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

The Legend of Zelda: Echoes of Wisdom plays like a traditional Zelda game, remixed

The Legend of Zelda: Echoes of Wisdom feels like a kindred spirit to the 2019 remake of Link’s Awakening, both in challenge and in vibes. It’s a far cry from the incredibly intricate and complex worlds in Tears of the Kingdom, and while I only played for about 90 minutes (spread over two different parts of the game),I came away from the demo charmed by the gorgeous, tilt-shift art style. Not to mention being quite pleased to finally be playing as Zelda for the first time in the series that bears her damn name. And while plenty of adults will surely enjoy The Legend of Zelda: Echoes of Wisdom, it also feels tailor-made as an entry point for younger players.

We already knew about the art style and playing as Zelda — what was most important about this preview was that I got a chance to see just how Zelda’s “echoes” worked in the game itself. As you’d expect, there’s a gentle tutorial that shows you the ropes. My playthrough started not long into the game, with Zelda imprisoned; my first challenge was finding a way to sneak her out of the dungeon. Fortunately, Zelda is equipped with the Tri Rod, a tool that lets her clone objects and beasts alike. Shimmering objects on the screen can be saved as echoes, the first of which was a humble crate. Once you learn an echo, you can summon it with a tap of a button — but echoes use up power so you can only have a few on the screen at once. Along with the Tri Rod is a little spectral creature Tri who helps you along and indicates how much power you have to make echoes at any given time.

The Legend of Zelda: Echoes of Wisdom
Nintendo

I was surprised at how many random things I could turn into echoes and how useful they ended up being. After learning the crate, I also learned how to create an “old bed” — something that doesn’t provide as much height as the crate, but is long enough to span small chasms. Making three of them on top of each other made for a solid little bridge.

But you can’t fight off enemies with a crate — that’s where learning echoes of monsters comes in. The first bad guy I encountered was defeated by clobbering it with a boulder. But after that, I was able to summon the same gelatinous little bad guy with the Tri Rod and sic him on other enemies. Beating more monsters greatly expands your attacking capabilities. I soon took down a Keese, which I could then use to attack other aerial baddies. I further expanded my arsenal by taking down a spear-throwing Moblin and a powerful knight who has a wicked swing attack.

I’m very much looking forward to seeing what other echoes you can learn throughout the adventure and how you can combine them to bizarre and hilarious effect. For example, I was able to learn an echo for a trampoline, and then drop a Moblin on it and have him bounce up to a higher level in a dungeon to go after enemies up there. I’m sure that there are going to be a ton of wacky and creative ways that people combine echoes, especially as Zelda’s capabilities grow and you’re able to have more on the screen at one time. It’s not nearly as complex as the Ultrahand ability from Tears of the Kingdom, but it does allow players to figure out puzzle solutions in a variety of ways — there won’t always be a “right” way but there may be lots of ways to get the job done.

The Legend of Zelda: Echoes of Wisdom
Nintendo

Zelda also has a “bind” ability, which lets her attach herself to objects that then follow her movements. The example of this shown off in a recent trailer is a great intro to the new power: after grabbing a giant boulder, you can just walk “down” the screen; the boulder follows and is then perched over a chasm that you can drop it into, clearing the path forward. You can also bind yourself to moving objects, like floating platforms, and grab a ride along with them.

Sometimes, though, just relying on echoes to do your dirty work for you won’t be enough. Fortunately, Zelda picks up a crucial new ability in the first dungeon I played: the ability to switch into “swordfighter” mode. To do this, I had to beat up a possessed version of Link, who you might remember as the hero in literally every other Zelda game. Once you defeat this pseudo-link, Zelda is outfitted with a cute shield and sword and can attack enemies head-on. The only catch is that she can only stay in this mode for a limited time. If you run out of power, you’ll need to grab crystals from downed enemies to refresh yourself and switch modes again.

This adds a fun way to get some of the classic Zelda experience in this game, but with a time constraint to make sure players don’t abuse it. Further complicating things is that you can’t use echoes when you’re wielding a sword, so you’ll need to pick your sports. The boss at the end of the Suthorn Ruins dungeon I played through was a great example of how you can use your powers in concert — using echoes and the bind ability, I was able to make the cartoonishly menacing Seismic Talus vulnerable, and then I switched to sword mode and walloped it until I took it down.

