Someone Finally Built the Hollywood Sign Out of LEGO and It Actually Slaps

Every year, roughly ten million tourists visit Los Angeles specifically to photograph a sign they will never get closer than a few hundred meters to. There are no public trails to the Hollywood Sign’s base. The entire surrounding area is fenced, monitored, and actively defended against the kinds of people who once scaled those letters for a prank or a protest or a particularly committed selfie (remember the Hollyweed prank from 2017?) It is, by design, a landmark you admire from a distance. Which makes a LEGO version of it feel surprisingly appropriate.

Builder imaxedlp has rendered the sign and its Mount Lee surroundings in 496 pieces, and the result is genuinely charming. The build captures the hillside as a full landscape: tiered sandy slopes, clusters of miniature palms, a clapperboard lying open mid-scene, a vintage camera set up as if waiting for action. The broadcast tower rising behind the letters is an accurate detail that most people probably forget exists. All of it lands on a compact diorama footprint that earns its shelf space.

Designer: imaxedlp

The terraced hillside, built up in warm tan with angled slope bricks stepping from the base to the letter line, gives the model genuine topographic depth from every viewing angle. The nine letters are rendered in light gray with visible stud detailing and subtle column supports underneath, closely echoing the real sign’s steel-frame mounting system. A couple lean at a slight angle, mirroring how the actual letters sit unevenly on the hillside. The clapperboard lying open on the slope, mid-scene, as if a crew just called cut and walked away, is my favorite detail. Small, but it does a lot of narrative work.

The vintage film camera on the right flank, built from dark gray cylindrical pieces with a twin-lens silhouette, grounds the whole scene in old Hollywood specifically. The popcorn bucket on the left pulls in the audience side of the equation. The broadcast antenna tower rising above the D at the far right is the detail that will genuinely surprise people who have only ever seen the sign in photographs cropped to exclude everything but the letters.

imaxedlp’s Hollywood Sign is currently sitting just under 1,000 supporters on LEGO Ideas, where fan-designed builds need 10,000 votes to trigger an official LEGO review for potential production as a retail set. You can head to the LEGO Ideas page here and cast your vote.

The post Someone Finally Built the Hollywood Sign Out of LEGO and It Actually Slaps first appeared on Yanko Design.

Zempire Stealth-Jet two-burner camp stove is incredibly slim at 2-inch thick

When you’re packing for a family camping trip, you have to be extra cautious about the amount of space your essential gear will take up. There are portable and transportable options for everything from furniture to tents and fittingly, now you have stoves capable of sliding under the flip seat of your rig or fit the back pocket of the driver’s seat. Zempire in the US is creating a Stealth-Jet camping stove series, targeted ideally at people who want to camp light, without compromising their cooking experience.

The ultra-thin profile of the Zempire stoves is definitely among the slimmest in the industry. Measuring only 2 inches thick, these dual-burner stoves are designed to travel easily and have enough heat to boil water in a breeze. Featuring two high-power burners with up to 10,000 BTUs of heat per burner, Stealth-Jet stoves, the company claims, are designed to be ultimate camping companions for cooking family meals or catering to large groups at the campsite.

Designer: Zempire

While the Zempire Stealth-Jet camp stoves are designed to cater to the cooking needs of a group of people outdoors, these can double as emergency backup for power outages at home. While this is only an extension service, the main USP of the ultra-low-profile stove is definitely the industry-defining slimness. This allows the stove – made from powder-coated pressed steel – to pack down flat for convenient transportation. Interestingly, the stoves arrive in a carry case with a handle and latch closure, which makes them incredibly portable and effortless to carry.

Accompanying the slimness of the stove is its extra-wide surface. While the former offers portability, the latter ensures the stove can accommodate large pans and pots for cooking large meal portions. Providing campers with an extra cooking surface to work with, the stoves feature high-power twin burners. Reportedly, each of them offers up to 10,000 BTUs of heat per burner. Relatively, for a single burner, the total BTU output is low, but if you consider the total output and the fact that you can easily accommodate a large pan and a pot side by side, you will spend less time cooking and more time relaxing at the camp.

The Stealth-Jet stoves come with wind blockers on the back and sides, offering consistent flame without hindrance in the outdoors. The stoves run off both propane and butane, ignited by two pull-start piezo knobs each (the Solo model, of course, has one adjustable gas knob). The Zempire provides its camping stove series unit with a propane canister hose connector in the box. The carry case, however, has to be purchased separately.

