Where the hell is Samsung’s Ballie robot?

Another CES is nearly upon us, another year where we’ll see new gadgets aplenty from giant companies and tiny ones you’ve never heard of. And the not-so-secret secret of CES is that many of these things never make it to market — but usually it isn’t things companies like Samsung show off. But here we are, nearly six years since Samsung first showed off its Ballie personal robot and it is nowhere to be found.

For those who may not recall, Ballie is an adorable circular robot that can putter around your house and project things onto the floor and wall. It’s kind of a virtual assistant on the go. Samsung first revealed this tiny robot at CES 2020, but it was more of a prototype than something anyone expected to purchase. And then there was a global pandemic and we all sort of forgot about weird ball-shaped robots for a few. But Samsung triumphantly unveiled a larger and more refined Ballie at CES 2024, saying it would be on sale that year! 

Well, that didn’t happen, but a year later Ballie was back at CES again. Samsung promised it would go on sale in 2025, and followed up with a press release this past April saying it was on track for a summer launch in Korea and the US. As far as I can tell, that’s the last we’ve heard of it. 

But with CES looming again, I can’t help but feel like Samsung will roll Ballie out once more, trying to sell the dream of a cute robotic companion who just gets you. I spent some time watching Ballie do its thing in a carefully controlled demo at CES 2024, and I can’t say I was overwhelmed by its purported usefulness or thought there’d be much of a market for this thing. I now can’t help but wonder if Samsung has data backs up my intuition. If this thing was going to sell like gangbusters, it likely wouldn’t be subjected to such a long and public gestation period. 

It reminds me a little of one of my favorite Samsung gaffes, the Galaxy Home smart speaker. It was announced at a time when Apple and Google were challenging Sonos and Amazon with voice-activated speakers of their own, moving Siri or the Google Assistant from your phone to a more omnipresent place in your home. 

The first rumor of the Galaxy Home happened way back in 2017, and the speaker was officially revealed and briefly shown off by Samsung in August of 2018. My immediate reaction was that this product made very little sense for both Samsung and potential customers — Bibxy sucked, and there were plenty of speakers with better voice assistants. Apparently, Samsung agreed. After multiple years of vague commitments and references to the Galaxy Home, Samsung just… stopped talking about it. Oddly enough, a Galaxy Home Mini speaker was briefly released in South Korea, part of a promotion for people who pre-ordered the Galaxy S20. But I don’t think you could ever just walk into a store and buy one, and the larger Galaxy Home never materialized at all. 

Ballie isn’t quite the abandonware situation that the Galaxy Home was, at least not yet. After all, it’s only been about eight months since Samsung dropped that press release claiming it would arrive soon. The company has definitely pushed Ballie in a more public way than the Galaxy Home, making it a little harder to just drop entirely. Maybe we’ll see a revamped Ballie with even more weird tricks next month, or maybe we’ll just get another vague promise that it’ll arrive in 2026. After failing to deliver two years in a row, though, I’m not going to expect Ballie to show up as a real product until I can punch in my credit card and pre-order it... not that I’d do that anyway. Ballie needs to show that it’s a lot more than a cute rolling robot before Samsung gets my cash. 


This article originally appeared on Engadget at https://www.engadget.com/ai/where-the-hell-is-samsungs-ballie-robot-151112829.html?src=rss

Metroid Prime 4: Beyond review: an excellent modernization, but not a total reinvention

It’s been 18 years since the last Metroid Prime game, but I felt right at home in Metroid Prime 4: Beyond. Almost too at home. Whether fighting my way through a volcano, exploring a research base in a frozen tundra or getting lost in a vast desert, I couldn’t shake the feeling I’d done this before. As the fourth game in a series, that’s not a huge surprise, but it was my main disappointment in Metroid Prime 4: Beyond. Think about the leap Nintendo took going from 2011’s The Legend of Zelda: Skyward Sword and 2017’s Breath of the Wild. They were both recognizably Zelda games, but Nintendo redefined what that means between those two games. 

No such reinvention has happened with Metroid Prime 4: Beyond. But that doesn’t mean it isn’t a great time — it executes the template for a Metroid Prime game extremely well. It’s thrilling to see the series finally make the jump to HD, iconic bounty hunter Samus Aran has some intriguing new powers, there’s a badass motorcycle to shuttle her around the game’s open world hub and the game’s design and art direction show Nintendo at its best. It's everything you’d expect from a Metroid Prime game — no more, no less. Whether that’s a good thing is up to you to decide.

If you haven’t played the previous Metroid Prime games before, fear not. There isn’t anything story-wise that you need to know before you jump into this adventure. As with all Metroid games, you take control of acclaimed bounty hunter Samus Aran, an ultra-powerful warrior with a mechanized suit full of fun tricks. The vast majority of the game takes place in first-person view where you can lock on to the many creatures trying to kill you and blast away with an ever-expanding arsenal. The other main interface is your scan visor, where you can learn about your surroundings and enemies to find weaknesses and figure out what you need to do to advance.

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

Beyond throws you right into a firefight that serves as a solid tutorial for the game's varied control schemes. A Galactic Federation outpost is under attack, and Samus flies in to help defend the troops and keep a secret artifact safe. This somewhat bombastic intro is a great way to show off the Switch 2's power. Sure, we're not talking about a PS5 Pro here, but this is perhaps the most visually-advanced game Nintendo has released. With a Switch 2 docked to a TV, you can play it at either 4K / 60fps or 1080p / 120fps (in handheld mode, that drops to 1080p or 720p with the same frame rates). I don’t have a huge TV, so I mostly went with “performance mode,” but in either case the game felt extremely fluid with no frame rate drops and looked outstanding. 

The game starts as Samus Aran flies in to help the Galactic Federation fight off an invasion, and that opening cut scene shows off with some HDR-enhanced explosions and a detailed environment of a space base in chaos. There are little fires and explosions everywhere; it's visually busy but in a good way that serves the setting, and it all looks vibrant and life-like. As with basically all Nintendo games, Metroid Prime 4: Beyond isn't aiming for realism, but it's closer to a game like Horizon Forbidden West or Cyberpunk 2077 than any other Nintendo titles I can think of. Things like the textures of metal installations, the leaves on alien trees or Samus' gloves all have a level of textural detail you don't usually see in Nintendo's games. Often, that's due to a conscious art direction choice to go in a more cartoonish direction, but the Switch 2's hardware is helping make the game as lifelike as possible.

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

(Note that Metroid Prime 4: Beyond is also available on the original Switch. I didn’t play it there so I can’t comment on how things like frame rates and textures hold up on that much older console. If you’re thinking about trying this game on the first Switch, it’s probably a good idea to see how other reviewers find that experience before shelling out $60.)

The aforementioned intro sets up the big conflict in Beyond. As Samus comes in to try and help the troops defend a mysterious artifact, the game’s big bad Sylux shows up and everything hits the fan. Samus and some other Galactic Federation forces are mysteriously transported to the planet Viewros, where Samus comes into contact with a near-excinct society called the Lamorn. A Lamorn elder telepathically pleads with Samus to try and save the society from being totally forgotten — indeed, she may be able to bring them back from the brink of extinction if all goes well. They’ve been waiting for a “chosen one,” you see, and Samus is naturally it.

As part of this intro, Samus gains her signature new physic powers in Beyond. These allow her to interact with otherwise-hidden parts of the environment to solve puzzles. The most significant is the Control Beam. When you charge your arm cannon while in the psychic scan visor mode (a slight tweak on the environmental scanning feature that has been a major part of all Metroid Prime games), you can fire a beam that slows time down and can be controlled with the right joystick. That means you can pass the Control Beam through multiple targets, something you’ll need to do periodically to weaken enemies or unlock the way forward. 

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

For the most part, though, the psychic powers besides the beam are just repackaging of already-familiar tools. Metroid veterans will be familiar with the Spider Ball, an upgrade to the Morph Ball that lets Samus magnetically attach to tracks that help her get to out-of-reach areas. In Beyond, you instead get the “Psychic” Spider Ball — that does essentially the same thing. Occasionally, you’ll find Psychic Ball Tracks that you have to scan to reveal; they’ll then blast Samus into a secret area that usually has a weapon upgrade or energy tank. Even Samus’ main weapon gets a fancy “Psychic Beam” name — but the description of it in the inventory admits that it’s the same weapon. “The Psychic Beam’s strength and performance are equal to the standard Power Beam.” While the Control Beam adds a fun wrinkle to the gameplay, the psychic abilities don’t otherwise change the Metroid Prime formula in any significant way.

