iPad Air M4 review: Still Apple’s best overall tablet, with a few caveats

Perhaps one of the most surprising things about the Apple Silicon era is how quickly Apple now updates its products. Take the iPad Air, for example. It’s been less than two years since the company released the M2-powered iPad Air in 11- and 13-inch sizes. We’re already on our third iPad Air iteration, one with the M4 inside. That’s the same chip that was inside the iPad Pro that was unveiled alongside that M2-powered Air in 2024. (The Pro was updated with an M5 last fall.)

Just as I said a year ago when Apple unveiled the iPad Air M3, this latest model doesn’t fundamentally change the formula. The Air is a notable step up over the basic iPad, with a more powerful processor, more RAM, a better display and superior accessories like the Apple Pencil Pro and Magic Keyboard. The Air line is also the only way to get a 13-inch iPad without spending $1,300 or more. 

But without more substantial updates this year, I find myself less enthused by it than I was when the 13-inch model M2 model arrived in 2024. That’s primarily because Apple has stuck with the same display for another year. As best I can tell, the 11-inch iPad Air that I’m reviewing has the same screen in 2026 as it did when the redesigned version with no Home button was released in late 2020. Other features that feel like they should be table stakes at this point, like Face ID, are also restricted to iPads that cost at least $1,000. For better or worse, the Air is a very mature product with few surprises. But on the other hand, if you have an iPad older than the 2024 refresh, the iPad Air M4 will provide a solid performance improvement.

Apple's iPad Air M4 and the Magic Keyboard accessory.
Apple's iPad Air M4 and the Magic Keyboard accessory.
Nathan Ingraham for Engadget

Before we start answering existential questions, though, let’s quickly recap what’s new with the iPad Air. It still starts at $599 for an 11-inch version with 128GB of storage; the 13-inch models starts at $799. The one I tested came in an extremely light purple color with 1TB of storage and 5G connectivity and costs $1,249. Seriously Apple, don’t be afraid of putting a little more saturation in these colors next time! As mentioned, the iPad Air now has a more powerful M4 chip as well as 50 percent more system memory (12GB, up from 8GB on last year’s model). If you’re coming from an iPad older than the 2024 model, you’ll likely notice solid performance gains, and the M4 is so performant that I imagine this iPad will be more than powerful enough for years to come. 

It looks purple-ish in the right light, I swear.
It looks purple-ish in the right light, I swear.
Nathan Ingraham for Engadget

I ran some Geekbench 6 benchmarks to quantify the difference between the iPad Air M4 and last year’s M3 model — unsurprisingly, the biggest gains came in the GPU. Single-core and multi-core scores were 23 percent and 12 percent higher, respectively. But the GPU score was a whopping 39 percent higher with the M4 compared to the M3. Don’t get me wrong, the single-core and multi-core performance improvements the M4 offers are impressive. But tasks that hit the GPU hard, like gaming and AI (of course) should see notable improvements. 

In practice, the iPad Air M4 feels quite similar to the M3 model. That’s due in large part to my relatively modest workflow. I jump between numerous apps all day, but none of them are exactly taxing to a chip like the M4. My day mostly consists of Slack, Google Docs, a ton of Safari tabs, utilities like Messages and Todoist, constant streaming music and other lightweight apps like Gmail and Trello. But if you’re coming from an M1 iPad Air, the M4 should feel significantly faster for almost everything you do. 

Apple's iPad Air M4 playing the video game 'Control.'
Apple's iPad Air M4 playing the video game 'Control.'
Nathan Ingraham for Engadget

Unsurprisingly, the iPad Air flies through games from the App Store as well. I tried my usual more casual fare like Balatro, Mini Motorways and Powerwash Simulator from Apple Arcade and those were all quite smooth. But I wanted to push things a bit more, so I downloaded Resident Evil 2 as well as a pre-release build of Control Ultimate Edition which is slated to hit iOS in the coming months. Both games looked and played great, with highly detailed environments and pretty quick action that didn’t slow the iPad Air down in the least. I could tell the graphics aren’t as sharp as on my PS5, but both games were impressive considering they’re running on extremely portable hardware with no fans. 

I also tried some generative AI apps, even though that’s not really something I’m interested in. For apps like Apple’s own Image Playground, the M4 is extremely speedy. It ripped through my goofy queries (an orange kitten dressed up like an astronaut) in a matter of seconds. When I compared it to the iPad Pro M5, the Air barely lagged behind it. However, the M4 couldn’t quite keep up with more advanced image generation tools. The Draw Things iPad app lets you download and run a host of local models to create images, and the M4 definitely couldn’t keep up with the M5. The iPad Pro M5 was typically more than twice as fast as the Air. We already knew the M5 was an AI beast, so I’m not knocking the Air for its performance at all — it’s just worth knowing that if you really want to push the envelope, you’ll probably be better off with an iPad Pro.

Apple's iPad Air M4, Apple Pencil Pro and Magic Keyboard.
Apple's iPad Air M4, Apple Pencil Pro and Magic Keyboard.
Nathan Ingraham for Engadget

The other main change is Apple’s in-house networking chips are on board here. The N1 covers Wi-Fi 7, Bluetooth 6 and Thread, while the C1X handles cellular connectivity if you buy a 5G-capable model. Again, this doesn’t change the experience of using the iPad Air in any major way, but having the newest Wi-Fi and Bluetooth protocols on board is good for future usage, regardless of who built the chip. In my testing, the C1X on Verizon’s 5G network was extremely fast around the suburbs of Boston and didn’t seem any slower (or any faster) than other devices I have running on the same carrier. That’s fine, as other Apple devices I’ve tried with the C1X (like the iPad Pro) are solid and reliable, which is the most important thing. 

