Goat Simulator 3’s headbutting mayhem finally arrives on mobile

Everyone's favorite hooved menace is back on mobile with the launch of Goat Simulator 3 for iOS and Android, Swedish developer Coffee Stain Studios announced. As before, you play in an open world as a mayhem-loving goat in order to cause maximum chaos and ruin the day of as many NPC's as possible. The latest version dials up the destruction with accessories like jetpacks, rocket launchers and supercharged headbutts, while letting you kit out your goats with dubious fashion accessories. 

The mobile versions offers much the same feature set found on PS5, Xbox Series X/S and PC, particularly the co-op multiplayer support. Other mobile features include multiple goat options (tall, fishy, with hats), an "OK amount" of quests in the open world, mini-games, "ragdoll physics that slap Newton in the face" and more, according to the Play Store listing. 

Goat Simulator famously started as a jokey demo for Global Game Jam 2014, replete with bugs, bizarre physics and just a weird, weird concept. Herds of players loved the alpha version, though, so Coffee Stain elected to release it as a full game, leaving in the floppy necks, intersecting meshes and ability to use your goat's tongue to walk up construction cranes somehow.

Goat Simulator 3 is actually the second game in the series (the developer famously skipped over 2), appearing last year a full eight years after the original. The original version appeared shortly after the alpha, and basically left most of the bugs in — part of the charm, or terribleness of the game, depending on your point of view. 

It turns out that "buggy and stupid" is hard to do on purpose though, as GS3's creative director put it, hence the long delay. In any case, it's now available on Android and iOS for $13 — not that cheap for a mobile game. 

This article originally appeared on Engadget at https://www.engadget.com/goat-simulator-3s-headbutting-mayhem-finally-arrives-to-mobile-111553057.html?src=rss

Pixar’s Disney+ pandemic movies are hitting theaters after all

Amid COVID-prompted lockdowns, many major movies skipped US theaters entirely and went straight to streaming services. Those included the Pixar films Soul, Luca and Turning Red, all of which debuted on Disney+. In 2024, though, you'll get the chance to see those animated films on the big screen. Soul will get a theatrical release on January 12, Turning Red will hit cinemas on February 9 and Luca will emerge on a silver screen near you on March 22.

Given that these movies have been around for as long as three years, it's unlikely that they'll set the box office charts alight. But the theatrical releases mean you'll have a chance to enjoy these films as originally intended.

They could also help pad out Disney's bottom line a bit during a rough spell for the company. Among other issues, Disney is slated to release just one Marvel movie next year, Deadpool 3. In addition, the three Pixar films will act as a lead up to the studio's next film and perhaps help get very young viewers accustomed to going to the movies. Inside Out 2 will arrive in theaters on June 14.

This article originally appeared on Engadget at https://www.engadget.com/pixars-disney-pandemic-movies-are-hitting-theaters-after-all-193622444.html?src=rss

Lenovo Legion Go review: The XL alternative to the Steam Deck

Every day it feels like there’s a new handheld gaming PC hitting the market. But instead of churning out yet another Windows-based rival for the Steam Deck, Lenovo is putting its spin on the category with the Legion Go. It combines top-notch performance with a huge OLED display and borrows some design traits from the Nintendo Switch. The result is a powerful though somewhat bulky $700 gaming machine that also offers some hidden tricks.

Design and display: An XL gaming handheld

Packing a 2,560 x 1,600 8.8-inch OLED display, the Legion Go has one of the largest, if not the largest screens on any gaming handheld today. But it’s not just big, because with a 144Hz refresh rate, it’s rather speedy and thanks to a peak brightness of around 500 nits, it’s pretty vibrant too. This makes the panel a great centerpiece for Lenovo’s handheld. The only thing it’s missing is full variable refresh rate support (VRR).

Similar to the Nintendo Switch, the Legion Go features detachable controllers and a kickstand in back.
Photo by Sam Rutherford/Engadget

Flanking its display are a pair of controllers that can be detached just like with the Nintendo Switch. The two highlights are a built-in touchpad for smoothly mousing around Windows and Hall effect joysticks that are just a touch more responsive and accurate than on ASUS’ ROG Ally or Valve’s Steam Deck. Elsewhere, the Legion Go features an Xbox-style button layout complemented by four rear paddles and a kickstand so you can easily prop the system up when needed.

The whole package feels rather sturdy even when you factor in its removable controllers (though detaching them does take a little practice as they slide down and outwards instead of up like on the Switch). You even get two USB-C ports (both of which support USB 4), which is one than on its rivals, plus a microSD card slot for expandable storage. My two small gripes are that the touchpad doesn’t support haptics or the ability to press down on it. This means you have to perform more of a quick tap to simulate a traditional left click while not having an easy shortcut for right-clicking. I also wish the Legion Go had a fingerprint sensor like the ROG Ally, as that would make unlocking the device faster and easier.

