Steam defined the modern video game industry

Gather ’round, children, and let me tell you a story about the old bugaboo we used to call DRM.

Digital Rights Management was the beast under every gamer’s bed in the mid-2000s, an invisible bit of software baked into game discs that dictated and tracked player behavior under the guise of preventing piracy. DRM software, like SecuROM, limited the times a game could be downloaded and forced players to regularly connect to the internet for authentication checks, at a time when less than half of American adults had reliable broadband connections. DRM features soured the releases of BioShock, Mass Effect and Spore, and by 2010, anti-piracy software had rendered Assassin’s Creed 2 and Splinter-Cell: Conviction unplayable. When Microsoft attempted to release the Xbox One with always-on DRM features in 2013, intense vitriol from fans forced the company to reverse its plans at the 11th hour. There were lawsuits. DRM was a curse word.

Meanwhile, Valve was building out Steam. When it landed in 2003, the digital PC storefront was designed to streamline the patch process for games like Counter-Strike and make it easier for Valve to implement anti-piracy and anti-cheat measures. Steam was made to be a DRM machine. In 2004, with the release of Half-Life 2, Valve made Steam a requirement for every player, and even those who’d purchased new, physical copies of the game had to boot up the launcher first. There was some low-level grumbling, but PC players were used to being lab rats, and Half-Life 2 was good enough to drown out the dissent. Steam adoption skyrocketed. So, naturally, Valve turned it into a store for third-party games.

While other publishers were fighting with players over DRM features in individual titles and consoles, Steam quietly added dozens, then hundreds, then thousands of games each year. Today, Steam has 132 million monthly active users and an estimated 103,000 games, more than any other mainstream distribution service. Nearly all of these titles are playable only while connected to Steam — even after paying full price, even after downloading, even in offline mode. This has done nothing to stop Steam from becoming more essential to more players each year.

“Competition is good, but the PC market has no competition,” Super Meat Boy co-creator Tommy Refenes told Engadget in 2018. “There is only Steam.”

The widespread adoption of anti-piracy software marked an era in video games where players felt like they didn’t really own the products they were buying. And then, this practice became normal. Broadband saturation continued to climb, the market for physical media dissolved into pixelated dust and streaming entertainment media found its foothold. Today, Xbox, PlayStation, Nintendo, Epic Games and most major publishers have their own digital stores with proprietary DRM features. However, Steam is entrenched as the industry’s largest DRM machine because it’s the most popular digital games storefront, period. And if the last 20 years are any indication, that’s not going to change any time soon.

Did you hear that? That was the sound of our collective Steam libraries, representing trillions of dollars in purchased games, expelling a dusty sigh of relief. Because if Steam disappears, all of our games do too.

It’s a chilling thought — Steam’s demise would enact immediate, catastrophic chaos across the video game industry, gutting players’ libraries and cutting off one of the most direct points of sale for developers of all sizes. Steam feels too big to fail, and Valve operates it as such. Valve is a private company valued at $6.5 billion in 2021, and CEO Gabe Newell, himself, is a billionaire. The studio is similar to Nintendo in that it’s able to ignore gaming trends and carry on doing whatever it wants at any given time, while Steam prints money and its most ardent fans cheer the studio on with friendly memes. Hail, Gaben!

Steam popularized the 70/30 revenue split, giving developers on the platform 70 percent of the money their games generate and pocketing the rest. Apple and Google copied this formula with their mobile app stores. When it debuted in 2018, the Epic Games Store shaped its entire marketing campaign around taking on Steam and dismantling its rev-share ratio, claiming it was exploitative and unfair, especially to indies. Epic offered every developer an aggressive split of 88/12, and CEO Tim Sweeney literally dared Valve to match it.

Valve barely blinked. The studio shifted its Steam payout schedule slightly, offering a 75 percent cut on games that made more than $10 million, and 80 percent on anything that brought in more than $50 million. Epic eventually shifted its attention away from Valve and moved to a more vulnerable target in the rev-share space: Apple.