Other than these new chips, the iPad Air is identical to the last two models I’ve reviewed. (This year, Apple sent an 11-inch Air M4 to review, while the last two were the newer 13-inch. But other than the larger screen, those tablets are the same.) Same screen, same cameras, same 10-hour estimated battery life, same USB-C 3 port. Naturally, it supports the $129 Pencil Pro that Apple introduced alongside it in 2024, and it works with the revamped Magic Keyboard Apple released last year. That keyboard remains quite expensive at $269 ($319 for the 13-inch model), but for me it’s a must-buy accessory if I want to use my iPad for any “real work.” The Pencil, on the other hand, is not something I personally need, but it’s an excellent tool for anyone interested in visual art or written notes. There are a plethora of excellent apps in both categories, and the iPad app ecosystem at large remains unmatched.

Battery life also hits what I’d expect out of an iPad. I don’t get 10 hours the way that I test it — I used the iPad Air as my main machine, all day for several days. In that scenario, I got between seven and eight hours of battery life. That’s more than enough that I’d take it with me for half a day or more and not worry about charging, but not so long that I’d be totally comfortable without a charger for much longer. In a more casual, mixed-use setup, most iPads get closer to the 10-hour mark and I expect that’ll be the case here as well. Of course, if you’re playing games, editing videos or doing heavier generative AI tasks, expect battery life to drop noticeably. 

I’d be remiss if I didn’t quickly mention iPadOS 26, which arrived last fall. It runs on iPad Air models all the way back to 2019, so it’s not a reason alone to upgrade. But, it improved the multitasking experience on iPads to a significant degree. It still feels native to the iPad, but there are so many Mac-like flourishes that it’s a lot easier for me to use as my main computer now. That said, it really shines on larger-screen iPads; the 11-inch model still feels best to me when running an app fullscreen or two apps side-by-side feels most comfortable to me.

Apple's iPad Air M4 and Magic Keyboard.
Apple's iPad Air M4 and Magic Keyboard.
Nathan Ingraham for Engadget

My major lament for the iPad Air remains the screen. Apple’s LCD Retina display still looks great in a vacuum — it’s a lovely standard screen, with bright colors and sharp text. But Apple’s continued insistence on gatekeeping a screen with a higher refresh rate for iPads that cost $1000 or more gets more frustrating every year. It bothers me less on a product like the MacBook Air. But with an iPad, you’re literally touching and interacting with that screen as the main interface. Having the fluidity of a 120Hz refresh rate simply makes everything feel more responsive to your touch. 

The consolation is that even Apple’s standard displays still feel very smooth, so unless you’re directly comparing an iPad Air to an iPad Pro you likely won’t notice the difference. I mostly forgot about it in my time reviewing this device, only reminded of it when I went back to the iPad Pro.

I also wish that Apple would implement more advanced display tech. Last year, I imagined that the mini-LED display used in the iPad Pro in 2021 and 2022 would be a great step up for the Air. It wouldn’t be as good as the tremendous OLED screen in the iPad Pro, but it would still offer HDR and significantly increased brightness and contrast. Alas, we’re stuck with a plain old LCD again this year. Again, that’s mostly fine, but playing games like Control made me wish for more contrast, and movies do not have nearly the same visual pop on the Air as they do on the Pro.

Apple's iPad Air M4.
Apple's iPad Air M4.
Nathan Ingraham for Engadget

If it’s not obvious, I very much wish that Apple would bring some of its more advanced technology to the iPad Air. But at this point, I have to accept that the Air is what it is. In the same way that the MacBook Air hasn’t changed substantially since the M2 model arrived in 2022, the same goes for the iPad Air. Both products still have displays that haven’t been cutting edge for years, and that’s just the way it is.

Once I started comparing the iPad Air to its Mac counterpart, my negative feeling mostly subsided. I think the MacBook Air is a great laptop and wouldn’t hesitate to recommend it to many people. Sure, its screen isn’t cutting edge, but it’s good enough for its target audience. And the many positives that it has outweigh a few places where Apple cut corners. The same can be said for the iPad Air.

The iPad Air offers a lot of important upgrades over the basic $349 iPad, which is saddled with the A16 chip from 2022. The Air will be a better performer for much longer, and other niceties like a better screen and accessory support are worth considering. And it doesn’t threaten the iPad Pro, which costs $400 more; between its screen, improved performance, superior industrial design and numerous other small benefits, it’s pretty easy to see what you get for your money in all cases. 

So while I wish Apple would push the envelope with the iPad Air and give me something that feels more like a Pro-lite, I understand why it hasn't yet. The iPad Air isn’t an exciting gadget at this point, but I still think it’s the best iPad for most people.

This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/ipad-air-m4-review-still-apples-best-overall-tablet-with-a-few-caveats-130000409.html?src=rss

Apple updates the iPad Air with an M4 chip

Apple is kicking off multiple days of product announcements this morning with a new iPad Air. Unsurprisingly, it’s more or less like the iPad Air Apple announced one year ago, except it now has an M4 chip instead of last year’s M3.