The Legion Go features not one but two USB-C ports that support USB 4.
Photo by Sam Rutherford/Engadget

But that’s not all, because on the bottom of the right controller, there’s a toggle that lets you activate FPS mode. When you flip this switch and then slot the controller into Lenovo’s bundled puck, it turns the controller into a vertical mouse, at which point you can play FPS games (hence the name of the switch) with even greater precision, assuming you’re into that kind of thing. However, for someone like me who isn’t a huge fan of shooters, I find this setup is better simply for navigating through Windows, especially for anyone planning to hook this up to an external monitor and keyboard and use it like a desktop. Lenovo even included a little wheel on the right controller so you can quickly scroll through docs and web pages.

The downside to Lenovo’s XL-sized design is that since it weighs 1.88 pounds and measures 11.76 inches across, the Legion Go is noticeably larger and bulkier than both the ROG Ally and the Steam Deck. That said, none of the current crop of gaming handhelds are what I’d call pocketable, so you’re still going to have to toss any of them in a separate bag for traveling. And to Lenovo’s credit, the Legion Go comes with a case that has a clever cutout that lets you snake in a power cord so you can charge it while it’s nestled safely inside. Meanwhile, the ROG Ally doesn’t come with at case at all.

Performance: Big power that needs some optimizing

The Legion Go features an Xbox-style button layout in front along with a total of four paddles in back.
Photo by Sam Rutherford/Engadget

The Legion Go is based on an AMD Ryzen Z1 Extreme processor along with 16GB of RAM and up to 1TB of storage. This is the same chip and amount of memory as the top-spec ROG Ally, and as you’d expect performance is very similar and about as good as it gets among current handheld gaming PCs. You can play major AAA releases like Elden Ring and Starfield, though if you’re dead set on hitting 60 fps, you will need to fiddle around with graphics settings.

Like the ROG Ally, the Legion Go offers a range of preset performance modes (Quiet, Balanced and Performance) and a custom setting that allows users to select a TDP (thermal design power) ranging from 5 to 30 watts. The issue is that since the Legion Go was released more recently, Lenovo hasn’t had as much time as ASUS to refine its software and drivers. Unfortunately, this meant that when I tried to benchmark both systems at 25 watts, I ran into an issue where framerates on the Legion Go fell far short of expectations. When I reached out to Lenonvo, I was told this is a known bug with the current software build and should be addressed in an upcoming patch. Thankfully, after I installed some beta drivers and a BIOS update (which are expected to be officially released sometime in the coming weeks), framerates jumped back up to levels that matched the ROG Ally.

The Legion Go's 8.8-inch OLED display is the biggest screen available on pretty much any gaming handheld available today.
Photo by Sam Rutherford/Engadget

In Cyberpunk 2077 at 800p and medium settings with FSR set to Performance, at 15 watts the Legion Go hit 45 fps, essentially matching the ROG Ally’s 46 fps at the same power level. And when set to 25 watts, both systems remained close, with the Legion Go pulling ahead slightly with 74 fps versus 71 fps for the ASUS. Notably, Valve’s OLED Steam Deck beat both systems at 15 watts in Cyberpunk 2077, hitting 53 fps, though because it doesn’t have a higher power setting, it still falls short in terms of overall performance.

Software: barebones but functional

One of the big knocks against Windows-based handhelds is that Microsoft’s OS still feels clunky when you’re not playing games. This is still the case here, though Lenovo tries to address that with its Legion Space app, which serves as a one-stop shop for tweaking performance, customizing the system’s RGB lighting or quickly launching titles. It’s functional, but it also feels half-baked. Things like performance modes aren’t properly labeled, so there’s no clear indication that Performance mode on the Legion Go means a TDP of 20 watts instead of 25 like on the ROG Ally. And while the app makes it easy to see all of your installed games across various services like Steam, Epic and others, the tab for Android Games is simply a link to download the Amazon App Store. But the most annoying thing is if you want to buy games directly inside Legion Space, clicking the Game Store tab brings you to a page that kind of looks like Steam but is actually run by a different third-party retailer in Gamesplanet. Now, this isn’t a knock against Gamesplanet itself because the service does provide a legit way to buy new titles, but purchasing game keys and then needing to enter them in a separate app is kind of awkward and confusing.

Battery life

By activating the FPS toggle on the bottom of the controller and slotting it into an included base, the Legion Go right gamepad can function as a vertical mouse.
Photo by Sam Rutherford/Engadget

One of the concerns with having big performance in a handheld is the impact that has on battery life. However, Lenovo has done its best to counteract that with a large 49.2Wh battery (versus 40Wh on the ROG Ally). The result is a system that lasts between an hour and a half to three hours depending on the game you’re playing and your power settings. At 15 watts, the Legion comes up short against the Steam Deck, which still reigns supreme in terms of efficiency with runtimes of over two hours. But when compared to the ASUS machine, the Legion Go typically lasts 30 to 45 minutes longer when playing the same title.

Wrap-up

The Legion Go is an interesting take on a handheld gaming PC. With its kickstand and detachable controllers, it’s appropriated the adaptability that Nintendo introduced on the Switch. But Lenovo took things further with a built-in touchpad and a clever FPS mode that makes the system easier to use as a PC. And capping things off is a gorgeous 8.8-inch OLED display that makes the Legion Go’s potent performance shine.