The main task Samus faces is collecting five Teleporter Keys that can get her off the planet. Those keys are hidden in various environments around Viewros that are all connected by Sol Valley, a large desert that holds lots of upgrades and side quests that you’ll need to clear to advance in the game. The desert is more of a hub than an open world — there are small areas to explore dotted around it, but the main action happens in places like Ice Belt, Volt Forge, Flare Pool and several others you’ll find your way to as you collect those teleporter keys. 

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

As those names suggest, Ice Belt is a frozen area where you explore an abandoned research facility, while Flare Pool is inside of a volcano. And, as you might expect, you’ll need certain weapons to advance in those areas. In addition to her standard beam and missile weapons, Samus collects the obligatory freeze ray and fire blaster sort of weapons. This is where the game really started to remind me of the original Metroid Prime — the three elemental weapons she collects are essentially the same as those in the first game, and environments like a frozen wasteland or a fiery volcano are nearly identical to ones you’ll find in that game. The Lamorn, meanwhile, reminded me a lot of the departed Chozo tribe you’ll find on Tallon IV in the first Metroid Prime. Of course, that game came out all the way back in 2002, and Metroid Prime 4: Beyond will likely be the first game of the series many play. A little recycling of classic elements is forgivable. 

That said, I was a bit disappointed that the game has a tightly-scripted flow. After the intro and the first mission on Viewros, you hit the desert with multiple locations where Teleporter Keys are believed to be hidden. But you can’t tackle them in any order you choose. This is a Metroid game, after all, and that means exploring to find powers that let you explore a new area that was previously closed off. Part of me was hoping for the freedom of a game like Breath of the Wild where you could tackle areas in any order you choose. But after playing through nearly the entire game, I appreciate the excellent execution of the familiar formula. 

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

Another thing that’ll be familiar to those who’ve played the older Metroid Prime games is the control scheme. For the most part, you can pick up the controller and get right to it, as the main control layout employs a two-joystick first-person view that should be pretty easy to get the hang of. But there are definitely times where I found myself wishing for more precision. You can lock onto enemies and targets with the ZL button and start blasting away with your chosen weapon, but many of the boss battles require you to lock on to a large creature and then use the right stick to adjust your aim to hit very specific targets. This took some getting used to, because I was used to the lock-on target vulnerable areas. Doing it with a Switch Pro Controller made things much easier, but using the standard Joy-Cons could get frustrating in a hurry. If I was playing in handheld mode, I would often pause before a big battle and wait until I could hook up to my TV and use a proper controller. I’d recommend you do the same — it’ll make for a much more enjoyable experience.

Beyond also offers the option of using one Joy-Con in “mouse” mode for aiming while using the other for moving around. For me, this isn’t a viable option. I tried it a few times and immediately felt completely disoriented and far worse at aiming than I was with the right stick. I can appreciate the idea behind offering mouse-like controls for a first-person FPS game, but it just did not feel well executed. That said, this might be on me. I haven’t played a game with a keyboard and mouse in years; nearly all of my gaming is on a twin-stick controller, so I’m just more comfortable with that setup. I’m thinking about starting from the beginning and seeing how I adapt to mouse mode and will update this review if my opinion changes.

There are a few things that Beyond does that are completely new to the series. The most obvious one is Vi-O-La, the wild robotic motorcycle that Samus rides. You’ll unlock that early in the game, and its primary utility is to get around Sol Valley. For anyone worried that the game is overly focused on an element that admittedly feels a bit anachronistic to the usual Metroid vibe, fear not. You’ll use it a bunch, but it’s more about fast transportation and exploration than something that has detailed mechanics you need to master. There are a few segments where it’s a major part of the mission, but for the most part it’s just another tool in your arsenal rather than something that steals the focus of the game. 

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

The same can be said for the motley crew of adventures you assemble. One of the loudest bits of feedback that came out of the preview Nintendo offered the press a few weeks ago was “what’s the deal with Myles MacKenzie?” You see, in the first hours of the game you come across MacKenzie, a bumbling engineer type who you rescue in the jungles of Viewros shortly after landing on the planet. You then have to escort him around a bit, during which he makes some pretty bad and occasionally obnoxious jokes. This led many who played the preview to worry about MacKenzie shattering the quiet and lonely solitude the Metroid series is known for.

Don’t worry — Samus is on her own for the vast majority of the game. You’ll encounter a few more stranded Galactic Federation soldiers throughout the game, but they usually only stick around for short segments before returning to the home base you establish with Myles. And as for Myles himself, he’ll help upgrade your weapons and is available on the radio to give you hints on where you need to go, something that I honestly didn’t mind. I’d rather have hints at hand than spend all my time wandering lost throughout the vast world of Beyond. But I can also see that the hint system is occasionally too aggressive in dropping details on where to go next.

As a seasoned player, Beyond mostly felt challenging but fair. Games in the Metroid Prime series are notorious for moments of serious difficulty, but this one feels a little more forgiving. When battling bosses, there were plenty of ammo and energy drops that helped me even the score. I usually died a handful of times while figuring out my strategy or getting a feel for their attacks, but it wasn’t overly frustrating or tedious. That said, there were two bosses near the end (including the final boss) where the difficult curve spiked in a way that felt completely unreasonable. 

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

There were also a few times when I felt wildly lost, with no useful information about my next step to be found anywhere on the map. Myles told me to find a member of the crew “out in the desert.” And while Sol Valley isn’t the same open-world scale of some bigger games, it’s still a pretty big space to explore without any other indication of where to go. I wasted far too much time riding my motorcycle across dunes aimlessly figuring out where to go. It wouldn’t be a Metroid game if you didn’t get hopelessly stuck at some point, though.

For the most part, I enjoyed the addition of some people helping Samus along her way. It helps flesh out the world of the game in small ways, giving some perspectives on everything going on from people who aren’t ultra-powerful, silent bounty hunters. It did make Samus’ never-ending silence feel a bit awkward, but it also fits with her otherworldly, not-quite-human presence. 

Metroid Prime 4: Beyond
Metroid Prime 4: Beyond
Nintendo

In some ways, it’s easy to sum up Metroid Prime 4: Beyond. It’s the Metroid Prime experience, modernized. The graphics are better, the world is bigger, experiences like Vi-O-La and Samus’ psychic abilities offer a greater variety of gameplay experiences. But it’s also very much a Metroid Prime game at its core, with the familiar but effective mix of biomes to exploration, giant enemies to dispatch and weapon upgrades to find. And, of course, there were moments of immense frustration when things just got too difficult, another hallmark of the series. Seriously, the final battle is wildly frustrating. Maybe I just need to get good, but it felt so far out of sync with the entire rest of the game that it almost ruined the fun that came before.

That intense moment of frustration aside, anyone who played earlier games in the series will find a lot to love here. But, they also might be disappointed that Nintendo didn’t push the series further. However, there are also a lot of people who’ve never played a Metroid Prime game in the last two decades or so — those people will find that the formula Nintendo engineered in the 2000s still holds up here. Metroid Prime 4: Beyond is far more unique than your average first-person shooter, it was worth the long wait, and it’s a must-play for anyone who is up for the challenge.

 


This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/metroid-prime-4-beyond-review-an-excellent-modernization-but-not-a-total-reinvention-150000082.html?src=rss

iPad mini 7 review: Safe, boring and everything I want in a small tablet

To the surprise of few, the new iPad mini that Apple announced last week is a small update rather than a major reinvention. It may have been three years between iPad mini updates, but the 2021 model was the first to ditch the formerly ubiquitous home button in favor of smaller bezels. Apple certainly wouldn’t redesign the iPad mini only to do so again after a single generation, so this is another example of a new Apple product that looks the same on the outside but has some notable upgrades on the inside.

What’s new here can be summed up quickly: more storage, support for the Apple Pencil Pro and, most crucially, a more powerful chip. The A17 Pro allows the iPad mini to use Apple Intelligence features when they launch later this month, which is probably why this tablet exists at all. Apple clearly wants to get as many people as possible using these features, and now every iPad the company sells (except for the entry-level model) will work with Apple Intelligence. Of course, that makes fully evaluating the iPad mini tough, because Apple Intelligence isn’t here yet. But there’s still plenty to know if you’re thinking about Apple’s newest tiny tablet.