Apple is also including its in-house networking chips, the N1 and C1X, which will cover Wi-Fi, Bluetooth, Thread and cellular connectivity. This means the iPad Air supports the Wi-Fi 7 standard for the first time. The Air also now has 12GB of RAM standard, up from 8GB in the prior model.

The rest of the iPad Air appears unchanged at this point. It has the same display that the 2023 and 2024 models sported — either an 11- or 13-inch LCD that tops out at 500 nits of brightness and a 60Hz refresh rate. Storage options start at 128GB and go up to 1TB, same as last year. The dual stereo speaker configuration and both front- and rear-facing cameras are unchanged, as well.

For those keeping track, it’s been less than two years since Apple redesigned the iPad Air, adding a 13-inch model that had an M2 chip. I remain surprised the company is committed to releasing chip updates for the Air so frequently — even the M2 model is more than powerful enough for the target audience. But, getting a faster chip for the same money is hard to complain about.

Naturally, the iPad Air M4 is running iPadOS 26, which was released last fall. It was, without a doubt, the biggest iPadOS update we’ve seen, bringing a far more robust multitasking system than the iPad has ever had before. It’s most noticeable and useful on the larger 13-inch screen, but having greater freedom with window management and more robust background tasks is a huge step forward — even if the Liquid Glass visual redesign is a bit divisive.

Pre-orders for the new iPad Air M4 open on Wednesday, March 4, and the tablet will be fully available on March 11. As before, pricing starts at $599 for the 11-inch model and $799 for a 13-inch display.

This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/apple-updates-the-ipad-air-with-an-m4-chip-141117569.html?src=rss

God of War is getting a remake trilogy, and a new retro-inspired action game is out today

Last year marked 20 years since God of War hit the PlayStation 2 and kicked off one of gaming biggest franchises. Now, at the tail end of that 20th anniversary celebration, Sony’s Santa Monica Studio has announced two new project. First, and most significantly, the original God of War trilogy from the PS2 and PS3 is being remade for the modern era.

There’s no footage of it yet — the developer says that they’re “very early in development,” so we likely won’t see or hear much about this for a while. But given renewed interest in God of War thanks to the excellent two Norse games from 2018 and 2022 (not to mention the upcoming Amazon series), it makes sense to revisit these classics.

God of War and God of War II were released for Playstation 2 in 2005 and 2007, respectively, while the third of the Greek trilogy hit PlayStation 3 in 2010. The third game was also remastered for the PS4. But it’s safe to say that while the first two games are classics for their era, they also really show their age in some gameplay spots. Hopefully the remake will smooth out those rough edges. (Who else has nightmares in the Hades level near the end of the first game? Not just me, right?)

While we won’t see the remakes for a while, there is a new God of War-inspired game out right now: God of War Sons of Sparta. It was developed by Mega Cat Studios, a developer known for its love of retro games — it even still releases games for the SNES and Genesis.

Given their pedigree, it’s no surprise that Sons of Sparta has vibes of classic 2D action/platformer games. It’s apparently canon for the series and takes place in Kratos’ youth while he trains with his brother. It obviously looks nothing like the other God of War games — but the combat and monsters shown off in the trailer definitely feel right at home in the series.

Perhaps the most fun part of all this is that it’s available today for $30. While Sons of Sparta looks like a fun curio for God of War fans, it’ll only go so far towards whetting our appetite for that remake series. Might I suggest binging some Valhalla in the meantime?

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/god-of-war-is-getting-a-remake-trilogy-and-a-new-retro-inspired-action-game-is-out-today-234056618.html?src=rss

The first Control Resonant gameplay trailer shows Dylan defying physics in a sideways NYC

It’s been less than three months since we got our first look at Control Resonant, the sequel to Remedy’s mind-bending, third-person adventure that introduced us to Jesse Faden and the Federal Bureau of Control. At today’s State of Play event, we got to see the first extended bit of gameplay from Control Resonant — and the combat looks as inspired as ever, though the setting is completely new.

As we learned in December, the next Control games doesn’t focus on Jesse Faden; instead, you’ll primarily play as her brother Dylan who Jesse was trying to find for much of the first game. Dylan’s out in a warped version of New York City trying to track the game’s Resonant creatures that are responsible for whatever calamity has taken place. We knew this already, but the change of setting from the Bureau of Control building into the more open city setting should go a long way towards making this game feel fresh.

Dylan’s capabilities are also completely different than what we saw from Jesse in the original. There’s a much bigger emphasis on melee combat, as Dylan has a shapeshifting weapon called the Aberrant. You can switch from hammer to blades to other various forms, much in the way that Jesse’s firearm in the first game could morph between different types of guns.

But the thing that stood out the most to me in the brief preview was the way that NYC completely disobeyed the laws of physics. Buildings and streets would just head into the sky at 90-degree angles — and Dylan’s powers let him completely which surface is the “ground” for him.

There’s still no firm release date for Control Resonant, but that’s not unreasonable — the game was only announced a few months ago. Remedy says they’re still on target to launch in 2026. And, at the end of today’s PlayStation blog post, they promise that “things are going to get weirder.” Just what I was hoping for!

