Posts with «consumer discretionary» label

Samsung’s first QD-OLED gaming monitor arrives later this year

Earlier this year, the first gaming monitor with a Samsung QD-OLED panel arrived. We called the Alienware AW3423DW an ultrawide marvel, praising it for its bright and beautiful screen. When Samsung showed off QD-OLED at CES 2022, it promised the new panels would be available in more than one monitor, and now the company is making good on that pledge with the announcement of the Odyssey OLED G8.

If you’re familiar with the AW3423DW, you won’t find many surprises on the G8’s spec sheet. It features a 34-inch QD-OLED panel with a 21:9 aspect ratio and 1800R curvature. The 3,440 by 1,440 screen covers 99.3 percent of the DCI-P3 color gamut and has a blazing fast 0.1ms response time and 175Hz refresh rate. It’s also DisplayHDR 400 True Black- and FreeSync Premium-certified – though there’s no mention of G-Sync compatibility. 

Samsung

The frame and stand are metal. That’s something you don’t see on many gaming monitors. However, the stand only offers height and tilt adjustment, and as you can see from one of the photos Samsung shared, there’s no option to VESA mount the G85SB due to the built-in RGB lighting at the back of the monitor. That’s not great from a usability standpoint. I’m also not sure what Samsung thought when they decided to include HDMI 2.1 and DisplayPort 1.4 connectivity but went with the Micro and Mini versions of those ports. Here’s hoping the company includes adapters in the box. Naturally, it also comes with Samsung's Gaming Hub and Smart Platform features built in.

The G85SB will go on sale before the end of the year. Samsung didn’t share pricing information, but if the cost of Alienware’s QD-OLED monitor is any indication, expect the Odyssey OLED G8 to fall somewhere in the $1,300 range.

'The Last of Us Part I' is a gorgeous, faithful, expensive remake

Ever since Sony and Naughty Dog announced The Last of Us Part I, a $70, ground-up PS5 remake of the classic 2013 PS3 game, there’s been an intense discussion around whether this even needs to exist. After all, Naughty Dog remastered the original game in 2014 for the PS4, giving it 1080p graphics at 60 fps, and it still looks solid. But, compared to The Last of Us Part II, which came out in June of 2020, the original shows its age. Facial expressions are less lifelike, and the environments, while still beautiful and well-designed, lack a certain level of depth and detail.

As Naughty Dog co-president and The Last of Us co-creator Neil Druckmann tells it, the idea for this remake came when they were animating flashbacks for Part II. When I first played the sequel, I took note of a very brief sequence showing the game’s protagonists Joel and Ellie walking through a ruined city — the vastly improved animation and fidelity of the scene made me want to see more of a world that I had spent so much time in rendered with modern technology.

Now, two years later, my wish has been granted. The Last of Us Part I is a complete rebuild of the game (and its excellent two-ish hour DLC Left Behind), but it’s a bit of a different beast than remakes like Resident Evil 2 and Final Fantasy VII. It’s a massive visual upgrade over the original, and there are numerous other significant improvements — but the experience of playing the game itself will be extremely familiar to anyone who has experienced The Last of Us on the PS3 or PS4.

Level design and enemy placement is identical to the original, but the enemy AI has been significantly improved, which means some encounters can play out quite a bit differently. The music and voice performances are lifted straight from the original game, and the direction of cinematic sequences are completely faithful — but when they were so good to begin with, why change it?

For those who haven’t played The Last of Us, it’s a survival / action game that takes place 20 years after a pandemic wipes out most of the world’s population; the Infected are bloodthirsty, zombie-like beasts, and society as we know it has collapsed. Joel, a hardened, violent, emotionally stunted survivor, finds himself tasked with smuggling Ellie, a 14-year-old girl, across the country.

While the post-apocalyptic setting has been done many times, The Last of Us manages to tell an impactful story that balances brutal and devastating emotional beats with surprisingly hopeful and tender human connections. In my opinion, nothing about that original tale needed to be changed, and I’m glad that Joel and Ellie’s journey is authentic to the original vision.

A complete visual redesign

Naughty Dog has a reputation for building intricate, vast and beautiful worlds, and as the company’s first PS5 game, The Last of Us Part I continues that tradition. From the very first scene through the end credits, I marveled at the detail and richness of the world Naughty Dog created — it’s a huge upgrade over the original and easily on par with The Last of Us Part II.

For me, the most significant change is in facial animations. Naughty Dog has said they were able to go back to the original motion-captured performances and use them as a guide for putting more nuance and emotion into the game. The climax of the 15-minute prologue showing how the outbreak starts hit harder, thanks in large part to the facial expressions carrying more emotional heft. The original version of the game looked great but still occasionally dipped into the uncanny valley – that’s not the case here.

Characters' facial animations look amazing, regardless of whether it’s in a cutscene or during gameplay. While there are plenty of cinematics in The Last of Us Part I, there’s a ton of storytelling that happens through the gameplay itself. I always enjoyed spinning the camera around to focus on the characters’ faces during quieter times of conversation, and they’re impressively detailed and expressive, reflecting the feel of the scene in subtle but noticeable ways. Enemies look more realistic than ever, too, whether it’s the angry faces of a pack of human hunters or the disturbingly distorted expressions of the Infected.

The improved environmental detail Naughty Dog added to the world is just as significant. The original game was already a stunning depiction of a post-apocalyptic United States, from the Quarantine Zones where humanity clung to safety, to abandoned towns overrun with Infected, or lush forests and roaring rivers of the wilds. All those settings are amplified in The Last of Us Part I, with better lighting, more realistic trees and vegetation, stunning reflections on water and loads of tiny details everywhere you look.

