Analogue Duo review: A second chance for an underappreciated console

We are living in a second golden age for console gaming. Active communities, open developer tools and easy distribution have given new life to many once-dead systems. If there's one company who deserves the most thanks for bringing a love for '80s and '90s cartridge-based console gaming back to the semi-mainstream, it's Analogue.

It started with the CMVS, an obsessive (and expensive) wood-grained reboot of the iconic Neo Geo. Then came the Analogue Nt in 2014, which brought easy, high-def NES gaming to our homes . In 2017, the Super Nt did the same for SNES gaming, then the Mega Sg for the Sega Genesis and, most recently, the Analogue Pocket, which supports everything from the Game Boy to the Neo Geo Pocket thanks to a series of adapters.

Analogue's latest is something different. While all those before have lived and died by their cartridge ports, the new Analogue Duo takes us to the next generation of gaming: optical. That's right, Analogue has entered the multimedia era with this love letter to one of Japan's most beloved consoles, a machine that barely made a dent elsewhere in the world.

That system is the TurboGrafx-16, known as the PC Engine in its home market of Japan. It launched there in 1987, beating the Sega Genesis to market by two years and the SNES by three. It rocketed to huge popularity, ultimately outselling Sega and keeping pace with Nintendo for much of its life. By the end of its run, its library offered nearly 700 games.

It didn't fare so well in the US. The TurboGrafx-16 didn't come here until 1989, arriving after the Genesis brought blast processing to the masses. Nintendo and Sega soon engaged in a marketing war of epic proportions. NEC's humble TurboGrafx-16 didn't stand a chance.

It didn't help that it wasn't really a 16-bit console. Though it offered support for 16-bit graphics, it only had an 8-bit internal processor, so it couldn't match the power of the competition. The add-on CD-ROM didn't help. Despite hitting the market years before the Sega CD, the Genesis add-on included an additional processor to deliver an early taste of 3D processing. The TurboGrafx drive was just that: an optical drive.

The system struggled in the US for a few more years before NEC pulled the plug in 1994. In Japan, new games hit the system all the way through 1999, meaning that even the most hardcore enthusiasts in the US missed out on the bulk of the PC Engine's best titles.

And, since the Analogue Duo can play imported games just as readily as local ones, it's a great excuse to dig deeper into that library.

Out of the box

Analogue Duo
Tim Stevens for Engadget

The Analogue Duo is a slender console that shares an aesthetic similar to the PC Engine Duo, which was released in the US as the TurboDuo. NEC's Duo integrated the CD-ROM peripheral into a single, sleek, unified device. But, the Analogue unit feels far nicer. Its plastic body feels sturdier than the brittle stuff used on consoles back in the '90s, and the bottom is even rubberized. In fact, the Duo feels more like a high-end piece of home theater equipment, whereas the TurboGrafx-16 feels like a 30-year-old toy.

Up front are two slots. On the left is where cartridge-based games go, either on HuCard or TurboChip, the two media formats NEC used over the years. On the right is the CD-ROM slot.

Output to your display is via the HDMI port on the back, but there's also a 3.5mm headphone jack with its own volume knob if you want some private listening. You'll also find a port on the side for wired controllers, but since this uses the smaller Japanese connector, not the larger American one, you'll need an adapter to use TurboGrafx-16 controllers.

Around the back is an SD card reader for firmware updates or the like, plus a USB-C port through which the system gets its power.

At the heart of the system is an Altera Cyclone V processor, a dual-core Arm Cortex field-programmable gate array (FPGA) chip that can be effectively coded to act like any other processor. It's that core which enables the Duo to emulate the PC Engine and all its derivatives over the years.

There's none of the lag and glitchy performance that you'll get when running ROMs through an emulator. This is as close as you're going to get to a modern reboot of the PC Engine, but with much cleaner output.

Output

Analogue Duo media
Analogue

Whether you're playing domestic or imported games, everything will look stellar. As with previous Analogue releases, the Duo outputs a 1080p signal over HDMI, resulting in the absolute cleanest way to play your games on a modern digital display.

While there are ways to get an HDMI signal out of a TurboGrafx-16, ranging from RGB adapters that clip on the back to outputs soldered onto the system itself, even running through something like a scanline converter you're unlikely to ever get a signal this crisp and clean.

But for those who like to preserve a taste of the old school, Analogue includes a few different gameplay modes to deliver a CRT-like look and feel.

