336 miles of range, based on WLTP testing. We'd expect a more conservative estimate from the US' Environmental Protection Agency, but that's still a very healthy figure for this vehicle class. There will also be an AWD variant with the same battery as well as 76.1kWh RWD Standard Range base configuration. The 800V charging architecture should give the EV about 149 miles of range in 15 minutes, and vehicle-to-load tech lets you power camping gear and laptops.
Performance can be relatively brisk depending on the model. The RWD Long Range with a 150kW motor will be the slowest-accelerating model with a 0-62MPH time of 9.4 seconds, but the Standard Range edition with a 160kW motor will manage that run in 8.2 seconds. Opt for the AWD model and you'll get a dual-motor 283kW powerplant that can normally hit 62MPH in six seconds (more on that in a moment).
Like it or not, Kia is joining the ranks of automakers locking car features behind digital purchases. You'll need to buy items from the company's Connect Store to enhance the pattern lighting on the grille, and even to add a "Boost" that delivers extra torque for a 0-62MPH dash in 5.3 seconds. Yes, you'll have to pay for features your EV9 can technically handle. You will get a number of driver aids and conveniences, including hands-off parking and navigation-based "Smart Cruise Control." This will be the first Kia to support ultra-wide band digital keys, so you won't have to take out your conventional key to step inside.
Kia hasn't yet divulged pricing for the EV9. The machine will go on sale in some countries sometime in the second half of the year, with South Korean pre-orders starting this spring. It's safe to presume the SUV will sell for more than the EV6 crossover. Not that this will necessarily be a problem for the brand. There are few three-row electric SUVs, and those that exist (such as the Tesla Model X) are likely more expensive.
This article originally appeared on Engadget at https://www.engadget.com/kias-ev9-electric-suv-will-offer-level-3-autonomy-and-a-336-mile-range-141506186.html?src=rss
Sony has unveiled its latest, and by far greatest vlogging camera to date, the full-frame ZV-E1. Equipped with the same backside-illuminated (BSI) 12-megapixel sensor as the A7S III, it promises excellent low-light performance, 4K at up to 120p and a host of new AI features like auto framing. The $2,200 price tag also makes it enticing for vloggers as it offers features found on the $3,500 A7S III for considerably less money.
Key among those are the excellent video specs. The full-frame sensor lets you significantly blur the background so subjects stand out more than with cameras using smaller APS-C or Micro Four Thirds sensors. And like the A7S III, the ZV-E1 gives you 4K at 24/30/60/120 fps, using a full-pixel readout with no binning in all modes. It also offers capture in easy-to-edit All-I modes with data rates up to 600Mbps.
Photo by Sam Rutherford/Engadget
10-bit 4:2:2 recording is available with S-Log-3/S-Gamut3.Cine log modes, delivering up to 15 stops of dynamic range, Sony claims. And the 12-megapixel BSI sensor has an ISO range up to 409,600 expanded (80-102400 in normal modes), the best high ISO performance in the Alpha series. That opens up a lot of interesting creative opportunities, as you can shoot in near pitch-black conditions.
The ZV-E1 is Sony's first full-frame camera with a vlogging-style body, so it lacks the large grip and generous controls seen on other A-series models. In exchange, it's much smaller and lighter than those models, weighing in at just 483 grams, compared to 699 grams for the A7S III. It's even lighter (and smaller) than the A7C, but uses the same Z-batteries as larger Sony models, letting you capture up to 570 shots or record 4K 60p video for 95 minutes (however, 4K 60p is temperature-limited to approximately 30 minutes).
Photo by Sam Rutherford/Engadget
It has a single rear dial, with the front dial replaced by a motor zoom control. There are just a few other controls (three programmable buttons, a Fn button and Sony's usual D-Pad), along with a Still/Movie/S&Q switch, product showcase button, and background defocus button. It also has a tally light that can be seen from the front and top.