As is often the case with new iPads, no one will know whether you’re using the 2021 iPad mini or this one unless they’re an astute study of Apple’s color schemes. This year, extremely mild shades of blue and purple replace the richer pink and purple options — my test iPad mini is purple, but looks like a pretty straight silver in a lot of light. I really wish Apple would provide more bold color options in more of its products, but here we are.

iPad mini (2024) review photos
Photo by Nathan Ingraham / Engadget

There isn’t a lot to complain about when it comes to the iPad mini’s design. It feels perfectly in line with the other iPads Apple sells, with modest bezels (that are starting to feel a bit thick) surrounding its screen and stereo speakers when held in landscape orientation. Those speakers sound much better than you’d expect given the mini’s small size; Apple has been putting surprisingly great speakers in all its products for a few years now and I’m glad this trend continues here.

The camera is still portrait-oriented, unlike all the other iPads you can buy. That doesn’t really bother me, because you’re rarely, if ever, going to put this tiny iPad in a keyboard dock and take a video call. I imagine most people making FaceTime calls will just hold it like they would a phone.

As with the prior mini and non-Pro iPads, there’s no Face ID array here. You’ll have to make do with the Touch ID sensor on the power button, which is fast and convenient enough, but still not quite as smooth as Face ID. It also has the same front- and back-facing cameras as the last iPad mini. The 12-megapixel camera on the rear takes surprisingly decent shots in low light and should work fine for scanning documents or QR codes. But as usual, just use your phone to take images and videos — chances are it has a better camera than the iPad mini.

iPad mini (2024) review photos
Photo by Nathan Ingraham / Engadget

Same goes for the front-facing shooter. It’s fine for FaceTime calls, but photos are lacking in detail. That’s because it’s a 12-megapixel ultra-wide camera that then crops them into a more standard field of view. Long story short: this camera is just good enough for a tablet camera, but not much else. And that honestly doesn’t bother me.

The 8.3-inch screen on the iPad mini is about on par with the one on the iPad Air. It supports the P3 wide color gamut, has an antireflective coating and is fully laminated to the front glass, unlike the screen on the entry-level iPad. All these specs, including its resolution and 326 pixel-per-inch density, are unchanged from the last model. It’s a very nice screen, but it’s still a standard LCD display with a now-pedestrian 60Hz refresh rate. I’m not at all surprised by this, as Apple has kept its best screen technology for the iPad Pro. But very soon it’s going to need to up the refresh rate on other iPads (and iPhones if we’re being honest) besides the Pro models.

One bit of good news about the screen is that it seems Apple has fixed the “jelly-scrolling” problem that plagued the prior iPad mini. Jelly-scrolling occurs when one side of a screen doesn’t refresh at exactly the same rate as the other, and this effect was noticeable in portrait mode with the old iPad mini. It’s not something that I ever noticed while using the new iPad mini. I am curious to see if the issue has been totally resolved or if my eyes just didn’t catch it, but I’ll continue using the iPad mini in the coming weeks to see if I spot any display issues.

iPad mini (2024) review photos
Photo by Nathan Ingraham / Engadget

The headlining new feature here is the A17 Pro chip, which Apple says is 30 percent faster than the A15 in the prior iPad mini. The 5-core GPU is 25 percent faster and supports hardware-accelerated ray tracing. One odd programming note: the A17 Pro in the iPad mini is slightly different from the one in the iPhone 15 Pro series. The chip in the iPhone 15 Pro has six graphics cores, while the one in the iPad mini only has five. It’s a weird bit of minor nerfing, but I also cannot imagine that anyone buying this iPad will notice or care about this slight potential performance difference.

Benchmarks from Geekbench 6 back this up. The A17 Pro in the iPad mini is ever so slightly less performant than the one in the iPhone 15 Pro, but not enough so that it’ll make any real difference in how you use the tablet. It still trails M-series chips and the brand-new A18 series, but provides more than enough juice for an iPad mini.

Some might have hoped for an M2 processor here, or even this year’s A18, but I’m confident that the A17 Pro is more than capable for basically anything you might do with the iPad mini. Given its small size, I never once thought about using it as a laptop replacement like I do with the iPad Pro. Instead, it made a comfortable couch companion for browsing the internet, messaging friends, triaging email, playing games and occasionally editing some photos. The A17 Pro was more than capable of all those tasks, with no slowdowns or stutters to note. Perhaps more importantly, it has the overhead to be capable for years to come.

iPad mini (2024) review photos
Photo by Nathan Ingraham / Engadget

The other big change for the iPad mini is support for the Apple Pencil Pro that was introduced earlier this year. I’m glad to see that Apple now supports the Apple Pencil Pro on every iPad it sells aside from the entry-level model. The Pencil lineup was a bit of a mess for a while, but now there are just two options to consider: the $79 USB-C Apple Pencil and the more capable $129 Pencil Pro. Apple still sells the first- and second-generation Pencils for older iPads, but the lineup has thankfully been streamlined going forward.

The Apple Pencil Pro is quite a bit more capable than the standard one. It has pressure sensitivity, haptic feedback, a gyroscope so you can roll the pencil in your hands to change your brush width, a double-tab control to change tools, a “squeeze” feature to bring up the whole tool palette, support for the Find My app and magnetic charging and pairing when you snap it to the side of the iPad mini.

That’s a lot of bonuses for the extra $50, and the combo of the Apple Pencil Pro and iPad mini makes for a tiny but extremely capable digital notebook and canvas. It’s also the same price as the reMarkable Paper Pro tablet and stylus, though the devices have completely different screen types and the iPad does a whole lot more. Depending on what you’re looking for, that might not be a good thing, as a big part of the reMarkable experience is a lack of distractions that can pull you out of focus as well as a better writing experience than you’ll get with a glass LCD screen.

Finally, the iPad mini has 128GB of storage at the $499 price, double what it had before. This is a long-overdue change and makes it possible to recommend someone just grab that base model. There’s also a 512GB option for the first time. And, as usual, you can add 5G connectivity for an extra $150. The model I tried was a top-of-the-line 512GB model with 5G, which retails for a somewhat crazy $949.

Oh, and the new iPad mini supports Bluetooth 5.3 and Wi-Fi 6E. Not a game-changer, but good to have the latest wireless specs for future-proofing.

I haven’t used an iPad mini for an extended period of time in years, and as I settled in to testing it, Billie Eilish’s sultry voice drifted into my head, asking “what was I made for?” Yes, this is a highly ridiculous anecdote, but that was what I set out to find: what’s an iPad mini best-used for? It’s definitely not meant to be a laptop replacement, like the much larger and more capable 13-inch iPad Air and iPad Pro I reviewed earlier this year. Instead, it’s an enjoyable secondary device that I mostly used after the workday was done, in place of my MacBook Pro or iPhone.

iPad mini (2024) review photos
The iPad mini, on top of an 11-inch iPad Pro, on top of a 13-inch iPad Pro.
Photo by Nathan Ingraham / Engadget

Reading

It’s a perfectly sized device for reading, whether it’s articles on websites, posts from Substack or novels using the Kindle or Apple Books apps. I still prefer a paper book or a Kindle device, as they’re both much more comfortable than reading on an LCD screen, but the iPad mini is overall a far better reading device than any other iPad. However, this was also one place where I wished the iPad mini had a higher refresh rate. Vertically scrolling through long articles is noticeably jerkier than doing so on my iPhone 14 Pro or an iPad Pro, both of which have 120Hz refresh rates.

Messaging

Its size also makes it a great messaging device, with the portrait-oriented keyboard totally comfortable for two-handed typing. If you’re chatting away in a messaging app, having immediate access to your conversations makes jumping from one contact to another a lot easier. I wouldn’t want to write an article on this, but it was fine for firing off messages. And again, it’s far better suited to this use than bigger iPads.

Gaming

iPad mini (2024) review photos
Photo by Nathan Ingraham / Engadget

The iPad mini also became my go-to Balatro device. The game just hit iOS a few weeks ago and I’ve been completely sucked in, like many of my co-workers. It’s a little cramped on my phone, but feels great on the iPad mini. Other casual games like those you’ll find on Apple Arcade also feel great on the iPad mini, but I did have a tougher time with more fast-paced titles like Teenage Mutant Ninja Turtles: Shredder’s Revenge. The on-screen controls felt a little too cramped, something that can of course be alleviated by pairing a Bluetooth controller.

