MacBook Neo hands-on: Apple’s $599 laptop feels shockingly great

The most interesting product Apple announced this week was its cheapest and least powerful laptop, the MacBook Neo. It’s just fascinating to see the company tackle an entirely new category — it’s not a premium ultraportable like the MacBook Air, and it’s not a computing powerhouse like the MacBook Pro. It’s simply an affordable $599 laptop. And after spending some time with it at Apple’s spring launch event today, I’m convinced it’s going to be a huge hit for the company.

For a $599 system, the MacBook Neo doesn’t look or feel like a budget machine. Its colorful aluminum case looks even more attractive than the MacBook Air and Pro’s, and at 2.7 pounds (the same as the Air), it’s easy to carry. I need to spend more time with its 13-inch screen, but at first glance it looks pretty vibrant as well. In a direct comparison with a similarly-priced HP laptop, the Neo looks far brighter and colorful. HP’s dim budget screen makes daytime photos look dull, whereas the Neo’s screen captures the essence of sunshine.

Similarly, the Neo blew the HP laptop’s speakers away while playing movie trailers. HP’s speakers sound terribly tinny and awful, not the sort of thing you’d ever want to use. The Neo’s speakers made dialog sound crisp and clear, and the rest of the trailer’s audio sounded pretty detailed as well. There’s certainly not as much depth as the MacBook Air and Pro’s upward firing speakers, but the Neo’s setup is certainly better than any budget PC I’ve heard.

As for gaming, the MacBook Neo was able to play the upcoming Oceanhorn 3 smoothly, without any discernible slowdown or stutter. But again, it still looked better than any cheap PC I’ve come across.

It’s a shame Apple didn’t include a MagSafe charging port, but hey, at least the headphone jack is still around. And for many people, two USB-C ports should be plenty. Just keep in mind only one of those is USB-C 3 (DisplayPort, charging and speeds up to 10Gb/s) and the other is USB-C 2 (charging and speeds up to up to 480Mb/s).

The downsides to the MacBook Neo became more apparent as I used it. Its keyboard feels a bit flimsy — it’s almost reminiscent of the old-school butterfly keyboards (though I’m told its mechanism is based on the Air’s). Apple has also color matched the Neo’s keys to its case’s color, though we noticed that doesn’t look as bold in person as it does in Apple’s render. And while the Neo’s touchpad feels smooth and responsive, it lacks the sturdiness from the company’s more expensive haptic touchpads. Apple deserves credit for making a mechanical trackpad that can be clicked anywhere, though, as most budget PC trackpads are only clickable along their lower thirds.

Apple MacBook Neo from the side
Apple MacBook Neo from the side
Devindra Hardawar for Engadget

The starting specs are another issue: For $599, the MacBook Neo comes with 8GB of RAM and 256GB of storage. Bumping up to $699 gets you 512GB of storage and a Touch ID button, but you’re still stuck with 8GB of RAM. For a basic productivity machine, I suppose 8GB of RAM can work. But when coupled with the slower performance of the A18 Pro mobile chip, it’s unclear if the MacBook Neo will hold up over time.

At the very least, the MacBook Neo serves an important role as Apple’s cheapest laptop. It’s an inexpensive way to bring people into the world of macOS, and it could be a great option for schools that want something a bit more sturdy than your average Chromebook.

This article originally appeared on Engadget at https://www.engadget.com/computing/laptops/macbook-neo-hands-on-apples-599-laptop-feels-shockingly-great-142313318.html?src=rss

The $599 MacBook Neo is Apple’s cheapest Mac laptop yet

Meet the MacBook Neo, Apple’s long-rumored low-cost Mac. Powered by the A18 Pro chip from the iPhone 16 Pro series, the $599 MacBook Neo is Apple’s first attempt at delivering a genuinely affordable Mac laptop. (Ironically, it comes after Apple raised the base prices of the new MacBook Air M5 and MacBook Pro M5 Pro/Max.) It’s well below the $1,099 MacBook Air, but Apple didn’t skimp on the design.

For $599 you get 256GB of storage and no Touch ID on the keyboard; another $100 doubles the storage and adds Touch ID. All models of the MacBook Neo ship with an extremely scant 8GB of RAM — but at this price, we can withhold judgement on whether that’s enough until we put this thing though some testing.

The A18 Pro chip includes a 6-core CPU, 5-core GPU and 16-core Neural Engine — based on pure numbers that’s far behind what you’ll get with a current M-series processor, but again it may be enough juice for the basic computing tasks this laptop seems geared towards.