For other settings, and functions like focus, you have to use the touchscreen. Luckily it's a fully articulating display that allows easy self-shooting or high/low angle framing. Sony has also adopted the A7R V's relatively intuitive menu system that places common settings on one screen and makes it relatively easy to find more advanced functions.
Also missing is an electronic viewfinder, so the only way to see your subject is via the touchscreen or an external monitor. We've seen the same thing on all its other ZV-series vlogging cameras so it's no surprise, but it's a bit jarring to see such a high-spec camera without an EVF.
Photo by Sam Rutherford/Engadget
Otherwise, though, ZV-E1 actually adds some features not found on other Sony cameras. To start with, it offers 5-axis in-body stabilization, with a new "Active" optical mode that's supposed to boost shake reduction while walking. And if that's not enough, the "Dynamic Active" mode adds extra smoothing for rapid movements in exchange for some extra cropping. "Combined with a wide-angle lens, hand-held shooting is possible even in fast walking scenes that would otherwise be difficult without the use of a gimbal," Sony claims.
Another new feature is the AI-based auto framing mode that should be incredibly handy for solo creators. Using subject recognition tech, it automatically crops the frame to keep the subject in a prominent position, even though the camera may be fixed on a tripod. Using the feature, you can select a small, medium or large crop, have it track you quickly or slowly, auto start based on subject recognition or subject selection, and switch between the cropped and full angle after 15 or 30 seconds. It can even record two types of images at once, capturing the full image to an HDMI output and the cropped version to an internal memory card.
Photo by Sam Rutherford/Engadget
Other AI tricks including a framing stabilizer that uses subject recognition tech to crop in to the subject and keeps them stable when you're walking beside them. "Multiple face recognition" automatically reduces bokeh when a second face is detected so both subjects stay in focus. And as with other Sony vlogging models, it has a bokeh switch that automatically defocuses the background, along with a "product showcase" button that lets the camera instantly focus on an object put in front of the camera.
As with other recent Sony models, the ZV-E1 has a variety of subject recognition modes besides humans, including animal, bird, car/train, airplane and insect. It includes the focus breathing compensation feature first seen on the A7 IV that digitally compensates for any zooming when the focus changes from one subject to another. It also offers the focus map and AF assist seen on recent models, along with adjustments for the AF transition speed.
Photo by Sam Rutherford/Engadget
On the audio front, the ZV-E1 has a built-in 3-capsule mic that can change directionality depending on the situation. For instance, if a human subject is recognized, the mic direction changes to "front," but if there's no subject it defaults to "all directions." It comes with a windscreen, and if you'd rather using your own mic, there's a 3.5mm headphone jack and digital audio interface on the hotshoe.
Other features include UVC/UAC webcam capability, with support for up to 4K 30p video, besting most other Sony models. It also comes with a headphone port, a single SD UHS-II card slot, a microHDMI output and USB-C. Finally, it's a decent photo camera as well, shooting 12-megapixel RAW photos at up to 10fps — but there's no mechanical shutter, of course.
As mentioned, the ZV-E1 is priced at $2,200 for the body only, or $2,500 in a kit with the SEL 28-60mm zoom. It goes on pre-order tomorrow, with shipping set to start in early April — stay tuned for a full review.
This article originally appeared on Engadget at https://www.engadget.com/sonys-12-megapixel-full-frame-zv-e1-is-a-low-light-vlogging-beast-140009036.html?src=rss
That doesn't mean downloading Dolphin from the Steam store will give you instant access to classic Nintendo games, however. Dolphin's store page is quick to point out that the "app does not come with games. You must own an original copy of any game you want to use with Dolphin." If you've dabbled in retro game emulation at all, that should sound pretty familiar — emulating console games is a bit of a legal gray area.
That's probably why the Dolphin Steam page is reluctant to even identify what, exactly, it does — instead choosing to say it plays "classics from the Big N's cube-shaped and motion-controlled consoles." The emulator's website is a bit more explicit, specifically stating that "downloading commercial games is illegal" and encouraging users use homebrew tools to make backups of game discs they legally own.
