Posts with «consumer discretionary» label

'Hades' is the first video game to win a Hugo Award

Months after the finalists were announced, a video game has won a Hugo Award for the first time. Gizmodoreports Supergiant Games' Hadeshas won the one-time award for Best Video Game, beating out the likes of Animal Crossing and The Last of Us: Part II (among others). Creative director Greg Kasavin gave a virtual acceptance speech saying he was "grateful" organizers were recognizing work in the game industry.

Hades has been available since September 2020, shortly before the Hugo Awards revealed plans for a game category in November that year. It came to PlayStation and Xbox consoles this August, however. The title has generally received a warm reception through fast-paced roguelike gameplay, a solid narrative element and mechanics that reward repeat playthroughs.

Whether or not other games receive awards is another matter. There aren't yet any plans for a permanent games category. However, the Hugo Awards have expanded over the years to consider digital content like podcasts and streaming video. It won't be surprising if games eventually have a long-term berth, if just because fantasy and sci-fi game storylines are increasingly sophisticated.

Wish I could have attended the #HugoAwards in person. I wasn't able to make an acceptance speech there on behalf of the team though did have a few words here. I'm grateful that the awards are recognizing work in this category, much less the work we did! pic.twitter.com/S9bfSp1i8H

— Greg Kasavin (@kasavin) December 19, 2021

New Toyota cars don't include remote starting on key fobs

Current Toyota drivers might not be thrilled about having to subscribe just to remotely start from their key fobs, but what about new buyers? There's mixed news. The automaker told Roadshow in a statement that remote starting won't be available on key fobs for new vehicles. You'll have to use the brand's mobile app, in other words. With that said, you might not mind the cost.

You may not ever have to pay for the feature. While it was previously clear 2018 to 2020 vehicles were limited to a three-year Connected Sevices trial, some 2020 model year and newer vehicles include a 10-year trial. There's a real possibility you'll have moved on to another car by the time the freebie expires.

This still won't please anyone who prefers the simplicity of a fob, or owners who intend to keep their vehicles for a long time. You may have to pay extra just to keep the functionality your car had for a large part of its lifespan. We wouldn't count on Toyota backtracking, mind you. Like many companies, Toyota is turning to services to provide a steadier revenue stream than it would get through sales alone. Remote starting isn't likely to represent a windfall when it will only collect $80 per year a decade from now, but it hints where Toyota's strategy is going.

ICYMI: We listen to Yamaha’s latest headphones with 3D sound

As we get closer and closer to the end of the year, there are still plenty of interesting gadgets, instruments and devices to review. This week, we’ve got a new addition to the Halo series with Halo: Infinite, which Jessica Conditt says fits right in with the rest of the franchise. Terrence O’Brien played the Fender Acoustasonic Player Telecaster and reported that the hybrid instrument produces convincing acoustic sounds that echo the original guitar. James Trew used the Analogue Pocket and says it’s the best handheld retro experience available right now, period. And Billy Steele listened to Yahama’s YH-L700A, which he deemed a bit heavy-handed, albeit excellent for movie watching.

The Yamaha YH-L700A headphones have a unique aesthetic and a high price

Billy Steele/Engadget

Billy Steele likes the look of the Yamaha YH-L700A headphones: he says the combination of leather, fabric, matte black and silver accents makes for a refined look while the square fold-in ear cups make them easy to travel with. The noteworthy feature on these headphones is the 3D Sound Field feature, which consists of seven presets to enhance music and movies. There’s also a head-tracking feature which makes the sound appear to be coming from a stationary point.

Billy says this last feature added a cinematic element to movie watching, but he didn’t think it translated when listening to music. The seven presets of the 3D Sound Field likewise worked better for movies and television where they created a spacious sound. While testing the filters with music, Billy reports they felt heavy-handed and didn’t work well across genres. He says the active noise cancellation on these cans is sufficient if not impressive, and points out that the marquee features can be toggled on and off within the app. However, he was disappointed with the battery life – during testing, the headphones managed to last just under 11 hours, which is lackluster when most of the competition boasts closer to 30 hours of battery life. And at $500, they have a high price tag to boot.

The Analogue Pocket offers all the fun of ‘90s portable gaming

James Trew/Engadget

James Trew is a long-time vintage gaming fan and is quick to point out that while the Analogue Pocket is the best experience available right now, it’s also not for casual users. At $220, it lets you play most vintage portable titles from Game Boy, as well as Game Gear, while adapters for Neo Geo Pocket Color and Atari Lynx are on the way. It also has more modern touches, too, like a backlit display. And in addition to being a quality gaming device, the Analogue Pocket can also hook up to a TV and has built-in music making software.

Because of its FPGA “cores,” the Pocket can mimic vintage consoles at a hardware level – no more emulator quirks to suffer through. It’s also functional with original Game Boy accessories like the Game Boy Camera, printers or rumble packs. And it can connect to an authentic Game Boy for a multiplayer experience. James liked the 3.5-inch screen made with Gorilla Glass as well as the save states, but wished the shoulder buttons were better and said some of the display modes obscure on-screen messaging at times. Overall, the Analogue Pocket offers elevated retro gameplay with enough forthcoming additional features to ensure it will get better over time.

Halo: Infinite has fun new mechanics and tools

Engadget

Jessica Conditt had high hopes for Halo: Infinite, the first open-world game in the franchise’s history. And she admits that playing the new storyline brought back warm, gleeful feelings and a sense of familiarity. However, she also thinks the game lacks surprise and intrigue – much of the innovation into vertical space has been done by other, more recent games, and the cramped map made for contained and linear gameplay.

That being said, Jessica reports she had a lot of fun playing with the newly available mechanics and tools, in particular the grapple hook. From climbing mountains to scaling buildings, the grapple hook provides new vertical space for players to explore. Jessica says that while she expected a lot more from the pioneer FPS title, she also thinks it’s at its best when it gives users a rich environment full of grappling, shielding and in-air headshots. From the maze-like levels, military stereotypes and sarcastic robots, Infinite plays like a classic Halo game.

The Hydrasynth Explorer offers an endless array of synth options

Terrence O'Brien/Engadget

Terrence O’Brien admits up front that the Hydrasynth Explorer offers a remarkable array of features and options in a portable, well-built device. For $600, you get a wavemorphing engine with an eight-note polyphone, three oscillators per voice, a ring modulator, a noise source and over 200 waveforms. There are also two filters which can be in series or parallel to determine how much of each oscillator goes to each filter. He says that the 88-page manual feels like it’s just skimming the surface of what the synth is capable of.