A great example of this is in the pinboard above Joel’s desk in his Texas house, which we briefly see in the prologue. I used the game’s photo mode to zoom in on the details and found numerous hand-written notes reminding Joel of his grocery list, his daughter’s soccer schedule, a cleaning schedule and even a letter his brother Tommy wrote when they were kids. Unless you go into photo mode and zoom in, you’ll never notice these details, but it helps build a world that feels lived in.

Throughout the game, you’ll come across certain areas like the subway under Boston and the Pittsburgh hotel basement that are shrouded with infectious spores and have little natural light. In the original game, those areas were particularly hard to see fine detail in — the spore particles overwhelmed the visuals and reduced the colors and visibility of the area to a shadowy gray mush. These types of environments look significantly better in Part I. The spores add an unsettling dimension, but the details shine through the fog. It’s also much easier to navigate, which is a welcome change — a lot of these darker areas involve going underwater to make your way around obstacles, and it was often hard to see a way forward.

The Last of Us Part I offers two visual modes: Fidelity runs the game at 30 fps in full 4K resolution, and Performance targets 60 fps while dynamically adjusting the resolution. (Alternatively, if you’re running the PS5 beta software that enabled 1440p as resolution setting, it'll max out there.) I found myself jumping between the two modes, turning on Performance for battles and using Fidelity for quieter parts that were more focused on exploration. Overall, I prefer Performance mode, mostly because I find it hard to go back to 30 fps after playing at 60 for a while.

Gameplay tweaks and a new AI system

Improved graphics are table stakes for a remake, though. The big question around The Last of Us Part I was how much gameplay would change – whether we’d see new mechanics from Part II, or if the company would redesign levels to give experienced players something new.

Naughty Dog has been faithful to a fault. Level design is identical, and as best I can tell there are even the same number and placement of enemies throughout the world. If you know the general progression of The Last of Us and Left Behind (which remains a separate experience from the main game), you won’t find any surprises here. It’s revealing that Naughty Dog apparently had a chance to “do over” any parts of the game that it feels didn’t age as well and didn’t take them. A cynic would say they wanted to put less effort into the project, while an optimist would say they’re just standing by the original game’s design. I think both points of view are valid and will simply note that people who know the game inside and out aren’t going to find anything unexpected.

Similarly, Joel still moves like the burly middle-aged man that he is. You can’t dodge, and you can’t lay prone. You can now, however, pick up and throw bricks and bottles on the run, just as you can in Part II. There’s definitely something satisfying about running towards an Infected, stunning them with a brick throw and then finishing them off with a swing a melee weapon, but in the grand scheme of things it isn’t a major change.

One thing that is notably different is enemy AI. Human enemies are smarter and more aggressive, working together to flank you; they're also a lot harder to lose once they pick up your trail. Infected, meanwhile, present their own set of challenges. Clickers, the blind Infected that use echolocation to find you and can kill you in one shot, have the same behavior they do in Part II. They’ll often stop their wandering and let out a series of “barks” — and if you’re near them when they do, well, you’re probably going to die quickly. In the original game, you were mostly safe as long as you didn’t make too much noise walking, but now you have to keep moving or hiding at all times.

The mega-powerful Bloaters are also modeled after their counterparts in Part II. The biggest change in their behavior is that they’ll build up a head of steam and charge at you like a bull — if you get out of the way they’ll often slam into a wall or other object and be stunned for a moment, a great opportunity to blast away at them with your shotgun. But in Part II, you can use the dodge button to dance out of the way. Since there’s no dodge in Part I, you have to sprint out of the way instead, something that’s not nearly as reliable. After getting so used to dodging the Bloater’s charge in Part II, it was a real pain to not have the same move here. And if a Bloater grabs you, it’s an instant death, so you’ll want to treat these upgraded enemies with the utmost care.

The AI and behavior of your allies has been upgraded, too, which addresses a big complaint about the original game. If you were in stealth, your allies were essentially invisible to enemies, which meant that your cover couldn’t get blown if Ellie or another companion ran out in front of a Clicker. This avoided the frustration of being seen when you didn’t actually do anything to reveal your position, but it also meant that it looked pretty ridiculous when characters could run right out in front of enemies and not get spotted.

Now, your companions are much smarter at mimicking your behavior, going into cover when you’re in stealth and only revealing themselves if you do the same. Once or twice in my playthrough, an ally would be “out of position” and in the enemy’s line of sight, but, as in the first game, they’re essentially invisible. The good news is that it just doesn't happen very often. It’s not perfect, but it’s an improvement.

The haptic feedback system and adaptive triggers on the PS5’s DualSense controller also offer some subtle but noteworthy improvements to gameplay. Naughty Dog says each weapon has different resistance and feedback from the triggers, and the haptic vibrations are unique as well. While I can’t recognize every slight detail, shooting a revolver feels quite different on the trigger than shooting the shotgun or drawing your bow. Haptics accompany actions like reloading too, so you’ll feel a vibration for each pump of the shotgun after Joel takes a shot. There are too many haptic touches throughout the game to count, but one of my favorites is that you can "feel" rainfall as it vibrates lightly across the controller, like droplets are bouncing off your body.