There’s still a sturdy aluminum case, with no cheap plastic to be seen. It includes a 13-inch Retina display, a 1080p webcam, two USB-C ports, a headphone jack and optional Touch ID. You’ll need to use one of those ports for charging, as there’s no MagSafe connector on this MacBook. The side-firing speakers support Dolby Atmos playback. And the MacBook Neo comes in four colors than usual: silver, indigo, blush and citrus. The keyboard is color-matched to the case, too.

The display appears to be fairly basic. The 13-inch LCD has a 2,408-by-1,506 and 500 nits of brightness. There’s no True Tone features for adjusting the screen’s color temperature to your surroundings; this is the first display Apple has released in years without that feature. It also doesn’t support the P3 wide color gamut, another feature present on most other Apple screens.

Another place Apple cut costs is the trackpad. All Mac laptops besides the Neo have a “Force Touch” trackpad that doesn’t actually move. Instead, Apple’s Taptic Engine provides subtle haptic feedback to confirm various actions. It can also sense pressure. Those features are absent on the MacBook Neo — it’s a more standard throwback of a trackpad that physically moves when you click it.

And while its mobile chip isn’t nearly as powerful as the Air’s M4, it’s still fast enough to handle many productivity tasks without much trouble. As we argued last week, the Neo could just be the cheap MacBook to tempt over Windows users disgruntled with Microsoft’s AI obsession.

It’s easy to view the MacBook Neo cynically as a sign that Apple is running out of ideas. But given how many PC options there are between $500 and $1,000, it simply makes sense for Apple to offer something in that range. The company experimented with a low-cost offering by selling the the older M1 MacBook Air at Walmart for $700 in 2024, which later went down to $650 last year. The only question now is how long Apple can maintain its prices, as the AI-induced RAM shortage will likely lead to some increases this year. HP claims RAM now accounts for a third of its PC costs, double the amount from last year.

As with everything else Apple announced this week, the MacBook Neo is up for pre-order today, and it’ll ship on March 11.

This article originally appeared on Engadget at https://www.engadget.com/computing/laptops/the-599-macbook-neo-is-apples-cheapest-mac-laptop-yet-141028666.html?src=rss

Three retro Mario titles are coming to Nintendo Switch Online on Mario Day

As if you needed reminding, next week is March 10, or MAR10 Day, as the marketing wizards at Nintendo have been calling it for the last decade or so. You can usually rely on Mario Day for some plumber-related goodies, and Nintendo has announced that three retro games are coming to Nintendo Switch Online next week.

Those games are Mario’s Tennis and Mario Clash for the newly launched Virtual Boy app, and Mario Vs. Donkey Kong for the Game Boy Advance. Both the GBA and Virtual Boy emulators are part of the Nintendo Switch Online + Expansion Pack membership plan, so you’ll need to be on that tier to play them this Mario Day.

Both of the soon-to-be added Virtual Boy titles originally came out in 1995. Mario Clash is something of a 3D reimagining of the arcade Mario Bros. game, while Mario’s Tennis was actually the first game in the Mario Tennis series, making it a nice companion piece to Mario Tennis Fever, which recently launched on Switch 2. They join 3d Tetris, Galactic Pinball, Golf, The Mansion of Innsmouth, Red Alarm, Teleroboxer and Virtual Boy Wario Land in the Virtual Boy NSO library so far, with more titles on the way. Remember that you’ll need either the $100 Virtual Boy replica or $25 cardboard headset to play them on your Switch.

Mario Vs. Donkey Kong for the GBA is a more unexpected addition, not least because Nintendo remade the charming puzzle-platformer for Switch just a few years ago. Having the source material available on the console too via NSO is obviously nice, but there are other still absent Mario games from the iconic handheld’s enviable library that I’d personally have liked to have seen sooner (*cough* Mario Tennis: Power Tour).

All three games will be playable on March 10.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/three-retro-mario-titles-are-coming-to-nintendo-switch-online-on-mario-day-130223937.html?src=rss

TikTok won’t add end-to-end encryption to DMs

If you’ve ever wondered if TikTok would ever offer a more secure messaging experience, you now have an answer. TikTok has told the BBC that it will not protect direct messages sent in the app with end-to-end encryption, because it believes it will make users less safe. In a briefing about security at its London office, TikTok said that implementing the technology would prevent its safety teams or law enforcement from being able to read messages if needed. The ByteDance-owned app framed it as a deliberate decision, made in an effort to keep users, especially younger ones, safe on its platform.

With end-to-end encryption, only the sender and receiver are able to read messages exchanged between them. The technology isn’t typically implemented in China, where ByteDance is located, though TikTok didn’t say whether its parent company had an influence on its decision. TikTok said messages sent through its app are still protected by standard encryption and only authorized employees will be able to access them if the app gets a request from authorities or gets user reports for harmful behavior.