However, you don’t need to master the sound design tools to get started with the instrument – just dig into the 640 presets spread over five banks of 128 patches. During testing, Terrence found the Explorer easy to use thanks to the neatly labeled sections on the front panel. A few things missing on the versatile device are a proper sequencer, full-sized keys, and touch strips instead of pitch and mod wheels. There are also only three filter knobs instead of five. Despite that, Terrence still feels that the Explorer is well worth its price tag given its great sound, solid build and plethora of tools to explore.

Fender’s Acoustasonic Player Telecaster is an (almost) perfect couch guitar

Terrence O'Brien/Engadget

Terrence O’Brien also spent some time with the new Fender Acoustasonic Player Telecaster, which slashes $800 off the price of the previous model. For $1,200, you get a mahogany and spruce satin finish with a rosewood fretboard, two pickups and a three-way switch with six sound options. Instead of a rechargeable battery, the Player runs on a standard nine-volt cell. Terrence reports it eats through the batteries surprisingly quickly, but remains convenient.

When it came to how the instrument sounded, Terrence reports that while there are fewer acoustic simulations on this model, the two offerings (Rosewood Dreadnought and Mahogany Small Body) cover a lot of ground. He says that he prefers the electric sounds of the Telecaster to the more expensive Jazzmaster, as it resembles the original guitar more and plays better with pedals. Terrence says the two acoustic simulations offer depth and character, and that overall, the hybrid guitar is a perfect couch instrument.

Universal’s Audio Volt is an audio interface ideal for a home studio

Terrence O'Brien/Engadget

Terrence O’Brien deems Universal Audio’s first foray into the budget space a success. The company’s Volt series, five models that run from $139 to $369, are affordable audio interfaces that share a core 24-bit/192kHz audio converter and a preamp with a “Vintage” mode that aims to recreate that classic tube preamp sounds. Terrence tested the $189 Volt 2 and the $299 Volt 276, which are both two-input interfaces.

The differences between the two models are slight: the Volt 2 is simple and utilitarian, but works well with limited space, while the “76” version has a built-in compressor and will require extra desk space as most of the controls are on the top. Terrence says the compressor makes a big difference as it’s capable of softer edges to tame the harsher frequencies. He also felt the metering LEDs on the 276 were easier to see and the wooden sides were a nice touch. While the base models were excellent interfaces at reasonable prices, Terrence said the 176, 276 and 476 stood out from the pack thanks to their compressors, style and ergonomics.

'S.T.A.L.K.E.R 2' won't include NFTs following fan uproar

Following backlash from fans, S.T.A.L.K.E.R 2 developer GSC Game World has walked back on plans it had to include non-fungible tokens in its new game. The announcement came a day after the studio said S.T.A.L.K.E.R 2 would include NFTs.

pic.twitter.com/mffnmpiQiw

— S.T.A.L.K.E.R. OFFICIAL (@stalker_thegame) December 16, 2021

On Thursday, GSC Game World posted and then deleted an explanation for the decision where it said it would use the money it earned from the tokens to fund the development of the sequel. Fans were quick to criticize both the initial Wednesday announcement and the statement the studio later shared. The response was such that GSC Game World deleted its appeal about an hour after posting it.

“We hear you,” its latest statement reads. “Based on the feedback we received, we’ve made a decision to cancel anything NFT-related in S.T.A.L.K.E.R 2.” The studio added it would make the game at “whatever the cost is” to itself.

GSC Game World’s about-face comes in the same week Ubisoft pushed forward with its highly-criticized plan to include NFTs in Ghost Recon: Breakpoint. While video game fans have been almost universally united in their distaste for the technology, at this point it seems likely we’ll see more, not fewer, publishers try to include NFTs in their games with people like EA CEO Andrew Wilson saying the technology represents the “future of our industry.”

An appreciation of the PlayStation Vita on its 10th birthday

A decade ago today saw the Japanese release of Sony's last dedicated gaming handheld, the PlayStation Vita. It wasn't quite as popular as its predecessor the PlayStation Portable (or its main rival the Nintendo 3DS), and Sony is still trying to bring its gaming experience to mobile, but the Vita still holds a special place in the hearts of those who owned one. At Engadget, that's Nathan Ingraham and Devindra Hardawar, who have both extolled the virtues of the system in our internal Slack many times over the years (yes, I checked). So on the Vita's 10th birthday we've asked our resident experts what their favorite games for the system were, and inspired them to dig the shiny little handheld out of their closets for another go-around. — Kris Naudus, Buyer's Guide Editor

Gravity Rush

The freedom of Gravity Rush’s acrobatic gameplay, which lets you fall through the air in every direction, as well as walk along the sides and bottoms of buildings, went hand-in-hand with the Vita’s portability. That made it a game I couldn’t help but love despite its frustrations. Gravity Rush took full advantage of the system’s motion controls — you had to tilt the Vita to control your flying momentum — and its watercolor anime aesthetic looked incredible on the Vita’s screen. Few games captured the magic of the system’s hardware that well.

Sure, the combat was simplistic and the story didn’t make much sense. But the visceral feeling of flying was hard to match, especially on a portable console. I never got around to playing the PlayStation 4 Gravity Rush remaster, mostly because my memories of the game are so intimately tied to the Vita. I suppose it’s time to finally get over that hangup, though. The Vita is well and truly dead, and if I wanted to play the sequel, I have no choice but to move over to my PS4. — Devindra Hardawar, Senior Editor

Lumines: Electric Symphony

Every portable console needs a good puzzle game. For the PS Vita, it was Lumines: Electric Symphony. The first Lumines game was a launch title for the Vita’s predecessor, the PlayStation Portable, and Electric Symphony arrived when the Vita went on sale. The basic gameplay remained the same: you manipulate 2-by-2 squares of varying colors together and match those colors to clear things out. If your screen gets overloaded, that’s that.

What makes Lumines: Electric Symphony so engrossing is the way the gameplay is matched up to the beat of a lengthy selection of classic electronic tunes from artists like LCD Soundsystem, Aphex Twin, The Chemical Brothers and about 30 more. Each song has a different speed, and that speed is reflected in the gameplay; it’s not like Tetris where things progressively get faster and faster. It’s actually more like Tetris Effect, which was the first Tetris game to make music and sound a crucial part of the gameplay experience.