“If you were running a store without competition and you were making billions of dollars a year, how much time and energy would you dedicate to making it better?” Refenes asked in 2018, during the launch of the Epic Games Store. “How much money would you spend to improve the experience for everyone that uses it, if the end result is you would make the same or possibly less money? My answer is, The minimum amount of time, effort and money required.”

Valve has become more hands-off with Steam as it’s aged. In the platform’s early days, developers would pitch their games to actual people at Valve, who would launch a handful of projects on the storefront every week, ensuring plenty of attention for each title. For small studios, getting a game on Steam was like hitting the jackpot. This changed in 2012, when Valve implemented Greenlight, a process that allowed players to choose which games would make it to Steam (after developers submitted a $100 entry fee). Greenlight eventually evolved into Early Access — a system still around today and the standard on other platforms too — and the number of games on Steam rose astronomically in just a few years.

In 2013, Steam added 435 new games, according to Steamdb. In 2017, it added 6,947 games. This was a tumultuous period for developers, especially those who started production when Steam was a curated space, but ended up releasing their games into an unregulated and oversaturated marketplace.

Indie developers Ben Ruiz and Matthew Wegner began building the stylish brawler Aztez in 2010, and it received a ton of pre-release hype. Aztez finally went live on Steam on August 1, 2017, but was immediately lost in the crowd.

“There were 40 other games that launched on August 1,” Wegner told Engadget in October 2017.

Ruiz added, “If I was paying attention to Steam, maybe I wouldn’t be so blindsided by what happened, but I’m also not necessarily sure what I would’ve done differently. If I’d have known like, oh, it’s a saturated market now — what the fuck do you do? …There’s a billion indie games that come out on Steam every single day.”

Today, Steam is a self-sustained game-distributing machine with more than 100,000 titles and counting. Getting on Steam no longer equates instant success for any developer, but it’s a necessary aspect of most release plans. There are other options: GOG, operated by The Witcher and Cyberpunk 2077 publisher CD Projekt, is one of just a few digital distributors committed to DRM-free game purchases; large publishers like Ubisoft, EA and Microsoft all have Steam-like storefronts and the Epic Games Store has a superior revenue split for developers. Still, giants like Microsoft and EA find it necessary to simultaneously release their games on Steam, handing Valve a cut of each purchase in the process.

As a private company raking in endless piles of Steam cash, Valve has the freedom to operate on its own timeline. The company famously has a flat hierarchy with no strict management structure, and developers are encouraged to work on pet projects or just generally follow their hearts.

As a result, Valve is an incredibly rich company that doesn’t produce much. Its games are legendary, but there’s a running joke in the industry that Valve can’t count to three: Half-Life 2: Episode Two and Team Fortress 2 came out in 2007. Left 4 Dead 2 came out in 2009. Portal 2 came out in 2011. In 2020, the VR game Half-Life: Alyx landed as an entrée into Valve’s Index headset, which came out the previous year and cost $1,000. The studio is still ignoring an extremely disruptive bot invasion that began consuming TF2 in 2020, despite consistent pleas for support from dedicated players. In December 2023, Valve replaced Counter-Strike: Global Offensive with Counter-Strike 2, interrupting an ESL Pro League tournament in the process.

Meanwhile, many of the writers who helped create Valve’s most iconic franchises left the studio around 2017, after years of inactivity. In 2018, Valve hired all 12 developers at Firewatch studio Campo Santo, who were at the time working on a very-rad-looking new game, In the Valley of Gods. There have been no updates from that team since.

Steam’s unwavering success has helped turn Valve into a senior resort community for computer science nerds, where game developers go to live out their final years surrounded by fantastic amenities, tinkering and unsupervised. It’s a lovely scenario, really. It’s just not particularly productive.

Matt T. Wood worked at Valve for 17 years, helping to build Left 4 Dead, Left 4 Dead 2, Portal 2, CS:GO and both episodes of Half-Life 2. He left in 2019 and is now preparing to release his first independent game, Little Kitty, Big City.