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/the-first-control-resonant-gameplay-trailer-shows-dylan-defying-physics-in-a-sideways-nyc-224746545.html?src=rss

Lego’s latest educational kit seeks to teach AI as part of computer science, not to build a chatbot

Last week at CES, Lego introduced its new Smart Play system, with a tech-packed Smart Brick that can recognize and interact with sets and minifigures. It was unexpected and delightful to see Lego come up with a way to modernize its bricks without the need for apps, screens or AI. 

So I was a little surprised this week when the Lego Education group announced its latest initiative is the Computer Science and AI Learning Solution. After all, generative AI feels like the antithesis of Lego’s creative values. But Andrew Silwinski, Lego Education’s head of product experience, was quick to defend Lego’s approach, noting that being fluent in the tools behind AI is not about generating sloppy images or music and more about expanding what it means by teaching computer science.

“I think most people should probably know that we started working on this before ChatGPT [got big],” Silwinski told Engadget earlier this week. “Some of the ideas that underline AI are really powerful foundational ideas, regardless of the current frontier model that's out this week. Helping children understand probability and statistics, data quality, algorithmic bias, sensors, machine perception. These are really foundational core ideas that go back to the 1970s.” 

To that end, Lego Education designed courses for grades K-2, 3-5 and 6-8 that incorporate Lego bricks, additional hardware and lessons tailored to introducing the fundamentals of AI as an extension of existing computer science education. The kits are designed for four students to work together, with teacher oversight. Much of this all comes from learnings Lego found in a study it commissioned showing that teachers often find they don’t have the right resources to teach these subjects. The study showed that half of teachers globally say “current resources leave students bored” while nearly half say “computer science isn’t relatable and doesn’t connect to students’ interests or day to day.” Given kids’ familiarity with Lego and the multiple decades of experience Lego Education has in putting courses like this together, it seems like a logical step to push in this direction. 

In Lego’s materials about the new courses, AI is far from the only subject covered. Coding, looping code, triggering events and sequences, if/then conditionals and more are all on display through the combination of Lego-built models and other hardware to motorize it. It feels more like a computer science course that also introduces concepts of AI rather than something with an end goal of having kids build a chatbot.

In fact, Lego set up a number of “red lines” in terms of how it would introduce AI. “No data can ever go across the internet to us or any other third party,” Silwinski said. “And that's a really hard bar if you know anything about AI.” So instead of going to the cloud, everything had to be able to do local inference on, as Silwinski said, “the 10-year-old Chromebooks you’ll see in classrooms.” He added that “kids can train their own machine learning models, and all of that is happening locally in the classroom, and none of that data ever leaves the student's device.”

Lego also says that its lessons never anthropomorphize AI, one of the things that is so common in consumer-facing AI tools like ChatGPT, Gemini and many more. “One of the things we're seeing a lot of with generative AI tools is children have a tendency to see them as somehow human or almost magical. A lot of it's because of the conversational interface, it abstracts all the mechanics away from the child.” 

Lego also recognized that it had to build a course that’ll work regardless of a teacher’s fluency in such subjects. So a big part of developing the course was making sure that teachers had the tools they needed to be on top of whatever lessons they’re working on. “When we design and we test the products, we're not the ones testing in the classroom,” Silwinski said. “We give it to a teacher and we provide all of the lesson materials, all of the training, all of the notes, all the presentation materials, everything that they need to be able to teach the lesson.” Lego also took into account the fact that some schools might introduce its students to these things starting in Kindergarten, whereas others might skip to the grade 3-5 or 6-8 sets. To alleviate any bumps in the courses for students or teachers, Lego Education works with school districts and individual schools to make sure there’s an on-ramp for those starting from different places in their fluency.

While the idea of “teaching AI” seemed out of character for Lego initially, the approach it’s taking here actually reminds me a bit of Smart Play. With Smart Play, the technology is essentially invisible — kids can just open up a set, start building, and get all the benefits of the new system without having to hook up to an app or a screen. In the same vein, Silwinski said that a lot of the work you can do with the Computer Science and AI kit doesn’t need a screen, particularly the lessons designed for younger kids. And the sets themselves have a mode that acts similar to a mesh, where you connect numerous motors and sensors together to build “incredibly complex interactions and behaviors” without even needing a computer.

For educators interested in checking out this latest course, Lego has single kits up for pre-order starting at $339.95; they’ll start shipping in April. That’s the pricing for the K-2 sets, the 3-5 and 6-8 sets are $429.95 and $529.95, respectively. A single kit covers four students. Lego is also selling bundles with six kits, and school districts can also request a quote for bigger orders. 


This article originally appeared on Engadget at https://www.engadget.com/ai/legos-latest-educational-kit-seeks-to-teach-ai-as-part-of-computer-science-not-to-build-a-chatbot-184636741.html?src=rss

The Clicks co-founder explains who its tiny Communicator phone is for

Clicks is an apologetically gadgety company, making gear that feels charmingly out-of-place in a world where almost every smartphone out there is an all-screen slab. That was obviously two years ago when the company first revealed its keyboard case that brought tactile typing to the iPhone and eventually other Android devices. Rather than that being a one-off curiosity, the company had two new announcements at CES 2026: a magnetic keyboard accessory that also doubles as a battery bank and small, squat mobile phone with a keyboard. And while there isn’t a working prototype of the Clicks Communicator available for the press to see, I got to check out the new Power Keyboard talk with Clicks co-founder and former BlackBerry marketing director Jeff Gadway about where he thinks his products fit into the smartphone world.