Lumines: Electric Symphony doesn’t reach the lofty heights of Tetris as a puzzle game, but that’s not a huge knock. It’s hard to compete with one of the most popular video games of all time, but Electric Symphony is still a great way to kill some time, either through a short session or a long play-through of the more than 30 tracks the game has to offer. — Nathan Ingraham, Deputy Editor

Modnation Racers: Road Trip

Ever since Super Mario Kart arrived in 1992, game developers have tried to emulate its appeal with little success. For my money, Modnation Racers: Road Trip came pretty damn close. The PS Vita title was a new version of a PS3 game that came out in 2010. Both installments follow the Mario Kart script pretty closely: crazy tracks with weapons and items that let you even the odds against your competition.

What the Modnation Racers games did differently was offer endless customization — of your kart, racer and, most crucially, the courses themselves. Even on the somewhat scaled-back Vita game, you could download all manner of creations from the Modnation community, something that gave the game life for years until Sony inevitably shut down the servers.

Even without all the community content, though, Modnation Racers: Road Trip is still a blast to play. The 30 tracks in its career mode are extremely well designed, and the driving mechanics simply feel great. After almost 10 years, this game is showing its age, but it’s a great example of Sony’s promise to bring console-quality games to the Vita. The graphics don’t look quite as sharp as they used to, but the racing experience remains a blast. — N.I.

OlliOlli

Sony initially pitched the PS Vita as a way to play console-quality games on the go, but its legacy is just as much about the smaller, indie games that hit the handheld. OlliOlli and its sequel OlliOlli 2: Welcome to Olliwood are two games that I played for hours on end, even though they weren’t as flashy and high-profile as games from bigger studios.

OlliOlli is a masterful side-scrolling skateboarding game that combines lo-fi music and graphics with gameplay that was simple to learn, but maddening to master. And let me be clear, “maddening” is a complement. Once I figured out how to do more advanced moves and pull off longer combos to juice my score, I got addicted to the challenge of mastering every level.

And there’s a ton to master here; both games had five worlds to conquer, each with five “amateur” and “pro” levels. And, each level has five objectives to nail if you really want to be a completist. Usually, I don’t try to hit 100 percent of all the goals in a game, but here I was compelled to keep on pushing myself to beat as many challenges as I possibly could.

Both games have held up over the years, with the sequel adding crucial new mechanics like manuals, so you can skate through entire levels without stopping your combo. I recently replayed both, and still really enjoy trying to do a level as cleanly as possible — if you like chasing high scores, OlliOlli is a great option. And if you never tried these games, I’ve got some good news: both are available for current PlayStation consoles, and a new game, OlliOlli World, is coming out on February 8th. — N.I.

Persona 4 Golden

I couldn’t have asked for a better introduction to the world of Persona than this title on the Vita. Persona 4 Golden’s bold and colorful aesthetic practically popped off of the system’s OLED display. (I can’t say if the later LCD Vita handled it worse.) It also featured one of the most memorable JRPG soundtracks I’ve ever encountered. Best of all, the Vita’s portability was perfectly suited to P4G’s grind. Being able to bring the game outdoors, on the subway and all over my apartment made leveling up feel more like a genuine adventure, rather than a typical JRPG chore.

For me, someone who grew up with every iteration of Game Boy, Persona 4 Golden also proved that portable systems could finally deliver a premium experience similar to home consoles. Sure, there were limitations around battery life and screen size, but in 2012 playing a deep and visually rich RPG on the Vita felt like a miracle. And honestly, it still does. Time to dig up my Vita. — D.H.

Xenogears

I know this is a bit of a cheat. But the Vita is one of the last systems I own that can still run Xenogears, Square’s brilliant and enigmatic Neon Genesis Evangelion-esque RPG. As someone who was fundamentally shaped by both Chrono Trigger and Evangelion in the ‘90s, Xenogears is that rare bit of culture that has always felt specifically made for geeks like me. I love it all: the unique combat, the eclectic Yasunori Mitsuda score and the giant mech battles. Hell, I even dig the exposition-heavy final act. Once the Vita arrived, being able to play Xenogears on the go made me fall for it all over again. — D.H.

TikTok Kitchen will make its most popular recipes for you

If you've ever seen a viral TikTok of a recipe that looks surprisingly delicious, you might soon be able to try the dish without having to make it yourself. Starting in March, the platform is opening hundreds of delivery-only TikTok Kitchen locations across the US.

TikTok teamed up with Virtual Dining Concepts to create the ghost restaurants, Bloomberg reports. They'll start with around 300 locations and plan to expand to more than 1,000 by the end of 2022. Virtual Dining Concepts has notable experience in this field, having worked with YouTube megastar MrBeast on his MrBeast Burger virtual restaurants (that brand's first brick-and-mortar location is now in the works).

The TikTok Kitchen menu, which will change on a quarterly basis, will include some of the platform's biggest food trends. The initial batch of dishes features baked feta pasta (which Google says was the most-searched dish of 2021), a smash burger and pasta chips. 

TikTok says it will give its cut of profits from the venture to the creators of the recipes, as well as burgeoning food creators on the platform. However, the service didn't clarify how it will determine the true creators of the dishes, as opposed to a user who might have copied a recipe and made it go viral.

Analogue Pocket review: Vintage fun with a new age feel

Earlier this week we gave a preview of the Analogue Pocket handheld retro gaming system. The modern take on ‘90s portable gaming ($220) offers so much more than just the ability to play most vintage portable games. It has built-in music making software, TV/video out via an accessory and, well many other things we wanted to do a proper dive on. We’ve had so much fun with this thing it’s very easy to recommend right up top. If you simply wanted to know if it’s a good gaming device, I can safely say that it is and thanks for stopping by. If you want to know more (and you should) then get comfortable as we’re going for a ride.

First, a little history. Analogue is often described as a “boutique” console manufacturer. It specializes in a very specific type of retro remake. Instead of building a small PC that can run emulators, Analogue’s FPGA “cores” allow it to mimic vintage consoles at the hardware level. The idea being, all games play as nature intended with none of the emulator quirks to contend with. The company’s early creations were more in the “how to spend it” category. This walnut Neo Geo, for example, or how about this slightly too-fancy NES (and the all-metal reboot).