You have a lot of other apps to choose from if you want to communicate through apps with end-to-end encryption. Apple’s iMessage and Google Messages use the technology, and there’s also Facebook Messenger, WhatsApp, Telegram and Signal. It looks like TikTok just isn’t the place to go if you want to use secure messaging, though it’s unclear if its US entity also shares the same stance. If you’ll recall, TikTok signed a deal to spin off its US business, which is now an entity called the TikTok USDS Joint Venture. A group of non-Chinese investors, including Oracle, purchased an 80 percent stake on the app, while ByteDance retained only a 19.9 percent stake. The entity will be in charge of content moderation in the country and will retrain TikTok’s algorithm on US users’ data.

This article originally appeared on Engadget at https://www.engadget.com/apps/tiktok-wont-add-end-to-end-encryption-to-dms-123431502.html?src=rss

Indie rhythm game Beat Weaver looks like a mix of Amplitude and Thumper

Rhythm games never really went away after the decline of Guitar Hero and Rock Band, but it feels like they’re having a bit of a moment again. From projects like Clone Hero and YARG, to Fortnite Festival and Stage Tour (an upcoming title from Guitar Hero veterans at RedOctane), to indies with rhythm elements like Ratatan and People of Note, music games are still very much around. You can now add Beat Weaver to the mix. 

This upcoming game from Echolox Interactive — solo developer Christopher Lerch — is inspired by pre-Guitar Hero Harmonix titles like Amplitude and Frequency. (Given the way that tracks twist and turn, the trailer also reminds me a bit of Thumper. Thankfully, this doesn't feel nearly as ominous.)

As in Amplitude, you control a ship that barrels along tracks. You'll need to hit notes at the right time to be successful, of course, though Beat Weaver brings some interesting complexities to the formula.

Each track is linked to an instrument and you can switch between tracks at will. However, you'll first need to unlock additional tracks. If you play a sequence of notes (i.e. phrases) without a mistake, you'll activate one. As long as a track is active, it will sip away some of your energy. If that drops too low and you make an error, all the activated tracks will be disabled and you'll need to gradually unlock them again. 

You'll need to switch between tracks and complete more phrases to keep the full mix active. Songs can have up to 16 tracks, so you might need to stay on your toes. That said, you won't need to hit every note dead on.

Lerch is aiming for more of a flow state feel and there are several difficulty levels. Plus, if an upcoming phrase looks overly complex for your current mood, you can stick to a track that has a simpler note pattern. Powerups that give you the opportunity to slow down and rewind tracks should help too.

Lerch originally started working on Beat Weaver as a hobby back in 2017. After receiving funding from Germany's Press Start: Games Founding Grant program last year, Lerch was able to focus on Beat Weaver full time. The developer says the protracted development time "allowed me to experiment with audio playback systems and engine architecture to maximize the interactive music experience, as well as making maximum use of the third dimension with the dynamic note highway system." 

Details about artists who are featured in the game will be revealed later. Lerch composed much of the music personally. Players will be able to add custom songs, though they’ll need to load in separate audio files for each playable instrument.

Lerch is developing Beat Weaver in a custom engine without using generative AI. “For rendering it doesn't use any traditional texture mapping in favor of generating colors, patterns and skyboxes with shader code, noise functions, raymarching and mathematical expressions,” Lerch wrote. “Its comparatively low performance demands and dependencies allow it to run on older machines.”

This game just looks really neat. It’s nice to be excited about neat-looking things. Beat Weaver is slated to hit Steam (with support for Steam Deck) later this year.

This article originally appeared on Engadget at https://www.engadget.com/gaming/indie-rhythm-game-beat-weaver-looks-like-a-mix-of-amplitude-and-thumper-110000834.html?src=rss

Indie rhythm game Beat Weaver looks like a mix of Amplitude and Thumper

Rhythm games never really went away after the decline of Guitar Hero and Rock Band, but it feels like they’re having a bit of a moment again. From projects like Clone Hero and YARG, to Fortnite Festival and Stage Tour (an upcoming title from Guitar Hero veterans at RedOctane), to indies with rhythm elements like Ratatan and People of Note, music games are still very much around. You can now add Beat Weaver to the mix. 

This upcoming game from Echolox Interactive — solo developer Christopher Lerch — is inspired by pre-Guitar Hero Harmonix titles like Amplitude and Frequency. (Given the way that tracks twist and turn, the trailer also reminds me a bit of Thumper. Thankfully, this doesn't feel nearly as ominous.)