At first glance, the $79 Power Keyboard feels like a big improvement over the original Clicks Keyboard case. It magnetically attaches to any phone with Qi2 and connects over Bluetooth. The keyboard itself is similar to the original Clicks keyboard, but there’s a dedicated number row which is a nice improvement. But the thing that really caught my eye was its old-school slider form factor. When closed, the Power Keyboard sits on the back of your phone like a thick wireless battery pack — but it satisfyingly slides up to reveal the keyboard like the Palm Pre or BlackBerry Torch smartphones of old.

The magnetic, sliding Clicks Power Keyboard.
The magnetic, sliding Clicks Power Keyboard.
Nathan Ingraham for Engadget

The Power Keyboard’s last trick is that it can charge your phone up when attached. The battery itself isn’t huge, so you’re not going to fully recharge a modern smartphone. But it’s still a nice addition for if you need some power in a pinch. You can also set it up so it doesn’t charge your phone and instead uses all the battery to power the keyboard; in that situation, the keyboard will last weeks without a charge. Or you can designate a percentage that can only be used by the keyboard — for example, if the battery pack’s charge drops below 20 percent, it’ll stop charging your phone and instead save that power for the keyboard.

The Clicks Power Keyboard, without a phone attached.
The Clicks Power Keyboard, without a phone attached.
Nathan Ingraham for Engadget

As someone who has never owned a smartphone with a keyboard, I can’t say how good the Clicks keyboard actually is — there would be a definite learning curve before I got comfortable with it. It certainly feels tiny to me, but if you just type on and trust autocorrect you should get the hang of it before too long. Whether the benefits of using a physical keyboard matter are up to you to decide. It’s nice seeing a bigger screen unobstructed by the virtual keyboard, but I feel far too set in my touchscreen ways to consider switching it up. But some people just loved their keyboards, and for them this gadget might hit the spot.

The Clicks Communicator is the more unexpected of the two new devices the comapny is working on, but without a working demo model I can’t render any judgement about how it will actually work. When it was announced, Clicks specifically said they were targeting people who used multiple devices, a demographic that I wasn’t fully convinced was large enough to justify the Communicator’s existence. But Gadway assured me the company had done plenty of research before moving into the hardware production phase.

“You've got people who are mandated to carry a second device for corporate deploy. Then you've got people who are small business owners and want to have a separate phone for their small business,” he said. “In markets like Europe, there's a requirement for employers to give people the option to have a separate device and create more separation. You've got travelers who want a second SIM, and then you've got this growing cohort of digital detox, digital minimalism, digital well-being people.” None of those segments might be huge on its own, but add it all up and the Clicks team felt like they had a decent opportunity.

The Clicks Communicator has an LED Light on its side button that you can customize for different notifications.
The Clicks Communicator has an LED Light on its side button that you can customize for different notifications.
Nathan Ingraham for Engadget

The other half of the thought process was making the Communicator different from an iPhone or Pixel — instead of having two essentially identical devices, Clicks wanted to make the Communicator with a distinct focus. “Our thought process was that complementary devices in tech are on the rise,’ Gadway said. “You wear an Oura Ring and you wear a smart watch; you carry an e-reader for reading and a tablet for content consumption. So why shouldn't your second phone be better at certain things than your first phone instead of just being a straight duplicate?”

That’s where the squarish, 4-inch touchscreen, keyboard and custom implementation of the Niagara Android launcher, which is a list-based UI rather than a grid of apps. The custom Clicks implementation of it focuses on your messaging apps and quickly triaging through new items (hence the Communicator name). The keyboard itself is touch sensitive and can be swiped across to navigate and take actions on what you see. But the Communicator is just an Android phone at heart which means you can install any apps that you find essential — though its form factor changes what it is best used for. “You can download whatever apps you want, but we've optimized it to be better at specific things,” Gadway said. “So, you know, do you want to watch letterboxed TikTok videos on this? Probably not. You could, but it's not the thing you're going to reach for to do that. But we're not going to give you a product that restricts what you can do.”

The good thing about being a smaller hardware maker is that Clicks doesn’t need to sell millions of these — they’re just interested in offering an alternative for people who might enjoy it, just as they’ve done with their keyboard accessories. Of course, the Communicator is a bigger investment; it’s up for pre-order now for $399 (that’s Pixel 9a territory, for comparison). Once it launches in the second half of the year, we’ll find out if it can find its audience.

This article originally appeared on Engadget at https://www.engadget.com/mobile/the-clicks-co-founder-explains-who-its-tiny-communicator-phone-is-for-170000501.html?src=rss

Lego is trying to make tech invisible with Smart Play

Probably my favorite thing about the Lego Smart Play system unveiled this week at CES is that it was designed for kids, first and foremost. In the past 10 years or so, Lego has increasingly courted an older audience with more expensive and elaborate sets. But when it was time to bring more advanced technology to Lego, the idea right from the beginning was more social and interactive play. 

If you haven’t heard about Smart Play yet, its a way for Lego to make its sets more interactive. A Smart Brick filled with sensors makes it so sets can respond to each other, know when they’re moving, play sounds and know when the corresponding Smart Minifigures are near them. Tiny Smart Tags, meanwhile, help the Smart Brick know the context of how it’s being used — whether it’s in a helicopter, car or duck for example.