More recently, Analogue’s Mega SG (Genesis) and Super NT (SNES) took a slightly more accessible approach, cementing the company’s place as the retro console maker de jour. The Pocket aims to build on this legacy with a focus on, somewhat obviously, gaming on the go. It’s also the first Analogue console to play carts from different retro brands.

At launch, it natively plays cartridges from any of the Game Boy variants. It’ll also play Game Gear cartridges with an adapter. Neo Geo Pocket Color, TurboExpress and Atari Lynx adapters are on the way.

Another key difference to most retro machines is that Analogue products are designed to play physical media, not ROMs (although you can sometimes find ways around that as the internet is ever industrious). This really is about doing the old school thing in a modern way with minimal adulteration. That said, the Pocket is compatible with flash carts (that can play ROMs from an SD card), but that’s a quirk of its fidelity – if it works on a Game Boy, it likely works here etc..

By extension, you can also use any of the original Game Boy accessories such as the GB Camera, printer and any titles that had extras such as rumble packs or gyro sensors. You can even connect the Pocket to an authentic Game Boy for multiplayer player fun. In short, all of Analogue’s consoles are functionally 1:1 reproductions of the hardware they honor, just with the Pocket it’s multiple systems in one.

There are, of course, some modern advances that are deemed useful enough to not distract from the authentic experience. For one, the Pocket has a backlit display. Something that didn’t make its way into a Game Boy until the Advance SP (although there was the Game Boy Light in Japan). The Pocket’s 3.5-inch screen is also bigger than the largest on any Nintendo GB handheld (2.9-inches on the Advance SP) and covered in modern Gorilla Glass. Then, of course, there are some modern tweaks such as “save states” and a variety of display presets to match the original hardware (including modes for different iterations of Game Boy).

James Trew / Engadget

What you won’t see here are endless submenus with the hyper specific settings that you tend to find in emulators (or their frontends) like RetroArch. It’s clear the goal with the Pocket is to remove as much user configuration as possible so you can plug in your game and go. Likewise, the Pocket’s connectivity is limited to the Game Boy link port, a headphone jack and an IR port for Game Boy Color (GBC) games that support it (such as Donkey Kong Country or Pokémon Crystal). That’s to say, there’s no touchscreen, no WiFi or any other such redundant jazzy features.

Alas, there’s also no video out, but this can be added with the Dock accessory ($99) which allows for Bluetooth/USB controller connectivity along with an HDMI port for connecting to a TV. Battery-wise, thankfully, it’s not a trip to Target for a big stash of AAAs. The 4,300 mAh cell is good for around six hours of play time and it charges over USB-C.

It’s pretty clear that the Pocket’s design was heavily inspired by the original dot-matrix Game Boy (aka DMG – that’s the iconic one pictured here) and GBC with its portrait configuration. Although one obvious difference is you’ll find four main buttons, which is curious as every system the Pocket imitates only had two – although some, like the Atari Lynx, do have additional system buttons. There are also (slightly spongy) shoulder buttons around the back which were introduced on the Game Boy Advance (GBA), along with “start” and “select” buttons at the bottom, with one more inbetween them that brings up the Analogue menu whatever you’re playing/doing.

Those extra thumb buttons make more sense when you take into account that Analogue has not only partnered with GB Studio — a popular drag-and-drop Game Boy game making tool — but has also added a dedicated spare FPGA for developers to tinker with and use for their own homebrews. How that gets used we’ll have to wait and see, but if you make games in GB Studio you can run them right off the Pocket’s SD card using a proprietary .pocket format. In short, the handheld is aiming to be a viable platform for indie titles made within the constraints of ‘90s era hardware.

Did I mention that it has music production chops, too? The Pocket comes with a version of Nanoloop — a lightweight but comprehensive music-making app for Game Boy — baked right in. Analogue even made cables specifically so you can connect it to desktop and MIDI sequencers. More on this later.

James Trew / Engadget

The above is a long way of saying that it’s obvious Analogue has put a lot of thought and care into making something that isn’t just another way to play Super Mario Land. The addition of tools for developers and an easy pathway to play indie creations give the Pocket one foot in the present. The addition of Nanoloop, likewise, gives it a broader appeal without breaking away from its retro authenticity.

So, you get it, it’s a clever little thing, but what does it play like? I won’t lie, when I inserted Tetris and powered the Pocket up I was, well, I was taken to the Analogue OS home screen. Right now it’s very simple with five menu options, of which, only three are currently available: Play Cartridge, Tools and Settings. The other two are Library and Memories which are currently grayed out until the first firmware update — which Analogue says is coming in a few weeks from publish time. There’s a lot to be excited about in Analogue OS, but for now it’s pretty straightforward, and I’ll flag the more interesting parts as they come.

Back on the home screen, tapping “Play Cartridge” suddenly teleported me to my secondary school in 1990. The Game Boy had just been released and a few people in my year had one. I still remember being fascinated by the weird green and black display and crunchy sound. The Pocket in its original DMG screen mode replicates this look with amazing accuracy. I have other retro handhelds, and the “authentic” green-and-black modes combined with a mishmash of resolutions and displays never look quite right. Even the fact that the Pocket has a backlight, which of course the first ever Game Boy never had, somehow doesn’t break the spell.

For example, the Pocket even replicates the tiny gaps between pixels on the DMG’s display. This means that the fist-pumping plumber in the top left of Super Mario Land’s home screen looks almost indistinguishable from how he did in 1989 (bar that light). My other handheld that runs a fork of RetroPie doesn’t have this level of fidelity. You can do all sorts of custom configurations to possibly come close, but that’s long and life is short. Pocket does it out of the box, no tweaking needed.

James Trew / Engadget

If you prefer your nostalgia hit to feel like other versions of the Game Boy, there are modes for those, too. Specifically the Game Boy Light and the Game Boy Pocket. There’s also Analogue’s own custom mode. What’s interesting is that if you place a GBA game into the Pocket, the choice of display modes changes to match. That’s to say, you’ll get the screen variants of that platform (Original LCD, SP 101) along with another custom Analogue mode specific to that system. As for the Game Gear, you’ll get Analogue mode, GG LCD mode and “GG LCD+” which is like the former, with just a shade more pop in its colors.