The Legion Go comes with an included carrying case, a microfiber cleaning cloth, a USB-C power adapter and a puck that turns the right controller into a vertical mouse.
Photo by Sam Rutherford/Engadget

On the flipside, its bulk feels like it’s pushing the definition of a handheld device. Any bigger and you might as well carry around a thin-and-light gaming laptop and a dedicated controller. And while Lenovo’s beta software addresses some of the performance hangups I ran into, the Legion Go isn’t going to reach its full potential until its software is properly optimized, which might not happen for another month or two.

In a lot of ways, the Legion Go is like a super-sized alternative to the ROG Ally. What it lacks in portability it more than makes up for in flexibility. Between its dual USB-C ports and FPS mode, I think it’s a better laptop replacement than the Ally, too. Granted, the Legion Go isn’t as affordable or long-lasting as either version of the Steam Deck, but it offers way more horsepower. So while some might find its size a bit excessive, that big, vibrant display is hard to say no to. I just hope Lenovo can polish off its software sooner rather than later.

This article originally appeared on Engadget at https://www.engadget.com/lenovo-legion-go-review-the-xl-alternative-to-the-steam-deck-141522230.html?src=rss

This is my favorite smartphone tripod

As smartphone capabilities continue to close in on standalone cameras, I’ve been using my phone a lot more for shooting video. However, the best shots demand a tripod, and carrying one of those defeats the point of using my phone instead of dragging a camera around.

Peak Design’s stealthy little phone tripod fixes that. I’ve already praised it in our updated guide to the best iPhone cases, but I like it even more a few weeks later. If you’re a fan of their camera bags (or their floaty light carbon-fiber tripod, like me), you know what to expect from Peak Design: stylish, considerate design, careful material choice and a spendy price tag.

This aluminum tripod folds down to a credit-card-sized profile, a little thicker than Apple’s MagSafe wallets. With a solid micro-ball head, you can adjust the angle of your phone while it’s in tripod mode. Better still, it can firmly attach magnetically to the phone in both vertical and horizontal orientations.

The tripod works best (that is, attaches most solidly) with Peak Design’s smartphone cases, which have launched in a new array of colors for the iPhone 15 series. However, if you have a MagSafe-capable iPhone (from the iPhone 12 onwards) or case, you can still attach this tripod, whether folded away, but it seems a little weaker.

Peak Design also has cases for the latest Pixel 8 phones, meaning, gasp, an accessory I could use for my favorite phones this year. (It also has a Samsung case series and a universal adapter that adheres to the back of any phone.)

There are many things to like, but the main draw is that I can keep it attached to my phone and in my pocket, which means I’ve ditched my GorillaPod tripod. Unlike other foldable phone stands, the micro-ball head means I can adjust the angle and positioning. Peak Design’s attention to detail is… something. The company included a tiny hex key built into the tripod legs for tightening the ball head. The key magnetically locks in place, so there’s no fear of losing it.

Peak Design Phone Tripod
Photo by Mat Smith/Engadget

It can also magnetically attach to your phone in vertical and horizontal orientations, making it an excellent stand even when you’re not trying to shoot video or photos propped up on your desk. If you’re desperate, you can use the tripod legs as a short selfie grip.

The only drawback is the price, especially if you compare this to MagSafe phone stands from Moft and Anker. However, these only prop up your iPhone – I wouldn’t call them tripods. Also, if you want to ensure this tripod is securely attached, I’d recommend spending more on a Peak Design case, too. But compared to other smartphone cases and peripheral kits, I appreciate that you don’t have to buy the companion case – and the tripod seems solid enough to last until your next smartphone purchase in a few years.

This article originally appeared on Engadget at https://www.engadget.com/this-is-my-favorite-smartphone-tripod-140057093.html?src=rss

GM’s first EV chargers at Flying J rest stops are now open

Car manufacturers continue pushing out EVs, and the government keeps offering incentives, but accessing charging stations is still a barrier for many people considering purchasing an EV. To that end, last year, General Motors partnered with Pilot Travel Centers and EVgo to install up to 500 charging stations at Pilot Flying J rest stops, and the first ones are now open. 

Currently, there are 17 charging stations open across 13 states, with GM estimating that number will jump to at least 25 before the end of 2023 — with 100 chargers between them. GM states that "many" stations will include multiple chargers with 350kW (which can be reduced depending on a car's charging needs), around-the-clock access with onsite staff, pull-through charging stations, Plug and Charge compatibility and protective canopies. They will also have typical rest stop amenities, such as restrooms and food, along with free Wi-Fi. 

EV drivers can locate charging stations in a few ways, including the GM vehicle brand, Pilot myRewards Plus and EVgo apps. The myRewards Plus app will have food, drink and merchandise deals for all EV owners. But, starting in Spring 2024, GM customers will also get discounts on charging fees and be able to reserve charging stations ahead of time. 

The 500 total stations should have up to 2,000 charging stalls and connect both urban and rural areas across the United States. While there's no end date for the project's completion, the trio plans to open 200 charging stations by the end of 2024. 