Thanks to the A17 Pro chip, the iPad mini can also play a handful of AAA games that you’d typically expect to see on a console or PC like Death Stranding and Assassin’s Creed Mirage, both of which were announced for the iPhone 15 Pro in September 2023. Only the iPhone 15 Pro and 16 Pro can play these games, along with iPads that have at least an M1 processor. Now that the iPad mini has (essentially) the same chip as the iPhone 15 Pro, those games are available. I haven’t had a chance to test them yet, but I’ll update this review once I get a chance to see how they hold up on this hardware.

Apple Pencil Pro

I’m no visual artist, but I can imagine people who love to draw finding the iPad mini to be a great portable sketchbook. Sometimes, having the larger canvas you can get on an iPad Air or Pro is preferable, but when it comes to something you can throw in your bag and forget about, the iPad mini is unrivaled. I got in the habit of using it as a digital notebook — just pulling the Apple Pencil Pro off the side and tapping the screen opened up a blank note document I could jot my thoughts and to-do items onto.

Watching video

While the iPad mini makes for a fine portable video player, it’s one scenario where I missed a bigger screen. If I was flying cross-country or over the Atlantic, I’d definitely prefer something larger. The standard iPad or the 11-inch iPad Air and Pro are slightly heavier, but they’re well-balanced enough that they aren’t a burden to hold and watch a movie on. If that’s a primary use case for you, consider stepping up to an iPad with a bigger screen.

Battery life

As for battery life, I didn’t always hit the 10 hours Apple promises. Using a variety of the apps and workflows I’ve described, I’d get around eight hours before needing a charge. Of course, those routines typically included a fair bit of gaming, which definitely takes a hit on the battery (even if it’s just casual things like Balatro). I haven’t had time yet to do a video playback battery test, but my guess is that one will come out a lot closer to the standard 10 hours.

iPad mini (2024) review photos
Photo by Nathan Ingraham / Engadget

This year’s iPad mini is one of those typical Apple updates that focuses on software and internal hardware rather than a flashy redesign. But that’s OK. If you bought the prior iPad mini, you can safely ignore this one unless you’re really all-in on Apple Intelligence. Anyone else who has a smaller iPad that still has a home button will get a ton of value out of this update. It has one of Apple’s best mobile chips and Apple Pencil Pro support makes it easy to recommend for anyone who wants a portable sketchbook.

I wouldn’t hate an improved display with smaller bezels and a higher refresh rate, and I wouldn’t have said no to an M2 or A18 Pro chip inside, but those are the only things I’d change here. And both would surely make the iPad mini more expensive. As it is, it’s a solid performer for $499. If you just want a little couch computing companion, or a tablet so small and light that you can take it everywhere with you, the iPad mini remains your best choice.

This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/ipad-mini-7-review-safe-boring-and-everything-i-want-in-a-small-tablet-130039378.html?src=rss

The best digital frames for 2025

Making a good digital picture frame should be easy. All you need is a good screen and an uncomplicated way to get your favorite photos onto the device. Combine that with an inoffensive, frame-like design and you're good to go.

Despite that, I can tell you that many digital photo frames are awful. Amazon is positively littered with scads of digital frames and it's basically the 2020s version of what we saw with knock-off iPods back in the 2000s. There are loads of options that draw you in with a low price but deliver a totally subpar experience that will prompt you to shove the thing in a drawer and forget about it.

The good news is that you only need to find one smart photo frame that works. From there, you can have a pretty delightful experience. If you're anything like me, you have thousands of photos on your phone of friends, family photos, pets, vacation spots, perhaps some lattes or plates of pasta and much more. Too often, those photos stay siloed on our phones, not shared with others or enjoyed on a larger scale. And sure, I can look at my photos on my laptop or an iPad, but there's something enjoyable about having a dedicated place for these things. After all, there's a reason photo frames exist in the first place, right? A great frame can help you send photos to loved ones and share cherished memories with friends and family effortlessly. I tested out seven smart photo frames to weed through the junk and find the top picks for the best digital frames worth buying.

While a digital photo frame feels like a simple piece of tech, there are a number of things I considered when trying to find one worth displaying in my home. First and foremost was screen resolution and size. I was surprised to learn that most digital photo frames have a resolution around 1,200 x 800, which feels positively pixelated. (That's for frames with screen sizes in the nine- to ten-inch range, which is primarily what I considered for this guide.)

But after trying a bunch of frames, I realized that screen resolution is not the most important factor; my favorite photos looked best on frames that excelled in reflectivity, brightness, viewing angles and color temperature. A lot of these digital photo frames were lacking in one or more of these factors; they often didn't deal with reflections well or had poor viewing angles.

A lot of frames I tested felt cheap and looked ugly as well, which isn’t something you want in a smart device that sits openly in your home. That includes lousy stands, overly glossy plastic parts and design decisions I can only describe as strange, particularly for items that are meant to just blend into your home. The best digital photo frames don't call attention to themselves and look like an actual “dumb” frame, so much so that those that aren’t so tech-savvy might mistake them for one.

Perhaps the most important thing outside of the display, though, is the software. Let me be blunt: a number of frames I tested had absolutely atrocious companion apps and software experiences that I would not wish on anyone. One that I tried did not have a touchscreen, but did have an IR remote (yes, like the one you controlled your TV with 30 years ago). Trying to use that with a Wi-Fi connection was painful, and when I tried instead to use a QR code, I was linked to a Google search for random numbers instead of an actual app or website. I gave up on that frame, the $140 PixStar, on the spot.

Other things were more forgivable. A lot of the frames out there are basically Android tablets with a bit of custom software slapped on the top, which worked fine but wasn't terribly elegant. And having to interact with the photo frame via touch wasn't great because you end up with fingerprints all over the display. The best frames I tried were smart about what features you could control on the frame itself vs. through an app, the latter of which is my preferred method.

Another important software note: many frames I tried require subscriptions for features that absolutely should be included out of the box. For example, one frame would only let me upload 10 photos at a time without a subscription. Others would let you link a Google Photos account, but you could only sync a single album without paying up. Yet another option didn't let you create albums to organize the photos that were on the frame — it was just a giant scroll of photos with no way to give them order.

While some premium frames offer perks like unlimited photos or cloud storage, they often come at a cost. I can understand why certain things might go under a subscription, like if you're getting a large amount of cloud storage, for example. But these subscriptions feel like ways for companies to make recurring revenue from a product made so cheaply they can't make any money on the frame itself. I'd urge you to make sure your chosen frame doesn't require a subscription (neither of the frames I recommend in this guide need a subscription for any of their features), especially if you plan on giving this device as a gift to loved ones.

For a frame with a nine- or ten-inch display, expect to spend at least $100. Our budget recommendation is $99, and all of the options I tried that were cheaper were not nearly good enough to recommend. Spending $150 to $180 will get you a significantly nicer experience in all facets, from functionality to design to screen quality.

Yes, as long as you know what to expect. A digital picture frame makes it easy to enjoy your favorite shots without printing them. They’re especially nice for families who want to display new photos quickly. The key is understanding the limitations. Some frames have lower resolution displays or need a constant Wi-Fi connection to work properly, so they’re not a perfect replacement for a high-quality print on the wall. But if you want a simple way to keep memories on display and up to date, they’re a solid choice.

Most modern digital frames let you do this, but it depends on the model. Many connect to Wi-Fi and use apps, cloud storage or email uploads, so you can add photos from your phone no matter where you are. Some even let family members share directly, which is great for keeping grandparents updated with new pictures. That said, a few budget models only work with USB drives or memory cards, so check how the frame handles uploads before buying.

Georgie Peru contributed to this report.

This article originally appeared on Engadget at https://www.engadget.com/home/smart-home/best-digital-frame-120046051.html?src=rss

Samsung’s latest premium Chromebook has a big screen and a dedicated AI key

It's been about a year since Google first announced its Chromebook Plus initiative, a higher spec of hardware that also comes with software features you won't find on more basic Chromebooks. Google's getting into a pretty consistent every-six-month cadence with these updates, so today we're hearing more about some new hardware as well as some AI-powered features coming to various Chromebooks. 

Probably the most interesting update we're hearing about today is new hardware from Samsung: the Galaxy Chromebook Plus. I've liked some of Samsung's attempts at making high-end Chromebooks in the past, so I'm curious to see how this one performs. Google says its the thinnest and lightest Chromebook Plus, at 2.58 pounds and less than a half-inch thick. Despite that small size, it includes a 15.6-inch OLED screen, making it sound like this laptop will be similar to the 15-inch MacBook Air in feel. 