Analogue’s own display modes tend to be more modern in style with higher color saturation and no pixel grid. Beyond the presets there are some controls for customization within the menus. These are done by system, and include desaturation controls, sharpness and a frame blending toggle (to mimic the original hardware’s slow responsiveness). Though they are nowhere near as extensive as on most software emulators, and I feel it’s all the better for it. I am not against deep levels of control, but navigating RetroArch’s deep menus has never been my kind of fun.

One slight quirk here is that when you change the volume during play, you’ll see a corresponding plus or minus sign float over the left side for a second or so. But if the Pocket is in certain display modes, like Analogue’s own custom preset, or any game with a white background, you can’t see it because it’s showing white on white. It doesn’t change anything, but it did catch me out for a moment wondering if the volume control wasn’t working.

Thanks to the square display, original Game Boy games perfectly fill the space available and, not coincidentally, the Pocket’s display is exactly 10x the resolution of the original on each axis. This means upscaling is really just a case of adding a zero onto the end of the number of pixels being displayed. Specifically it’s an 1600x1440, 615 ppi LCD.

This sort of detail is almost as important (maybe as important) as running emulation at the hardware level rather than software. Retro gaming has a storied history of using computational and display limitations for creative effect. If you’ve ever played old games on a modern emulator and display, you may have noticed something was a bit off; that retro “feel” wasn’t there. That’s why many emulators offer things like scanlines — because they soften square edges and make things look a bit more authentic.

James Trew / Engadget

The problem is, scanlines are a bit of a blunt tool. Analogue claims it went out of its way to mimic original displays, “quirks” and all. And from what I can tell, that includes things like response time and refresh rates.

An example of this is found among the GBA screens. Despite being a big step up in the number of colors it could display at one time (512 up from the GBC’s 56) the screen still didn’t have a light until later iterations. This gave the games on the early GBAs a distinct look and you can activate a mode that replicates that, if that’s your preference. Or go more modern if it’s not. The benefit to this will largely depend on the game you are playing, as some lean into the limitations of the hardware more than others, but it feels much more authentic than regular old scanlines to me in terms of juicing that vintage vibe.

I, personally, love the original screen modes. They feel like scanlines done right. The start screen for Sonic on the Game Gear, for example, somehow seems more detailed when viewed in the original GG LCD mode. Our hedgehog’s wagging finger seems just that little more detailed and the font more “3D” – for lack of a better word.

In terms of game compatibility, theoretically, there should be very few titles that worked on original hardware that don’t work here, if any. I only had 10 or so games to test with, but the only things that were problematic were a US version of Mario Kart Super Circuit and Mickey Mouse - Castle of Illusion on the Game Gear which loads fine but crops off some of the bottom of the game.

The European version of Mario Kart I had worked just fine, but the US one seemed to stall after loading. Analogue suggested I give that cart a good clean, which I did, several times, but I never got it to work despite it working instantly on my GBA. It’s clear that there’s no reason it shouldn’t work, and a company rep confirmed their copy works their end, but such are the quirks of very old cartridges, perhaps there’s just something off with the pins on that one copy that doesn’t sit right on the Pocket. As for Mickey? Analogue says that’s to do with how that particular game was programmed and there’s already a fix coming in new firmware.

The only other thing that didn’t work was a very unofficial “108 games in one” multicart. That also seemed to at least open but then just hung. This also worked in original hardware, but again… it’s hard to know if it’s just a physical quirk (pins aligning etc) or something else.

James Trew / Engadget

What did work was the Game Boy Camera. It’s always surprising to me that cartridges that relied on watch batteries for saves would still work today, but both the camera and every other game I had with a cell in it seemed to still be going strong with saves intact. Either way, the Game Boy camera is a delight on the Pocket, that backlight really helps. It remains pretty awful on vintage hardware. Analogue also tells me that in the forthcoming erosion v1.1 firmware update, you’ll be able to save your Game Boy Camera photos directly to the Pocket’s SD card. This is actually very cool indeed given that, right now, extracting images from it is kinda a pain in the butt and involves either getting hacky or spending out on something like a ROM dumping cart.

For anything other than the Game Boys, you’ll need a separate $30 adapter to play. Right now the only one available is the aforementioned Game Gear one. I won’t lie, with a game inside it does look a little inelegant, with the cart popping right over the top of the Pocket. I was only able to test the two games on it, and one is the weirdly-cropped Mickey Mouse, but it was still playable and just as much fun (and infuriating) as I remembered the first time around. The fact you can’t jump on top of and ride those tree stumps still doesn’t sit right with me all these years later.

Of course, three generations of Game Boy plus the Game Gear already opens up a pretty substantial library but once the adapters for the Atari Lynx, the Neo Geo Pocket and the PC Engine/TurboGrafx-16 arrive there’s a whole lot of fun to be had with this one tiny console. Notably, the last system in that list is technically a home console and not a handheld. So there’s more than just portable gaming here. The TurboExpress just happened to take the same game cards as the home-based PC Engine. Such is the curious world of retro gaming.

Analogue OS

I already mentioned the basics of the Pocket’s native operating system. Right now, it’s mostly limited to playing cartridges and some high-level system tweaks. You’ll find some video and audio options and a few system-specific settings (like playing GBC games in GBA mode). Right now, even save states are barely supported. The version of the OS I tested has a quick-and-dirty save/load state option and that’s it. Analogue claims, however, that version 1.1 “will allow you to do everything imaginable with save states.”

James Trew / Engadget

The more intriguing feature that’s currently unavailable is “Library.” On its website, the company describes Analogue OS as “purpose-built for exploring and celebrating all of video game history.” It claims to offer the option to install the artwork for every single game it could play, full save states, game “playlists” and more.

That “more” includes the ability to develop custom FPGA “cores” so you can, within limits, turn the Pocket into other retro systems, although there are plenty of caveats and also, a high level of skill in this area is involved. A skill I definitely do not have. Fortunately, there’s a strong community around Analogue and its open source rival MiSTer. Both pull from the same family of FPGA chips so the likelihood of cool stuff coming further down the line is very high.

Though it’s not clear how playlists or the game library will work, given that you have to have the cartridge inserted into the Pocket to play a game, any software shortcut for that seems a little redundant, at least for now – I’m interested to see how it’s actually implemented. Where this will really come into its own, I suspect, is in making the Pocket experience more holistic and complete. Having access to information and data about the entire world of retro gaming in your hands along with the ability to share playlists and game progress will definitely add a robust layer to the platform. Either way, for now there really does seem to be a lot of exciting new features coming, yet sadly we can’t test them until that next firmware update gets released.