This article originally appeared on Engadget at https://www.engadget.com/gms-first-ev-chargers-at-flying-j-rest-stops-are-now-open-120239403.html?src=rss

Grand Theft Auto 6 trailer arrives early, but the game won’t until 2025

Rockstar has released the trailer of Grand Theft Auto VI, the next game in the blockbuster video game franchise a day earlier than expected. Unfortunately you'll have to wait until at least some point in 2025 to play it. 

It's been a decade since Rockstar Games released Grand Theft Auto V. While fans have been more than able to keep themselves busy with GTA Online and a few re-releases, they've been waiting patiently (or impatiently) for more single-player action. The wait now has a theoretical end with Rockstar revealing the first official look at the game and a 2025 release window.

As indicated by a recent teaser image, leaks and various rumors, GTA VI will be set in Leonida, Rockstar's take on Florida, and largely centered on Vice City, the series' stand in for Miami. Given that the trailer features a ton of Instagram-style live streaming, GTA VI seems to be a contemporary game, rather than one set in the '80s like 2002's Grand Theft Auto: Vice City. It remains to be seen if those streams are an integral game mechanic, purely narrative tool or just an aesthetic choice for the trailer, though.

It also appears that the game will have a playable female character, Lucia, for the first time in the modern incarnation of the franchise, just as the rumors predicted. Other highlights of the trailer include Florida's swampy Everglades National Park, an airboat, some wildlife and, of course, a strip club. 

There's almost zero detail about the broader story of GTA VI, other than Lucia being in prison, presumably at the start of the game. But there are plenty of glimpses of the kind of shenanigans you'll be able to get up to, including your usual robberies and car chases. There's also brief shot of an alligator wandering into gas station store — gut instinct says your character might be behind that. Unfortunately it'll be over a year before we know for sure. 

This article originally appeared on Engadget at https://www.engadget.com/rockstar-just-released-a-trailer-for-grand-theft-auto-vi-233306692.html?src=rss

Toyota unveils two EV crossover concepts arriving by 2025

Toyota said Monday it plans to expand its European lineup of battery electric vehicles (BEVs) to six models by 2026. The automaker revealed two new concepts for its upcoming EV fleet, including a “close-to-production” Urban SUV and a Sport Crossover scheduled for a 2025 European launch. Toyota, which Reuters notes is the world’s largest automaker by sales, currently sells only one fully electric model, the bZ4X. It aims for 100 percent carbon neutrality by 2035.

The company’s two newly revealed concepts will join the bZ4X and a Compact SUV it showcased last year. Toyota’s new Urban SUV concept is slated for a European launch in 2024. Its “authentic SUV design” draws inspiration from the company’s Yaris Cross, a top seller in its class. The Urban SUV concept will come in front-wheel and all-wheel-drive options and two battery tiers — a budget one and another with a longer range.

Meanwhile, Toyota had less to say about its Sport Crossover concept. We know it has a sloping fastback profile, which the company will use to position it as a sleeker alternative to traditional SUVs. The automaker expects that concept to enter production in 2025.

Two Toyota SUV concepts sit in a sleek, modern showroom. A Crossover Sport sits on the left, while an Urban SUV one is on the right.
Toyota’s Sport Crossover (left) and Urban SUV concepts.
Toyota

Toyota plans to launch next-generation batteries in 2026 and beyond. The first will focus on performance, offering a conventional structure with double the range and a 20 percent cheaper price tag than the bZ4X.

A second battery will be a “good quality, low-cost” one designed to spur EV adoption. It will have a “new shape” with a bipolar structure, primarily using cheaper lithium iron phosphate (LFP). With this cell, Toyota aims for a 20 percent higher range and 40 percent lower cost than the bZ4X.

A third battery will be strictly high-performance, using high nickel cathode and bipolar technologies. “Even lower costs and a further extended driving range are expected” was all Toyota said about that battery’s range and pricing goals.

Finally, Toyota teased progress with its first solid-state batteries, which may still be three or four years away. “We have made a technological breakthrough that overcomes the long-standing challenge of solid state battery durability,” said Andrea Carlucci, vice president of Toyota Europe, in a press release. “A method for mass production is currently being developed and we are striving for commercialisation in 2027-2028 with production capacity of several tens of thousands of vehicles.” With its solid-state cells, the automaker’s goal is a charging time of 10 to 80 percent in only 10 minutes.

This article originally appeared on Engadget at https://www.engadget.com/toyota-unveils-two-ev-crossover-concepts-arriving-by-2025-181138687.html?src=rss

DJI Osmo Pocket 3 review: Maybe the only vlogging camera you need

As one of the few standalone gimbal cameras out there, DJI’s Osmo Pocket line has always been something of a niche product family. But it certainly had its fans, offering things like portability, fluid video and decent image quality. Now, three years after the Pocket 2, DJI has introduced the Osmo Pocket 3 with some big improvements. Those include a large 1-inch sensor that improves image quality significantly, especially in low light. Another key change is a bigger screen that flips sideways, plus advanced subject tracking. Other features include 4K 120p shooting, 10-bit D-LogM for improved dynamic range, quicker autofocus and more. 

With all those extra talents, the Pocket 3 could serve as a standalone vlogging camera – but it’s also considerably more expensive than its predecessor. To find out if it’s worth the extra money, I did some extensive testing to see what it could — and couldn’t — do.