Stealth-Jet camp stoves are offered in three different sizes (slimness, however, is the same 2-inch or 5 cm in all of them): Stealth-Jet Wide, Twin, and Solo Camp Stoves. Starting at $210, the Stealth-Jet Wide Camp Stove is the largest of the trio, measuring 23.2 x 12.0 x 2.0 inches when packed. It weighs 4.9 kg. The Twin stove is slightly smaller at 18.5 x 12.0 x 2.0 inches, which also means it weighs slightly lighter at 3.82 kg only. It is priced at $170. The single-burner Solo stove weighs 2.6 kg and offers up to 10,000 BTUs of heat. It will cost you $130.

The post Zempire Stealth-Jet two-burner camp stove is incredibly slim at 2-inch thick first appeared on Yanko Design.

Three Buttons, Infinite Functions: Inside the Agentic AI Keypad That Adapts To Your Workflow

Here’s what happens when you join a Zoom call right now: you click the link, wait for the app to launch, find the mute button, realize your camera is on when you’re still in pajamas, hunt for that toggle, then minimize the window to keep working. Six actions, multiple windows, all muscle memory you’ve built up because this is just how it works. We’ve accepted the friction.

Project Mirage looked at that friction and built Dune. Three physical keys that sync with your calendar, know when your next meeting is, and give you one-button join, instant mic control, camera toggle that brings the window forward when you need it. Then you switch to your code editor and those same three buttons become the shortcuts you actually use in that tool. Open your browser, they adapt to the tab. The hardware reads context, talks to AI, morphs based on what you’re doing. It’s 50 grams of machined aluminum that finally acts like it knows what year it is.

Designer: Project Mirage

The core idea is simple but meaningful. Dune monitors your Mac, detects which application is in the foreground, and automatically reconfigures what its three keys do. In GitHub, they handle pull requests and code reviews. In VS Code or Claude, they surface the commands you reach for constantly. The device integrates with Openclaw to trigger AI agents you’ve already built, so that email sorting routine you automated can fire with a physical button press instead of hunting through menus. In Photoshop, you can map them to copy/duplicate layers, increase or decrease brush sizes, or flatten/export images. The best part, however, is using the Dune on your browser, where the hardware detects which tab you’re on, changing controls/maps based on whether you’re on a Gmail tab, a Google Meet tab, an Instagram tab, or even scrolling through your inspiration on Pinterest. The on-screen display shows you what each key does at any moment, removing the need to memorize complex shortcuts or maintain mental maps of what Button 2 does in seventeen different apps.

What separates Dune from traditional macro pads is that layer of intelligence. Stream Decks and programmable keypads give you power, but they demand upfront investment. You configure profiles for every app, remember which layer you’re on, maintain the whole system yourself. Dune comes preconfigured with workflows for common tools and adapts automatically. You can still write custom scripts, assign URLs, build your own automations (I built mine using AI and they work like a charm). The difference is the device does the heavy lifting of context switching for you.

The hardware itself is straightforward. CNC-machined anodized aluminum body, USB-C connection that powers the device directly without needing a battery, 40mm × 10mm × 10mm dimensions that sit comfortably next to your keyboard without dominating desk space. It’s macOS only for now, which makes sense given the tight system integration required to read active applications and browser tabs in real time. The packaging ships each unit embedded in actual river sand, a physical callback to the name and the metaphor of something that shifts and adapts constantly.

Dune is available for pre-order now at $119, with the price moving to $149 after launch. Ships in May 2026 from the Project Mirage website, where you can also find setup guides and documentation on building custom automations.

The post Three Buttons, Infinite Functions: Inside the Agentic AI Keypad That Adapts To Your Workflow first appeared on Yanko Design.

Images of Samsung’s rumored smart glasses have leaked

Images and details about Samsung's upcoming smart glasses have leaked, according to a report by Android Headlines. We knew these were coming at some point, but we now have what could be actual photos and they look pretty nifty. The glasses are reportedly being developed under the codename "Jinju" and could cost anywhere from $380 to $500.

These are the first smart glasses from Samsung and look to offer a similar feature set to stuff like Meta Ray-Bans and the forthcoming Google Gemini glasses. Samsung's specs will run on the Android XR wearables platform and will likely feature heavy integration with the Google Gemini chatbot.

It has been reported that these glasses will not feature a display, but that's likely coming with another pair in 2027. The second release is being developed under the codename "Haean" and will reportedly include a micro-LED display, allowing for similar functionality to something like the Meta Ray-Ban Display glasses. These could cost anywhere from $600 to $900.