The Dock and other accessories

While the Pocket is all about reviving the handheld magic and all its portability, Analogue made a dock that adds a few important features. Most obviously, it allows you to play your favorite retro games on the biggest screen in the house over HDMI. I won’t lie, it wasn’t quite the seamless experience I was expecting. First, I needed to update the firmware. That’s normal given this was an early test unit, but I still had a few occasions where I had to do things in a certain order for it to take.

Once I had it working though, it’s pretty straightforward. The first thing you’ll notice is how pixelated things are. No fault of the Pocket’s obviously. This is just what happens when you upscale a game made for a 2.5-inch display and run in on a 55-inch modern TV. It’s still perfectly playable though and adds a nice alternative playing option.

James Trew / Engadget

There are some other important benefits to the dock. Not only can you add USB controllers as mentioned, you can also connect Bluetooth and 2.4g controllers. This opens up the possibility of four players where GB Studio titles developed for third-party FPGA cores support it. Given there are only two USB ports on the dock, you’ll need two wireless controllers as well to achieve this. Though it appears you could use four Bluetooth ones at the same time (but support for 2.4g controllers tops out at two).

Right now, you’ll either need a USB controller with a long cable or one of the officially supported 8Bitdo wireless controllers (Pro 2, M30 and the Arcade Stick). PS4 and Switch Pro controllers will also work. More options will be supported in that all important 1.1 update (SN30 Pro, PCE and so on).

That said, I was able to pair an SN30 controller today and it worked just fine. I also had success with a very old, very generic Xbox controller, so it seems support is there, perhaps they are just ironing out some kinks.

One final thing I should note is that when playing via the Dock, most of the display modes become inactive and you’re shuttled onto what appears to be the Analogue preset by default. Analogue’s home consoles to date have come with extensive options for filtering, resizing, adding faux scanlines and the like when playing on a modern TV, so it would be good to see a similar suite of options come to the Dock.

Multiplayer

There’s an unsung benefit to imitating a system at the resistor level via FPGA – you can connect the Pocket to original Game Boys for multiplayer fun. This is no small thing. Modern software emulators allow for online multiplayer on many systems (usually with Netplay), but often this falls apart for handhelds. The need for a cable back in the day made it quite a lot harder to trick a game into thinking it’s connected to another “machine.” There are some workarounds, but they aren’t always so elegant or authentic (half the magic with handhelds is your own private screen).

With the Pocket, you can literally just plug it right into another Game Boy, if you have the right cable. The port on the Pocket matches that of the Game Boy Pocket (GBP) and onward. That’s to say, if you had a GBC and two copies of Tetris you can use the original Nintendo link cable and it should work. If you don’t happen to have the original cable you can buy Pocket’s own do-it-all link cable ($16). The only two models that aren’t instantly compatible are the DMG and the Micro.

I tested out the following scenarios using Analogue’s own cable: Pocket GBC and Pocket to GBA. All worked perfectly. Even GBA games that support Single Pak two player (only one copy of the game needed) work. Mario Kart Super Circuit is one such title and the experience is just like the old days – just a little bit of waiting for the game to setup and you’re off to the proverbial races. Two player Tetris was as fun as it ever was and I might just have to buy another one of these things as you can, of course, also just connect two Analogue Pockets together, too.

James Trew / Engadget

Nanoloop

It’s beyond the scope of this review to give a full breakdown of what Nanoloop is, but if you’ve ever seen (or heard) music made/performed on a Game Boy, this humble app is likely running the show (or LSDJ, but they are both conceptually similar).

A version of Nanoloop is built right into the Pocket’s OS and it’s not just a nice add-on feature. This is evidenced by Analogue selling no less than four different cables (420 each) that allow you to connect Nanoloop on the Pocket to external MIDI hardware, Desktop music MIDI software, other Pockets and hardware with audio sync (such as Korg’s line of Volcas or Teenage Engineering’s Pocket Operators).

I won’t lie, if you’re not familiar with music sequencing, the learning curve here is steep. Add into that the limited sonic capabilities of the Game Boy and it’s hard to eke something musical out of the app. At least at first. Persevere, though, and you might just find that Nanoloop is something of a stealth addiction – certainly it’s a great value add that I really hope draws in more people to the platform. Given that you can pipe out the audio to headphones or a dedicated speaker via the headphone port it’s not just a time sink, you can be annoying your friends and neighbors in no time.

Wrap up

James Trew / Engadget

If you’ve got this far, then there’s a good chance that, like me, you’re pretty excited about the Pocket. For casuals, $220 to play games you might already own (or worse, have to navigate the second hand market to buy) might not quite be the value proposition you were looking for. And that’s fine, Pocket isn’t aimed at casuals. Pocket is for those that love, live and breathe retro gaming and who want the absolute best experience possible.

For handheld gaming, right now, Pocket is that best experience. Absolutely hands down, no doubt about it. Everything from start to finish is as authentic as it can be without being needlessly pedantic (like not having a backlight for DMG/GBC games etc.). The experience is further elevated by select modern concessions. The aforementioned light, the curated display presets and the smart features in the operating system to mention a few.

The fact that Analogue added in some complementary additions, such as that spare FPGA core and the tight support for GB Studio only serves to reassure me that the Pocket will just get better with time. There are, of course, a few areas for improvement. The shoulder buttons aren’t the best. Some of the display modes obscure on-screen messages at times. The adapters look a little goofy with a game in them. But these are details. And detail is, apparently, what Analogue does best. And perhaps the bigger detail to be concerned about is getting yourself a spot in line. Orders just reopened, but already demand has been so high that you likely won’t get one until 2023.

The best accessories for your new iPhone

New iPhone 13 owners should think about the accessories they want for their new handset not long after unboxing it. Like with last year’s iPhone 12s, this year’s models don’t come with a charging adapter, so that’s one thing you’ll probably need to have on hand. If you plan on going all-in on wireless charging could you skip that, though, and thankfully there are many more MagSafe accessories to choose from now than there were last year. We’ve tested out some of the newest iPhone accessories available and gathered the best ones here.