To be fair, even the greatest of games for this system don't offer much in terms of high-fidelity graphics compared to modern titles. But there are plenty well worth your time. Gate of Thunder is one of them, and it’s among the best side-view shooters, or shmups, ever to hit a console. The quality of games like this helped establish the PC Engine's success in Japan.

Castlevania: Rondo of Blood, though, is generally believed to be the single greatest title for the system. Released on CD-ROM in 1993, exclusively in the Japanese market, this is still ranked among the top Castlevania titles of them all.

It's damned good, and plays excellently on the Analogue Duo. Load times for this game and others are quite fast, and the drive isn't as noisy as many console CD-ROM add-ons were back in the day.

Gaming on the Analogue Duo

The Analogue Duo delivered flawless compatibility and playback for virtually every game I threw at it, with only one falling short: SCI: Special Criminal Investigation — which, thank goodness, has nothing to do with the CSI television series. SCI is the sequel to Chase H.Q., which was big in American arcades. Its unique mix of driving and shooting, as well as the inclusion of amazing period cars like the Nissan 300ZX Turbo made it a real favorite of mine. In fact, this was the first game I tried to play on the Duo.

So, imagine my horror when the Analogue system wouldn't play it or even recognize it. It just displayed a blank screen, much like what happens on a region-locked US TurboGrafx-16 console when trying to play a Japanese game. So, I went into the Duo's settings, explicitly changed the region to Japan, and the game played without issue.

This is the only game that the Duo failed to appropriately identify the region of, which is a minor annoyance at best that I'm sure will be fixed soon in one of Analogue's frequent updates.

Firmware updates are easily applied via the integrated SD-card reader, which is also where your save games for CD-based titles are stored. This makes them easy to back up or even edit. With the appropriate USB adapter, it's also possible to import your old save games.

Controllers

Analogue Duo 8BitDo controller
Tim Stevens for Engadget

If there's one fly in this ointment, it's the controllers. As usual, Analogue partnered with 8BitDo to provide peripherals for the Duo. The $24.99 gamepad is the standard offering, and while it looks good in photos, in the hand it's somewhat underwhelming.

For one thing, it feels just as light and flimsy as 8BitDo's other products, with buttons that rattle when you shake the thing. The controller doesn't even offer the same weight and solidity as the original TurboGrafx-16 controllers, which certainly aren't standouts themselves.

But the 8BitDo controllers have a major advantage: they're wireless. They pair quickly and easily with the Duo and work without lag. They also feature a dedicated home button to bring up the Analogue menu.

There is, though, one final kicker with the controllers: they charge over micro-USB. It's 2024, 8BitDo. Even Apple has moved to USB-C.

Wrap-up

I really enjoyed testing the Analogue Duo. It was an opportunity to play releases I hadn't dug out in years, and also to experience some games I hadn't yet tried, all rendered in immaculate detail.

That said, it's easy to see this as a very niche release for Analogue, a company whose obsessive fans are already far from mainstream. Software emulation is infinitely cheaper and still delivers great results, but those of us who love classic console gaming know that there's just something different about running it from the original media.

Whether that extra something is worth the extra cost is between you and your accountant. Despite being Analogue's most expensive release in years, and despite supporting a decidedly underappreciated console, the Analogue Duo is yet another excellent quality of life improvement for retro gamers and collectors. I can't imagine playing my HuCards any other way.

This article originally appeared on Engadget at https://www.engadget.com/analogue-duo-review-a-second-chance-for-an-underappreciated-console-130056763.html?src=rss

Samsung’s Galaxy A35 midrange smartphone is officially available in the US

The Samsung Galaxy A35 smartphone is officially available for US customers. We knew it was coming to the US, but we didn't know when. The phone starts at $400 and is available in two colors. It’s already been available in the UK since March.

The Galaxy A35 is squarely a midrange device, so don’t go expecting flagship features. However, this is still a capable smartphone with plenty of bang for your buck. Samsung’s A-series devices tend to be among our favorite low-cost smartphones. This model boasts a 6.6-inch Super AMOLED display with a variable refresh rate up to 120Hz, just like its cousin the Galaxy A55. The Galaxy A35 also features the company’s Vision Booster software, which automatically adjusts the screen’s tone to suit different ambient lighting conditions.

It also includes Samsung’s proprietary Knox Vault technology, which originally debuted with the Galaxy S21. This is a separate memory device within the phone for storing sensitive data like blockchain keys, biometric information and authentication credentials. The A35 and the A55 are the first midrange devices in Samsung’s lineup to get this tech.