DJI’s Osmo Pocket 3 is a portable camera that’s relatively simple to use, small enough to carry with you and easy to maneuver in tight spaces. It’s stabilized by a 3-axis gimbal to make shots smooth and fluid. It can pan, tilt and roll across a wide range of 303, 278 and 283 degrees, respectively.

At 5.5 inches long and 179 grams, it’s a bit heavier but nearly as compact as the Pocket 2 (117 grams and 4.9 inches long). It resembles its predecessor at first glance, but a closer look reveals some big changes.

The first thing that jumps out is the 16:9 2-inch screen that has nearly five times the area of the Pocket 2’s 1-inch display. Better still, it flips sideways and automatically rotates the camera to match, so you can shoot either in landscape or portrait modes with no need to dive into settings. However, note that going into vertical video mode doesn’t flip the camera like it does on DJI’s Mini 4 Pro drone. Rather, it just crops the video, reducing the resolution from 4K to 3K.

I wouldn’t call the menu system on the Pocket 3’s touchscreen intuitive, as it involves either swiping from the sides or touching icons to access functions. Without a lot of visual clues for guidance, you need to memorize all the functions.

The other noticeable feature is a larger camera head that houses a 1-inch 9.4MP sensor with a true 16mm diagonal size. That’s nearly three times that of the Pocket 2's 1/1.7-inch sensor. Knowing DJI, we might see the same sensor on upcoming products like the Mini drones and Osmo action cams.

The fixed 20mm equivalent lens has a relatively fast F/2.0 aperture. The wide focal length means it’s not ideal for portraits or product shots. It does have a two times digital zoom to double that, at a cost of some resolution.

There are now only two physical buttons, record and gimbal control. The microSD card is still on the left side, with USB-C port on the button as before. Should the position of the latter be inconvenient, the included handle moves it to the side.

Battery life is outstanding for such a small device, with 135 minutes available with the built-in 1,300mAh battery, rising to 240 minutes with the optional ($99) 950mAh battery handle. On top of that, the Pocket 3 can be recharged from 20 to 80 percent in just 16 minutes, so DJI is finally embracing fast charging on its devices – something that’d be nice to see with its drones, too.

DJI Osmo Pocket 3 review: Maybe the only vlogging camera you need
Steve Dent for Engadget

What about the Mimo app? While its use was required previously for some functions on the Pocket 2, most things can now be done straight from the camera screen, apart from Glamor and a few other settings. It’s still handy for monitoring and controlling the camera remotely, of course.

The Pocket 3 is available by itself or in a Creator Combo that gives you a battery handle, mini tripod, 0.75x lens adapter and carry bag. You also get the DJI Mic 2 Transmitter that pairs automatically with the Pocket 3, giving you a high-quality wireless mic and providing an audio backup. DJI should be announcing the Mic 2 as a separate product in the near future. If you already own the original DJI Mic, the Osmo Pocket 3 is compatible with that model as well.

Performance

Above all, the Osmo Pocket 3 is a gimbal designed to provide smooth and stable video. Operation is very much point and shoot to keep the subject in frame, as the gimbal and autofocus do the rest. As before, it offers three modes: follow, tilt lock and FPV mode.

Follow aims the camera where you point it while locking off roll to keep the camera level. Tilt mode also locks the tilt function to keep the horizon level, while FPV keeps all three unlocked so that the camera tilts, pans and rolls as you move the camera.

It’s not just the larger sensor that helps the Pocket 3 create cinematic video. The optical stabilization allows for slower shutter speeds that create natural looking motion blur — something that’s impossible on action cameras, as electronic stabilization isn’t compatible with motion blur.

DJI Osmo Pocket 3 review image gallery
Steve Dent for Engadget

The gimbal generally does a good job of smoothing video, in scenarios ranging from cars, to running to rapid panning. Without electronic stabilization, Z-axis (up and down) motion is still present, so you’ll need to walk smoothly to avoid it.

The Pocket 3 and DJI Mic 2 is a practical combination, allowing you to vlog easily with smooth, high-quality video and excellent audio quality. It’s also discreet, as the Pocket 3 is small and the Mic 2 allows you to speak quietly, even in a crowd.

As with DJI’s original Mic, the Mic 2 offers consistent sound quality and levels while keeping outside noise to a minimum. It has decent range with the Pocket 3, though DJI has yet to specify that exactly (again, we’ll learn more when the standalone Mic 2 is released). Given the wide angle lens, you’ll probably never get too far from the Pocket 3 – but it worked fine for me with a camera mounted on a car and me inside, for example.

Like DJI’s drones, the Pocket 3 has ActiveTrack subject tracking. You enable that by double tapping a subject or selecting it from the Mimo app. From there, the head will tilt and pan to follow the subject and keep it in focus.

DJI Osmo Pocket 3 review image gallery
Steve Dent for Engadget

This function works automatically when selfie mode is activated either by touching the icon or triple-pressing the joystick. In this case, it goes into face-tracking mode and keeps your face centered screen no matter where you move the camera.

