Google’s GFiber internet business is merging with Astound Broadband

Google has announced that GFiber is merging with Astound Broadband, in an agreement that sees Astound’s parent company Stonepeak become the majority owner, with Alphabet retaining a minority stake.

No financial specifics were detailed in a press release, but the new combined business will be an independent provider led by GFiber’s executive team, who Google says will use its "expertise in high-speed fiber innovation to manage the combined network footprint." Astound already serves over one million customers across the US, and by joining forces Google says the two providers will be able to grant better internet access to more communities.

GFiber, formerly known as Google Fiber, has been around for nearly 15 years, and currently offers speeds of up to 8Gbps on its $150/month Edge 8 Gig plan. A 20 Gig service was expected to leave early access later in 2026.

The fiber broadband service is part of Alphabet’s "Other Bets" portfolio, which also includes Waymo, Verily, and Wing, a combined segment that recorded an operating loss of $16.8 billion in 2025, CNBC reports. The company’s deal with Stonepeak is subject to regulatory approval and is expected to close in Q4 of this year.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/googles-gfiber-internet-business-is-merging-with-astound-broadband-132832086.html?src=rss

Meta will let kids under 13 use WhatsApp with parent-managed accounts

Meta has announced that it’s introducing parent-managed accounts on WhatsApp. Designed to allow young people under the age of 13 to use the messaging platform more safely, these accounts feature new controls that enable a parent or guardian to restrict who can send them messages. Parent-managed accounts can also only be used for messaging and calling, so additional features like Channels, location sharing and Meta AI integration aren’t included.

To set up an account, you’ll need to put your phone next to the pre-teen’s device to link the two accounts. Once that’s done, the person managing the kids’ account can decide who’s able to contact them and which groups they’re able to join. Step-by-step instructions on how to activate the new accounts can be found here.

They’ll also see message requests from unknown contacts first and can adjust privacy settings from the managed device. Parent-managed accounts are PIN-protected and only the parent or guardian can make changes to privacy settings.

Like all WhatsApp conversations, end-to-end encryption means nobody else can see messages exchanged on parent-managed accounts. By default, only saved contacts can message a managed account, and a child won’t be able to join a group or view group invites from strangers before they’re separately approved by the owner of the parent account. These requests will appear as notifications to the parent.

WhatsApp doesn’t specify a minimum age suitable for a parent-messaged account, but says it’ll roll the new features out gradually in the coming months.

Meta has spent the last few years ramping up its parental controls features across its various platforms. In September it introduced teen accounts — aimed at teens between the age of 13 and 15 — for Facebook and Messenger. A year earlier, Under-16 teen accounts became a requirement on Instagram. Like the new parent-managed accounts on WhatsApp, these allow parents to vet requests and enable stricter privacy settings.

At the start of 2026, Meta put a temporary pause on allowing teens to interact with its AI chatbot characters, following reports that some of these bots had engaged in sexual conversations and other concerning interactions with minors.

This article originally appeared on Engadget at https://www.engadget.com/social-media/meta-will-let-kids-under-13-use-whatsapp-with-parent-managed-accounts-172023976.html?src=rss

Larry ‘Major Nelson’ Hryb joins Commodore to help build its community

Phil Spencer leaving his long-held role at Xbox might have made all the headlines last month, but a few years ago the big story was company veteran Larry "Major Nelson" Hryb’s departure from Microsoft. Hryb recently seemingly hinted at a return to the company at which he spent more than two decades, but he’s now landed at Commodore instead.

The ex-Xbox icon joins the recently revived 80s computer brand as a Community Development Advisor, where his job will be to "help support and expand the global community," Commodore said in a press release. Hryb, who was the public face of Xbox during the brand’s heyday, is now tasked with helping to modernize Commodore by introducing it to "a new generation of creators, developers, and enthusiasts."

"I've always believed the best thing a company can do is partner with its community – and with a passionate fan base carrying the torch for 31 years, Commodore’s situation is truly unique when it comes to community engagement," said Hryb. "The community didn't wait around – instead they built something remarkable. Players, hardware hobbyists, developers, content creators, and publishers are all a part of the Commodore community, and now we get to build what’s next together."

Hryb’s most recent role was at game engine maker Unity, where he served as Director of Community and Advocacy for less than two years before being laid off in January. As for Commodore, the company might be entering a new era, but its comeback product launch is a firmly nostalgic play, with the recently released Commodore 64 Ultimate being an authentic recreation of its most famous 8-bit computer.

This article originally appeared on Engadget at https://www.engadget.com/gaming/larry-major-nelson-hryb-joins-commodore-to-help-build-its-community-145908119.html?src=rss

Rad Power Bikes gets a new owner, pledge to build bikes in the US

Life EV has completed a court-approved acquisition of Rad Power Bikes, granting a second life to the troubled e-bike brand.

The Florida-based Life EV now owns Rad’s brand, intellectual property, inventory and certain unspecified operating assets, and will continue to operate as Rad Power Bikes in the US, with plans to expand to "select key markets."