Tom Donaldson, senior VP and Head of Creative Play Lab at the LEGO Group, told Engadget that the company worked on Smart Play for about eight years before introducing it this week, and that social play was the starting point. “We started really looking at consumer needs, and this idea that kids really like social play,” said Donaldson “Kids really like the sort of things that change when they come back to them, and the kids really like agency. They want to be able to change things.” 

Lego's Tom Donaldson demoing Smart Play at CES.
Lego's Tom Donaldson demoing Smart Play at CES.
LEGO

But a big part of the creation process was making the Smart Brick as flexible and powerful as possible and then seeing what scenarios could take advantage of it. “We wanted to build a really powerful platform,”  he said. “What we shouldn't do is say, ‘this is what we think we're gonna need.’ We needed to say, ‘let's create something that has a lot of capabilities that we can then figure out how to use.’”

One of the conflicts with the tech-packed Smart Play system, though, might be the cost. Obviously, Lego has been successful at most ventures it has undertaken in recent years, but the pricing of Smart Play sets could make adoption a bit challenging. The biggest Smart Play set, Star Wars Throne Room Duel & A-Wing, for example, has almost 1,000 pieces and costs $160. That’s quite a bit more than comparably sized sets. The dual factors of the Star Wars license and Smart Play tech certainly impacted the cost. 

Lego Smart Play Star Wars set
Lego Smart Play Star Wars set
LEGO

The set includes two Smart Bricks, five Smart Tags and three Smart Minifigures, the most “smart” gear included in any of the initial three Star Wars Smart Play sets. Will parents shell out for the more advanced capabilities that Smart Play offers, or will they stick with standard sets?

For now, Lego is betting the extremely broad appeal of Star Wars will help these new Smart Play sets find an audience. About three years ago, Lego got its team focused on the Star Wars franchise involved, as well as Lucasfilm, to figure out how to roll Smart Play out to the world. “Very early on, we all decided that starting with the original trilogy would be great,” said Derek Stothard, Disney’s Director of Global Licensing “These are such well-known scenes and characters, and they cross generations, so parents can introduce them to  their kids. All that works really well together.” 

Unsurprisingly, Lego is being coy about where things go beyond the initial three Star Wars sets, but it’s clear that after eight years of development, they’ll want to bring it to as many product lines as possible. “We're announcing a platform that you can see has tremendous growth [potential], Donaldson said. “We made the analogy with the minifigure as something that you’ll see across the entire [Lego] system, maybe not in every single SKU but it’ll reappear in many different places. But ultimately we're a company that really focuses on giving kids what they want, what they love, and we'll have to see how it lives in a market.”

That last point about how it lives in the market is a good one, particularly given the pricing. We probably won’t know for sure until Lego moves beyond the safe confines of Star Wars and really shows us what Smart Play can do across more varied scenarios. And going to non-licensed sets might be where Smart Play really takes off — it’s easy to imagine a cheaper Smart Play add-on kit that can bring sets to life at a lower cost. But the idea of transforming anything kids create into something more interactive has a ton of potential if Lego can broaden its appeal beyond Star Wars fans. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/lego-is-trying-to-make-tech-invisible-with-smart-play-130000979.html?src=rss

Lego Smart Play hands-on: Using Smart Brick technology to get kids to play together

Lego’s Smart Play system announced at CES 2026 earlier this week is a new embrace of digital technology that we haven’t seen from the company before. While the demo Lego gave at its press conference on Monday was a good start to showing what Smart Bricks are capable of, it really isn’t a substitute for seeing it in person. I was able to get an extended demo that answered many of my questions about how the system will work once Lego fans of all ages get their hands on the first Smart Play sets.

As I detailed yesterday, the Smart Play system contains three elements. The Smart Brick is packed with technology like proximity sensors, an accelerometer, color sensors and a speaker, all powered by a tiny chip. It’s crucial to know that each Smart Brick is identical at this point; to really bring a set to life, you need to combine it with Smart Tags or Smart Minifigures. Both the Tags and Minifigures contain specific instructions that help the Brick understand the context that it is placed in.

The demo started out simply, with three small Lego builds: a car, a helicopter and a duck. Each of those builds had a unique Smart Tag that the Smart Brick uses to understand how it should respond to real-world stimulus. The car started making the sound of a revving engine, and when playing with it to drive it faster and more aggressively, the engine made more noise. Tilting the car would cause it to make some screeching sounds as if it was taking corners hard, and flipping it over would make the sound of a car wreck.

The Smart Brick can similarly sense what specific Smart Minifigures is near it and respond accordingly. Since the first three Smart Play sets are all based on Star Wars, it’s a little easier to explain how they interact with the Smart Brick. Take the Throne Room Duel & A-Wing set — it includes Smart Minifigs for Darth Vader, Luke Skywalker and Emperor Palpatine, and there are also Smart Tags that correspond to various actions the characters can take. If you place a Smart Brick behind Palpatine’s throne, the classic “Imperial March” theme will ring out and Palpatine himself will chatter a bit. The Minifigures don’t actually say real words, but they can still embody their characters well enough. Vader, for example, offers his classic breathing sound and exclaim if he’s defeated in a light saber duel.