Another function called dynamic framing also tracks faces, but lets you change the framing at the touch of a button. DJI also introduced a new mode called spin shot that rotates the camera 90 or 180 degrees to create a stylized scene.

Video and image quality

The Pocket 3 can shoot 4K at up to 60 fps in normal mode, and now includes both a 10-bit D-LogM mode and HLG mode for HDR shooting. It has a 9.

DJI also added 4K 120p shooting via a special slow-mo mode. This is handy for high-speed scenarios, particularly when combined with camera moves. At launch, this mode didn’t support 10-bit and D-LogM/HLG modes, but via a recent firmware update, those modes now work at 4K 120p as well.

Another new function is low-light video mode, designed to improve performance in dim scenes. In this setting, it’s limited to 30 fps max and ISO is boosted up to 16,000, compared to 3,200 in regular video mode.

The Hyperlapse and time lapse settings work the same as on DJI drones, giving you a time lapse option that’s great for showing the quick passage of time. The other two modes are Panorama for wide shots and, of course, photos.

DJI Osmo Pocket 3 review image gallery

Image quality is outstanding for a device this tiny, with the large sensor beating any smartphone except for maybe Sony’s Xperia Pro-I. In normal mode, video is sharp and colors are vibrant. In photo mode, JPEGs look good straight out of the camera, but you can also shoot RAW for more flexibility in post.

As mentioned, the Osmo Pocket 3 isn’t ideal for things like portraits or product beauty shots due to the relatively wide-angle 20mm equivalent lens. Yes, you can do a digital zoom to double that, but resolution dips well below 4K when you do that, due to the relatively low 9.4-megapixel (MP) sensor resolution.

Such a field of view doesn’t tend to flatter subjects (you generally want about 35-100mm), and moving the camera close can even cause distortion. So if you produce content around those things, the Pocket 3 isn’t ideal as a standalone camera.

The D-LogM function boosts dynamic range significantly, particularly in high-contrast or on sunny days. It also helps with creative color correction and to match scenes with other cameras, particularly DJI’s own drones and action cams. It’s easier to adjust than most log modes, so I leave it on all the time.

The larger sensor also makes the Pocket 3 much better in low light than before. Normal video mode goes up to ISO 3200, while low light mode ramps that up to ISO 16,000, letting you film in very dim rooms. It also appears to crank up noise reduction at upper ISOs though, so expect some loss of detail.

DJI Osmo Pocket 3 review image gallery
Steve Dent for Engadget

While low-light capability is improved, the sensor resolution drops significantly from 64MP on the Pocket 2 to 9.4MP on the new model. That’s not bad per se, as we’ve seen low-resolution sensors on high-end cameras like the Sony A7S III. However, it means that any digital zooming for video results in a loss of resolution (4K is 8.4MP), and photos aren’t nearly as sharp on the Pocket 3.

Autofocus can be an issue with larger sensor cameras, but the Pocket 3’s phase detect AI system is generally reliable. That applies whether you’re shooting multiple subjects in FPV mode or using Active Track or Face Tracking.

Rolling shutter is really pretty minimal, with just a light amount of skew on fast moving subjects like trains. That’s aided considerably by the gimbal, of course, which eliminates any strong jolts that could cause jello-like video.

One big issue is focus breathing, though, as the frame changes substantially when you focus from a far to a near object. If possible, it would be good for DJI to add a breathing compensation feature as we’ve seen on Sony and other cameras.

Wrap-up

DJI Osmo Pocket 3 review: Maybe the only vlogging camera you need
Steve Dent for Engadget

With improvements in image quality, tracking and other areas, DJI’s Osmo Pocket 3 is more versatile than ever. The image quality puts it in the category of high-end compact cameras and you get incredible optical stabilization equivalent to a handheld gimbal with none of the hassle.

It has no major flaws, except for the $520 price for the gimbal alone, or $699 in the aforementioned kit. For that, you could get Sony’s ZV-1F vlogging camera, or for $150 more, Sony’s ZV-10 mirrorless camera with a much larger sensor. Neither of those can do exactly what the Pocket 3 can do, but then again the Pocket 3 isn’t ideal for portraits, product shots and other types of content either.

The Pocket 2 was embraced mainly as a second camera for grabbing some stabilized shots. The Pocket 3 costs $170 more, though, so it’s not something you’d pick up on a whim. DJI is no doubt hoping folks will be willing to pay the extra money if they embrace it as a standalone vlogging camera. It can certainly serve that purpose, but only if your focus is on creating cinematic shots — and not on people or product-focused content creation.

This article originally appeared on Engadget at https://www.engadget.com/dji-osmo-pocket-3-review-maybe-the-only-vlogging-camera-you-need-163028145.html?src=rss

The Game Awards raises an old question: What does indie mean?

The Game Awards got it wrong this year. One of the titles nominated for Best Independent Game, Dave the Diver, was produced by Nexon, one of the largest video game studios in South Korea. No matter how hard you squint, it is not indie. Dave the Diver is an excellent pixel-art game about deep-sea fishing and restaurant management, but it was commissioned and bankrolled by Nexon subsidiary Mintrocket, with billions of dollars and decades of experience at its back.