Android Police has reported that the A35 features a modest Exynos 1380 processor, with an option for 6GB or 8GB of RAM. As for storage, there’s a 128GB model and a 256GB model, with no microSD card slot for additional room.

It includes three rear cameras. There’s a 50MP main camera and a 5MP macro lens, with a relatively pedestrian 8MP ultra-wide lens. The front includes a 13MP camera for selfies and the like. There’s also optical image stabilization (OIS) and video digital image stabilization (VDIS) to offset camera shake.

Again, these phones start at $400 and are hitting store shelves right now. They come in two colors with, with names like “Awesome Navy" and "Awesome Lilac." Not sure something can induce awe just by saying so, but whatever. 

This article originally appeared on Engadget at https://www.engadget.com/samsungs-galaxy-a35-midrange-smartphone-is-officially-available-in-the-us-130016998.html?src=rss

Samsung’s Galaxy A35 midrange smartphone is officially available in the US

The Samsung Galaxy A35 smartphone is officially available for US customers. We knew it was coming to the US, but we didn't know when. The phone starts at $400 and is available in two colors. It’s already been available in the UK since March.

The Galaxy A35 is squarely a midrange device, so don’t go expecting flagship features. However, this is still a capable smartphone with plenty of bang for your buck. Samsung’s A-series devices tend to be among our favorite low-cost smartphones. This model boasts a 6.6-inch Super AMOLED display with a variable refresh rate up to 120Hz, just like its cousin the Galaxy A55. The Galaxy A35 also features the company’s Vision Booster software, which automatically adjusts the screen’s tone to suit different ambient lighting conditions.

It also includes Samsung’s proprietary Knox Vault technology, which originally debuted with the Galaxy S21. This is a separate memory device within the phone for storing sensitive data like blockchain keys, biometric information and authentication credentials. The A35 and the A55 are the first midrange devices in Samsung’s lineup to get this tech.

Android Police has reported that the A35 features a modest Exynos 1380 processor, with an option for 6GB or 8GB of RAM. As for storage, there’s a 128GB model and a 256GB model, with no microSD card slot for additional room.

It includes three rear cameras. There’s a 50MP main camera and a 5MP macro lens, with a relatively pedestrian 8MP ultra-wide lens. The front includes a 13MP camera for selfies and the like. There’s also optical image stabilization (OIS) and video digital image stabilization (VDIS) to offset camera shake.

Again, these phones start at $400 and are hitting store shelves right now. They come in two colors with, with names like “Awesome Navy" and "Awesome Lilac." Not sure something can induce awe just by saying so, but whatever. 

This article originally appeared on Engadget at https://www.engadget.com/samsungs-galaxy-a35-midrange-smartphone-is-officially-available-in-the-us-130016998.html?src=rss

Playdate developers have made more than $500K in Catalog sales

Panic is celebrating Playdate's second birthday this month, and the party favors include some piping-hot statistics about Catalog game sales.

Playdate hit the market in April 2022 with 24 free games. Its Catalog store went live in March 2023, offering 16 curated games for purchase directly on the device. Panic has added more titles to Catalog on a bi-weekly basis for the past year, and the marketplace today has 181 games and apps. More than 150,000 games have been sold on Catalog, giving developers $544,290 in gross revenue — that's after taxes, processing fees and Panic’s 25 percent cut. 

Playdate two-year data
Panic

The average price of a Playdate Catalog game is $5.36. The average install size is 5.03MB, while the smallest Catalog game is 30.1KB and the largest is 107MB. Playdate ships with 4GB of flash storage. It also has 16GB of RAM, an accelerometer, a 400 x 240 1-bit display, Wi-Fi and Bluetooth capabilities, a mono speaker, and a condenser mic and stereo headphone jack. Oh, and it has a delightful little crank.

The figures Panic shared today cover Catalog purchases, which means they only tell part of the story. While Catalog has just under 200 titles, there are more than 800 Playdate games and apps available on itch.io alone, and the community there is active and vibrant. As I described in our Playdate retrospective published last week, browsing the device's itch.io page feels like "hanging out in a friendly underground clubhouse populated by crank-obsessed video game freaks." But, like, in a great way.

Playdate supports games from new and veteran developers, and some of its most notable titles include Mars After Midnight by Lucas Pope, Crankin’s Time Travel Adventure from Keita Takahashi’s studio uvula and Zipper by Bennett Foddy. Some of my personal favorites include Root Bear, Spellcorked, Word Trip, Chopter Copter and Pocket Pets.