Lego Smart Play Star Wars sets
Lego Smart Play Star Wars sets
Nathan Ingraham for Engadget

That duel is a clever part of this set. There are moveable mounts you can place Luke and Vader on, along with a Smart Brick. To complete the battle scene, a Smart Tag tells the brick to take on the characteristics necessary for a light saber battle. As such, when you place the Minifigures in the mount, you’ll hear the classic sound of a light saber humming to life. And if you move the characters around and crash them together, you’ll hear the sounds of battle. Finally, knocking a Minifigure off its spot will tell the brick associated with that character to make their trademark sound of defeat — in Vader’s case, that’s the iconic “noooooooo.”

The other two new Smart Play sets are Darth Vader’s TIE Fighter and Luke’s Red Five X-Wing — an ideal pair for some space-based dogfighting. The X-Wing shows off how good the Smart Brick is at handling multiple inputs. Adding it to the X-Wing will make sounds of the ship humming to life, thanks to the X-Wing-specific Smart Tile. Sit Luke in the cockpit and you’ll hear the Jedi theme music play, and seating R2-D2 in the back will make the Droid chatter at you in its familiar tones.

The Smart Tile is how the Smart Brick identifies this set as an X-Wing figher.
The Smart Tile is how the Smart Brick identifies this set as an X-Wing figher.
Nathan Ingraham for Engadget

Pitting the two ships against each other shows off more of the Smart Brick’s capabilities. Grabbing the ships and whooshing them through the air will make the Smart Brick play sounds that aren’t just generic engine noises — you can definitely hear the difference between the X-Wing and the TIE fighter. Each ship also has lasers you can activate, and if two kids are in the same room flying ships around and firing off lasers, you’ll hear the ships taking “damage” as well. Firing enough shots while aiming at another ship will eventually cause it to play some exploding sounds to indicate that it has gone up in flames — the Minifigures associated with the ship will also make sounds of dismay, as well.

At first glance, the sets themselves don’t feel wildly different than other smaller-scale Star Wars sets, but the people from the Lego Group giving the demo pointed out a few notable characteristics. The TIE fighter and X-Wing are both specifically designed to withstand more abuse from active play scenarios than the average Lego set, and they’re also specifically designed to fit will in a kid’s hand so they can run around and propel them through the air. The Throne Room set, meanwhile, has a detachable area where Luke and Vader can battle — you can remove and re-attach it to the throne area easily enough, but it’s good to separate it out for more aggressive light saber battles.

Lego Smart Play Star Wars sets
Lego Smart Play Star Wars sets
Nathan Ingraham for Engadget

All told, I’m quite excited to see where Lego goes with its Smart Play system from here. Starting out with some simpler sets from a massive franchise like Star Wars is a logical way to introduce the system. There are obvious play scenarios that make perfect sense as a way to show off the Smart Brick. But I’m looking forward to a time when Lego starts selling tiles and Minifigures that can expand the capabilities of existing sets, whether they’re licensed or not. And the idea of smushing together Star Wars with some of the many other properties that Lego has access to (Jurassic World? DC or Marvel? Despicable Me or Bluey?) feels like just the kind of chaotic fun kids will love having.

That’s perhaps the most important point about Smart Play. While Lego has made major overtures for capturing the hearts and wallets of adult Lego fans, Smart Play is very clearly aimed at kids right now. There are no screens, apps or setup needed for Smart Play — it seems exceedingly easy to just pick up and start playing. Furthermore, Lego is using this technology to make Lego sets more interactive, something the company hopes will encourage more social play amongst kids. That’s a solid use of the technology packed into a Smart Brick if you ask me.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/lego-smart-play-hands-on-using-smart-brick-technology-to-get-kids-to-play-together-133000740.html?src=rss

Another look at OhSnap’s MCON, a magnetic game controller for your phone

OhSnap won our hearts (and a best of CES award) last year with the MCON, its tiny Bluetooth game pad that magnetically connects to your phone. At the time, we tried a pre-production unit, but in the year since the MCON has been finalized and went on sale last month. I just got a chance to try the final version here at CES, and just a quick demo was enough to convince me that OhSnap has made some solid refinements over the last year.

Just as we saw last year, the MCON attaches magnetically to an iPhone or any compatible Android phone (the company also includes a magnetic ring in the box for Androids that don’t have Qi2 yet). It has the full array of controls, including four face buttons, a D-pad, two joysticks and index finger buttons and full bumpers. It’s just sleeker and feels more solid than last year’s prototype, and while mounting your makes it feel a bit top-heavy, it’s not awkward enough to cause real issues when playuing (at least that’s how I felt after my brief demo).

The controller also has grips that unfold to help balance things, and the plate that attaches your phone to the controller has a kickstand. So if you want to drop your phone down on a tray table on a plane and play just holding the controller, feel free. All in all, the MCON feels like a flexible and high-quality device that’s probably worth the $150 OhSnap asks for it.

The MCON dock connects your phone to your TV for full-screen gameplay.
The MCON dock connects your phone to your TV for full-screen gameplay.
Nathan Ingraham for Engadget

The company also has some new accessories to show off. There’s a $70 TV dock that powers your phone and outputs video from USB-C to HDMI. You could use this dock with any Bluetooth controller hooked up to your mobile phone, not just the MCON. There’s also a tiny $30 adapter you can put on your keychain that has a USB-C plug that goes into your phone; plug an HDMI cable into the other end and you can broadcast your games to a TV anywhere you go and play them with a controller.