When The Game Awards nominees were announced on November 13, fans were quick to point out the error, and the recurring debate over what “indie” means was reignited. Taehwan Kim, Nexon’s overseer of Mintrocket, weighed in on November 14, saying Dave the Diver “may look like an indie, but it's not necessarily the case.” The official tweet listing the nominees for Best Independent Game now carries a reader-generated context tag reading, “Dave the Diver is not an indie game. Mintrocket, the game's developer, is a subsidiary of Korea's biggest game company Nexon. They are not independent in any sense of the word.”

Dave the Diver
Nexon

A discussion around the definition of “indie” bubbled up throughout November, but it raised more questions than it answered. One common conclusion was that the media outlets who voted Dave the Diver into the independent category were fooled by its pixel art, a style that’s associated with indie games. During a live Q&A on Twitch on November 26, The Game Awards organizer Geoff Keighley argued that “independent” was a broad term with an unknowable definition, before essentially saying Dave the Diver’s inclusion in the indie category was the jury’s fault.

Specifically, Keighley said the following: “It’s independent in spirit and [it’s] a small game with a, I don’t know what the budget is, but it's probably a relatively small-budget game. But it is from a larger entity, whereas there are other games on that list that are from much smaller studios. Even like Dredge I think is published by Team17, so is that independent or not because you have a publisher? It’s a really complicated thing to figure out and come up with strict rules around it, so kinda we let people use their best judgment. And you can agree or disagree with the choices, but the fact that Dave the Diver was on that list meant that, out of all the independent games the jury looked at, or what they thought were independent games, that was one of the top five they looked at this year.”

The jury comprises 120 media outlets (Engadget has traditionally been one of these, but we did not participate in voting this year and look what happened), so Keighley is chalking the mistake up to mass hysteria and moving on. Meanwhile, there’s still little consensus on what constitutes an indie game, at The Game Awards or elsewhere.

Dave the Diver
Nexon

I’ve reported on video games for 13 years and indies are a central theme of my coverage. I ran The Joystiq Indie Pitch back in the day, and I’ve made a concerted effort to write about smaller games from creators working outside of the mainstream machine, because these are the experiences that speak to me personally. The indie scene is the source of the industry’s magic. This isn’t just a debate about language — “indie” is a distinction that identifies which games and teams need outside support to survive and expand on their innovations. Understanding the label can help players make decisions about where to spend their money, the lifeblood of any game-development studio.

All that to say, the debate over the definition of “indie” is not new, but it is constantly changing, and it’s something I’ve spent a lot of time contemplating. So, I’m here to offer guidance on the question of what makes an indie game or studio indie. It is a weirdly complicated topic and my approach is one of many, but the loose framework I use could help resolve some common, recurring arguments. 

Basically — it’s all about the system, man.

I’m joking, but also I’m not. Generally, when I’m trying to decide whether something is actually indie, I rotate through three questions:

  1. Is the team on the mainstream system’s payroll?

  2. Is the game or team owned by a platform holder?

  3. Do the artists have creative control?

The first question is about identifying where a studio’s money is coming from and what kind of support a game has outside of sales. If a team is wholly owned by another company of any size, it is not indie. We’re not talking about publishing deals; this opening question is about acquisitions or subsidiaries of bigger studios. Dave the Diver is a prime example here — it’s developed by Mintrocket, a subsidiary of Nexon that was created just to develop more contained, experimental games for the publisher. Dave the Diver is definitely not indie, and we’re only on question one.

The second query feeds into the first, and it’s helpful in making fine distinctions about games that exist in gray areas. What about something like Cyberpunk 2077? It’s a big-budget game built by CD Projekt RED (CDPR) — a studio that, at first glance, seems like it could be indie. However, there are two factors that take it out of the running for me. First, CD Projekt, the umbrella organization that supports CDPR’s game-making, is a publicly traded company with shareholders and a board to answer to. Second, CD Projekt is the owner of GOG, a distribution hub that allows the studio to sell its own games and DLC outside of Steam and the Epic Games Store. This ability to sell directly to players at massive scale takes CD Projekt out of the indie realm. Generally, companies with the most influence and money are console makers and platform holders like Valve, Xbox, PlayStation, Epic Games, Ubisoft, EA, and, yes, CD Projekt. They are the AAA system, and anything they own is not indie.

Dave the Diver
Nexon

Lastly, on to publishers. Sorry, Keighley, but securing a publisher has very little to do with whether a game is indie nowadays. We’re blessed in 2023 to have a thriving indie industry constantly pushing against the AAA complex with different goals, more diverse voices and a broader sense of innovation — and publishing is a big part of this system. Today, indie-focused publishers (of which there are many) tend to include clauses that protect a developer’s creative vision, preventing the larger company from interfering with artistic decisions and keeping the game indie to the core. Once upon a time, it might’ve made sense to only consider self-published games indie, but that era is long gone.