Updates galore

While graphics and AI are the changes most people will notice first, there are a lot of smaller tweaks throughout that make The Last of Us Part I feel more like Part II. Things like a redesigned HUD and weapon selection interface, aiming reticles for different weapons and button prompts (like mashing square to open a blocked door or holding triangle to lift a gate) all match their counterparts in Part II. While weapon upgrade options are identical to those in the original game, the new visuals of Joel working on his guns with various tools are a lot more interesting than in the original game.

Sony / Naughty Dog

Upon finishing the game, you’ll unlock a host of bonus material and gameplay modifiers. Most significant are the Permadeath and Speed Run modes. Just as in Part II, Permadeath removes all checkpoints, and if you set it to the most difficult level, one death sends you back to the very beginning of the game. For those who want a significant challenge but aren’t quite that dedicated, you can do Permadeath “per act” (which Naughty Dog estimates encompasses two to three hours of gameplay) or “per chapter,” which adds some checkpoints within each act. You can also try it at any difficulty level, which makes the challenge a lot more accessible. I know I’m not good enough to try a truly obscene Permadeath run on the ultra-difficult Grounded difficulty, but I have kicked off a run on Hard, which I should have a prayer of surviving.

Speedrun mode is pretty self-explanatory, but it’s a nice quality of life enhancement for people who like to play games as quickly as possible. It enables an in-game timer that automatically pauses during cinematic and scene transitions. Once you finish the game, you’ll find a recap that breaks down your speed per chapter as well as your total play time, and the game saves records broken down by difficulty level and permadeath setting.

Other unlockable extras include tons of concept art, both from the original release and new art done for this 2022 rerelease. There’s also a viewer that lets you explore highly detailed character models for just about everyone in the game; it also lets you see the disgusting details of the Infected in close range if you’re into that sort of thing. More Part II extras brought over here include a set of filters you can apply to tweak the visuals of the game (think an 8-bit setting or one that renders the game in a comic book style) and a bunch of gameplay modifiers. You can turn on infinite ammo or crafting supplies, one-shot kills, slow motion, explosive arrows and much more. Only hardcore fans are probably going to spend time with these, but they can add some fun new ways to play the game — combining something like unlimited ammo with a permadeath setting on the game’s hardest difficulty would be a particularly unique challenge, for example.

It’s not a stretch to say that The Last of Us Part II helped push accessibility in the video games industry forward — Naughty Dog provided players with an extensive and impressive selection of options, and I’m very glad to see that the company replicated that with Part I. Setting include a host of control adjustments (including complete control remapping), visual aids like magnification and high contrast modes, features that make navigating the world easier like a ledge guard to keep you from falling to your death, a text-to-speech reader, audio cues, extensive combat modifications and much more.

Sony / Naughty Dog

It’s all present in Part I, along with a new feature that delivers haptic feedback on the controller to help deaf or hard-of-hearing players feel the emphasis in how lines of dialog are delivered. The game also includes audio descriptions for cutscenes, something that wasn’t present in Part II. All these accessibility modifications are important additions and things that any player can appreciate if they want to customize their experience with the game.

At a more basic level, Part I also lets you set a custom difficulty level. There are six options, but you can also set different challenges across five parts of the game: player, enemies, allies, stealth and resources. So you could make it a little easier to stay in stealth, or make resources more plentiful while otherwise keeping enemy aggressiveness high, for example. It’s yet another way to tweak your experience to match your skill level.

I'd be remiss if I didn't mention that virtual photographers will love Photo Mode in The Last of Us Part I. It's even better than it is in Part II thanks to the addition of three lights that you can place anywhere around a scene to make things even more dramatic. You can adjust the color temperatures, brightness, position and many more options to customize the scene further than ever before. I can't wait to see what the incredibly skilled virtual photography community around these games does with Part I. (All screenshots in this review, with the exception of those credited to Sony, were taken by me using the game's Photo Mode.)

Is Part I worth it, and who is it for?

After going through the many things Naughty Dog added and changed for The Last of Us Part I, the $70 price point doesn't bother me as much as it initially did. Yes, that’s a lot of money for a game, and it's fair to ask whether replaying a game with nine-year-old mechanics should cost that much. If Sony / Naughty Dog priced this at $50 or even $60, I think that would be a fair price point that would be harder to take issue with. Even at $70, though, the sheer breadth of changes and significance of things like the new visuals and accessibility options make this a major improvement over the remastered PS4 version.

In fact, I’d go so far as to say that this is the definitive version of The Last of Us. I know the original game inside and out, and everything that made it one of my favorites is here; the changes Naughty Dog made do nothing to diminish that original experience, only improve it. If the company had gone further and redesigned levels or made more extensive changes to gameplay mechanics, I don’t know if I’d feel the same. There’s something to be said for the purity of the original vision, and that’s fully intact. It just looks and plays better than ever, and the accessibility features mean more people can enjoy it.

That said, this game definitely isn’t for everyone. If you played The Last of Us and haven’t felt the need to revisit it, Part I won’t change your mind. The story is identical, and the combat and exploration formula is essentially unchanged.

But in a world where The Last of Us is going to premiere as a high-profile HBO series sometime in 2023, it's not surprising to see Sony and Naughty Dog revisit this game. The companies are surely expecting increased interest in the franchise, and having a beautiful, modern version of the game ready for new players makes a lot of sense. For those people new to the series, this is the version to play. And if you’re a big fan of the game, the kind of person who goes back to Joel and Ellie’s story every year or two (like yours truly), this is the best way to do it.