Dolphin is expected to launch on Steam Early Access by the end of Q2 2023, with a full launch planned by the end of the year.
This article originally appeared on Engadget at https://www.engadget.com/dolphin-is-releasing-its-gamecube-and-wii-emulator-on-steam-193356400.html?src=rss
As promised, Nintendo has showcased 10 minutes of The Legend of Zelda: Tears of Kingdom gameplay — and it's a useful preview if you're wondering just how the developers will improve on Breath of the Wild's formula. Most notably, producer Eiji Aonuma notes that fusing objects plays an important role in the game. You can build stronger weapons, and even craft vehicles like powered boats and hovercraft. Enemies can use fused weapons too, though, so you can't assume that a favorite combat strategy will work.
The demo video also shows a way to reach the floating islands above Hyrule (by using a recall ability on an elevator stone), and what happens if you fall or jump off. You have full control all the way down, so you can glide to distant areas or plunge quickly toward the ground. Many mechanics appear familiar, so you won't have to relearn the fundamentals.
And yes, Nintendo plans to cater to Legend of Zelda devotees with special edition hardware. The company is releasing a Tears of the KingdomOLED Switch (shown below) for $360 on April 28th, weeks ahead of the game's May 12th launch. You won't get a copy of Tears, unfortunately, but you will get lavish artwork on the Switch itself, the Joy-Con controllers and the dock. If you already have a Switch, you can also buy Tears-edition Pro Controller ($75) or carrying case ($25).
Nintendo
This article originally appeared on Engadget at https://www.engadget.com/watch-10-minutes-of-legend-of-zelda-tears-of-the-kingdom-gameplay-145613610.html?src=rss
Now that systems with NVIDIA's 40-series mobile GPUs are finally hitting the market, there's a fresh generation of gaming laptops promising even more bombastic performance. And with the 2023 version of ASUS' ROG Zephyrus M16 packing a 13th-gen Intel CPU and an RTX 4090, we should be in for unmatched gaming prowess. This year, ASUS also upgraded the laptop's display to a stunning new Mini LED panel, and by bringing over the AniMe Matrix lid, the notebook looks better too despite the rest of its chassis being largely unchanged. But the big question is that with our fully loaded review unit costing a whopping $3,500, is this system really delivering the same value back?
Design
Featuring a relatively slim matte black chassis that weighs just over five pounds, the Zephyrus M16 does a great job at retaining a bit of portability alongside all that performance. And while it looks almost exactly the same as last year's model, the AniMe Matrix LED lid (which we first saw on the Zephyrus G14 line) adds a bit of extra style without screaming about your power level. That's because when you prefer to be more discreet, you can easily turn off the lights using ASUS's Armoury Crate app and then just flip them back on when you want to surprise some nosy Saiyans.
Inside, the Zephyrus features RGB backlit keys and stereo speakers on the left and right. Typing feels good, though I wish the actuation felt a tiny bit stiffer, and it would have been nice if the deck was a little better at resisting fingerprints. I would have also liked to see a finger scanner integrated into the power button. It's a feature widely available on non-gaming laptops, including those from ASUS, but for some reason, manufacturers think gamers don't care as much about the convenience and security a built-in sensor provides.
And when it comes to connectivity, the M16 has plenty of ports including multiple USB jacks (both Type-A and Type-C), a full-size HDMI socket and even a microSD card slot. The one port ASUS didn't keep from last year's model is an Ethernet jack, which might be a deal breaker for some, but in 2023, I'm not that bothered.
Display
Photo by Sam Rutherford/Engadget
As for visuals, the M16's 2560 x 1600 screen is arguably a more important upgrade than its new CPU and GPU. Not only has the refresh rate been bumped up to 240Hz, because it's a Mini LED panel, you also get way more dimming zones which help cut down on blooming. Its brightness is way better too. In normal use, the display tops out at around 600 nits, but thanks to its VESA DisplayHDR 1000 certification, things look even better when you're playing games or watching movies. It's an absolute treat.