Samsung Galaxy Chromebook Plus
Samsung

From a specs perspective it has an Intel Core 3 100U, 256GB of storage and 8GB of RAM, specs that should be more than enough for a good Chrome OS experience. Samsung claims 13-hour battery life, something I'd like to believe but don't yet. Too many Chromebooks tout long battery life and completely miss the mark, so I'm looking forward to seeing if any notable improvements have been made here. 

Chromebook Plus quick insert
Google

This is also the first Chromebook with a new key called the "Quick Insert" key. It replaces the existing Launcher key (where you'll find Caps Lock on most laptops), and it brings up a glorified right-click menu that does feel potentially more modern and useful. You'll find options for Gemini-powered "help me write," emoji and GIF search, a list of recently-opened websites, a Google Drive search field and a few other tools. Samsung's Galaxy Chromebook Plus is the first laptop with this key, but older Chromebooks can also pull up the menu with a keyboard shortcut (launcher key + F). 

The Galaxy Chromebook Plus costs $699, making it the most expensive Chromebook Plus model we've seen yet. There's no exact release date yet, but it should be available this month.

Lenovo also has a new device, the Chromebook Duet 11". As the name suggests, it's a small convertible device, an update to one Lenovo originally released back in 2020. It keeps the same small form factor and detachable keyboard but has a newer MediaTek Kompanio 838 processor along with up to 8GB of RAM and 128GB of storage. I'd recommend making sure you get that 8GB / 128GB combo, as anything less won't cut it in 2024. Lenovo also has seemingly slimmed down the bezels quite a bit compared to the original model, which should make the already-small package feel even more compact. 

Lenovo Chromebook Duet 11
Lenovo

You can also get a stylus and use it with a free three-month Goodnotes subscription. Google says that Goodnotes has been optimized for Chrome OS, so it should provide a smoother experience now. That said, most Chromebook stylus apps haven't been terribly great, so this is another case when we'll want to try it out to see how it works. Lenovo says that the option with 4GB of RAM and 64GB of storage will cost $340, while the 8GB / 128GB model costs $390. Both come with the keyboard and stylus.

Chromebook Plus Oct 2024 update
Google

At each of the last two Chromebook showcases Google has held, the company has teased new software features that would come in the future. And just as it did in May, Google is making good on some things it talked about in the past. 

Probably the biggest is the Gemini-powered "help me read" feature which can, in Google's words, "summarize PDFs, articles or websites, all with a right click." It's something Google has talked about for a bit, and this first implementation of the feature is definitely not its final form — Google says that an update next year will let you highlight specific paragraphs and sentences you want more detail on.

Chromebook Plus Live Translate
Google

Other new features include Live Translate, which uses AI to automatically generate captions for whatever is on your computer, including video calls, movie files or a live YouTube stream. Similarly, the Recorder app can automatically create transcripts from what it records, complete with different speaker IDs and a summary. Live Translate is already available on Pixel phones, and the Recorder app is also on Android phones so it's not a big surprise to find them here. 

Finally, Google is making audio and video quality on calls better. The "studio-style mic" feature uses AI to reduce noise and reverberation, and your video output can be automatically adjusted for better lighting. These features will work across any video call platform you can use on a Chromebook.

Chrome OS Gemini app
Google

The above features are exclusive to Chromebook Plus models, but Google has a handful of updates coming to all Chrome OS updates. For starters, all new Chromebook purchases come with three months of the Google One AI Premium plan, which includes Gemini Advanced, 2TB of storage and Gemini in Docs, Sheets, Slides and Gmail. (Chromebook Plus buyers still get it for a whole year, as announced in May.) Given that that's a $20/month plan, it's a solid perk. 

Related, Google is making it easier for Chromebook users to use Gemini by including a shortcut to Gemini chat right in the Chrome OS taskbar. Hey, if you want people to try new features, you might as well put them directly in your face, right?

Two other features Google is introducing were first teased back in May. One is a focus timer, which implores you to pick an urgent task, a playlist and a timer. You'll then go into do not disturb mode while you work on what you're trying to get done. There's also a "Welcome Back" feature that pops up when you log in to your laptop. It pulls together apps and pages it thinks go together so you can resume what you were working on previously. 

Like the hardware announced today, there's no specifics on when exactly this will all start rolling out, but you can expect to see it this month. 

This article originally appeared on Engadget at https://www.engadget.com/computing/laptops/samsungs-latest-premium-chromebook-combines-a-big-screen-with-a-thin-and-light-body-130012477.html?src=rss

The Legend of Zelda: Echoes of Wisdom is as familiar as it is fresh

I grew up on two of the most classic games in the Legend of Zelda series: A Link to the Past and Link’s Awakening. And while there have been a handful of Zelda games with the classic overhead view, those have been mostly relegated to systems like the Game Boy Advance and the 3DS. Mainline Zelda games that are a big event in the gaming world are in the 3D style so successfully introduced to the series way back in 1998 with Ocarina of Time.

All this is to say that it’s been years since I’ve played an entirely new Legend of Zelda game in the style of those classics I love so much. The Legend of Zelda: Echoes of Wisdom (out tomorrow) has brought me right back. The game takes great advantage of the art style that Nintendo brought to the series with the Link’s Awakening remake, but don’t let the cute look fool you — this game is much tougher than Link’s Awakening. And while it could serve as a good entry point for younger players, the challenge level and puzzle-solving skills needed means adults will have their work cut out for them as well.

The Legend of Zelda: Echoes of Wisdom
Nintendo

Part of that challenge is because Echoes of Wisdom has a wildly different set of mechanics compared to any other Zelda game, 3D or not. That’s because you’re not controlling Link, the protagonist of literally every game in the series. Instead, you are finally in control of Princess Zelda herself as she tries to rescue Link (!) and bring peace to Hyrule.

The big plot device this time out is a series of otherworldly rifts that have opened up throughout Hyrule, swallowing up huge parts of the land and the people who reside there. Zelda soon meets an adorable but ghostly creature named Tri who can heal the rifts. Tri gifts Zelda the Tri Rod, the single piece of equipment that makes this game so different from the rest. With the Tri Rod, Zelda can create echoes of dozens of objects and creatures she encounters throughout the game and use them to solve puzzles and battle monsters.

The Legend of Zelda: Echoes of Wisdom
Nintendo

It’s hard to overstate how much this fundamentally separates this game from all the rest in its series. Instead of gearing up with a sword and shield and augmenting them with a variety of other weapons and tools, Zelda is unable to directly fight at first. She can, at least, throw a rock or two at the first enemies she meets to defeat them. But once you defeat an enemy, you can clone it to your heart's content with the Tri Rod — and unleash those creatures on other monsters.

Before long, I was in control of a gang of sword-wielding Moblins, or I could summon spiders to climb the walls to attack out-of-reach enemies. In underwater segments, I could deploy anglerfish to light the way forward. Above ground, I could summon birds to take on other aerial enemies. And while some monsters are more vulnerable to certain kinds of attacks than others, I’m pretty sure that everyone will end up with different strategies that work for their own playing style.

Another power that Tri grants you is the ability to grab and move many objects around the world, letting you get around physical obstacles like giant rocks with ease. You can also grab monsters and echoes you create, an ability that isn’t required but can make dealing with certain baddies easier (grabbing a Deku plant by the head and giving it a tug is a satisfying way to take them out).

The Legend of Zelda: Echoes of Wisdom
Nintendo

Nintendo clearly put a ton of thought into designing how players could use echoes to both battle monsters as well as traverse the terrain of Hyrule. But there are also a host of frustrations that come along with this completely new system, making me more divided about this game than almost any Zelda game I’ve played. First off, relying on echoes of various monsters to do your battling for you can be incredibly frustrating. Put simply… they’re just kind of stupid. They’re often slow to attack and very hard to control. You can target enemies with the ZL trigger, and I’ve found that if you target and then summon an echo, it’ll do a better job of honing in on that target, but it’s a very imprecise system. I often found myself running around trying to dodge attacks while waiting for my monsters to do their dirty work.

It’s entirely possible that I wasn’t picking the right monsters for the particular job, but that gets to a second problem. There are just entirely too many echoes in this game. I currently have more than 75 echoes in my notebook, and it’s just very hard to remember them all or know what the right situation to use them is. For example, I spend an inordinate amount of time trying to figure out how to make a mini-boss vulnerable to my attacks. I ended up feeding it an explosive bombfish (yup, it’s a fish with a bomb in its mouth!), and it felt like an obvious solution in retrospect. But there are so many echoes that it’s just hard to remember what’s at your disposal at any given time.