The indie scene has evolved massively since the early 2010s, when games like Braid, Super Meat Boy and Fez were carving out the market’s modern form. Back then, self-publishing was all the rage for independent developers because it was often their only option, and as a result there were more distinct lines between AAA, AA and indie games. Devolver Digital found its first breakout hit as an indie publisher with Hotline Miami in 2012, and that’s around the time the floodgates opened. In 2014, as the industry’s largest companies started funding and publishing programs for them, the number of indie games skyrocketed across platforms including Steam (remember Greenlight?), the App Store, Xbox, PlayStation and Ouya (RIP).

Today, indie games come standard on every console. There are multiple indie-focused publishers, including Devolver, Annapurna Interactive, Panic, Raw Fury, Team17 and Netflix, and most of them offer complete creative freedom as a main selling point. Meanwhile, platform holders like Sony and Xbox are hungry to sign distribution deals with developers of all sizes in an effort to score exclusives and pad their streaming libraries. It’s the most stable (and crowded) the indie scene has ever been. Having a publisher has no bearing on whether a game is indie.

Being owned by a publisher, however, changes everything (see question one). This is more of a concern than ever, as platform holders like Microsoft, Sony and Epic Games have recently been buying studios they like, no matter their size. Hell, even Devolver has dipped its toes in the acquisition pond recently — which, yeah, means those teams are no longer indie.

Dave the Diver
Nexon

The “indie” label is transitory. Certain studios can be indie but an individual game may not be, and plenty of small companies flow between states as they age and take advantage of growth opportunities. Bungie, for example, started out as an independent outfit, then it was absorbed by the AAA complex under Xbox, and then it broke free and was briefly indie again, before Sony pulled it back into the mainstream system’s cold embrace.

So, yeah, that's my way of determining if a game or studio is indie. By all means, take my triplet of questions and have fun trying to break the logic — it probably won't take long. There is no perfect structure here and there are plenty of outliers within my own framework. Alan Wake II, according to my questions, would be considered an indie game — but its developer, Remedy Entertainment, is a publicly traded company, which brings shareholders and a board of directors. This pushes the studio and the game into The System for me, but honestly, I’m still unsure about those labels as I type this. That’s OK — when all else fails, look inside your game-loving soul and ask, can this team exist without my support? (Alan Wake II, for what it’s worth, is a delicious and unique experience that’s worth playing, regardless of your feelings on Remedy's shareholders).

Does Mintrocket need my support to keep Dave the Diver and its creative team going? Probably not, and definitely not in the same way as Larian Studios, the independent developer and publisher of Baldur’s Gate 3. Baldur’s Gate 3 is an excellent, expansive 3D adventure from an indie studio and it’s up for Game of the Year at The Game Awards, but it was snubbed in the Best Independent Game category. Meanwhile, Dave the Diver, a cute title backed by billions of dollars, is up for the indie award, but not Game of the Year. It seems like The Game Awards jury made the classic mistake of seeing pixel art and immediately calling it indie. That’s an unforced error, but it reveals one point where we can all agree:

Indie is not an aesthetic.

This article originally appeared on Engadget at https://www.engadget.com/the-game-awards-raises-an-old-question-what-does-indie-mean-205211035.html?src=rss

A big Analogue Pocket restock is coming, but cart adapters are delayed again

The acclaimed Analogue Pocket multi-system portable handheld console is a bona fide hit. It’s so popular, in fact, that it's been sold out for weeks. Have no fear, would-be purchasers. Analogue just announced a major restock. The consoles will be available to buy on December 4 at 11AM ET. The company promises that these orders will arrive in time for the holidays.

This restock only applies to the original black and white designs, and not those nifty limited edition colors, most of which remain sold out. If you miss the window on December 4, the company is doing another restock on December 8 at 11AM ET, but those won’t ship until February.

Analogue also announced a new operating system for the console, set to arrive in the next few days. Analogue Pocket OS v.1.2 fixes a bunch of bugs, adds support for new controllers, updates the music-making app Nanoloop and allows for new openFGPA developer tools. That’s just the first update. Analogue Pocket OS v2.0 arrives before the end of the month and gives third-party developers access to the original display modes, like the iconic Game Boy aesthetic, among other features. These updates follow last year’s OS v1.1.

It’s not just the Pocket getting some love. The Analogue Duo is finally shipping on December 11, three years after the original announcement and over six months after pre-orders went live. The Duo is an all-in-one system that promises to play every TurboGrafx-16/PC Engine title, even Bonk’s Adventure, a game that gave me no end of stress in childhood for obvious name-related reasons. The Duo plays both cartridges and compact discs. It’ll even run games that originally required the Arcade RAM add-on included as part of the Japan-only SuperGrafx console. Again, Analogue promises deliveries by the holidays.

The company’s also selling a limited-edition white dock for the Pocket, which also goes on sale December 4. However, this freshly-hued dock is more expensive than the original black model, at $130 instead of $100.

It’s not all good news for fans of retro gaming. Analogue announced a delay for the Pocket Adapter Set until February. This set adds new consoles to the lineup, so the system will be able to play TurboGrafx-16 cartridges, Neo Geo Pocket Color cartridges and Atari Lynx carts.

This article originally appeared on Engadget at https://www.engadget.com/a-big-analogue-pocket-restock-is-coming-but-cart-adapters-are-delayed-again-191423716.html?src=rss