We don't know when the Jinju glasses will launch, but later this year is a safe bet. Samsung has a major Unpacked event scheduled for July. We could get some official details at that point, though it's unlikely the smart glasses will launch alongside stuff like the Galaxy Z Fold 8 and the Galaxy Watch 9.

It's far more likely we'll get a tease at that event, with a launch later in the year. This is what Samsung did with its Galaxy XR virtual reality headset last year.

It's also been reported that the Jinju glasses will include a 12MP camera, a Snapdragon AR1 chip and directional speakers with bone-conduction tech. These specs are, of course, subject to change before launch. It's also highly possible the price will tick up beyond the aforementioned range, thanks to global economic uncertainty and the rising costs of RAM and storage.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/images-of-samsungs-rumored-smart-glasses-have-leaked-184129483.html?src=rss

Joby Aviation is demoing 10-minute air taxi flights from JFK to Manhattan for a week

Joby Aviation is kicking off 10 days of electric air taxi demo flights in New York City. Before you try to book one to bypass the city's awful traffic, Joby's aircrafts aren't taking customers yet. Instead, the company is trialing the air taxis in "real flight routes and real environments," as indicated in its press release.

With the first point-to-point flight of its electric vertical takeoff and landing (eVTOL) aircraft completed, Joby said that one of its electric air taxis made it from John F. Kennedy International Airport to NYC's heliports in Lower Manhattan and Midtown in less than 10 minutes. Unlike helicopters, Joby's CEO, JoeBen Bevirt, said this "quiet, zero operating emissions air taxi service" will better serve New Yorkers. These demo flights are part of Joby's participation in the eVTOL Integration Pilot Program, the Federal Aviation Administration's program to fast-track the commercial rollout of air taxis.

Joby said it's still in the final stages of securing FAA certification, but this latest campaign in NYC should propel its process forward, especially after having completed piloted demos in the San Francisco Bay Area in March. Joby was previously targeting to launch its air taxi service in 2025, but that goal has since been pushed back. The company's CEO said that Joby is planning to start passenger flights in New York, Texas and Florida as soon as the second half of 2026, according to Bloomberg.

This article originally appeared on Engadget at https://www.engadget.com/transportation/joby-aviation-is-demoing-10-minute-air-taxi-flights-from-jfk-to-manhattan-for-a-week-180247411.html?src=rss

Locked Out of Your Android 16 Device? Fix FRP Issues with WondershareDr.Fone

Locked Out of Your Android 16 Device? Fix FRP Issues with WondershareDr.Fone WondershareDr.Fone

Upgrading to Android 16 brings a new layer of security enhancements, but it also introduces one of the strictest implementations of Factory Reset Protection (FRP) to date. While these protections are designed to safeguard user data, they can also create unexpected friction—especially when legitimate users are locked out of their own devices after a reset. […]

The post Locked Out of Your Android 16 Device? Fix FRP Issues with WondershareDr.Fone appeared first on Geeky Gadgets.

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Recycled Plastic Is 10x More Toxic, and This Chair Contains None

The furniture industry has been slow to reckon with its reliance on plastic. From injection-molded shells to synthetic fabrics, plastic finds its way into even the most design-forward pieces. Recycling has long been positioned as the answer, but the numbers don’t hold up. Only 19% of plastic produced globally actually gets recycled, and incineration, a practice that releases pollutants into the air, has surged 34% recently.

Matthew Whatley came to this problem not as a materials scientist, but as a furniture designer who’d spent a decade with his hands in the work. After years of carpentry and concrete formwork, he studied product design in Vancouver and Melbourne, and a trip through Southeast Asia, where plastic waste is impossible to ignore, pushed him toward a specific question: what if furniture didn’t need plastic?

Designer: Matthew Whatley

The Novum Chair is his answer, built from a combination of natural woven fiber and bio-based resin. The two materials form a composite: the fiber provides structure and texture, while the resin binds and hardens it into a rigid, load-bearing shell. It’s a relatively simple idea on paper, but getting it to actually hold a person’s weight required significant hands-on material testing.

The result is a chair that doesn’t look like it’s making a statement about sustainability; it just looks good. Its form is a single, continuous shell that sweeps from the backrest down through the seat and curls beneath to cradle the sitter. The woven surface is visible through the resin coating, giving it a warm, textile-like quality that reads more like craft than manufacturing.

There’s something refreshing about a chair you could put in a design studio, a cafe, or a considered living space without it demanding attention. The Novum Chair has the kind of understated confidence that lets the material do the talking. The texture and warm amber of the resin-soaked fiber give it a character that shifts with the light, something molded plastic never manages.