My one gripe, and this is something that applies to all laptops with Nvidia's Optimus tech, is that when switching between integrated graphics and the discrete GPU, the screen flashes and blacks out, which is just kind of clunky. On top of that, depending on your specific settings, when it changes modes you may need to reenable things like HDR or specific color profiles. This can get kind of tedious after a while, especially if you have Optimus set to switch automatically depending on if you're plugged in or running on battery. So in the end, I set it to stay connected to the GPU all the time and never touched it again.
Performance and thermals
Photo by Sam Rutherford/Engadget
While the M16's performance is anything but slow, ASUS stopped just short of delivering truly top-notch performance. That's because instead of an HX-series chip, you get a slightly slower Intel Core i9-13900H CPU. Meanwhile, ASUS limits the RTX 4090 in the M16 to 145 watts (or 150 watts according to the NVIDIA control panel), which is less than the 175-watt cards you get in some competitors like the Razer Blade 16.
Granted, this may feel a bit nitpicky because it's not like the M16 is sluggish, particularly when you factor in its 32GB of RAM and speedy 2TB SSD. But when you're spending this much on a laptop, it's weird to see ASUS leave a little bit of extra performance on the table. In PCMark 10, the M16 posted a score of 8,624, which is more than 20 percent higher than what we got from last year's Razer Blade 15 (i7-12800H/RTX 3080 Ti). That's a pretty significant jump, though we're still waiting for a wider range of systems to arrive so we can get a more thorough comparison for 2023.
Photo by Sam Rutherford/Engadget
But more importantly, the M16 solidly beat the Blade 15 in games like Shadow of the Tomb Raider when it hit 144 fps at 1920 x 1080 on highest settings compared to just 124 fps for the Razer. Additionally, in Metro Exodus the M16 exhibited a similar lead when it hit 101 fps on Ultra at full HD versus 86 for the Blade 15. Furthermore, if you want to enjoy the Zephyrus' native 2560 x 1600 resolution, the laptop has more than enough oomph to maintain a rock solid 120 fps with all the graphical bells and whistles turned on in Far Cry 6.
One downside of putting all this power in a relatively thin chassis (0.9 inches) though is that this thing runs hot. Temps don't go into the danger zone, but you're definitely not going to want to be doing any gaming on your lap, even casual titles. Heck, just resting your hands on the deck can make them sweaty after 10 or 15 minutes. Furthermore, the M16's fans are pretty loud, and in performance mode, there's simply no ignoring them. Thankfully, ASUS also gave the Zephyrus some rather beefy speakers so it's pretty easy to drown out the fans, that is if you don't mind making a ruckus for anyone else in the room (or possibly the next room over). And if you're OK with a bit of reduced performance, there's also a silent performance mode in the Armoury Crate app when you want to be less rambunctious.
Battery Life
Photo by Sam Rutherford/Engadget
The other con with a system this brawny is very mediocre battery life. When using the less power-hungry integrated graphics (which is what the system defaults to when Nvidia's Optimus tech is set to automatic), the M16 lasted just 5:18 on our local video rundown test. That's a bit better than something like the MSI's Stealth 15m's time of 4:15, but slightly worse than the 2022 Blade 15's mark of 5:42. And to little surprise, things are even worse when you rely entirely on the discrete GPU, with the M16 conking out after less than three hours (2:50).
Wrap-up
All told, while it doesn't look much different from last year's system and its battery life is far from ideal, there's a lot to like about the Zephryus M16 too. It's got a slick and surprisingly understated design with a bit of hidden flash, and its new 240Hz Mini LED display looks awesome. It also has plenty of ports and, in a very welcome upgrade to general quality of life, ASUS even increased the resolution of its webcam to full HD. With the system supporting a 13th-gen Core i9 chip and up to RTX 4090 GPUs, practically anything you do runs super smooth. I just wish ASUS hadn't stopped short of including the most beastly versions of Intel and NVIDIA's top-specced mobile silicon. When you're already paying $3,500 for a fully loaded model, you might as well toss a couple hundred more to ensure there aren't any compromises on performance.