“Valve talks a lot about, like, you can do anything you want,” Wood told Engadget in 2023. “And it’s like, well — that’s never true. Valve has a direction, and they have a trajectory. And so, for me, it was realizing that the direction that Valve was going in was not a place that I wanted to be long-term. …They were sitting on their laurels a little bit, and it’s like they weren’t really challenging themselves, taking risks or doing anything. Steam’s making a lot of money so they don’t really have to.”

Little Kitty, Big City is coming to Steam, of course.

Valve is supremely skilled at making money off of other people’s work, and Steam epitomizes this trait. The company did the same thing with Steam Machines back in 2014 too: Valve created a Steam Controller, but it never actually built a Steam Machine. Instead, Valve licensed its name to PC manufacturers, and these companies built boxes to beam Steam into people’s living rooms. Valve offloaded manufacturing costs while collecting market data about actual demand for quasi-PC, quasi-console hardware. Valve never ended up making its own box (unless you view the Steam Deck as a Frankenstein hybrid of the Steam Controller and Steam Machines, which I do).

The Steam Deck is the most exciting thing to come out of Valve in decades, and that’s largely because the company actually seems dedicated to improving and supporting it. Valve seemingly gave up on VR hardware after the Index, but less than two years after the release of the Steam Deck, Valve dropped an OLED version featuring a gorgeous screen and other improvements.

The Steam Deck is, of course, all about Steam. Just like Half-Life 2 was a clever ruse to get more people registered on Steam back in 2004, the Steam Deck is positioned to dominate the handheld PC market in 2024, and it comes with Steam installed.

Today, digital distribution is the backbone of the industry (which I guess makes DRM the spinal fluid), and Steam is the undisputed leader in this space.

Steam’s legacy is a vast and varied landscape of games serving millions of individual libraries, some thousands of titles deep — all of which can disappear with a snap if Valve decides to stop, sell or pivot. It’s a storefront that set the standard and refused to stop growing. It’s entire studios of artists and writers devoured, and beloved franchises left to rot. It’s a stranglehold that allows Valve to ignore market pressure from consumers, creators and competitors.

Behind the curtain of the video game industry, there’s Steam, constantly churning, powering everything.


To celebrate Engadget's 20th anniversary, we're taking a look back at the products and services that have changed the industry since March 2, 2004.

This article originally appeared on Engadget at https://www.engadget.com/steam-defined-the-modern-video-game-industry-163021533.html?src=rss

Prime members can save up to 50 percent on Blink Outdoor 4 security cameras

Prime members can access a bunch of perks for their monthly subscription fee, from the likes of Prime Video and ad-free Amazon Music to delivery and games at no extra cost. They’re also eligible for discounts on certain products, such as Blink security cameras. A five-pack of Blink Outdoor 4 cameras has dropped by half to $200. That’s the lowest price we’ve seen for this particular bundle.

If you’re in the market for a single security camera, it’s worth noting that you can buy one Blink Outdoor 4 unit for $65 if you’re a Prime member. That’s 46 percent off and also a record low.

The Blink Outdoor 4 is our pick for the best wireless outdoor security camera. Compared with previous models, it has a wider field of view (at 143 degrees on the diagonal), enhanced motion detection and, according to Amazon, better image quality and low light functionality. There's also person detection available to those who take out the Blink Subscription Plan, which includes features such as cloud storage for video clips. Otherwise, you can save video locally by buying a Sync Module 2 separately and connecting a USB storage drive.

Despite the product's name, the Blink Outdoor 4 is suitable for indoor use too. It runs on a pair of AA batteries and the cells will last for up to two years before you need to replace them. The cameras are also weather resistant and support night vision, motion detection and two-way audio. It's worth bearing in mind that the only voice assistant Blink supports is Alexa, which makes sense since Amazon owns the brand.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/prime-members-can-save-up-to-50-percent-on-blink-outdoor-4-security-cameras-151735553.html?src=rss

Prime members can save up to 50 percent on Blink Outdoor 4 security cameras

Prime members can access a bunch of perks for their monthly subscription fee, from the likes of Prime Video and ad-free Amazon Music to delivery and games at no extra cost. They’re also eligible for discounts on certain products, such as Blink security cameras. A five-pack of Blink Outdoor 4 cameras has dropped by half to $200. That’s the lowest price we’ve seen for this particular bundle.