Part of what makes this approach worth taking seriously is that it sidesteps one of the more uncomfortable truths about recycled plastics. Re-rendered recycled plastic isn’t the clean solution it’s often portrayed as; it can be roughly 10 times more toxic than the original material. Natural fibers and bio-based resins don’t carry that baggage, which makes this composite a genuinely different starting point.

Whatley is candid about the fact that bio-based resins aren’t perfect yet. They’re relatively expensive, not high enough in bio content, and not yet as accessible as conventional materials. But the Novum Chair isn’t presented as a finished product so much as a proof of concept that structurally sound, beautiful furniture can be built around materials that don’t depend on plastic.

What Whatley has done is take a material problem that feels overwhelming in scale and distill it into something you can sit in. That’s no small thing. The conversation around plastic alternatives tends to stay abstract, caught up in policy and data. A chair that you can actually inhabit, one that looks beautiful, pulls the conversation out of the theoretical and into the everyday.

The post Recycled Plastic Is 10x More Toxic, and This Chair Contains None first appeared on Yanko Design.

Star Trek: Strange New Worlds returns for its penultimate season on July 23

Star Trek: Strange New Worlds returns for its fourth season via Paramount Plus on July 23. The ten episodes air weekly until September 24. This is actually the second-to-last batch of episodes, as the show was recently renewed for a fifth and final season.

The streamer has dropped a trailer for season four and it looks promising. The tone looks slightly darker when compared to season three, which was maligned for being a bit too silly and uneven. The trailer is narrated by Anson Mount's Captain Christopher Pike, who discusses the "terror" of space as a planet explodes.

This is still Strange New Worlds, so it won't be all doom and gloom. The trailer shows us a screeching alien dinosaur, which is pretty fun. There have also been reports that season four will feature a puppet episode with involvement from Jim Henson's Creature Shop.

This new batch of episodes will lean even heavier into connections to the original Star Trek show from the 1960s. Paul Wesley's version of Captain Kirk features prominently in several scenes, with one looking like a direct callback to Star Trek II: The Wrath of Khan. A younger Scotty also makes an appearance.

For the uninitiated, Star Trek: Strange New Worlds is a prequel to the first show and starts several years before Kirk takes over as captain of the Enterprise. It's been said that the series will end with Kirk taking the big chair. It's also primarily an episodic series, with no real serialized season-long arcs. It's pretty good!

It's also ending in the near future. Season five will presumably premiere next year and will include just six episodes. As a matter of fact, it looks like the modern incarnation of Star Trek is ending in totality. Sets are being taken down and there are currently no new shows in production for the first time in a decade.

This is a bummer, even if I didn't always love some of the newer content. The upcoming second season of Starfleet Academy will be its last, which is exceptionally sad because it was really beginning to fire on all cylinders. It was 12 years between the final episode of Star Trek: Enterprise and the first episode of Star Trek: Discovery, which kicked off the modern era. Who knows how long we'll have to wait this time.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/star-trek-strange-new-worlds-returns-for-its-penultimate-season-on-july-23-170946603.html?src=rss

Valve’s Steam Controller costs $99 and arrives May 4

Valve's Steam Controller will hit the market on Monday, May 4, for a going price of $99 in the United States. The Steam Controller does precisely what it says: It communicates with anything running Steam or the Steam Link app, so this includes PCs, Macs, mobile devices and the Steam Deck. 

Eventually, the Steam Controller will connect to the new Steam Machine console and Steam Frame VR headset, but neither of these products have solid release dates just yet. They were originally slated to come out in early 2026 alongside the Steam Controller, but we're nearly five months into the year and only a third of that promise is poised to be fulfilled. Valve in March said it hopes to ship in 2026, dropping the "early" bit.

As noted in our review, the Steam Controller is a solid gamepad, especially for the price. It feels and looks a lot like a Steam Deck, complete with two trackpads beneath a pair of TMR thumbsticks and a standard face array. It's reactive, ergonomic, and comes with a cute little charging and connection puck that snaps onto the bottom of the gamepad. Just note that the Steam Controller is not a PC controller: It works with Steam, and only Steam. You'll have to add games with their own launchers like Overwatch, Valorant, Minecraft or Fortnite to your Steam library before playing them with Valve's proprietary controller. How convenient — for Valve, at least.