The Legend of Zelda: Echoes of Wisdom
Nintendo

You can pull up your list of echoes by holding right on the d-pad and scrolling through them; it’s similar to how you can quickly pull up all your items in Tears of the Kingdom if you want to bind something to your arrows. As in that game, though, this menu contains so many items that it’s a little cumbersome to dig through. You can sort by most-used, most recently used and a few other options, but those two are probably the most helpful. And you can always hit the plus button to jump into the game’s menus to find exactly the right echo you’re looking for. But the tyranny of choice here is real.

Despite times where the game felt more like a frustration than a challenge, Echoes of Wisdom is also packed with tons of great “a-ha!” moments when you naturally figure out exactly where the game is nudging you. But because of the completely different mechanics this game uses, it feels like a nice evolution of the standard Zelda format — even if it did give me moments of agita.

The Legend of Zelda: Echoes of Wisdom
Nintendo

I should note that Zelda does get to wield a sword and shield, but it’s different than in previous games. In the first dungeon, Zelda gains the ability to switch to “swordfighter” mode, and she plays essentially like Link would in a similar game. However, Zelda has an energy meter that keeps her from staying in that form indefinitely. I definitely loved using that when I was overrun with enemies, and it’s essential for slaying some of the bigger monsters you’ll find in the game. But the energy meter keeps you from relying on it constantly, a limitation that I appreciated (even though I really wanted to just slash my way through baddies as much as possible).

My main quibble with this mode is that the energy meter only refills when you pick up little light crystals dropped by defeated enemies — but as far as I can tell, these only appear when you’re exploring the rifts around Hyrule or inside of a dungeon. And even then, it’s easy to run out and find yourself unable to switch modes. There are potions you can purchase to refill your energy meter, but I wish it was a little easier to find those crystals in the Hyrule overworld. The game really doesn’t want you spamming the sword, basically.

The Legend of Zelda: Echoes of Wisdom
Nintendo

There’s a lot more to Echoes of Wisdom than these new mechanics, though they’re the most significant change here from the standard Zelda formula. By and large, the game feels like a solid remix of some of the Zelda series’ greatest hits. The Hyrule overworld will feel familiar to anyone who played A Link to the Past, though it’s hardly a one-to-one recreation. There’s an extensive beach that isn’t found in the older game, and there are new settlements for creatures like the Deku Scrubs and two varieties of Zora, just to name a few changes.

As in many previous games, the main play pattern of “explore area, find dungeon, clear dungeon” is intact, but the game also takes a nod from Breath of the Wild and Tears of the Kingdom. The quests usually prod you to investigate a few different areas, which you can do in whatever order you prefer. After clearing a set, the story advances and you get a new group to discover.

There’s a formula leading up to each dungeon, though. You generally visit a settlement around Hyrule where a rift has opened and swallowed up residents and buildings — and the dungeon you need to explore to close the rift is hidden away inside. So there’s a bit of pre-dungeon rift exploration to do, after which grateful citizens will generally give you what you need to progress to the dungeon proper.

These rifts remind me most of the Dark World first introduced in A Link to the Past. They’re shadowy worlds where pieces of the land are strewn about willy-nilly. There are some fun physics puzzles thrown in, as sometimes parts of the world that would usually be horizontal instead ascend vertically. So you’re jumping up the sides of trees or swimming “up” through water. It’s a little hard to put into words, but the game does a good job of introducing these areas without making them immediately too confusing to know which direction to go.

The Legend of Zelda: Echoes of Wisdom

I’ve glossed over the visual design of this game, partially because it’s a continuation of what Nintendo did in the Link’s Awakening remake a few years ago. But as the first entirely new game to use this adorable style, it’s worth digging into. It’s a top-down Zelda game for sure, with a similar view, albeit one that isn’t quite as bird’s-eye as the older games. This gives the world more depth for its design to shine. It’s colorful and detailed, with houses, characters, enemies and environments that feel like tiny toys; the tilt-shift style blurring at the top and bottom of the display adds to that effect.

I feel like Nintendo’s developers drew inspiration from The Wind Waker, not so much in the cel-shaded graphics of that title but in the whimsy found in the world. Both games could easily be described as “cute, but not childish.” Echoes of Wisdom definitely skews “younger” in its presentation than any other Zelda short of Link’s Awakening, but the level of detail and polish is something adults will appreciate.

The music, as usual, is also outstanding throughout. Unlike the fairly minimal scoring that accompanies most of Breath of the Wild and Tears of the Kingdom, there’s a rousing overworld composition that cleverly highlights the Princess Zelda-specific motif that has often accompanied the character for years now. It’s a worthy entry into the long list of excellent overworld tunes, and each dungeon has its own score that fits its particular brand of creepiness well.

The Legend of Zelda: Echoes of Wisdom

It’s not a surprise to say that this adds up to yet another delightful Zelda game that breaks the mold in a number of ways, despite the occasional frustrations. Echoes of Wisdom has far more of a classic linear structure than Tears of the Kingdom, but that’s not a bad thing. Nintendo has changed up enough other parts of the formula for the game to feel both familiar and fresh.

Being able to actually play as Zelda is long overdue, and I’m hopeful that we’ll see her appear as a playable character in more games in the future (perhaps even in a massive, open-world style adventure). But a future title in the vein of Echoes of Wisdom would be welcome, too. I imagine Nintendo will learn a lot from Zelda’s first proper adventure and use that to smooth out the rough parts in the echo system. But fans of the series shouldn’t hesitate to check out Echoes of Wisdom — it’s not perfect, but it’s still a fresh and enjoyable remix of a classic Zelda game.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-is-as-familiar-as-it-is-fresh-120025682.html?src=rss

The Legend of Zelda: Echoes of Wisdom is as familiar as it is fresh

I grew up on two of the most classic games in the Legend of Zelda series: A Link to the Past and Link’s Awakening. And while there have been a handful of Zelda games with the classic overhead view, those have been mostly relegated to systems like the Game Boy Advance and the 3DS. Mainline Zelda games that are a big event in the gaming world are in the 3D style so successfully introduced to the series way back in 1998 with Ocarina of Time.

All this is to say that it’s been years since I’ve played an entirely new Legend of Zelda game in the style of those classics I love so much. The Legend of Zelda: Echoes of Wisdom (out tomorrow) has brought me right back. The game takes great advantage of the art style that Nintendo brought to the series with the Link’s Awakening remake, but don’t let the cute look fool you — this game is much tougher than Link’s Awakening. And while it could serve as a good entry point for younger players, the challenge level and puzzle-solving skills needed means adults will have their work cut out for them as well.

The Legend of Zelda: Echoes of Wisdom
Nintendo

Part of that challenge is because Echoes of Wisdom has a wildly different set of mechanics compared to any other Zelda game, 3D or not. That’s because you’re not controlling Link, the protagonist of literally every game in the series. Instead, you are finally in control of Princess Zelda herself as she tries to rescue Link (!) and bring peace to Hyrule.

The big plot device this time out is a series of otherworldly rifts that have opened up throughout Hyrule, swallowing up huge parts of the land and the people who reside there. Zelda soon meets an adorable but ghostly creature named Tri who can heal the rifts. Tri gifts Zelda the Tri Rod, the single piece of equipment that makes this game so different from the rest. With the Tri Rod, Zelda can create echoes of dozens of objects and creatures she encounters throughout the game and use them to solve puzzles and battle monsters.

The Legend of Zelda: Echoes of Wisdom
Nintendo

It’s hard to overstate how much this fundamentally separates this game from all the rest in its series. Instead of gearing up with a sword and shield and augmenting them with a variety of other weapons and tools, Zelda is unable to directly fight at first. She can, at least, throw a rock or two at the first enemies she meets to defeat them. But once you defeat an enemy, you can clone it to your heart's content with the Tri Rod — and unleash those creatures on other monsters.

Before long, I was in control of a gang of sword-wielding Moblins, or I could summon spiders to climb the walls to attack out-of-reach enemies. In underwater segments, I could deploy anglerfish to light the way forward. Above ground, I could summon birds to take on other aerial enemies. And while some monsters are more vulnerable to certain kinds of attacks than others, I’m pretty sure that everyone will end up with different strategies that work for their own playing style.