If you’re in the market for a single security camera, it’s worth noting that you can buy one Blink Outdoor 4 unit for $65 if you’re a Prime member. That’s 46 percent off and also a record low.

The Blink Outdoor 4 is our pick for the best wireless outdoor security camera. Compared with previous models, it has a wider field of view (at 143 degrees on the diagonal), enhanced motion detection and, according to Amazon, better image quality and low light functionality. There's also person detection available to those who take out the Blink Subscription Plan, which includes features such as cloud storage for video clips. Otherwise, you can save video locally by buying a Sync Module 2 separately and connecting a USB storage drive.

Despite the product's name, the Blink Outdoor 4 is suitable for indoor use too. It runs on a pair of AA batteries and the cells will last for up to two years before you need to replace them. The cameras are also weather resistant and support night vision, motion detection and two-way audio. It's worth bearing in mind that the only voice assistant Blink supports is Alexa, which makes sense since Amazon owns the brand.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/prime-members-can-save-up-to-50-percent-on-blink-outdoor-4-security-cameras-151735553.html?src=rss

How to order the Apple MacBook Air with M3

After a few weeks of rumors, Apple announced the newest entries to its MacBook lineup today: 13-inch and 15-inch MacBook Air models, both powered by the M3 chipset. As anticipated, the M3 addition is the biggest change for these notebooks, bringing them in line with the latest MacBook Pros and 24-inch iMac, which were all updated at the end of 2023 to run on Apple's latest silicon. You can order both new MacBook Air laptops today from Apple's website and other retailers starting at $1,099, and they will be available in stores on March 8. With these new machines, Apple has removed the M1-powered Air from its online store and the MacBook Air M2's starting price has dropped to $999.

Apple states that the M3 MacBook Airs will be up to 60 percent faster than the M1-powered laptop and up to 13x faster than old-school Airs running on Intel chips. Speed and efficiency are the big takeaways here, because otherwise the MacBook Air specs haven't changed much. The new 13-inch and 15-inch notebooks have octa-core CPUs and support up to a 10-core GPU, along with up to 24GB of RAM and up to 2TB of internal storage. Notably, the base 13-inch MacBook Air M3 has the same starting specs of the M2 model that came before it: 8GB of RAM and 256GB of storage. Display specs remain the same across the board as well: both new models include a Liquid Retina panel with a 2,560 x 1,664 resolution and up to 500 nits of brightness.

The only other noteworthy additions on the M3-powered MacBook Airs are the added support for Wi-Fi 6E (the M2 Air supports just standard Wi-Fi 6) and up to two external displays (with the lid closed). The latter should be particularly useful for multitaskers and anyone using the new Air as a daily driver and wants to use more than one external display in their desk setup.

Color options have carried over from the M2 version as well: the 13-inch and 15-inch MacBook Air with M3 are available in midnight, space gray, starlight and silver. Although it appears Apple's now billing the M2 Air as its "budget" option in the lineup, the M1 machine remains on sale (at the moment) at other retailers like Amazon when you can pick it up for as low as $750.

This article originally appeared on Engadget at https://www.engadget.com/how-to-order-the-apple-macbook-air-with-m3-135057630.html?src=rss

How to order the Apple MacBook Air with M3

After a few weeks of rumors, Apple announced the newest entries to its MacBook lineup today: 13-inch and 15-inch MacBook Air models, both powered by the M3 chipset. As anticipated, the M3 addition is the biggest change for these notebooks, bringing them in line with the latest MacBook Pros and 24-inch iMac, which were all updated at the end of 2023 to run on Apple's latest silicon. You can order both new MacBook Air laptops today from Apple's website and other retailers starting at $1,099, and they will be available in stores on March 8. With these new machines, Apple has removed the M1-powered Air from its online store and the MacBook Air M2's starting price has dropped to $999.