Sony's new premium 3.1-channel Dolby Atmos soundbar costs $700

Sony has unveiled its latest Dolby Atmos soundbar, the 3.1-channel HT-A3000. It's a more affordable alternative to the higher-end 5.1.2-channel A5000 and the flagship 7.1.2-channel A7000, albeit with a lot of the same tech included in those models. While this model doesn't have any upfiring speakers, it does virtualize the height channels using Virtual Surround Engine and S-Force Pro Front Surround tech. The device has a dedicated center speaker for dialogue and a dual subwoofer for bass tones. It also has 250W of output.

The A3000 doesn't come with rear speakers. However, it does support the 360 Spatial Sound Mapping tech found in the previous two models. You'll need to connect the soundbar to Sony's wireless rear speakers, like the SA-RS5 or SA-RS35, to use that option.

Sony

The Sound Field Optimization feature uses the built-in microphones to detect the relative height and position of the rear speakers and soundbar. Sony says 360 Spatial Sound Mapping will then be able to set up several "phantom speakers." It does this by synthesizing sound waves based on positional information from the soundbar and rear speakers.

In addition, there's an Acoustic Center Sync feature you can use with some compatible Bravia TVs. With this switched on, both the soundbar and the TV's speakers act as the center channel. The idea is to increase the sense of immersion — Sony says you'll hear dialogue from where a character is positioned in the scene. On top of that, there's support for 360 Reality Audio and DTS:X.

You can use Chromecast (which is built in), Spotify Connect and AirPlay 2 to play music from several streaming services. In addition, users can play audio wirelessly from other devices via WiFi or Bluetooth 5.0. The A3000 is compatible with Google Assistant and Alexa. It's possible to connect the soundbar to a speaker group through Google Home for whole-home audio playback. As for connecting the soundbar to your home theater setup, there are HDMI eARC, USB and optical in ports, as well as HDMI eARC and S-Center outputs.

Sony

The A3000 doesn't have as much power or as many channels as the A5000 or the A7000, but it won't leave you as light in the pocket. It costs $700, compared with $1,000 for the A5000 and $1,400 for the A7000. You can pre-order the latest model now from Amazon and other retailers.

Meanwhile, the SA-RS5 wireless rear speakers offer 180W of wider surround sound, Sony says. They have built-in batteries and upfiring speakers. Those are available now for $600. The company is also selling the SA-RS3S wireless rear speakers, which have 100W of output and cost $350.

The Morning After: France's plans for an EV lease program

France’s Budget Minister Gabriel Attal announced plans for a lease program to open up EV use. “We know that for many French, [EVs] remain very expensive,” he said, adding the government was working to figure out how quickly it could implement the measure. 

Reuters

At the moment, under a subsidy scheme similar to the one introduced by the US Inflation Reduction Act, French car buyers can receive as much as €6,000 off electric vehicles less than €47,000. Under this new electric vehicle subsidy program, people could lease an EV for €100 ($100) per month.

– Mat Smith

The biggest stories you might have missed

The best affordable Windows laptops

Chromebooks aren’t always the answer.

You probably don’t think of cheap Windows laptops when you think of daily drivers. But it would be a big mistake to ignore these devices – if not for yourself, for someone close. There’s a reason the big PC companies, like Acer, ASUS and Dell, make Windows devices for under $500. We lay out what to look out for (things like an SSD with at least 128GB of space, a 1080p display and a mostly metal design) and share our top choices.

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What we bought: Cuisinart’s ice cream maker wasn’t my first choice

But it’s getting the job done.

While Senior News Editor Billy Steele wanted a White Mountain ice cream maker, they’re hard to pick up. Eventually, he received Cuisinart’s Pure Indulgence two-quart ice cream maker as a gift. It’s a compact countertop model that takes up about the same space as a food processor. It has a bowl insert you stick in the freezer to chill, and a plastic dasher churns your ice cream. You just really need to ensure the mixing bowl is properly chilled and homemade ice cream is all yours.

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Apple may have registered more 'Reality' trademarks for its upcoming AR headset

It registered 'Reality One,' 'Reality Pro' and 'Reality Processor' in the US and elsewhere.

Reuters

Apple may again be looking to nail down "Reality" trademarks ahead of the launch of its much-anticipated AR/VR headset. While Apple didn't directly request the trademarks, law firms the company has previously used applied for "Reality One," "Reality Pro" and "Reality Processor" in the US, EU, UK, Canada, Australia, New Zealand, Saudi Arabia, Costa Rica and Uruguay. With realityOS as a potential name for the operating system, Reality One and Reality Pro could be naming options for the actual headsets. "Reality Processor” could be an M2-based chip to power those.

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Sony launches 'PlayStation Studios Mobile' with Savage Game acquisition

It's jumping into mobile gaming.

Sony has announced a fresh push into mobile gaming with the launch of a new division inside PlayStation Studios, aptly called PlayStation Studios Mobile, and the acquisition of Savage Game Studios. Sony said the new studio will be "providing more ways for more people to engage with our content.” Savage Game Studio doesn't appear to have produced any games yet, but its co-founders had a hand in mobile franchises like Clash of Clans and Angry Birds. It will join PlayStation Studios Mobile, which will operate separately from its console division and create "new experiences" based on PlayStation IP and franchises. You know, like all those movies.

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Facebook now supports NFTs

Together at last.

Meta

Meta has followed through on its promise to bring NFT (non-fungible token) support to Facebook. Users can now post digital collectibles they have in their digital wallets across Facebook and Instagram. After they connect digital wallets to one app, they'll be able to access NFTs from both of them. Meta is moving deeper into NFT territory even though the market for the digital tokens has nosedived in recent months.