The Legend of Zelda: Echoes of Wisdom
Nintendo

While most of my demo took place in the aforementioned dungeon, I was able to explore a relatively small slice of Hyrule. Rest assured, this map is quite different from other versions of Hyrule you’ve explored, though there are some classic traits from other games (mountains to the north, a castle smack in the center, a beach to the south). What I saw was colorful and vibrant, and tailor-made to using your echoes to get around more efficiently.

As for difficulty, this feels like one of the most approachable Zelda games I’ve played in a while — but it’ll present some challenges of its own. The first dungeon was short and sweet, but I did die a few times while I tried to figure out which echoes I needed to combat some powerful enemies. Similarly, the environmental puzzles aren’t too tough, but they differ significantly from other games because you need to use echoes to solve them. For me, it wasn’t always obvious what solution the game was pushing me towards. But I think that was primarily because I often forgot about some of the echoes I had at my disposal. Once I remembered the right tools, the solution was pretty evident.

The Legend of Zelda: Echoes of Wisdom
Nintendo

Probably the biggest challenge that I can see is going to be managing all of those echoes. At the end of the demo, I had picked up more than a dozen, and the linear menu system that I used to switch between them could get extremely unwieldy once that list grows. If you’ve played Tears of the Kingdom, it’s similar to the menu you use to choose an item to attach to an arrow before you fire it, another pretty unwieldy system. I believe you can access different echoes through the pause menu, sort of like selecting weapons or items in the Zelda games of old, but I didn’t spend too much time messing around with such things.

From what I’ve seen so far, Echoes of Wisdom is simultaneously a throwback and a new adventure. The top-down presentation and overall vibe remind me of plenty of old Zelda games besides the obvious Link’s Awakening comparison. But the gameplay is completely different in a way that should provide experienced players with a totally different challenge, and the lower difficulty level will make it, along with Link’s Awakening, a great first Zelda game for younger adventurers.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-plays-like-a-traditional-zelda-game-remixed-130053301.html?src=rss

The best Apple Arcade games for 2024

It’s been nearly five years since Apple Arcade launched, and while the service hasn’t fully delivered on Apple’s promise back in 2019, it can still be worth paying for. Of course, that’s provided you’re willing to hunt through the 200-ish games currently available on the service. I’ve been playing Apple Arcade games since it launched and these are just a few of my favorites that have stood the test of time.

Apple originally released Apple Arcade with the promise of high-quality, exclusive games that are playable across basically every device the company makes. That includes the iPhone, iPad, Mac and Apple TV (though you need a controller for the latter). Over time, Apple started allowing games originally launched in the App Store as well, provided that they met certain criteria. All Apple Arcade games are ad-free and have no in-app purchases, something that really helps differentiate its offerings over the flood of low-quality games in the App Store.

While Apple Arcade launched with a pretty excellent lineup, additional games have unfortunately been fewer and farther between in recent years. Apple has also pulled a number of games from the service, including some of the best ones you could get like Sayonara Wild Hearts, Cozy Grove, Assemble with Care, Shinsekai: Into the Depths and numerous others. It’s a reminder that with a subscription service, things can go away at any time.

While we’re not seeing the same cadence of high-quality original games on Apple Arcade as we did a few years ago, I still think the service is worth the $7 per month or $50 per year subscription if you do a lot of gaming on your phone. Some of the best games in the history of the App Store are here (anything with a “plus” symbol denotes a game that was originally sold in the App Store and then brought to Apple Arcade), and there are still a number of excellent originals worth playing. It is worth noting that the “plus” games were not designed with Mac or Apple TV playback in mind and thus only work on an iPhone or iPad. These 16 games are some of the best you can play, and there are a bunch more I want to try for future inclusion on this list. In the meantime, this should be more than enough to get you started.

Check out our entire Best Games series including the best Nintendo Switch games, the best PS5 games, the best Xbox games, the best PC games and the best free games you can play today.

This article originally appeared on Engadget at https://www.engadget.com/best-apple-arcade-games-140053796.html?src=rss

First trailer for Lord of the Rings: The War of the Rohirrim shows an anime-styled Middle-earth

The Lord of the Rings: The War of the Rohirrim has been in the works for about three years now, but with its release date fast approaching we now have our first trailer. It's one of the more unusual and intriguing projects under the Lord of the Rings franchise, an anime-style standalone movie that covers events in the kingdom of Rohan some 200-ish years before the War of the Ring. 