Photo by Sam Rutherford/Engadget
That said, for my money, I'd rather go with one of the M16's more affordable configs, which starts at $1,950 for an i9 chip and an RTX 4070 card. You still get that brilliant Mini LED screen and AniMe Matrix lid along with 16GB of RAM and a 1TB SSD. This way you'll have a system that won't bust your budget or make your back sore if you decide to carry it around, without putting a damper on your ability to game in style either.
This article originally appeared on Engadget at https://www.engadget.com/asus-rog-zephyrus-m16-2023-review-big-performance-with-a-brilliant-display-134540091.html?src=rss
I’ve been excited about the prospect of augmented reality on ski goggles since Oakley first tried it more than a decade ago with its short-lived Airwave headset. Unfortunately, its foray into AR left a lot to be desired: the Airwave was comically large and required a wrist-worn controller. Plus, at around $600, they were prohibitively expensive for what felt like an experimental product.
But display tech has evolved a lot since then. And I’ve been patiently waiting for another company to come along with a better version that actually works. So I was excited to discover Rekkie, an independent manufacturer that launched its first pair of goggles with a built-in heads-up display last year.
At $349, Rekkie’s offering is still pricey, but much closer to what you’d pay for high-end, non-smart ski goggles. More importantly, after several days snowboarding with Rekkie’s goggles, I’ve found that AR has advanced enough that headsets like this finally feel useful.
The goggles
At first glance, Rekkies almost look like a pair of standard ski goggles. The most noticeable difference, though, is a box on the right side of the strap that holds the power supply, as well as the Bluetooth and long distance radios. On the outside of the pack is a button for navigating the goggles’ interface.
At about 4 inches long and an inch thick, the pack is extremely bulky, and it’s one of the few drawbacks of using the goggles. Weighing 253 grams, the Rekkies are more than twice as heavy as my usual pair, but didn't feel like much when I wore a helmet. And, if your helmet is black, it may even (sort of) blend in. But if your headgear is white or light colored it will stick out. Practically, this doesn’t matter much, but it does look a bit silly. It also means you can’t wear the goggles under your helmet, if that’s your preference. Neither of these was a dealbreaker for me, though, and I found I could easily hide the battery pack with an over-helmet mask.
Karissa Bell / Engadget
But the aesthetic drawbacks are vastly outweighed by what the Rekkie goggles can do. Their signature feature is a dashboard that shows your current elevation, speed and a compass. If you’re skiing with friends who also have a pair, you can see how far away they are and use the accompanying app to view their location on the mountain. The goggles can also control music and show your notifications and daily stats.
The actual display is a small, roughly 1-inch panel that sits in the middle of the frames near the bridge of your nose. This setup means you can swap out the lenses for varying light conditions (a silver set is included, and the company sells additional colors). But Rekkie’s lenses are slightly different from those made by other goggle companies. The upper third of each lens has a reflective coating on the inside in order to make the display more visible.
This means that if you look up, towards the display, the lenses are darker than when you’re looking straight ahead. The difference didn’t bother me, but some people might find it distracting. Rekkie said it is considering tweaks that would make the effect more subtle.
Karissa Bell / Engadget
More importantly, I found that the screen was easy to see in almost all lighting conditions. The dashboard and menus were clearly visible in bright sunlight and on cloudier days. The display is also positioned in such a way that it’s not directly in your line of sight when you’re cruising down the mountain so the overlays aren't distracting.
All that may sound complicated, but the interface is extremely easy to navigate. Tap and hold the side button on the battery pack to bring up the main menu, then glance up, down, left or right to select a function. Up is your stats, where you can view how many runs you’ve done and how much elevation you’ve covered. Left is “texts,” which is a bit of a misnomer because it shows recent notifications from all apps (on iOS, you need to have notification previews enabled); right is “music” for controlling media playback, and down is the live dashboard. From the latter, you can also tap the button to hide everything but the time.