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Netflix secures global streaming rights to 'Beserk,' 'Parasyte,' 'Monster' and other classic anime

Netflix has secured non-exclusive streaming rights to a handful of classic anime titles. Variety reports the company recently signed an agreement with Nippon TV to bring Berserk, Claymore, Death Note, Parayste: The Maxim and nine other shows and movies to viewers worldwide.

Of that group, Netflix plans to stream Hunter X Hunter first. As of September 2nd, the adaptation of Yoshihiro Togashi’s classic manga series will be available in 104 countries. A few titles, including Death Note and Hunter X Hunter, have been staples of Netflix’s anime catalog in North America for years. In fact, the former is so popular on the platform Netflix gave the Duffer brothers the green light to produce another live-action adaptation of the series. Other notable additions include Hajime no Ippo: The Fighting!, Monster and Nana,

The deal will also give anime fans a chance to watch some of those series on a platform that isn’t Crunchyroll. Ever since Sony acquired the streaming service for nearly $1.2 billion in 2020 and began migrating the Funimation catalog over, Crunchyroll has, for better and worse, been the dominant player in the overseas anime market.

What we bought: Cuisinart’s ice cream maker wasn’t my first choice

Throughout my childhood and much of my adult life, homemade ice cream was something that happened at least once every summer. Whether it was church gatherings or family cookouts, rarely did a summer go by without sitting around a White Mountain ice cream maker chattering away as it churned a batch of banana or peach. I can also recall a few times having to use a hand-crank model, which took about five people tag-teaming to complete the task.

Unfortunately, White Mountain’s products can be hard to find in-stock these days, so after a few weeks of keeping an eye on Amazon, my wife went with a recommendation from Good Housekeeping for Father’s Day. Cuisinart’s Pure Indulgence 2-quart (ICE-30BCP1) ice cream maker is a compact countertop model that takes up about the same amount of space as a food processor. It has a bowl insert that you stick in the freezer to chill and a plastic dasher churns away your ice cream, frozen yogurt or sorbet while you sit on the couch.

My first attempt at using the ICE-30BCP1 wasn’t great. I went by the included directions which said the bowl could be ready for use in six hours. The guidance was if you took the bowl out of the freezer and didn’t hear any liquid sloshing around, it was ready to use. Well, this wasn’t the case for me, and as I would find, it wasn’t for lots of other people on the internet are using similar ice cream makers either. In reality, the bowl needs to sit in the freezer for 24 hours before use, and now I begin the process on Thursday to make a batch on Saturday or Sunday.

Billy Steele/Engadget

In fairness, Cuisinart explains the freezing process can take up to 22 hours depending on the temperature of your freezer, but mine is a chest unit in the garage not the one attached to my fridge. We were also eager to use it quickly the first time we opened the box. As you might expect, the company recommends you just store the bowl in the freezer so it’s ready to go at all times. I don’t have the space to do this, so the Thursday-to-Saturday timeline has served me well in subsequent batches.

Once I figured out the bowl prep, the ICE-30BCP1 was easy to use. I’ve been working through different recipes, some you have to cook and cool, others you simply mix and freeze. So long as the liquid going in is around 40 degrees when you start, this ice cream maker has no trouble completing the churning process in 25-35 minutes. Of course, the texture is still quite soft, which is a trademark of homemade ice cream to me. If you prefer yours a little firmer, a couple of hours in the freezer typically sets everything nicely. So far, I’ve made House of Nash Eats’ peach, Serious Eats’ fresh pineapple and two batches of the peanut butter cup in Cuisinart’s user manual. They’ve all turned out great.

There’s no denying an appliance like the ICE-30BCP1 is more convenient than what White Mountain offers, but there are niceties I miss. The primary one being all the chats around the ice cream maker while you’re waiting for the thing to do its job. You know the ones: the best place to get homemade ice cream if you’re not making it yourself, which place has the best peach and the time we messed up and got salt in the canister.

Indeed, Cuisinart keeps you from a briney final product since you don’t need rock salt and ice (or to constantly monitor both). And once you get the hang of the whole process, the only problem you’ll have is deciding on your next recipe.

Samsung's Galaxy S22 Ultra is up to $270 off right now

If the foldable phone life isn't for you yet but you still like Samsung gadgets, you can pick up one of the company's other flagships for some of the best prices we've seen. Amazon has discounted the entire Galaxy S22 lineup ahead of Labor Day, so you can get the Galaxy S22 Ultra for $930, the S22+ for $750 or the standard S22 for $650. Those are new record-low prices for the Ultra and the S22, and a return to its best price ever for the S22+.

Buy Galaxy S22 Ultra at Amazon - $930By Galaxy S22+ at Amazon - $750Buy Galaxy S22 at Amazon - $650Shop Samsung phone sale at Amazon

Aside from the Galaxy Z Fold 4, the Galaxy S22 Ultra has all of the most advanced features Samsung has to offer right now. Its a hybrid device that marries features from both the S and Note families, with the result being a handset with a 6.8-inch Super AMOLED touchscreen that supports 120Hz refresh rates, a peak brightness of 1,750 nits and S Pen input. The stylus is built into the phone, so Note loves will be able to doodle, take notes and more wherever they may be.

The S22 Ultra also has a formidable triple rear camera system, consisting of a 108-megapixel main sensor, a 12MP ultrawide shooter and two 10MP telephoto lenses. We were impressed by the photos taken with the smartphone, plus improvements like better auto-framing and new features like Adaptive Pixel make it a great system for mobile photographers.