Apple states that the M3 MacBook Airs will be up to 60 percent faster than the M1-powered laptop and up to 13x faster than old-school Airs running on Intel chips. Speed and efficiency are the big takeaways here, because otherwise the MacBook Air specs haven't changed much. The new 13-inch and 15-inch notebooks have octa-core CPUs and support up to a 10-core GPU, along with up to 24GB of RAM and up to 2TB of internal storage. Notably, the base 13-inch MacBook Air M3 has the same starting specs of the M2 model that came before it: 8GB of RAM and 256GB of storage. Display specs remain the same across the board as well: both new models include a Liquid Retina panel with a 2,560 x 1,664 resolution and up to 500 nits of brightness.

The only other noteworthy additions on the M3-powered MacBook Airs are the added support for Wi-Fi 6E (the M2 Air supports just standard Wi-Fi 6) and up to two external displays (with the lid closed). The latter should be particularly useful for multitaskers and anyone using the new Air as a daily driver and wants to use more than one external display in their desk setup.

Color options have carried over from the M2 version as well: the 13-inch and 15-inch MacBook Air with M3 are available in midnight, space gray, starlight and silver. Although it appears Apple's now billing the M2 Air as its "budget" option in the lineup, the M1 machine remains on sale (at the moment) at other retailers like Amazon when you can pick it up for as low as $750.

This article originally appeared on Engadget at https://www.engadget.com/how-to-order-the-apple-macbook-air-with-m3-135057630.html?src=rss

EU fines Apple nearly $2 billion for ‘blocking’ alternative music apps

Following months of speculation, the European Commission has officially handed down its fine to Apple, and it's much higher than initially expected. Apple is on the hook to pay €1.8 billion ($1.95 billion) for restricting alternative music streaming apps on the App Store — the EU's first fine for Apple and its third-largest ever announced. It follows an investigation initially opened in 2020 following Spotify's filed complaint alleging Apple took steps to suppress the music service due to competition with iTunes and Apple Music. 

The Commission has announced "that Apple bans music streaming app developers from fully informing iOS users about alternative and cheaper music subscription services available outside of the app and from providing any instructions about how to subscribe to such offers." The practice, known as anti-steering, is illegal under EU antitrust laws. 

The investigation found that Apple banned app developers from telling users the price of any subscriptions on the internet or the difference in price between in-app and outside purchases. The company also prevented developers from including information about or links to alternative subscription purchasing pages on their websites or in emails. Apple has engaged in these practices for nearly 10 years and might have caused iOS users to pay more for music streaming subscriptions than necessary due to the fees it imposes (that developers then factor into their prices). The Commission found Apple's actions also "led to non-monetary harm," creating a more frustrating user experience. 

The news follows February rumors that Apple would be hit with a fine of €500 million ($542.6 million) due to its antitrust App Store policies — less than a third of the final number. The European Commission claims it set the fine at €1.8 billion to be "sufficiently deterrent" to prevent Apple repeating its actions. However, Apple plans to appeal the decision. 

This article originally appeared on Engadget at https://www.engadget.com/eu-fines-apple-nearly-2-billion-for-blocking-alternative-music-apps-134001372.html?src=rss

EU fines Apple nearly $2 billion for ‘blocking’ alternative music apps

Following months of speculation, the European Commission has officially handed down its fine to Apple, and it's much higher than initially expected. Apple is on the hook to pay €1.8 billion ($1.95 billion) for restricting alternative music streaming apps on the App Store — the EU's first fine for Apple and its third-largest ever announced. It follows an investigation initially opened in 2020 following Spotify's filed complaint alleging Apple took steps to suppress the music service due to competition with iTunes and Apple Music. 

The Commission has announced "that Apple bans music streaming app developers from fully informing iOS users about alternative and cheaper music subscription services available outside of the app and from providing any instructions about how to subscribe to such offers." The practice, known as anti-steering, is illegal under EU antitrust laws. 