Another power that Tri grants you is the ability to grab and move many objects around the world, letting you get around physical obstacles like giant rocks with ease. You can also grab monsters and echoes you create, an ability that isn’t required but can make dealing with certain baddies easier (grabbing a Deku plant by the head and giving it a tug is a satisfying way to take them out).

The Legend of Zelda: Echoes of Wisdom
Nintendo

Nintendo clearly put a ton of thought into designing how players could use echoes to both battle monsters as well as traverse the terrain of Hyrule. But there are also a host of frustrations that come along with this completely new system, making me more divided about this game than almost any Zelda game I’ve played. First off, relying on echoes of various monsters to do your battling for you can be incredibly frustrating. Put simply… they’re just kind of stupid. They’re often slow to attack and very hard to control. You can target enemies with the ZL trigger, and I’ve found that if you target and then summon an echo, it’ll do a better job of honing in on that target, but it’s a very imprecise system. I often found myself running around trying to dodge attacks while waiting for my monsters to do their dirty work.

It’s entirely possible that I wasn’t picking the right monsters for the particular job, but that gets to a second problem. There are just entirely too many echoes in this game. I currently have more than 75 echoes in my notebook, and it’s just very hard to remember them all or know what the right situation to use them is. For example, I spend an inordinate amount of time trying to figure out how to make a mini-boss vulnerable to my attacks. I ended up feeding it an explosive bombfish (yup, it’s a fish with a bomb in its mouth!), and it felt like an obvious solution in retrospect. But there are so many echoes that it’s just hard to remember what’s at your disposal at any given time.

The Legend of Zelda: Echoes of Wisdom
Nintendo

You can pull up your list of echoes by holding right on the d-pad and scrolling through them; it’s similar to how you can quickly pull up all your items in Tears of the Kingdom if you want to bind something to your arrows. As in that game, though, this menu contains so many items that it’s a little cumbersome to dig through. You can sort by most-used, most recently used and a few other options, but those two are probably the most helpful. And you can always hit the plus button to jump into the game’s menus to find exactly the right echo you’re looking for. But the tyranny of choice here is real.

Despite times where the game felt more like a frustration than a challenge, Echoes of Wisdom is also packed with tons of great “a-ha!” moments when you naturally figure out exactly where the game is nudging you. But because of the completely different mechanics this game uses, it feels like a nice evolution of the standard Zelda format — even if it did give me moments of agita.

The Legend of Zelda: Echoes of Wisdom
Nintendo

I should note that Zelda does get to wield a sword and shield, but it’s different than in previous games. In the first dungeon, Zelda gains the ability to switch to “swordfighter” mode, and she plays essentially like Link would in a similar game. However, Zelda has an energy meter that keeps her from staying in that form indefinitely. I definitely loved using that when I was overrun with enemies, and it’s essential for slaying some of the bigger monsters you’ll find in the game. But the energy meter keeps you from relying on it constantly, a limitation that I appreciated (even though I really wanted to just slash my way through baddies as much as possible).

My main quibble with this mode is that the energy meter only refills when you pick up little light crystals dropped by defeated enemies — but as far as I can tell, these only appear when you’re exploring the rifts around Hyrule or inside of a dungeon. And even then, it’s easy to run out and find yourself unable to switch modes. There are potions you can purchase to refill your energy meter, but I wish it was a little easier to find those crystals in the Hyrule overworld. The game really doesn’t want you spamming the sword, basically.

The Legend of Zelda: Echoes of Wisdom
Nintendo

There’s a lot more to Echoes of Wisdom than these new mechanics, though they’re the most significant change here from the standard Zelda formula. By and large, the game feels like a solid remix of some of the Zelda series’ greatest hits. The Hyrule overworld will feel familiar to anyone who played A Link to the Past, though it’s hardly a one-to-one recreation. There’s an extensive beach that isn’t found in the older game, and there are new settlements for creatures like the Deku Scrubs and two varieties of Zora, just to name a few changes.

As in many previous games, the main play pattern of “explore area, find dungeon, clear dungeon” is intact, but the game also takes a nod from Breath of the Wild and Tears of the Kingdom. The quests usually prod you to investigate a few different areas, which you can do in whatever order you prefer. After clearing a set, the story advances and you get a new group to discover.

There’s a formula leading up to each dungeon, though. You generally visit a settlement around Hyrule where a rift has opened and swallowed up residents and buildings — and the dungeon you need to explore to close the rift is hidden away inside. So there’s a bit of pre-dungeon rift exploration to do, after which grateful citizens will generally give you what you need to progress to the dungeon proper.

These rifts remind me most of the Dark World first introduced in A Link to the Past. They’re shadowy worlds where pieces of the land are strewn about willy-nilly. There are some fun physics puzzles thrown in, as sometimes parts of the world that would usually be horizontal instead ascend vertically. So you’re jumping up the sides of trees or swimming “up” through water. It’s a little hard to put into words, but the game does a good job of introducing these areas without making them immediately too confusing to know which direction to go.

The Legend of Zelda: Echoes of Wisdom

I’ve glossed over the visual design of this game, partially because it’s a continuation of what Nintendo did in the Link’s Awakening remake a few years ago. But as the first entirely new game to use this adorable style, it’s worth digging into. It’s a top-down Zelda game for sure, with a similar view, albeit one that isn’t quite as bird’s-eye as the older games. This gives the world more depth for its design to shine. It’s colorful and detailed, with houses, characters, enemies and environments that feel like tiny toys; the tilt-shift style blurring at the top and bottom of the display adds to that effect.

I feel like Nintendo’s developers drew inspiration from The Wind Waker, not so much in the cel-shaded graphics of that title but in the whimsy found in the world. Both games could easily be described as “cute, but not childish.” Echoes of Wisdom definitely skews “younger” in its presentation than any other Zelda short of Link’s Awakening, but the level of detail and polish is something adults will appreciate.

The music, as usual, is also outstanding throughout. Unlike the fairly minimal scoring that accompanies most of Breath of the Wild and Tears of the Kingdom, there’s a rousing overworld composition that cleverly highlights the Princess Zelda-specific motif that has often accompanied the character for years now. It’s a worthy entry into the long list of excellent overworld tunes, and each dungeon has its own score that fits its particular brand of creepiness well.

The Legend of Zelda: Echoes of Wisdom

It’s not a surprise to say that this adds up to yet another delightful Zelda game that breaks the mold in a number of ways, despite the occasional frustrations. Echoes of Wisdom has far more of a classic linear structure than Tears of the Kingdom, but that’s not a bad thing. Nintendo has changed up enough other parts of the formula for the game to feel both familiar and fresh.

Being able to actually play as Zelda is long overdue, and I’m hopeful that we’ll see her appear as a playable character in more games in the future (perhaps even in a massive, open-world style adventure). But a future title in the vein of Echoes of Wisdom would be welcome, too. I imagine Nintendo will learn a lot from Zelda’s first proper adventure and use that to smooth out the rough parts in the echo system. But fans of the series shouldn’t hesitate to check out Echoes of Wisdom — it’s not perfect, but it’s still a fresh and enjoyable remix of a classic Zelda game.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-is-as-familiar-as-it-is-fresh-120025682.html?src=rss

The Apple Watch Series 10 deserves more than 18-hour battery life

Most early impressions of the Apple Watch Series 10 are quite positive. Not only does it have the biggest display yet on any Apple Watch (despite a smaller overall case size than the 49mm Ultra 2), but it weighs less and is somehow thinner than before. The display isn’t just bigger, either — it has improved brightness when viewed at an angle, and the always-on screen can refresh once a second when at rest, rather than once a minute as it did before.

Beyond the updated display and some lovely new case options (the new polished titanium and jet black aluminum look pretty fabulous), the Apple Watch is also getting a new health feature: sleep apnea detection. It’s not exclusive to the Apple Watch Series 10, as last year’s Series 9 will also get it as well, but it was still a main highlight of Apple’s presentation and another example of how they want you to wear the Watch all day and all night.

The only problem with that? Battery life is still rated for 18 hours, or 36 in battery-saver mode (half of what Apple claims for the Watch Ultra 2). That means if I get up and strap my watch on at 7AM, it’ll be dead overnight. Of course, the reality of this isn’t as extreme as I’m making it sound. While Apple has quoted an 18-hour battery since the Apple Watch was first released in 2015, recent models have easily exceeded that, despite changes like an always-on display. It’s not unreasonable to wear it all day and overnight to track your sleep, and then give it a charge in the morning to get set for the next day. Apple has focused on quick charging in the last few models to make that more feasible — the Series 10 can be charged to 80 percent in just 30 minutes.