Overall performance is solid as well. The S22 Ultra runs on Qualcomm's Snapdragon 8 Gen 1 processor and 12GB of RAM, and the base model has 128GB of storage. It handled everything we threw at it, and we rarely felt it get warm even under stress. While we wish the S22 Ultra's battery life was a bit longer, it's still enough to get you through the day.

Getting all of that for less than $1,000 is a great deal, but if you're on a tighter budget, either the Galaxy S22+ or S22 handsets would make great choices. Both earned a score of 87 from us thanks to their slick designs, lovely displays and strong overall performance — and if you spring for the S22+, you'll get additional perks like a longer battery life, faster WiFi speeds and support for UWB and WiFi 6E.

Smartphones aren't the only Samsung gadgets on sale at Amazon right now either. A bunch of Galaxy tablets are up to 30 percent off, so you can pick up the Galaxy Tab S7 FE for $500, or $180 off its usual price, and the Galaxy Tab S6 Lite for $300, or $130 off the normal rate. All of those deals expire today, though, so you'll have to decide soon if you want to pick one up. Also, the Galaxy Buds Pro are $60 off and down to $140, while the Galaxy SmartTag+ is $10 off and on sale for only $30.

Shop Samsung tablet sales at AmazonBuy Galaxy Buds Pro at Amazon - $140Buy Galaxy SmartTag+ at Amazon - $30

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Sony launches 'PlayStation Studios Mobile' with Savage Game acquisition

Sony is making a push into mobile gaming with the launch of "PlayStation Studios Mobile" and acquisition of Savage Game Studios, it announced. Sony said the new studio will be "providing more ways for more people to engage with our content, and striving to reach new audiences unfamiliar with PlayStation and our games."

Savage Game Studio doesn't appear to have produced any games yet, but its co-founders had a hand in mobile franchises like Clash of Clans and Angry Birds. It will join PlayStation Studios Mobile, which will operate separately from its console division and create "new experiences" based on PlayStation IP and franchises. Savage is also currently working on a "new unannounced triple-A mobile live service action game," though it didn't offer any more details. 

As a console maker first and foremost, Sony has a delicate balancing act with mobile, much as it did when it jumped into PC gaming with titles like Uncharted: Legacy of Thieves Collection. To that end, it was sure to note that any efforts beyond console "in no way diminish our commitment to the PlayStation community." 

At the same time, Sony no doubt felt pressure to enter the very lucrative mobile space. Michail Katkoff, CEO and Co-founder of Savage Game Studios, said that Sony's PlayStation Studios "respects our vision for how we can best operate and succeed," and will let them "tap into PlayStation’s amazing catalog of IP." In that sense, Sony might take the same course Nintendo did when it brought Mario Kart, Animal Crossing, Fire Emblem and other franchises to mobile. 

'The Last of Us Part I' accessibility options include DualSense haptic feedback for dialogue

The Last of Us Part I, a complete remake of PS3 classic The Last Of Us, will hit PS5 on September 2nd (and PC at some point in the future). Not only will the game include all of the extensive accessibility options from 2020’s The Last of Us Part II, Naughty Dog has revealed some extra ones that it's including.

One that takes advantage of the DualSense controller seems particularly novel. “[A feature that] started as a prototype but ended up being really successful during playtesting is a feature that plays dialogue through the PS5 DualSense controller as haptic feedback," game director Matthew Gallant told the PlayStation Blog. "That way a deaf player can feel the way a line is delivered, can feel the emphasis, along with the subtitles to give some sense of how that line is delivered."

Another big accessibility update is audio descriptions for cutscenes. Gallant said Naughty Dog teamed up with a company that delivers descriptions for TV, movies and game trailers. The feature will be available across all the localized languages in The Last of Us Part I. “We’re expecting this to be an accessible experience for blind players, for deaf players, for players with motor accessibility needs,” Gallant said.

The blog post details all of the settings, including presets for vision, hearing and motor accessibility. You can expect visual aids and a way to zoom into a specific section of the screen using the touchpad. You'll be able to fully remap the controls — there's even the option to link a command to shaking the DualSense. There are also in-depth settings for motion sickness, navigation, traversal, combat, the heads-up display and, of course, difficulty.

It's heartening to see Naughty Dog place so much emphasis on making its games as accessible as possible. Not every developer has the resources of that studio, but here's hoping more game creators take inspiration from Naughty Dog's work in this area. In the meantime, if you want to find out much more about The Last Of Us Part I, you can read Engadget's review on August 31st.

Galaxy Buds 2 Pro review: Big sound in a tiny package

At this point, Samsung has a lot of experience making true wireless earbuds. While the company flexed its design muscle early with the Galaxy Buds line, it hasn’t always nailed the details. It rebounded quickly with its second installment, the Galaxy Buds+, and since then Samsung has continued to refine its aesthetic, improve sound quality and add handy features. It even found time for a polarizing open-wear model with the Galaxy Buds Live.

While the leguminous Live were the first of Samsung’s earbuds to include active noise cancellation (ANC), the open design rendered the feature ineffective. With the Galaxy Buds Pro that debuted early last year, the company finally delivered true ANC, but there was room for improvement in terms of both noise blocking and overall audio quality. Now Samsung is back with version 2.0 of its flagship earbuds, the Galaxy Buds 2 Pro ($230). This set is not only smaller and more comfortable, but they showcase the massive gains the company has made over the last year and a half. However, the most attractive features are reserved for the Samsung faithful.