The trailer starts with some iconic footage from the '00s Lord of the Rings films focused on Rohan before diving into the animation. It's immediately obvious that this project is connected to Peter Jackson's films, as the designs for key areas like Edoras and Helm's Deep clearly reference those earlier movies despite the distinctly different style. As for characters, we're introduced to King Helm Hammerhand and his daughter Hera who, judging by the trailer, will likely be our main protagonist. It looks like an attempt to marry her off goes south, angering the family of suitor Wulf — things get decidedly more tense after that, with plenty of action and Oliphaunts and, naturally, some teases of ring-related events to come.

The film is directed by Kenji Kamiyama, who has been a writer and director on various anime including Ghost in the Shell: Stand Alone Complex and Eden of the East. He's also directed episodes of Star Wars: Visions and Ultraman. Most of the cast is still under wraps, but we know Brian Cox is voicing King Hammerhand, while Gaia Wise is voicing his daughter Hera. Miranda Otto is also reprising her role from the Lord of the Rings films as Eowyn, who will serve as the narrator for the story. 

The movie is set to be released on December 13, and it's the first of several Lord of the Rings films in development — Andy Serkis, perhaps best known for his performance as Gollum in Jackson's Middle-earth films, is directing a new film tentatively entitled The Hunt for Gollum. While that movie is years away, fans can also catch Middle-earth on-screen in a week when season two of Amazon's Lord of the Rings: The Rings of Power premieres.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/first-trailer-for-lord-of-the-rings-the-war-of-the-rohirrim-shows-an-anime-styled-middle-earth-202139240.html?src=rss

I like this ridiculous Playdate pizza case so much I bought a Playdate

A bunch of the Engadget crew loves the Playdate, the tiny, quirky portable console with a load of great indie games and a crank on the side. I've long had my eye on it, but never pulled the trigger for one reason or another. I do get Playdate emails, though, and a surprising and hilarious one caught my eye earlier today (subject line: Mamma Mia!):

Playdate Pizza email
Playdate

The message goes on to say that "We won't be posting about this product on social media. We won't be sending a press release to the media. This special limited edition cover is being shared first with you, our Playdate mailing list readers. (Thanks for subscribing.)"

Well, don't I feel flattered!

To be clear, Playdate has sold a little purple (and more recently ocean blue) cover for the console since the beginning. It is also cute and satisfyingly wraps around the device to protect it from dings. But, it has nothing on this iconic pizza design.

The reveal of this adorable product sent the Engadget Slack channel into a frenzy — Playdate aficionado Jessica Conditt said nope, this will not make her forget about the fact we're still waiting for the Playdate Stereo Dock (nice try, Panic). Meanwhile, I started thinking about an upcoming vacation I'm going on, and wouldn't the Playdate be a nice companion? Particularly with that stunning cover.

A few minutes later and I had an order confirmation in my inbox. That escalated quickly — by at least one measure, the Playdate pizza cover is a success.

For the rest of you Playdate fans, don't sleep on this one — Playdate says the cover is a limited edition that won't stick around long. In the meantime, a full review will be forthcoming as soon as this pizza is delivered.

This article originally appeared on Engadget at https://www.engadget.com/gaming/i-like-this-ridiculous-playdate-pizza-case-so-much-i-bought-a-playdate-213610781.html?src=rss

iPhone camera app Halide has an ‘anti-intelligent’ mode to make shooting with RAW easier

Halide is one of the best camera alternatives for the iPhone, a lovingly-crafted app that gives users plenty of manual control over the images they take. And today they just pushed out a major update with an intriguing proposition: an “anti-intelligent” camera.

Of course, more advanced digital photographers will already be familiar with the RAW format, something Halide (and basically all digital camera makers) have offered for years now. RAW simply means you’re getting every bit of data straight from the camera’s sensor, with few modifications or enhancements. The iPhone (and, again, most other digital cameras) typically store photos in a compressed format to save space and with a variety of enhancements applied to make the image look great as soon as you click the shutter.

So Halide’s new format, which they’re referring to as “Process Zero,” is the app’s attempt to make RAW a little more user-friendly. When you open the app, you can choose from three settings: ProRAW (Apple’s custom RAW format that does apply some of the company’s image modifications), Apple Processed (which applies the same computational photography tricks that you’ll get when shooting with Apple’s default camera app) and Process Zero.

The left image is captured in Apple's ProRAW format, while the right is captured with Halide Process Zero.
The left image is captured in Apple's ProRAW format, while the right is captured with Halide Process Zero.
Halide

Process Zero gives you a RAW file that you can then apply a quick image brightness adjustment to. One of the big benefits from shooting RAW is that you have wide latitude in brightening up a dark image, or toning down one that is blown out. After you make this adjustment, Halide saves the RAW plus brightness adjustment in a new JPEG file that you can then easily export to other apps like Instagram, VSCO, Lightroom, or whatever image editing tool you choose.