I tended to switch to this “clock-only” mode often, especially once I gained some speed. It might sound weird, but the clock was one of my favorite features. I don’t wear a watch, and repeatedly checking your phone on a cold day can quickly take a toll on its battery (and your fingers).
Likewise, being able to control my music and podcasts from the goggles was very useful. I usually wear AirPods while I board, and reaching under my helmet or stupidly shouting “Hey Siri” into my ski mask always gives me a bit of anxiety. So I was more than happy to be able to rely on my goggles for those tasks.
As much as I’ve complained about the size of the battery pack, the goggles’ runtime is actually impressive. The company says the device should last about 10 hours, though it could go longer depending on how heavily you’re using it. I never managed to drain the battery during a full day of snowboarding, even in snowy 10-degree (Fahrenheit) conditions. The goggles even lasted two consecutive days without charging.
Karissa Bell / Engadget
I was initially concerned that the uncovered charging port on the underside of the battery pack would leave it exposed to the elements. I boarded in more than one storm with heavy snowfall where no part of the goggles was able to stay perfectly dry, and wondered if I might be inadvertently damaging them. But it turns out the device was more water resistant than I had anticipated.
Rekkie said the goggles aren’t technically waterproof, but were designed to withstand the kind of moisture you’d expect to encounter during a typical day of skiing. I (unintentionally) put this to the test one stormy day in Park City when I managed to fill the Rekkies with snow after I went down in a pile of powder. Snow froze to the display and they were temporarily unusable. But I dried them out at the end of the day and was able to charge them like nothing had happened.
Friend tracking
Rekkie’s googles get even more useful if you ski with a friend who also has them. Once you form a “group” within the app, you’ll be able to see how far away you are from each other. There's no limit to how many people can be in a group, but the dashboard will only show the two who are closest to you (though you can view everyone from the app). You can also compare stats with your group from the stats menu in the goggles.
The system uses your phone’s cellular signal and the goggles’ onboard radios to track each other. That means that if you have service, you can see how far away they are in both the dashboard view and the Rekkie app. If one or both people don’t have service, the device’s radios have an approximately 2,000-foot range, so you should be able to see if someone is on the same run as you, but not if they’re, say, on the other side of the resort.
In practice, I found the friend-tracking feature most useful when my husband, who also was wearing a pair, was on the same trail as me. I tend to race down runs much faster than he does, so we often lose sight of each other. Seeing the number tick down as he approached was both reassuring and good for my impatience.
I could see the feature being even more helpful if you go off-piste or into the backcountry. It’s easier to lose friends in the trees, so having an idea of how far away they are could help make sure no one is left behind.
But while the app is useful for seeing your friends’ locations, it unfortunately doesn’t do much else. For example, there’s no way to use the app to check out the stats your googles tracked while you were on the mountain. As a longtime user of ski-tracking apps like Slopes, which map out all your runs and record your statistics throughout the day, I’m bummed Rekkie doesn’t offer this.
The founders told me that there are plans to incorporate stats into the app, as well as several other capabilities. They’re also working on new safety features, like one that will automatically switch off the live dashboard once you hit speeds of 15mph or faster, as well as ways to communicate with resorts’ ski patrols if you get into trouble.
New features will be available via app and firmware updates, so if you buy a pair now, there’s a good chance you’ll see their capabilities expand over time. That’s a good thing when you’re investing $350 in eyewear you’ll only use a few months of the year.
Overall, I was impressed by just how useful the Rekkies are. While I was initially excited for a pair of goggles that could track my stats and project my real-time speed and location, I underestimated the added convenience of features like friend tracking, media controls and an always-on clock. We’re at a moment when a lot of big tech companies have made ambitious promises about the future of augmented reality. But those promises, like the all-encompassing augmented reality glasses Meta and others have hinted at, are likely still years away. Rekkie’s smart goggles may be a more niche product, but they show that we don’t need to wait years for useful, non-gimmicky applications for AR.