The investigation found that Apple banned app developers from telling users the price of any subscriptions on the internet or the difference in price between in-app and outside purchases. The company also prevented developers from including information about or links to alternative subscription purchasing pages on their websites or in emails. Apple has engaged in these practices for nearly 10 years and might have caused iOS users to pay more for music streaming subscriptions than necessary due to the fees it imposes (that developers then factor into their prices). The Commission found Apple's actions also "led to non-monetary harm," creating a more frustrating user experience. 

The news follows February rumors that Apple would be hit with a fine of €500 million ($542.6 million) due to its antitrust App Store policies — less than a third of the final number. The European Commission claims it set the fine at €1.8 billion to be "sufficiently deterrent" to prevent Apple repeating its actions. However, Apple plans to appeal the decision. 

This article originally appeared on Engadget at https://www.engadget.com/eu-fines-apple-nearly-2-billion-for-blocking-alternative-music-apps-134001372.html?src=rss

Apple announces new MacBook Airs with M3 chips

Apple just announced a refresh for the ever-popular MacBook Air series, just one month after launching the Vision Pro headset. The big takeaway here? The new MacBook Air is outfitted with the company’s proprietary M3 chipset. This chip was previously reserved for the more powerful MacBook Pro line and the latest iMac models, and it's coming to new 13- and 15-inch MacBook Air models.

The M3 chip is significantly more powerful than its predecessor, with benchmark tests showing an approximate performance increase of 17 percent in single-core tasks and 21 percent in multi-core tasks. This carries over to GPU performance, with an improvement of around 15 percent compared to the M2. 

In other words, the line between the MacBook Air and the Pro continues to blur. Gone are the days when the Air was exclusively used for web surfing. (It is worth noting, however, that the new Air features the standard M3 chip, and not the M3 Pro or Max). 

Beyond the new chip, this is still the MacBook Air. It looks essentially the same as the 2022 model, with the same gorgeous 13.6-inch screen and surprisingly robust quad-speaker setup. We called the M2 version from two years ago "Apple’s near-perfect Mac" and an "ideal ultraportable." Similarly, the 15-inch model is essentially identical as the one that Apple introduced last summer, aside from the M3 upgrade.

The new MBAs come with a relatively humble 8 gigs of RAM — but these aren't Apple's power-user laptops. They... just have a very powerful chip. As before, both computers max out at 24GB of RAM and 2TB of storage.There should be new benefits, including, as Apple mentions, support for up to two external displays when the laptop is closed. There's also Wi-Fi 6E included in 2024's family of Air laptops.

The 13-inch M3 MacBook Air is priced at $1,099, while the 15-inch model starts from $1,299. Apple also bids farewell to the M1 MacBook Air, while the M2 13-inch model will remain on sale for $999.

Both new MacBook Air models are available to preorder today, with devices coming out Friday March 8. 

This article originally appeared on Engadget at https://www.engadget.com/apple-announces-new-macbook-airs-with-m3-chips-132810766.html?src=rss

Apple announces new MacBook Airs with M3 chips

Apple just announced a refresh for the ever-popular MacBook Air series, just one month after launching the Vision Pro headset. The big takeaway here? The new MacBook Air is outfitted with the company’s proprietary M3 chipset. This chip was previously reserved for the more powerful MacBook Pro line and the latest iMac models, and it's coming to new 13- and 15-inch MacBook Air models.

The M3 chip is significantly more powerful than its predecessor, with benchmark tests showing an approximate performance increase of 17 percent in single-core tasks and 21 percent in multi-core tasks. This carries over to GPU performance, with an improvement of around 15 percent compared to the M2. 

In other words, the line between the MacBook Air and the Pro continues to blur. Gone are the days when the Air was exclusively used for web surfing. (It is worth noting, however, that the new Air features the standard M3 chip, and not the M3 Pro or Max). 

Beyond the new chip, this is still the MacBook Air. It looks essentially the same as the 2022 model, with the same gorgeous 13.6-inch screen and surprisingly robust quad-speaker setup. We called the M2 version from two years ago "Apple’s near-perfect Mac" and an "ideal ultraportable." Similarly, the 15-inch model is essentially identical as the one that Apple introduced last summer, aside from the M3 upgrade.