Rad’s new owner has committed to honoring certain warranties and gift cards purchased prior to the acquisition, and says new bikes will be built in the US going forward. Life EV will adopt a Foreign Trade Zone (FTZ) structure for its manufacturing operations, allowing it to take advantage of special domestic customs procedures when sourcing parts from global suppliers.

"Rad Power Bikes has helped define the e-bike category in North America with its innovative products and passionate rider community," said Life EV CEO, Rob Provost. "Respecting and preserving that legacy - its brand, vision, and leadership - is foundational to this acquisition. Together, we will build on that trust and create new opportunities for riders nationwide."

The completed acquisition marks the end of a turbulent period for Rad. Back in December, the company was forced to file for Chapter 11 bankruptcy after the Consumer Product Safety Commission (CPSC) warned Rad’s customers to "immediately stop using" some of its e-bike batteries due to a serious fire hazard. At the time, Rad said it couldn’t afford to recall the at-risk batteries.

Less than two months later, in what can only be described as a strange twist of fate, a fire broke out at a Rad Power Bikes retail store warehouse in Huntington Beach, California. "We’re working with local authorities to review a thermal incident that occurred at our Huntington Beach store Sunday evening," a Rad Power Bikes spokesperson told Engadget at the time. "The incident was contained and happened while the store was closed. The cause of the fire has not been confirmed."

This article originally appeared on Engadget at https://www.engadget.com/transportation/rad-power-bikes-gets-a-new-owner-pledge-to-build-bikes-in-the-us-144641940.html?src=rss

The National Videogame Museum has acquired the mythical Nintendo Playstation

It might sound like the stuff of daydreams now, but once upon a time it was briefly the very real intention of Sony and Nintendo to collaborate on a console. Nicknamed the Nintendo PlayStation, the idea was that a new CD-ROM format backed by Sony would be added to the cartridge-based Super NES, resulting in a hybrid console that could play both.

The partnership didn’t last long, though, with Nintendo backing out before it ever really got off the ground, announcing that it would instead be working with Philips. Sony decided to make the PlayStation on its own instead, in an act of revenge that you have to say paid off in the long run, and we never did get to see Crash Bandicoot running around the Mushroom Kingdom. Still, the short-lived Nintendo PlayStation remains a fascinating what-if scenario in video game history, and the USA’s National Video Museum has acquired the original development kit.

Codenamed the MSF-1, the device now in the museum’s possession is the oldest known prototype of the console that never was, and according to the Texas-based NVM, likely the only one that still exists. Being a dev kit, it’s unsurprisingly not the most attractive thing to look at, and definitely not something you would guess is designed to play video games if you didn’t know any better. But it’s still a hell of an artifact for the museum to get its hands on.

Presumably very few people outside of Sony and Nintendo would have had access to the MSF-1, but just over a decade ago Engadget was able to test an ultra-rare prototype of what was going to be the consumer product. The same prototype was later sold for more than $300,000 at an auction.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-national-videogame-museum-has-acquired-the-mythical-nintendo-playstation-173529085.html?src=rss

Oura buys gesture-navigation startup DoublePoint

Smart ring maker Oura has acquired Doublepoint, a company that specializes in gesture recognition for wearables. The Finnish startup uses smartwatches and wristbands as examples of products that benefit from its technology, but Oura will clearly be looking to incorporate it into its rings, in theory allowing you to control your connected devices with hand movements.

Oura said in a press release that the deal sees it inherit an "exceptional team of AI architects and builders from Doublepoint," including Doublepoint's four founders. The newly-acquired company will remain in its native Helsinki, where it will work with Oura’s international teams.

It added that Doublepoint’s expertise in helping devices register subtle hand movements will be key, as nobody wearing a smart ring is going to engage with gesture control if they have to thrash their hand around like a conductor.

Oura says it believes that the next generation of wearable AI-powered tech will use a combination of gesture and voice control, and Doublepoint’s background in biometric integration with devices will give it an edge in a competitive market.

Oura’s most recent release is the Oura Ring 4, which Engadget’s Daniel Cooper called "the smart ring to beat" in his long-term review last year. He praised the design, improved data collection and app interface, but was disappointed that even using basic hardware features requires a paid subscription.

This article originally appeared on Engadget at https://www.engadget.com/wearables/oura-buys-gesture-navigation-startup-doublepoint-163758659.html?src=rss

Kena: Bridge of Spirits is coming to Nintendo Switch 2 this spring

One of the big surprises to come out of Sony’s recent State of Play showcase was the announcement of a sequel to 2021’s Kena Bridge of Spirits, the impressive debut from indie studio Ember Lab. If you missed the first game and want to catch up before its successor launches on PC and PS5 later this year, it’s coming to Switch 2 this spring.

The Switch 2 is very much in its port era, owing to publishers seizing the opportunity to take advantage of the new system’s popularity and improved graphical grunt. And while it’s hard to get too excited about a five-year-old game making its way to the latest Nintendo console, Kena’s gorgeous Pixar-lite aesthetic, cute critters and decidedly Zelda-y medley of combat, exploration and puzzle-solving make it a great fit for Switch 2.