This article originally appeared on Engadget at https://www.engadget.com/rekkies-smart-snow-goggles-prove-that-ar-is-useful-right-now-120054157.html?src=rss
The Nintendo eShop for the Wii U and 3DS game consoles officially closed for business on March 27th, 2023, permanently disabling all new purchases on the platforms. We knew this was coming. Nintendo quietly announced the eShop's closure over a year ago, asserting that it was the "natural life cycle for any product line as it becomes less used by consumers over time." That's true. It's even a reasonable business justification. That doesn't make it any less of a loss for Nintendo fans, because legally playing some of these console’s best games is now not only harder, but in some cases, nearly impossible.
The time to argue that Nintendo should keep this aging digital storefront open has long since passed (though yes, they should have). The eShop is closed, but it's worth reflecting on what consumers are losing with it: one of the last affordable, convenient and legal options for buying a vast library of games. And not just Nintendo's retro library of "Virtual Console" titles from its classic era, either. Between the 3DS and Wii U eShop's closure, consumers have lost easy access to modern and classic games from a dozen platforms — from more recent systems like the Wii U and 3DS, to the original Wii, the DS and DSi, three flavors of Game Boy handhelds (Advance, Color and original), the Sega Game Gear, the TurboGraphix-16, as well as the Nintendo 64, Super Nintendo and original Nintendo Entertainment System. Losing these libraries now is especially painful, as it's becoming harder than ever to find and play older games.
It used to be easy. Unless you were looking for something rare, building a modest library of classic and recent games was fun and affordable. Recently, that changed. Prices for used games shot up dramatically since March of 2020 — a 2021 analysis from Pricecharting.com found that retro game prices shot up 33% in just a year — and prices have remained high. To make matters worse, the retro market has also been flooded with bootleg cartridges, which often aren't properly labeled as reproductions.
Digital storefronts like the Nintendo eShop offered an affordable alternative. Let's say you wanted to play Metroid Prime, for example. You could pick up Metroid Prime Remastered on the Nintendo Switch for $40 and enjoy the updated visuals and new features, but if you wanted to play the other two games in the series, you'd have to find a copy of Metroid Prime Trilogy for the Wii. According to PriceCharting.com, that'll set you back between $80 and $90 — $117 if you want it in the original case. The Wii U eShop, on the other hand, sold a digital copy for just $19.99.
There are countless similar examples. Game & Wario sells for between $30 and $80 on eBay, but it could have been had for $30 on the eShop. The Legend of Zelda: Wind Waker HD, which still hasn't been ported to the Switch, goes for between $30 and $100 used — but the eShop let you play it for just $20. If you are itching to play the 3DS versions of Dragon Quest VII and VIII, you'd have to pay in the ballpark of $100 each on the secondhand market, but the 3DS eShop sold them for $49.99, their original retail price.
The eShop was also home to a lot of exclusives we may never see again, like Pushmo, Attack of the Friday Monsters, Dr. Luigi and more. All gone, now that consumers no longer have convenient, legal access to the eShop’s library. In the past, Nintendo has pointed to the Nintendo Switch Online subscription as the future home for classic games, but the service's current offerings are a paltry sampling of was available before. Not only is this solution limited, and only available if you’re subscribed to a service, but it offers only a modest selection of nostalgic classics, without the depth of the eShop’s back catalog of retail games. Players looking for affordable ways to play hard to find Wii, Wii U and 3DS games are now just out of luck.
Not that accessing those games was remotely easy. The Wii U and 3DS digital libraries (not to mention Sony’s counterparts for the PS3 and PS Vita) may be vast archives containing multiple generations of playable gaming history, but each of these storefronts is chained to an aging platform. As Nintendo Fans dusted off their old consoles before the eShop’s closure, some found that their Wii U consoles were suffering from memory corruption, potentially the fallout of having sat unused for so long. Even accessing these stores on a healthy device presented a fair share of hurdles: all of these platforms have disabled native payment options, forcing users to add funds through other consoles, web portals or by redeeming retail points cards.