Design

Billy Steele

Overall, the Galaxy Buds 2 Pro have a similar design to last year’s Buds Pro, but there are a few notable changes. First, this new model is 15-percent smaller than the 2021 version, which means they fit better in your ear and are more comfortable for longer periods of time. What’s more, Samsung added a vent on the inside of each earbud to help relieve pressure. Of course, the tiny stature means they tuck nicely into your ear, leaving very little sticking out from the side of your head. It’s a design Samsung adopted early on for its earbuds and subsequent models have continued to be satisfyingly svelte.

The Galaxy Buds 2 Pro have a soft-touch matte coating where the Galaxy Buds Pro was a glossy affair. I prefer the former as it’s more pleasant to the touch and isn’t a fingerprint magnet. However, it doesn’t necessarily offer more grip and neither surface impacted the touch controls. The included charging case for the Buds 2 Pro is covered in the same matte finish, so it too is pleasantly tactile. Like the Buds Pro, this model is IPX7 rated, which will allow you to submerge the earbuds in up to three feet of “fresh water” for up to 30 minutes, according to Samsung.

Touch controls are mirrored on both earbuds for the most part. There’s single tap for play/pause, double tap to skip ahead, triple tap to go back and a customizable touch and hold gesture. That long press can be used to change noise controls – ANC/ambient sound, ANC/off or ambient sound/off – or to summon Bixby, activate Spotify or control volume (down on left, up on right). If you don’t want to sacrifice some of those other features for volume, there’s an additional Labs option that will allow you to double tap the front edge of the earbuds to adjust audio levels.

It’s a little tricky to master, but I didn’t have any serious problems with edge tapping once I got the hang of it. The real annoyance with the touch controls comes when you try to adjust the fit of the earbuds. The Buds 2 Pro fit well, but as is the case with all true wireless models, you have to regularly reposition them in your ears. Due to the sensitivity of those touch panels, and the small size of the buds, it’s easy to make an errant tap when you’re just trying to readjust. It happened often enough to become very frustrating over the last two weeks.

Software and features

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Like previous Samsung earbuds, all of the features and settings for the Galaxy Buds 2 Pro are accessible through the Galaxy Wearable app on Android devices. Unfortunately, the company is staying consistent with recent models by not offering an iOS version. Samsung used to have onr, which made its buds a great option for both operating systems, but that hasn’t been the case for a while now. You can still use the earbuds with Apple gear, but you’ll lose some of the more attractive features by doing so.

Inside the app, you’ll get battery percentages for both the earbuds and the case right up top. The main screen also gives you access to noise controls, so you can see which mode is active (ANC, off or ambient sound) and make a change with the software if needed. Just below, there are options for enabling/disabling Voice Detect, 360 audio, touch controls and finding lost earbuds. Voice Detect is Samsung’s new feature that can tell when you’re speaking and automatically activate ambient sound while lowering the audio volume for quick conversations.

By default, the tool will go back to regular levels 10 seconds after you stop talking, but you can set that time to five or 15 seconds too. During my tests, Voice Detect worked well, and it doesn’t seem to be as easily tricked by coughs as Sony’s version of the feature. It also continues to work when I’m connected to my MacBook Pro, not only with a Samsung or Android device. However, I prefer Sony’s method of fully pausing the audio rather than just lowering the volume with its Speak-to-Chat tool. So while it’s handy, Samsung’s co-opting of Sony’s feature isn’t as pleasant to use despite its more accurate speech detection.

The Galaxy Wearables app also offers more detailed settings like EQ presets, an earbud fit test, read notifications, hands-free Bixby, ambient sound during calls, in-ear detection for calls, seamless connection with some Samsung devices, neck stretch reminders and Labs features. There is a lot packed into this software. Everything is pretty self-explanatory, but I will note that a second Labs tool is a Gaming Mode designed to minimize latency.

There’s also an Accessibility section that lets you adjust the left/right balance. Here, you can also choose to keep ANC active when you remove one earbud (the Buds 2 Pro turns it off by default) and you can adjust ambient sound volume and tone for your hearing. Some assistance with amplifying environmental audio isn’t new for earbuds, but it’s nice that Samsung offers a degree of customization here.

One item that’s still in the works is LE Audio. Samsung mentioned this during its recent event, explaining that the feature will allow you to capture 360 environmental sounds while you’re streaming or recording. For example, if you’re livestreaming. There weren’t a ton of details shared, other than the feature will arrive later this year. The Buds 2 Pro will also support Bluetooth LE, the next-gen wireless audio standard that’s on the way after being first introduced in 2020.

Sound quality

Billy Steele/Engadget

Samsung’s earbuds have never really impressed me with sound quality. They’ve ranged from just fine to good, but never truly great. Well, for the first time, the company has wowed this jaded headphone reviewer. The Buds 2 Pro pack plenty of bassy punch with a pleasantly open sound that is both full and filled with details and clarity. The low-end is also deep and nuanced, not just a heavy dose of thundering boom.

Plenty of earbuds offer balanced sound with good bass. What separates the great from the good is usually in the subtle details that can be difficult for something so small to replicate. Samsung does this with a combination of a 10mm woofer for the low-end and a 5.3mm tweeter so the treble cuts through. Across a range of genres, that setup enables stellar clarity and depth, keeping songs layered and immersive rather than compressed and messy. Amanda Shires’ vocals, for example, seem to float on top over every song throughout her latest album Take It Like A Man.