Apple MagSafe wireless charger

Valentina Palladino / Engadget

There are often better and cheaper alternatives to Apple’s first-party accessories, but the company’s MagSafe wireless charger is worth considering if you have a new iPhone. Like all other MagSafe accessories, this charging pad uses magnets to attach to the back of the latest iPhones and it’s surprisingly strong. Not only can you safely pick up your handset and use it with the disk still attached, but the iPhone can dangle by the charger’s cord without falling off. (You still probably shouldn’t do this.)

The charging plate itself is about a quarter-inch thick so it barely adds any heft to the iPhone. The magnets only attach to the latest iPhones, but it will still charge older models wirelessly, going back to the iPhone 8. I only wish the cable were longer than three feet so that you had more leeway to use your iPhone on the couch or in bed while powering it up.

Apple’s accessory comes in at $39 (although we’ve seen it go on sale a few times), but if you want to spend a bit less, Spigen’s $25 ArcField magnetic wireless charger is a decent dupe. It’s magnets are nowhere near as strong as those on Apple’s charger — so you definitely shouldn’t pick up your iPhone by this cable — but it’ll power up your handset and stay put while doing so.

Buy Apple MagSafe wireless charger at Amazon - $39Buy Spigen ArcField at Amazon - $25

Mophie 4-in-1 wireless charging mat

Valentina Palladino / Engadget

You may have accumulated a number of devices that support wireless charging at this point and Mophie’s 4-in-1 charging mat is an easy way to power them all. It’s an 11-by-8-inch rectangle with four spaces for different items to charge simultaneously. Two of those spots are large enough to accommodate smartphones while the other two in the center are smaller and fit things like AirPods perfectly. It also has an optional attachment for an Apple Watch, which means it could actually charge up to five devices at the same time.

I found the mat useful as a charging hub, turning to it each night to charge my iPhone, Apple Watch and AirPods Pro. It’s worth noting that both my iPhone and my AirPods Pro live in cases, and I didn’t have to remove either in order to charge them with Mophie’s mat. But while the mat’s size allows it to do a lot at once, it’s also tough to find a big enough spot for it. It’ll fit on most nightstands, but you may have to rearrange things first. Mophie has a 3-in-1 charging station that takes up less space and has dedicated spots for your iPhone, Apple Watch and AirPods.

Buy Mophie 4-in-1 charging mat at Amazon - $150Buy Mophie 3-in-1 charging station at Amazon - $110

AirPods

Billy Steele/Engadget

It’s well known now that AirPods are the best wireless earbuds for those with iPhones. Apple made its standard AirPods even better this year with the introduction of the third-generation models, which have an improved design, noticeably better sound and longer battery life. We appreciate the new “contoured” design, which is way more comfortable than previous AirPods, and the H1 chipset makes features like hands-free Siri and speedy pairing and switching possible. They’re well worth their $179 price tag — but if that’s a bit steep for you, Beats’ new Studio Buds are a good alternative. At $150, they have the same H1 chip inside along with balanced sound that doesn’t sacrifice the punchy bass that Beats devices are known for.

Buy AirPods (3rd gen) at Amazon - $179Buy Beats Studio Buds at Amazon - $150

Anker Nano II 45W GaN charger

Anker

While Apple’s 20W charger works just fine, you can opt for a more versatile adapter in Anker’s Nano II 45W charger. Not only can it fast-charge an iPhone, but it can also power up a 2020 MacBook Air at full speed, along with mid-sized devices like iPads. It’s 34 percent smaller than other 45W chargers, and it uses GaN technology to prevent overheating. We also appreciate that its prongs flip down to make the adapter even more compact when you need to travel with it. The 45W model will set you back $40, but Anker also makes a $34 30W version and a $66 65W two-port model for when you want to charge your phone and your laptop at the same time.

Buy Nano II 45W charger at Amazon - $40Buy Nano II 30W charger at Amazon - $34Buy Nano II 65W charger at Amazon - $66

AirTags

Valentina Palladino / Engadget

Apple’s AirTags make it easy for iPhone users to locate things they might misplace. Just attach one of the tiny Bluetooth trackers to your keys, backpack or wallet and then use the Find My app to keep track of them. If you know your stuff is within reach, you can force the AirTag to play a tune to lead you to it. And when you truly don’t know where something is, you can enable Lost Mode to be automatically notified when the Find My network locates the item. AirTags only work with iPhones, but iPhone users have other Bluetooth tracker options (namely Tile’s). But Apple’s gadgets have a convenience level that’s similar to AirPods — your iPhone will automatically identify a new AirTag nearby and immediately pair with it, and it’s quite simple to manage multiple AirTags in the Find My app.

Buy AirTag at Amazon - $29

Anker 637 MagGo charging station

Valentina Palladino / Engadget

Remember Amazon’s adorable Echo Spot, the orb-like smart display that was eventually replaced by the Echo Show 5? Well, Anker’s latest magnetic charging station looks much like it, just without the tiny touchscreen and with a lot more connectivity options. The 8-in-1 device has a magnetic charging pad on the front and a bunch of ports on its back: three AC outlets, two USB-C ports and two USB-A ports. The magnets in the charging pad are quite strong and able to hold up an iPhone 13 Pro Max so it looks like it’s floating in mid air. You can even use it when your iPhone has a MagSafe case on, too. Since the iPhone screen is angled upward and clearly visible while charging, Anker’s device would make a good addition to a desk, or even a nightstand for those who want to use their phone as their evening clock. And on top of that, it’ll keep all your other cables organized and (mostly) out of sight.

Buy MagGo desktop charging station at Amazon - $100

Anker Powerline II USB-C to Lightning cable

Valentina Palladino / Engadget

We’ve been fans of Anker’s Powerline charging cables for a long time and its Powerline II USB-C to Lightning cord is no exception. First, it’s more affordable than Apple’s — you’ll pay $19 for a three-foot cable from Apple, whereas Anker’s three-foot cord costs $13. It also has MFi-certification, which means it’s passed enough tests to get Apple’s seal of approval as a safe, reliable iOS accessory. While not all of them are made out of braided nylon, those that don’t still have a 12,000-bend lifespan so you can use it without fear of wire fraying after a few weeks. Anker also has a similar USB-C to C cable in the Powerline III series that should work well for charging the latest iPads and MacBooks.

Buy USB-C to Lightning cable at Amazon - $13

Belkin MagSafe Car Vent Mount Pro

Valentina Palladino / Engadget

Belkin’s MagSafe car mount is easier to use than one of those fussy clamps you pray will stay put on a vent while you’re driving. The strong magnets truly make this accessory — the iPhone 13 snaps into place on the mount’s credit-card sized plate and doesn’t budge even if you have to quickly swerve to avoid hitting a squirrel. The clip that attaches to your car’s vent is also quite snug and you can swivel your phone into landscape or portrait mode.