The problem, at least in my experience, comes a year or so into an Apple Watch’s life. I had a Series 7, and its battery health had dropped to below 90 percent capacity after less than a year, and under 85 percent capacity after about 14 months. That made a noticeable difference; if I wanted to wear my watch overnight for sleep-tracking purposes, it would have needed a mid-day charge. Things were even worse if I used LTE on a run and left my phone at home, as streaming music and tracking a workout could easily use more than 25 percent of my battery. My Series 9 that I got last December, however, appears to be doing much better, with battery health still at 100 percent. Maybe my Series 7 was a lemon, but I think Apple has done some solid charging optimization to keep things fresher here.

Getting a day and change from the Apple Watch is in line with the Pixel Watch 3 that we just reviewed, though it lags behind Samsung’s Galaxy smartwatches. But the comparison gets worse when you look at Garmin’s line of fitness-focused watches, basically all of which can be used for well over a week without needing a charge. Granted, they’re different from Apple and Google wearables that are tightly integrated with all aspects of your phone’s OS, but that’s not the point. If you want to use your watch to the fullest, wear it overnight to track sleep and not have to think about it the next day, the Apple Watch is far from your best option.

That brings me back around to the Series 10. How psyched would we all be if Apple said this thing got three days of battery life? Even matching the 36-hour rating of the Apple Watch Ultra would be a win, as chances are good you’d get closer to two days in real-world use. Instead, though, Apple did what it often does and made the Series 10 thinner. Sure, comfort is crucial when you’re talking about a wearable, but I personally would have traded a 1mm reduction in thickness (about a nine percent change) for a bigger, longer-lasting battery.

Instead, we’ll just have to make do with faster charging, which, don’t get me wrong, does make a difference. It’s pretty easy to imagine a world in which you wake up, drop your Apple Watch on the charger for 45 minutes while you get ready for the day and then don’t think about it again until the next morning. But that’s just another time you have to think about this thing that’s supposed to live on your wrist. Charging overnight isn’t necessarily the best option anymore, but having to charge every day without fail is still a bummer. I just wish I had an Apple Watch that I could forget about and just drop on a charger every couple days to top it up. Maybe next year.

Catch up on all the news from Apple’s iPhone 16 event!

This article originally appeared on Engadget at https://www.engadget.com/wearables/the-apple-watch-series-10-deserves-more-than-18-hour-battery-life-170410297.html?src=rss

Why are Apple’s AirPods Max still saddled with 2020 hardware?

As I write this, I’m listening to tunes on my 2020-vintage AirPods Max. Yes, that makes me a bit of an Apple fanboy, and we currently recommend at least six pairs of headphones over them. But for me, they still sound outstanding, have great active noise cancellation and work well with my most-used devices. They also are missing a few features compared to the second-generation AirPods Pro that came out in 2022. That doesn’t bother me, given that they’re almost four years old — but the idea of spending the $550 that Apple is asking for the refreshed version of these headphones announced yesterday is ridiculous, even if it is a relief that they finally have USB-C.

For context, Apple wasn’t even expected to introduce an AirPods Max update at the iPhone 16 event — but the day before, Apple prognosticator Mark Gurman at Bloomberg surprisingly said that the headphones would receive their first significant update. However, the update involved replacing the Lightning charging port with USB-C and some new colors. That’s it. Nothing to inspire an upgrade from Apple nutjobs like me (though I sorely wish my headphones did in fact have USB-C, now that I’ve mostly moved away from Lightning devices). I’m a fan of the new colors and would love to switch to USB-C, but not enough to spend $550 — or even half that to be honest.

On the other hand, Sony has updated its flagship headphones regularly, with the WH-1000XM3 arriving in 2018, the XM4 in 2020, the XM5 in 2022 and the XM6 expected in 2025. Most Sony users aren't going to upgrade from the XM4 to the XM5, or even a future XM6, as high-end headphones should last for years. But when you're buying a company's flagship headphones, you're getting the best product they could possibly make. Sony has made sure that’s the case by refining the design, offering better battery life or improving ANC.

What’s most frustrating about the AirPods Max update is that they had to do at least a modicum of internal redesign to drop in USB-C, so why not upgrade the chips to the H2 processors? The H1 varient inside the AirPods Max was first released in early 2019, as part of the second-generation AirPods. And now, all AirPods, including the just-announced $129 fourth-generation model, use that H2 processor. It enables useful improvements like adaptive audio, which essentially blurs the lines between traditional transparency and noise-canceling modes depending on the ambient sound around you. It also lets you nod or shake your head to respond to Siri rather than having to speak out loud.

These features would certainly be welcome by potential AirPods Max buyers, but instead the incredibly expensive headphones are stuck with a five-year-old chip for the foreseeable future. I can’t get over how silly that is considering the fact that entry-level AirPods are getting some of the benefits of the H2 processor. Of course, the AirPods Max have speaker quality and tuning that far exceeds what you’ll get from a $129 pair of earbuds. But as Apple’s top-tier headphone (in cost, if not features), they’re a tough sell given they’re missing features you can get on the AirPods 4 with ANC for a third of the price.

Catch up on all the news from Apple’s iPhone 16 event!

This article originally appeared on Engadget at https://www.engadget.com/audio/headphones/why-are-apples-airpods-max-still-saddled-with-2020-hardware-200506426.html?src=rss

Why are Apple’s AirPods Max still saddled with 2020 hardware?

As I write this, I’m listening to tunes on my 2020-vintage AirPods Max. Yes, that makes me a bit of an Apple fanboy, and we currently recommend at least six pairs of headphones over them. But for me, they still sound outstanding, have great active noise cancellation and work well with my most-used devices. They also are missing a few features compared to the second-generation AirPods Pro that came out in 2022. That doesn’t bother me, given that they’re almost four years old — but the idea of spending the $550 that Apple is asking for the refreshed version of these headphones announced yesterday is ridiculous, even if it is a relief that they finally have USB-C.

For context, Apple wasn’t even expected to introduce an AirPods Max update at the iPhone 16 event — but the day before, Apple prognosticator Mark Gurman at Bloomberg surprisingly said that the headphones would receive their first significant update. However, the update involved replacing the Lightning charging port with USB-C and some new colors. That’s it. Nothing to inspire an upgrade from Apple nutjobs like me (though I sorely wish my headphones did in fact have USB-C, now that I’ve mostly moved away from Lightning devices). I’m a fan of the new colors and would love to switch to USB-C, but not enough to spend $550 — or even half that to be honest.

On the other hand, Sony has updated its flagship headphones regularly, with the WH-1000XM3 arriving in 2018, the XM4 in 2020, the XM5 in 2022 and the XM6 expected in 2025. Most Sony users aren't going to upgrade from the XM4 to the XM5, or even a future XM6, as high-end headphones should last for years. But when you're buying a company's flagship headphones, you're getting the best product they could possibly make. Sony has made sure that’s the case by refining the design, offering better battery life or improving ANC.

What’s most frustrating about the AirPods Max update is that they had to do at least a modicum of internal redesign to drop in USB-C, so why not upgrade the chips to the H2 processors? The H1 varient inside the AirPods Max was first released in early 2019, as part of the second-generation AirPods. And now, all AirPods, including the just-announced $129 fourth-generation model, use that H2 processor. It enables useful improvements like adaptive audio, which essentially blurs the lines between traditional transparency and noise-canceling modes depending on the ambient sound around you. It also lets you nod or shake your head to respond to Siri rather than having to speak out loud.

These features would certainly be welcome by potential AirPods Max buyers, but instead the incredibly expensive headphones are stuck with a five-year-old chip for the foreseeable future. I can’t get over how silly that is considering the fact that entry-level AirPods are getting some of the benefits of the H2 processor. Of course, the AirPods Max have speaker quality and tuning that far exceeds what you’ll get from a $129 pair of earbuds. But as Apple’s top-tier headphone (in cost, if not features), they’re a tough sell given they’re missing features you can get on the AirPods 4 with ANC for a third of the price.

Catch up on all the news from Apple’s iPhone 16 event!

This article originally appeared on Engadget at https://www.engadget.com/audio/headphones/why-are-apples-airpods-max-still-saddled-with-2020-hardware-200506426.html?src=rss