You want proof that Nintendo's not going to take responsibility for keeping games in print? This is the NOW DELETED question and answer from their own FAQ. The answer to whether it's their obligation to keep games available is "we sell some old stuff on Switch so it's fine." pic.twitter.com/x2sB7evtIx
It’s a frustrating situation, because historically, Nintendo has taken a strong stance against piracy. Now, it's leaving its fans with fewer options than ever. In a now deleted section of a FAQ about the eShop’s closure, Nintendo dodged its own question about having an obligation to preserve its back catalog — stating that it has “no plans to offer classic content” apart from the previously mentioned Nintendo Switch Online subscription service.
In lieu of Nintendo’s discarded ‘obligation,’ independent games preservationists have taken up the task. Jirard Khalil, creator of The Completionist on YouTube, recently bought every piece of content on the 3DS and Wii U eShops. The effort cost $22,791 and took almost a year to complete, due to wallet limits, interface frustrations and the limited storage capacity of the consoles themselves. He’s donating the completed archive of 866 Wii U games and 1,547 3DS games, plus all relevant DLC, to the Video Game History Foundation. That’s a noble endeavor, but that doesn’t help the average consumer that wants to play these games. As VGHF co-founder Kelsey Lewin recently told Ars Technica, even if these games were made available from a preservation entity like VGHF, the only way one could legally play one of them would be to physically visit the library themselves and sign a consent form to play it on-site.
Thanks to the work of games preservationists and the emulation community, almost no game is truly out of reach if someone wants to play it, so long as you’re comfortable exploring the hobby pirate scene. But there's still a big market for those of us who want legal, convenient access to older games. It's why the NES and SNES Classic both sold so well. It's why Sony reversed course on closing the PlayStation 3 and Vita stores in 2021. And it’s why the closure of the 3DS and Wii U eShops is such a loss for keeping video game history accessible to consumers.
We can’t rely on the commercial games industry to preserve its own history. Publishers have proven to us time and time again that these fleeting windows into nostalgia will be closed when they are no longer profitable. Publically mourning the loss of Nintendo’s digital stores, and fearing the eventual end of PlayStation Store support for the PS3 and Vita, won’t likely stop these companies closing them in favor of streaming, subscription services and other, newer trends. Still, I hope one day these companies will realize that while their back catalogs may not be the most lucrative part of their business, they still hold a lot of value for many fans. And we’ll happily pay to access them – if you let us.
This article originally appeared on Engadget at https://www.engadget.com/nintendos-eshop-closures-are-putting-generations-of-games-out-of-reach-140052823.html?src=rss
You didn't have to wait long for Samsung's latest phones to receive steep discounts. Amazon is running a sale on the Galaxy S23 series that brings the flagship devices to record-low prices. Most notably, the Galaxy S23 Ultra with 512GB of storage and 12GB of RAM is down to $1,200 (normally $1,380). You can roll the savings into wireless earbuds, a case and other accessories.
You're still poised to save money if the Ultra is more than you need. The Galaxy S23+ 512GB is on sale for $1,000 (normally $1,200), while the standard S23 with 256GB is available for $800 (usually $860). You don't have to skimp on capacity just to get one of the more affordable models.
The Galaxy S23 Ultra is our favorite Android phone, and for good reason. While it's an iterative upgrade to last year's model, it delivers improvements where they matter most: better cameras, longer battery life and faster performance. So long as you're okay with a large screen, this is a versatile device that can handle just about any situation.
Not that the other models are slouches. We liked the Galaxy S23+ for its exceptionally long battery life, vivid display and speedy chip, and the base model won't be far behind. While the low-light photography isn't quite as strong as with other high-end phones, this is a straightforward pick if you're either upgrading from an earlier Samsung phone or want more power than the Pixel 7 line can deliver.
This article originally appeared on Engadget at https://www.engadget.com/samsung-galaxy-s23-phones-drop-to-record-low-prices-at-amazon-133018495.html?src=rss