As in Amplitude, you control a ship that barrels along tracks. You'll need to hit notes at the right time to be successful, of course, though Beat Weaver brings some interesting complexities to the formula.

Each track is linked to an instrument and you can switch between tracks at will. However, you'll first need to unlock additional tracks. If you play a sequence of notes (i.e. phrases) without a mistake, you'll activate one. As long as a track is active, it will sip away some of your energy. If that drops too low and you make an error, all the activated tracks will be disabled and you'll need to gradually unlock them again. 

You'll need to switch between tracks and complete more phrases to keep the full mix active. Songs can have up to 16 tracks, so you might need to stay on your toes. That said, you won't need to hit every note dead on.

Lerch is aiming for more of a flow state feel and there are several difficulty levels. Plus, if an upcoming phrase looks overly complex for your current mood, you can stick to a track that has a simpler note pattern. Powerups that give you the opportunity to slow down and rewind tracks should help too.

Lerch originally started working on Beat Weaver as a hobby back in 2017. After receiving funding from Germany's Press Start: Games Founding Grant program last year, Lerch was able to focus on Beat Weaver full time. The developer says the protracted development time "allowed me to experiment with audio playback systems and engine architecture to maximize the interactive music experience, as well as making maximum use of the third dimension with the dynamic note highway system." 

Details about artists who are featured in the game will be revealed later. Lerch composed much of the music personally. Players will be able to add custom songs, though they’ll need to load in separate audio files for each playable instrument.

Lerch is developing Beat Weaver in a custom engine without using generative AI. “For rendering it doesn't use any traditional texture mapping in favor of generating colors, patterns and skyboxes with shader code, noise functions, raymarching and mathematical expressions,” Lerch wrote. “Its comparatively low performance demands and dependencies allow it to run on older machines.”

This game just looks really neat. It’s nice to be excited about neat-looking things. Beat Weaver is slated to hit Steam (with support for Steam Deck) later this year.

This article originally appeared on Engadget at https://www.engadget.com/gaming/indie-rhythm-game-beat-weaver-looks-like-a-mix-of-amplitude-and-thumper-110000834.html?src=rss

Apple’s new Studio Display XDR monitor has limited functionality on older Silicon Macs

If you're looking to pre-order Apple's new Studio Display XDR monitor today but have an older Mac, beware of some potential issues. According to the compatibility list spotted by Apple Insider, the new display will only work at 60Hz and not at its full 120Hz refresh rate on some older and less powerful Silicon models. Moreover, support for older Intel Macs isn't mentioned at all for either the Studio Display XDR or cheaper Studio Display

All Apple Silicon Macs will work with both monitors, including those with the oldest M1 chips, according to the support pages. However, the compatibility list for the Studio Display XDR includes this nugget: "Mac models with M1, M1 Pro, M1 Max, M1 Ultra, M2, and M3 support Studio Display XDR at up to 60Hz. All other Studio Display XDR features are supported." So even if you have a hotrod M1 Ultra-based Mac, the Studio Display XDR's refresh rate is capped at 60Hz — despite the fact that the chip can drive third-party monitors at 120Hz. 

Similarly, only the iPad Pro M5 supports the Studio Display XDR at 120Hz, with all other compatible models (in the iPad Pro and iPad Air family) limited to 60Hz. 

Intel Mac support isn't mentioned at all in the compatibility list for either display, though they may function in some limited manner when connected. Intel Macs just received their last new OS update with macOS Tahoe (and only three more years of security updates), but it's still surprising that they're not compatible with Apple's latest monitors. 

This article originally appeared on Engadget at https://www.engadget.com/computing/accessories/apples-new-studio-display-xdr-monitor-has-limited-functionality-on-older-silicon-macs-082212069.html?src=rss

Meta signs a multimillion dollar AI licensing deal with News Corp

Meta has signed an AI licensing deal with News Corp that will allow the Meta AI maker to use content from The Wall Street Journal and other brands in its chatbot responses and for training of its AI models. News Corp confirmed to Engadget that it had struck a deal with Meta, but didn't provide specifics on the terms of the arrangement. According to The Wall Street Journal, Meta will pay News Corp. "up to $50 million a year" for a three-year deal that covers content from The Journal, as well as the media giant's other brands in the US and UK. 

News Corp previously struck a five-year deal with OpenAI that was valued at around $250 million. During a recent appearance at Morgan Stanley's annual Technology, Media & Telecom (TMT) conference, News Corp CEO Robert Thomson hinted that the media company was in the "advanced stage with other negotiations."