It’s a pretty clever and comprehensive set of products, and while there are tons of mobile game controllers, the OhSnap feels like one of the more portable and sleek options out there. OhSnap is working on something even slimmer, though. The company showed off two new prototype controllers, the MCON Lite and MCON Slim.

OhSnap is working on two new MCON controller that are more compact than the original.
OhSnap is working on two new MCON controller that are more compact than the original.
Nathan Ingraham for Engadget

As the names suggest, they’re both more compact than the original model. The Lite uses concave joypads rather than full sticks, and the Slim makes things even smaller by using concave touch pads. Your’e not going to get quite the same quality experience with those as you would with the bigger version, but they are noticeably thinner; OhSnap says they’ll be cheaper, too. The MCON Lite is scheduled to arrive this summer, while the Slim should launch in the fall (around the same time as the iPhone 18).

This article originally appeared on Engadget at https://www.engadget.com/gaming/another-look-at-ohsnaps-mcon-a-magnetic-game-controller-for-your-phone-042424092.html?src=rss

Lego unveils a technology-packed Smart Brick at CES 2026

Lego bricks come in a bunch of shapes and sizes, but they’re getting a big technical upgrade in 2026 thanks to news announced at CES this year. Meet the Lego Smart Brick, a standard-sized 2 x 4 brick that’s packed with modern technology to enable sets that can respond to how they’re played with or the sets you build. The company’s new initiative, Smart Play, encompasses the Smart Brick as well as Smart Minifigures and Smart Tags. It’s remains to be seen how diehard Lego fans will take to this new system, but it’s fair to say this is the biggest move Lego has ever made to infuse its products with connected technology.

The Smart Brick has a 4.1mm ASIC chip inside of it that Lego says is smaller than a standard Lego stud. It runs something called the Play Engine that can sense things like motion, orientation and magnetic fields. Thanks to this and some integrated copper coils, the Smart Brick can sense distance, direction and orientation of other Smart Bricks near it when you’re building. The brick also has a tiny built-in speaker, an accelerometer and an LED array. Lego says the speaker can produce audio that is “tied to live play actions” rather than just playing pre-recorded clips.

The Smart Tag and Smart Minifigures are a lot simpler. The Tag is a 2 x 2 studless tile with a digital ID embedded in it that the Smart Brick can read via “near-field magnetic communication.” This obviously sounds a lot like NFC, but we can’t be sure that these new Lego pieces will be able to communicate with any other NFC devices. Similarly, the Smart Minifigure also has a digital ID readable by NFC.

The purpose of the Smart Tag as well as the similar tech in a Smart Minifigure is to let the Smart Brick know what kind of context it is being used in. As Lego puts it, “The role of the Smart Tag is to tell the Smart Brick how it should play back with you.” The Tag tells the Brick what kind of object, animal, vehicle and so forth it should become. A Smart Tag in a Lego Star Wars X-Wing set, for example, will contain the unique ID and instructions for how the Smart Brick should behave.

If this isn’t enough, Lego has also built a local wireless layer that connects this all together called BrickNet. It’s based on Bluetooth and uses Lego’s proprietary “Neighbor Position Measurement" system, which is what lets the Smart Bricks know how close they are to each other and how they’re oriented. Lego says that this lets the bricks “talk” to each other directly without the need for apps, internet connections or external controls. It sounds like the idea is all three of these new Smart pieces can communicate and interact without any need for setup, which should make it refreshingly like a traditional Lego set.

That said, these bricks naturally will need some power. Lego says that their batteries should still perform even after “years” of inactivity, and the coils and power system is designed so that multiple bricks can be charged wirelessly on a shared charging pad.

Lego Star Wars set with Smart Bricks
Lego Star Wars set with Smart Bricks
Lego

Speaking of sets, Lego is unsurprisingly launching the Smart Play system with its biggest licensed partner: Star Wars. There will be three “all-in-one” Star Wars sets available, all of which are on the smaller side and definitely geared towards kids, rather than the 1,000 piece and up sets that the company has released to get adults (like me) interested.

The prices are inflated compared to non-smart sets, but not outrageously so. Darth Vader’s TIE Fighter is a 473-piece set with a smart Darth Vader Minifigure, one Smart Brick and one Smart Tag, priced at $70. Luke’s Red Five X-Wing is a 584-piece set with two Smart Minifigures, one Smart Brick and five Smart Tags, priced at $100. The Throne Room Duel & A-wing is a 962-piece set with three Smart Minifigures, two Smart Bricks and five Smart Tags, priced at a slightly shocking $160.

It’s an entirely new direction for Lego, and you won’t have to wait long to check it out. The company is putting those three sets up for pre-order on January 9, and they’ll launch on March 1. There’s obviously a lot of technology here that’s entirely new to Lego, and as such it’s hard to imagine just how this will all look when it comes together — but we’re hoping that Lego will have some sets on hand here at CES so we can get a closer look at how the Smart Play system works.

In the meantime, you can find a few videos on how Smart Play works here.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/lego-unveils-a-technology-packed-smart-brick-at-ces-2026-190000511.html?src=rss