A big piece of the upgraded audio quality is 24-bit/48kHz Hi-Fi sound processing. Samsung’s new Seamless Codec (SSC) allows 256 times more sound data to be transmitted from your device to the Galaxy Buds 2 Pro. On the previous model, 24-bit audio was converted to 16 bit by the time it reached the earbuds. Swiping over to the Android developer settings confirmed that 24-bit/48kHz was indeed coming from the Galaxy S21 FE 5G I used to test the Buds 2 Pro, but there’s no mention of bitrate. That number would be an indication of overall quality.

The Verge reports that the Samsung Seamless Codec is capable of up to 2,304kbps, or true high-resolution lossless audio. For comparison, Sony’s LDAC standard maxes out at 990kbps, so what Samsung is claiming would be an insane improvement. But again, I’m not seeing any proof of that on an Android device. No matter the actual bitrate, the 24-bit audio is reserved for Samsung devices running One UI 4.0 or higher. And you’ll need a compatible lossless/high-res streaming service too. If you have all of that, just know that the Buds 2 Pro sound incredible, and they’re nearly as good as the Sennheiser Momentum True Wireless 3 – currently the best option in terms of pure audio quality, at least in my book.

Samsung also made improvements to its 360 audio. On the Buds Pro, this feature was a stereo-based multi-channel setup, so the sound never truly felt like it was coming from every direction. On the Buds 2 Pro, the company has created “complete surround sound” with virtual 5.1- and 7.1-channel arrangements, or Direct Multi-Channel as Samsung has labeled it. To me, this combo of head tracking and immersive audio is only really useful for movies and TV as I think it actually makes music sound worse on these new buds. You’ll need One UI 4.1.1 or later to use the feature, and it’s only available on Samsung phones and tablets.

And then there’s the active noise cancellation. Samsung says the ANC on the Buds 2 Pro is 40 percent better than the Buds Pro. I don’t have all of the fancy gear needed to confirm that number, but what I can tell you is that this new model does a better job of blocking most environmental noise. I was shocked at how well it was able to combat a raucous coffee grinder. Due to those vents that increase comfort, you’ll hear a bit of what’s going on around you when there’s no audio playing. However, when the tunes start, the Buds 2 Pro handle distractions with ease.

Call quality

Billy Steele/Engadget

One area where Samsung didn’t really improve is call quality. Like a lot of other true wireless earbuds, the people on calls consistently said I sounded like I was on speakerphone. They also recognized background noise clearly, and the distractions didn’t get much better while I was talking. You’ll be able to use these for calls, but don’t expect high-quality audio beaming to the folks on the other end.

Samsung gives you the ability to activate ambient sound during calls, which will help you feel less like you're shouting to hear yourself. No company does transparency mode as well as Apple, so while this does improve the overall experience, it’s still not totally natural sounding. You’ll still be well aware that you have earbuds in during any chats.

Battery life

Samsung promises up to five hours of listening time with ANC enabled on the Galaxy Buds 2 Pro. Unfortunately, that’s unchanged from the previous model and on the lower end of new earbuds these days. You’ll get an additional 18 hours with the charging case, or if you disable noise cancellation, you can expect up to eight hours with 21 more via the case. During my tests, these figures were spot on.

The case is compatible with wireless charging accessories, so you don’t have to reach for a cable if you have one of those. Samsung doesn’t mention any quick charge features, and I haven’t noticed the Buds 2 Pro being particularly fast at refueling over short periods of time.

The competition

Billy Steele/Engadget

It’s tempting to compare Samsung’s latest to the AirPods Pro, but for several reasons that’s not really an appropriate contest. First, like the Galaxy Buds 2 Pro, the best features on the AirPods Pod are reserved for the iOS faithful – people who are dedicated to the Apple ecosystem. Things like spatial audio and hands-free Siri aren’t available to everyone on any device. Second, the AirPods Pro will be three years old in November, and earbuds have progressed substantially since their debut. For example, Samsung has massively improved the noise-blocking abilities of the Buds 2 Pro from its predecessor that was just introduced in early 2021.

Better comparisons to Samsung’s latest earbuds are Google’s Pixel Buds Pro and Sennheiser’s Momentum True Wireless 3. Sure, Pixel owners will get the best of what the Pixel Buds Pro have to offer, but there’s plenty of handy features for other Android devices. They’re Google’s best earbuds yet, thanks to the inclusion of ANC, deep punchy bass and reliable touch controls. And while they offer two more hours of music on a charge and are $30 cheaper than the Galaxy Buds 2 Pro, Google is still working on spatial audio, which should arrive this fall with the new version of Android.

Sennheiser’s Momentum True Wireless 3 also gives you two more hours of listening time on top of what I consider the best audio you can get in a set of earbuds. Samsung has made huge gains in sound quality, but Sennheiser is consistently the best in my book. The MTW 3 only has an IPX4 rating and they won’t win any design awards, but there is a solid degree of customization available. Plus, the MTW 3 is $50 cheaper than its predecessor, but more expensive than both Google and Samsung’s latest models.

Wrap-up

I’ve said a set of Samsung’s Galaxy Buds are its best yet before – more than once. That’s because the company continues to improve its formula with each subsequent release, whether that’s the regular Buds or the Buds Pro. And now I have to declare it again. The Buds 2 Pro are a huge leap from the 2021 Pro model, with massive improvements to the audio, notable gains in noise cancellation and the introduction of several new features. Samsung lets its loyal customers unlock the best of the Buds 2 Pro, the same way Apple and Google have done. That’s not likely to change, but Samsung is making a strong case for owners of its phones to invest in its audio products too.