Steam Controller
Valve

Worldwide, Steam Controller prices are as follows: 

  • US: $99

  • Canada: $149 CAD

  • EU: €99

  • UK: £85

  • AUD: 149

  • PLN: 419

This article originally appeared on Engadget at https://www.engadget.com/gaming/valves-steam-controller-costs-99-and-arrives-may-4-170058529.html?src=rss

Valve Steam Controller review: A gamepad in search of a console

Don’t mistake the Steam Controller for a PC controller. Even though its main function is to play PC games, Valve’s new gamepad communicates with Steam, and only Steam. This is not a general controller for your PC, Android or iOS devices, and it’s certainly not compatible with any console on the market today, unless you count the handheld Steam Deck. In order to play a game with the Steam Controller, you have to boot it up through Steam. (More on this later).

Valve’s end goal for the Steam Controller is compatibility with the Steam Machine, a console that doesn’t yet have a public release date or price point. The Steam Machine will support 4K gaming at 60 fps with FSR, it’ll come with 512GB or 2TB of SSD storage, and it’ll work with the Steam Frame VR headset, as will the Controller. The new Steam Machine was supposed to drop early this year, fulfilling a long-promised dream of PC gaming by moving your entire Steam library to the couch in a compact but powerful box. Due to the memory shortages plaguing the tech industry, the Machine and Frame aren't here yet, so the Steam Controller is the first step in Valve’s hardware takeover of living room territory. It’s due to come out on May 4, priced at $99.

The Steam Controller represents roughly 13 years of R&D, from its first iteration announced in 2013 to the debut of the Steam Deck in 2022, and the refinement period clearly paid off.

The Steam Controller is a tidy chonker of a gamepad with a broad, Duke-like face holding two square trackpads beneath the standard analog sticks and face buttons. Despite its extra girth, the Steam Controller feels light, slim and balanced, even in my smaller-than-average hands. The grips are slender and have four circular rear buttons, two per side, that are super satisfying to click even when they don’t do anything in-game. The bumpers, triggers, D-pad and face buttons are shiny black plastic, and all of the controller’s edges are rounded, allowing for a smooth glide between the bumpers and triggers especially. The trackpads don’t get in the way when you don’t need them, but in-use, they’re incredibly sensitive and kind of mesmerizing. They look and feel just like the trackpads on the Steam Deck, following the trails of your thumbs with miniature popping bubbles.

The Steam Controller uses tunnel magnetoresistance (TMR) joysticks, which are a leveled-up version of Hall effect sticks, offering ultimate precision and long-term stability with no chance of drift. After a few days of use across a range of game genres, including competitive first-person shooters, they’ve proven to be reliable and accurate. In terms of stick precision and feel, I find the Steam Controller is comparable to the Razer Wolverine V3 Pro, my PC gamepad of choice. I otherwise much prefer the swappability, rubberized microswitches and crisp clickiness of Razer’s gamepad — but the Wolverine also costs about $100 more and doesn’t come with trackpad capabilities, so we’ll call it a wash.

Steam Controller
Sam Rutherford for Engadget

One of the neatest aspects of the Steam Controller is its charging and connection puck, which plugs into your PC or Steam Deck through a USB cable and enables stable wireless play. The puck snaps onto the belly of the controller for charging, and when you hover the gamepad’s connection point over it, it jumps up and latches on like a cute little sucker fish. I don’t know if this behavior is an intentional selling point, but it certainly is for me. The Steam Controller also connects to devices via Bluetooth or with a cable, and in all configurations it’s performed without issue for me. Of course, Bluetooth mode has the highest latency, so that’s mainly for phones and Steam Link play. The puck can support two Steam Controllers at once. Swapping between Puck and Bluetooth mode is a simple matter of holding the right bumper and A or B, respectively, when you turn the controller on.

Pressing the power button with the Steam logo wakes up the gamepad, and pressing it twice when you’re connected to a PC launches Steam in Big Picture mode. The Steam Controller feels like a natural extension of Valve’s storefront, and with its matte black finish and bubbled edges, it’ll be familiar to anyone who’s fallen in love with a Steam Deck these past few years.

I tested out the controller on my PC with Steam games and non-Steam games (added to my Steam library first, of course — seriously, more on that later), and in my living room with my Steam Deck acting as a makeshift, low-powered Steam Machine. On PC I played The Seance of Blake Manor, Creature Kitchen and Overwatch, and on Steam Deck I played Blake Manor, Demonschool and Balatro. Whether connected with Bluetooth, the puck or USB, the Steam Controller provided seamless play and no noticeable latency. The distance from my couch to the puck nestled behind my Steam Deck is about eight feet, and I didn’t feel a frame drop while cosplaying as a Steam Machine owner. I also never ran into battery issues, but that’s not shocking considering Valve’s claim that the gamepad has more than 35 hours on a single charge. In my testing, the battery barely registered a drop after multiple hours of playtime, and I was happy to snap on the charging puck whenever I wanted to set the controller down.