If you missed it the first time around, Kena: Bridge of Spirits is a third-person action-adventure game that follows the eponymous Kena, a young spirit guide who helps wayward souls on their journey through to the afterlife. It has PS2 energy in the best possible way, and a deceptively deep combat system that will eventually catch you out if you don’t pay attention to enemy patterns.

While nothing about the game is particularly groundbreaking, Kena is a visual feast, which is unsurprising when you learn about Ember Lab’s roots in film animation. I’m quite looking forward to seeing how it looks running on the Switch 2’s big, bright handheld display.

The Switch 2 version comes with the Anniversary DLC, which features Charmstones, Spirit Guide Trials, new outfits, and various accessibility features. You also get a New Game+ mode with even trickier encounters. It arrives this spring, with Kena: Scars of Kosmora due to launch later in 2026 on PS5 and PC.

This article originally appeared on Engadget at https://www.engadget.com/gaming/kena-bridge-of-spirits-is-coming-to-nintendo-switch-2-this-spring-132839640.html?src=rss

Sorry, first-party PlayStation games aren’t coming to PC anymore

Sony is pulling a U-turn on its multi-platform strategy, with Bloomberg’s Jason Schreier reporting that first-party PS5 games soon to become exclusive once again, at the expense of PC players.

Sony started releasing some of its biggest games on PC in 2020, when Horizon Zero Dawn came to Steam. A number of other titles have followed suit since, including The Last of Us Part I, Ghost of Tsushima, God of War Ragnarök and the Marvel’s Spider-Man games. But the company appears to have had a major change of heart, with high-profile titles like Ghost of Yotei and the upcoming Saros set to launch on PS5 only.

Schreier was told by anonymous sources that Sony-published online games like Marvel Tokon and the imminent Marathon will remain multi-platform releases as planned, and Hideo Kojima’s Death Stranding 2, which launched last year as a PS5 exclusive, is still set for a PC release in 2026. But while Sony could always change its mind again, it looks unlikely that the tentpole single-player epics that PlayStation has become known for since the PS4 era will receive PC ports going forward.

There are likely several reasons for this strategic shift. The most obvious one is the poor sales performance of PS5 games on PC, with ports generally not arriving on Steam until at least a year after their console launch. This is in stark contrast with Microsoft, which will launch first-party titles such as Fable and Forza Horizon 6 on Xbox, PC and PS5 at the same time later this year. It would see Sony return to a more Nintendo-like approach, with the latter famously (and extremely successfully) holding firm on console exclusivity for the likes of Mario, Zelda and Pokémon.

PlayStation insiders also told Bloomberg that some people within the company fear that releasing PS5 games on PC is detrimental to the brand, and could harm sales of future PlayStation consoles. Schreier also points out that with the next Xbox expected to be a proper Windows-powered PC that would presumably be able to run Steam and other launchers, Sony might be acting now to ensure that the versatility of such a machine doesn’t enable Xbox players to play future PS5 games on it. (It’s probably galling enough to the suits at Sony that people are already doing this with Steam’s current library of PlayStation games on the Xbox-branded ROG Ally X handheld.)

A PlayStation spokesperson declined Bloomberg’s request for comment.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/sorry-first-party-playstation-games-arent-coming-to-pc-anymore-152128980.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

Lenovo’s latest gaming tablet goes big on battery

Lenovo’s buzziest gaming-related MWC announcement is undoubtedly its foldable Legion Go handheld-cum-laptop hybrid, which you can read all about here. But that wasn’t all the company showed off. We’re also getting an updated Legion Tab, Lenovo’s powerful gaming tablet.

Like the Gen 4 and 3 models before it, the latest Legion Tab features an 8.8-inch LCD display with an 165Hz refresh rate. The 3K panel can get up to 600 nits of brightness. The notable spec boosts come in the form of a jump up to a Snapdragon 8 Gen 5 chipset and a larger 9,000mAh battery, which should help you power through those long-haul flight gaming sessions.

The 360g Gen 5 Legion Tab is equipped with 16GB of RAM and up to 512GB of storage. It also features what looks like an RGB light ring next to the rear camera cutout (just in case anyone needs reminding that you’re a capital G on-the-go gamer), and two USB-C ports.

The latest Legion Tab also supports Lenovo AI Engine+, which uses AI for audio enhancement and noise cancellation. Available in Eclipse Black, Glacier White and Surge, it will be available to buy in May, with prices starting at $849.

Lenovo also unveiled a new 15-inch variant of its Gen 11 Legion 7a gaming laptop, after announcing an updated 16-inch model at CES in January. It features a slightly smaller version of the same PureSight OLED display and is powered by a Ryzen AI Max+ 392 processor with integrated Radeon 8060S graphics. Weighing in 1.65kg, the Legion 7a is a slimline laptop designed to be easily portable without compromising too much on power, and its 84Whr battery is good for the size. It will be available with up to 2TB of storage in July, starting at $2,299.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/lenovos-latest-gaming-tablet-goes-big-on-battery-230017436.html?src=rss