He described the company's overall approach to such arrangements as "a woo and a sue" strategy, depending on whether companies want to pay for content or scrape it without permission. "We have what you might call a woo and a sue strategy," he said. "We'll woo you. We'd like you to be our partner. But if you're stealing our stuff, we are going to sue you. So there'll be a discount for those who hand themselves in, and there'll be a penalty for those that resist."

A spokesperson for Meta confirmed that the two companies had reached an agreement . The company, which has been reorganizing its AI teams as it looks to create its next model, has struck a number of licensing deals in recent months. It previously signed multi-year agreements with USA Today, People, CNN, Fox News and other outlets. The company said at the time that “by integrating more and different types of news sources, our aim is to improve Meta AI’s ability to deliver timely and relevant content and information with a wide variety of viewpoints and content types.”

Update, March 3, 2026, 4:18PM PT: This story was updated with additional information from a Meta spokesperson.

This article originally appeared on Engadget at https://www.engadget.com/ai/meta-signs-a-multimillion-dollar-ai-licensing-deal-with-news-corp-234157902.html?src=rss

Highguard has raided its last fortress, will shutdown on March 12

Highguard, the live-service multiplayer shooter that was announced at the Game Awards 2025, is shutting down on March 12. Developer Wildlight Studios shared that the game would be winding down alongside details of its final update, which include a new character, weapon and skill trees.

"Today we’re sharing difficult news. We have made the decision to permanently shut down Highguard on March 12," Wildlight Studios shared via a statement on the Highguard X account. "Since launch, more than two million players stepped into Highguard’s world. You shared feedback, created content, and many believed in what we were building. For that, we are deeply grateful. Despite the passion and hard work of our team, we have not been able to build a sustainable player base to support the game long term. Servers will remain online until March 12. We hope you’ll jump in with us one more time to show your support and get those final great matches in while we still can."

When Highguard shuts down next week, it will have been available to play for a grand total of 46 days. That's longer than the two weeks Concord received, but tragic for an online multiplayer game that was still in some form of active development. Wildlight Studios laid off some of its staff not long after Highguard launched, but a smaller team of developers has been supporting the game with new content since then, adding things like a "5v5 raid mode" and today's final update.

While it's easy to chalk up Highguard's failure to a shrinking appetite for live-service games or an inability to find an audience for the game's mix of competitive hero shooter and MOBA strategy mechanics, the reality is more complicated. The first hint that Highguard's launch might be troubled was the dearth of information or marketing shared about the game after its debut at the Game Awards. Wildlight Studios' staff was full of former Respawn employees who shadowdropped Apex Legends to great success, and Bloomberg reports Wildight's executives thought they could pull off something similar with Highguard. The difference is, little was known about Apex Legends until after it launched, while players had over a month to stew on the Highguard trailer and form all sorts of opinions.

Wildlight's inability to keep players coming back — SteamDB shows the game peaked at over 97,000 concurrent players and is now sitting at around 300 — also hurt its chances. Dwindling player counts reportedly played a role in one of Wildlight's investors, Tencent, pulling funding, which reduced the runway the studio had to continue working on the game and likely prompted its layoffs. It would be simple if the lesson here was for future studios to give up developing online multiplayer games, but it really seems like not one, but all of these elements led to Highguard's ultimate demise.

This article originally appeared on Engadget at https://www.engadget.com/gaming/highguard-has-raided-its-last-fortress-will-shutdown-on-march-12-225531035.html?src=rss

Ratatan is marching its way into your console library on July 16

The indie gaming news has been flying out of Nintendo's event today at a rapid-fire pace. One of the announcements came from rhythm game Ratatan, which will release on July 16. The title will be arriving that day on the Nintendo Switch 2, PlayStation 5 and Xbox Series X/S. It's already been available on PC since September as an early access game. 

Unfortunately, readers may notice that the original Switch isn't on that list, which is not an oversight. "At this time, we have determined that the multiplayer experience on Nintendo Switch has not yet reached the quality level we aim to deliver," the team said in a post on Steam. "As a result, we have decided not to proceed with a Nintendo Switch version for now."

We first got our hands on Ratatan during Summer Games Fest 2025. Although the studio of Ratata Arts may not sound familiar, this group includes several devs from team that created the Patapon games, a series that began in 2007. That lineage is clear in the core concept and in the slightly brain-breaking level of attention required to keep your little army of Cobuns in sync and on beat. Ratatan brings some roguelite and RPG customization into the mix along with the familiar rhythm mechanics.

This article originally appeared on Engadget at https://www.engadget.com/gaming/ratatan-is-marching-its-way-into-your-console-library-on-july-16-214540775.html?src=rss