The new MBAs come with a relatively humble 8 gigs of RAM — but these aren't Apple's power-user laptops. They... just have a very powerful chip. As before, both computers max out at 24GB of RAM and 2TB of storage.There should be new benefits, including, as Apple mentions, support for up to two external displays when the laptop is closed. There's also Wi-Fi 6E included in 2024's family of Air laptops.

The 13-inch M3 MacBook Air is priced at $1,099, while the 15-inch model starts from $1,299. Apple also bids farewell to the M1 MacBook Air, while the M2 13-inch model will remain on sale for $999.

Both new MacBook Air models are available to preorder today, with devices coming out Friday March 8. 

This article originally appeared on Engadget at https://www.engadget.com/apple-announces-new-macbook-airs-with-m3-chips-132810766.html?src=rss

The Morning After: 20 years of Engadget

This website first began on March 2, 2004. It’s older than YouTube, the iPhone, Uber, Tesla cars, Spotify and a whole lot more. It’s even roughly a month older than the word ‘podcast.’

To mark the 20th anniversary of Engadget, we’re taking a longer look at how the tech industry has changed over the past two decades. First up: streaming.

We were going to kick things off with a letter from the editor, but two weeks ago, Engadget’s parent company laid off many editors, writers and videographers from our small team, including our editor-in-chief, Dana Wollman.

As Aaron Souppouris puts in his introduction to the series, it’s not “business as usual,” but we are committed to pushing Engadget forward. What started as a grass-roots tech blog has now morphed into a media organization “aiming to break news, give no-BS buying advice and highlight the stories in tech that matter.”

Oh, and we have a podcast.

— Mat Smith

The biggest stories you might have missed

Dune 2 kicks butt (literally)

This is what it looks like to reenter Earth’s atmosphere from a space capsule’s POV

Streaming video changed the internet forever

​​You can get these reports delivered daily direct to your inbox. Subscribe right here!

No, Mark Zuckerberg isn’t having a ‘PR moment’

Meta has rarely been in so much hot water.

TMA
Tom Williams via Getty Images

Axios, a site known for political analysis (and extensive use of bullet points), has joined the ranks of pundits fawning over Mark Zuckerberg’s PR strategy. The Meta CEO, they claim, is (as originally headlined) “having a PR moment.” Should anyone be praising the PR strategy of a gigantic company credibly accused of enabling a variety of mass-scale harm? Even if that PR strategy was working — which it isn’t.

Continue reading.

Apple might announce new iPads, M3 MacBook Airs very soon

No spring event?

In Bloomberg’s Power On newsletter, Mark Gurman says Apple plans to announce several new products in a series of “online videos and marketing campaigns” pretty much imminently. If so, that’d be two years in a row Apple has passed on a spring event. This year, it could be particularly busy: Along with an iPad Pro refresh and a new 12.9-inch iPad Air, Gurman reports that Apple is planning to announce new Apple Pencils and Magic Keyboards. (Likely with USB-C.) It’s also expected to release the M3 MacBook Air in 13- and 15-inch models.

Continue reading.

Waymo gets approval to deploy its robotaxi service in Los Angeles

Despite the company getting suspended in February.

The California Public Utilities Commission (CPUC) has permitted Waymo to expand its robotaxi operations to Los Angeles and more locations in the San Francisco Peninsula despite opposition from local groups and government agencies. In the CPUC’s decision, it admitted receiving letters of protest from the Los Angeles Department of Transportation, the San Francisco County Transportation Authority and the San Francisco Taxi Workers Alliance about Waymo’s expansion.

Following an incident where two of its robotaxis collided with a backward-facing pickup truck, the agency suspended Waymo’s expansion efforts in February for up to 120 days. Waymo spokesperson Julia Ilina said in a statement to Wired that the company will take an “incremental approach” when deploying the service in LA.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-20-years-of-engadget-121611170.html?src=rss