Even if you don’t drive to work on a daily basis anymore, this will come in handy on the days you’re in the office and when you need to consult Google Maps during your next roadtrip. Just remember that this mount won’t charge your iPhone; it’s just a magnetic holder. You can, however, weave a charging cable through an opening in the back of the mount so you can neatly power up your phone while driving.

Buy MagSafe car mount at Amazon - $40

Peak Design Mobile Tripod

Valentina Palladino / Engadget

There are plenty of ways to prop up your iPhone, but Peak Design’s new mobile tripod is one of the more elegant solutions I’ve tried. It’s a 0.3-inch thick plate made of anodized aluminum with strong magnets inside and three legs that fold down and out. It attaches to the back of the latest iPhone and delivers a generous lift off the surface it’s sitting on. Out of all of the stands I’ve used, it’s the one that looks and feels most like a tripod thanks to its micro ball-head, which lets you adjust the angle of your phone nearly 360 degrees, and its three legs, which provide much more support than your standard phone-case kickstand.

The Mobile Tripod is a solid option for those who use their phone cameras for everything from family photos to vacation landscape shots, and those who want to use their phone almost as a second screen while travelling. It’s a bit steep at $80, but you’re paying for a sturdy accessory with a thoughtful design — plus the Peak name. Of course, there are plenty of more affordable MagSafe phone stands such as Moft’s Snap-On Stand and Wallet, which props up your iPhone while holding a few credit cards, Anker’s MagGo phone grip, and the now-ubiquitous PopSockets. Just keep in mind that, while MagSafe accessories like these are convenient, they ultimately won’t be as sturdy as something securely snapped onto your smartphone. All of the MagSafe stands, wallets, chargers and other accessories I’ve tried eventually fell off if I applied enough force.

Buy Mobile Tripod at Peak Design - $80Buy Moft Snap-On Stand and Wallet at Amazon - $30Buy MagGo phone grip at Amazon - $16Buy MagSafe PopGrip at Amazon - $30

MagSafe cases

Valentina Palladino / Engadget

There are many more MagSafe cases available now than there were just a year ago, and they run the gamut from affordable to quite expensive. If you like silicone cases, it’s usually best to save some money and get a third party one rather than buying Apple’s. However, the first-party silicone MagSafe case is worth considering for its luxurious feel and slim design. It doesn’t add much heft to the iPhone at all and it gives you a bit more protection against scratches and drops. It also has a premium, smooth texture that makes it nicer to hold than cheaper silicone cases.

Apple also makes hard-shell MagSafe cases, but we typically prefer Otterbox for that level of protection. The company’s Symmetry+ line is only a hair thicker than Apple’s but they are slightly more flexible, making it easier to take your iPhone in and out. They also have Otterbox’s signature rubberized bumper around the edges and, although you can’t remove it like you can with some of its other heavy-duty cases, it provides an extra cushion if you accidentally drop your iPhone.

But Otterbox’s cases will set you back $60 or more — for something more budget-friendly, Spigen’s Mag Armor series is worthy of consideration. At around $20 each, these cases are made of shock-absorbing TPU and they have a raised lip around the camera array to protect it. They’re compatible with MagSafe accessories and they only add about 0.15-inches of thickness to the overall profile of your iPhone. These are good options if you want to add only what’s necessary to your phone to protect it against the occasional drop or bump.

Shop Otterbox Symmetry+ casesBuy Spigen Mag Armor case at Amazon - $20

Sony's latest smartphone camera sensor gathers twice as much light

Sony has unveiled a new type of stacked CMOS sensor that uses "two-layer transistor pixels" to double the light gathering capability. Typical image sensors have the light-sensitive photodiodes and pixel transistors that control and amplify the signal on the same layer. However, the new design puts the photodiodes on top and the pixel transistors below, "approximately doubling saturation signal levels," Sony said. 

Sony pioneered stacked sensors that put fast memory and other electronics directly under the sensor, allowing for faster readout speeds and thus rapid burst shooting and reduced rolling shutter (jello effect) on cameras and smartphones. This latest sensor uses a similar idea, but packs the pixel transistors onto a separate substrate underneath the photodiode layer.

Sony

That means each layer could be optimized, allowing Sony to double the sensor's light saturation (well depth), or the amount of charge each pixel can hold. That in turn allows for around double the light-capturing capability.

Sony notes that because the transistor pixels sit on a separate layer, it was able to boost the amplifier transistors in size. That allows for a bigger signal boost, reducing noise when shooting nighttime or other images in dark locations. The increased dynamic range will allow for "high-quality, low-noise images even in low-light," according to Sony. 

Sony specifically stated that the tech will allow for higher-quality smartphone photography. With double the light gathering capability, it will allow for much improved light sensitivity even in relatively small, high-megapixel sensors. Sony has yet to say when this tech will make it to smartphone or cameras, but it plans to further improve the design for both large and small sensors. 

Sony

Pixelmator Photo's in-depth image editing comes to the iPhone

Pixelmator Photo has been available for pros and enthusiasts who want to work with photos on their iPads, and now it's an option in their pockets. Pixelmator has released a version of Photo for the iPhone that brings the advanced image editor to smaller screens. Much like the tablet app and Pixelmator Pro, you can make a wide range of non-destructive edits to photos either from the phone (including ProRAW from some iPhones) or from 600-plus RAW formats from dedicated cameras.

You'll most likely be using some of the 30-plus color adjustments, including basics like exposure and white balance through to a wheel-based color balance system like you'd find for video grading. However, Pixelmator Photo also makes use of some helpful (if increasingly familiar) AI editing features, including object removal and upscaling for low-resolution shots. You can also expect fairly tight integration with Apple's Photos and iCloud, such as saving edits to (or opening images from) your library.

Pixelmator Photo normally sells for $8, but it's available for $4 to help spur iPhone buyers. The app is a free update for those already using the iPad version. This probably won't tear you away from Adobe Lightroom and other pro photo editing apps, but Pixelmator's classic strategy might still apply here. It's offering an affordable, pay-once alternative to Lightroom's Premium membership and other subscriptions you frequently need for this level of editing.