The idea here is to let photographers capture RAW images without the computational and algorithmic changes that Apple makes and then easily do something with those photos. So, when you shoot in Process Zero mode, the phone is taking just one image — unlike the Apple camera, which shoots multiple photos and combines them to make a more balanced result. So while that might lead to an image with more noise and with some darker or lighter areas, it can also be significantly sharper and capture more detail than Apple’s process. Halide posted a detailed blog with tons of info on how this all works, complete with examples, and I highly recommend you check it out if you’re curious.

The Halide team also mentioned that the company is working on a Mark III of their app. But unlike Mark II, which arrived with a ton of new features, they’re planning to early-launch some Mark III features to gather feedback; Process Zero is just the first of those. And if you’re curious to check out these RAW capture updates alongside whatever else is in the works, you can get a yearly subscription to Halide for $12 right now, down from the usual $20 price. (If you hate subscriptions, you can also buy Halide Mark II and the eventually III release outright for $60.)

This article originally appeared on Engadget at https://www.engadget.com/apps/iphone-camera-app-halide-has-an-anti-intelligent-mode-to-make-shooting-with-raw-easier-211802575.html?src=rss

The Double Dragon series returns yet again with an ultra-modern tribute to the original game

I first started hitting arcades in the late '80s, and one of the first games I remember playing was the seminal 1987 beat-em-up Double Dragon. Probably not the most appropriate thing for a seven-year-old, but I pumped plenty of quarters into it and subsequently spent tons of time playing the NES port. After its late '80s / early '90s heyday, though, the Double Dragon series has gone through a number of weird iterations and revamps, and a new one based on the original game is set to arrive in 2025.

Double Dragon Revive is produced by Japanese developer / publisher Arc System Works, who acquired the rights to Double Dragon back in 2015 after the original developer Technōs went out of business. Unlike Double Dragon Gaiden: Rise of the Dragons, which was released in 2023 and featured a very distinctive cartoonish style, Revive is leaning into an ultra-modern and more realistic vibe, relatively speaking. 

It reminds me a bit of recent Street Fighter games; similarly, the characters look like they have a greatly expanded set of moves to bash through the waves of bad guys. There isn't much detail on the game out there yet, though Arc System Works does note that this game isn't a pure button-masher, saying that it "requires adaptation and variety." 

Visual style isn't the only thing differentiating Revive from Rise of the Dragons. The 2023 game had ropuelike elements, 13 playable characters and a tag-team ability to let you swap between those characters. Revive, as the name suggests, will likely stick more to the tried-and-true Double Dragon formula. How much that'll resonate with players in 2025 remains to be seen, but there are surely enough nostalgic kids from the '80s out there who will give this one a shot. It'll be available for the PS4 and PS5, Xbox One and Series X/S and on Steam.

This article originally appeared on Engadget at https://www.engadget.com/the-double-dragon-series-returns-yet-again-with-an-ultra-modern-tribute-to-the-original-game-142722631.html?src=rss

Donkey Kong Country Returns, originally released for the Wii in 2010, is coming to the Switch

It's been about a decade since Nintendo released a new game in the Donkey Kong Country series — and while there isn't a new one coming any time soon, there is a port of one you may have missed on its way. Donkey Kong Country Returns, originally released for the Wii in 2010, is hitting the Switch on January 15, 2025. It was a fine game for its time, and I'm hopeful it'll hold up well some 15 years later. At the very least, the controls should be simpler, as Nintendo won't be forcing motion controls into the mix with this remaster as they did with the Wii original.

This game joins Donkey Kong Country: Tropical Freeze as the other modern-ish interpretation of the franchise. Tropical Freeze was first released for the Wii U in 2014 — but since no one owned that poor console, its arrival on the Switch in 2018 meant that a much larger audience got to give the game a shot. That's not exactly the case with Donkey Kong Country Returns, which sold well for the original Wii. Still, Donkey Kong Country fans are starved for a new game, so this will have to do for now. I'm sure it's been years since many people have checked it out, so hopefully it'll feel somewhat fresh.

This article originally appeared on Engadget at https://www.engadget.com/donkey-kong-country-returns-originally-released-for-the-wii-in-2010-is-coming-to-the-switch-153629092.html?src=rss