Steam Controller
Sam Rutherford for Engadget

Valve notes the battery life may be lower if playing with the Steam Frame. The Steam Controller has infrared LEDs for tracking, which will obviously drain the battery a little faster. Some VR games may have you waving your controller, as there are gyroscopic sensors in there as well. As the Steam Frame isn’t out, I wasn’t able to test some of the controller’s more interesting features.

Even against players using a keyboard and mouse in competitive Overwatch matches, I won games and earned awards, passing my personal ultimate test of a controller’s capabilities. When it comes to Overwatch, I’m mostly comparing the Steam Controller to Sony’s DualSense, and it feels surprisingly similar. I enjoy the Steam Controller’s smooth slide between the bumpers and triggers, though its haptic feedback is more subtle than the DualSense’s, lacking in the analog sticks particularly. Much like with the Steam Deck, I haven’t found a consistent use case for the trackpads on the Steam Controller, but I appreciate their inclusion, the accessibility factor, and the fact that they aren’t otherwise intrusive. Now, just add a Playdate crank and I’m really sold.

The Steam Controller is a clear and unmistakable signal that Valve is joining the console wars, and perhaps by patient and diligent design, it’s appearing at a vulnerable time. Xbox is fumbling the current generation and attempting to redefine its place in the console market amid a significant leadership shakeup, while Sony and Nintendo are carrying on with standard hardware upgrade cycles in a landscape that’s based less on platform exclusivity every day. Right now there’s room for a robust PC-based storefront to stake its claim on couch gaming, and voila, here’s Valve with the Steam Machine and Steam Controller.

Steam Controller
Sam Rutherford for Engadget

Similarly to the way Valve used Half-Life 2 to get people to download Steam in 2004, the Steam Controller pushes players to fully consolidate their PC libraries in its own ecosystem. You’ll have to add games with their own launchers like Overwatch, Valorant, Minecraft and Fortnite to your Steam library before you can play them using Valve’s controller. This is a small inconvenience, since it takes just a few clicks to add a non-Steam game to your profile.

(Welcome to later). However, I don’t enjoy doing it. As I was browsing through files to add Overwatch to my Steam library, I couldn’t help thinking that it would have been pretty easy for Valve to add a switch that would let the Steam Controller communicate with any PC game. Maybe it's a touch of oppositional defiant disorder, but I despise being coerced into behaviors that are designed to serve a corporation’s market control over my own workflow, especially in my personal spaces.

Now more than ever, I value my ability to choose — which businesses I work with, where I store my software, how I play — and the Steam launcher requirement is another small expansion of Valve’s incredible power in the PC games industry. It’s too easy to say, most of my games are already on Steam, no big deal, and use the Controller as an excuse to consolidate them all on Valve’s launcher. Suddenly, Steam is where you begin and end every gaming session, rather than just most. Obviously and especially with the coming rollout of the Steam Machine, this is the reality that Valve wants: a rich industry utterly reliant on its platform of DRM, shitty revenue splits and random opaque censorship. It’s the situation that Microsoft, Apple or Epic also want for themselves, but the main difference is that this future is actually in reach for Valve, and the Steam Controller is a tiny part of the plan. If willing and unforced support of a monopoly makes you bristle as well, feel free to stick with 8BitDo.

Steam Controller
Sam Rutherford for Engadget

Truly though, I get it. The Steam Controller doesn’t come with a PC switch because it’s not a PC controller. It’s for controlling Steam, a service that’s become synonymous with PC and handheld gaming, and is now creeping onto the living-room scene. The Steam Controller is designed to follow you everywhere Steam is, for all your gaming needs across every screen forever and always — and there is something soothing about that idea in a Brave New World Soma kind of way. A PC controller? That’s far too limited, from Valve’s perspective.

Encroaching corporate dystopia aside, the Steam Controller is a sturdy and sleek gamepad that stands up to the competition. It’s for Valve diehards, trackpad fanatics and anyone whose main gaming hub is Steam. Which, to be clear, is a massive market that’s only poised to grow.

This article originally appeared on Engadget at https://www.engadget.com/gaming/valve-steam-controller-review-a-gamepad-in-search-of-a-console-170054068.html?src=rss