This is the first time Panic has publicly shared data about Playdate game sales or its revenue-share model. The 25 percent cut that Panic takes is less than the standard set by Steam, which gets 30 percent of most game sales, but it's more than split on the Epic Games Store, which reserves 12 percent for Epic.

Playdate costs $199 and there's an optional teal cover available for $30. Panic has also been teasing the Stereo Dock — an adorable Playdate charging station, Bluetooth speaker and pen holder — for more than two years, but the accessory is still "coming soon." There's no word on a price or release window for the Stereo Dock, but Playdate Project Lead Greg Maletic recently told Engadget to expect an update in the coming months.

"We apologize to everyone with a Playdate who has been waiting patiently for the Stereo Dock; it’s been a trickier project than we anticipated and we had a few false starts," Maletic said. "We thought we'd save some time on that project by having our factory do the software for the Stereo Dock, but we've learned that you don't always necessarily want that in some cases. The Stereo Dock is very much alive, we have the physical prototypes to prove it! We expect to have a formal update on when you can buy one later this year."

Playdate Stereo Dock
Panic

More than 70,000 Playdates have been sold in the past two years and a little more than half of all owners have purchased a Catalog game, according to Panic.

This article originally appeared on Engadget at https://www.engadget.com/playdate-developers-have-made-more-than-500k-in-catalog-sales-120034296.html?src=rss

Playdate developers have made more than $500K in Catalog sales

Panic is celebrating Playdate's second birthday this month, and the party favors include some piping-hot statistics about Catalog game sales.

Playdate hit the market in April 2022 with 24 free games. Its Catalog store went live in March 2023, offering 16 curated games for purchase directly on the device. Panic has added more titles to Catalog on a bi-weekly basis for the past year, and the marketplace today has 181 games and apps. More than 150,000 games have been sold on Catalog, giving developers $544,290 in gross revenue — that's after taxes, processing fees and Panic’s 25 percent cut. 

Playdate two-year data
Panic

The average price of a Playdate Catalog game is $5.36. The average install size is 5.03MB, while the smallest Catalog game is 30.1KB and the largest is 107MB. Playdate ships with 4GB of flash storage. It also has 16GB of RAM, an accelerometer, a 400 x 240 1-bit display, Wi-Fi and Bluetooth capabilities, a mono speaker, and a condenser mic and stereo headphone jack. Oh, and it has a delightful little crank.

The figures Panic shared today cover Catalog purchases, which means they only tell part of the story. While Catalog has just under 200 titles, there are more than 800 Playdate games and apps available on itch.io alone, and the community there is active and vibrant. As I described in our Playdate retrospective published last week, browsing the device's itch.io page feels like "hanging out in a friendly underground clubhouse populated by crank-obsessed video game freaks." But, like, in a great way.

Playdate supports games from new and veteran developers, and some of its most notable titles include Mars After Midnight by Lucas Pope, Crankin’s Time Travel Adventure from Keita Takahashi’s studio uvula and Zipper by Bennett Foddy. Some of my personal favorites include Root Bear, Spellcorked, Word Trip, Chopter Copter and Pocket Pets.

This is the first time Panic has publicly shared data about Playdate game sales or its revenue-share model. The 25 percent cut that Panic takes is less than the standard set by Steam, which gets 30 percent of most game sales, but it's more than split on the Epic Games Store, which reserves 12 percent for Epic.

Playdate costs $199 and there's an optional teal cover available for $30. Panic has also been teasing the Stereo Dock — an adorable Playdate charging station, Bluetooth speaker and pen holder — for more than two years, but the accessory is still "coming soon." There's no word on a price or release window for the Stereo Dock, but Playdate Project Lead Greg Maletic recently told Engadget to expect an update in the coming months.

"We apologize to everyone with a Playdate who has been waiting patiently for the Stereo Dock; it’s been a trickier project than we anticipated and we had a few false starts," Maletic said. "We thought we'd save some time on that project by having our factory do the software for the Stereo Dock, but we've learned that you don't always necessarily want that in some cases. The Stereo Dock is very much alive, we have the physical prototypes to prove it! We expect to have a formal update on when you can buy one later this year."

Playdate Stereo Dock
Panic

More than 70,000 Playdates have been sold in the past two years and a little more than half of all owners have purchased a Catalog game, according to Panic.

This article originally appeared on Engadget at https://www.engadget.com/playdate-developers-have-made-more-than-500k-in-catalog-sales-120034296.html?src=rss

Supergiant shows off Hades II’s gameplay and new god designs

Supergiant Games just treated Hades fans to an extensive look at the game's upcoming sequel. Seriously — the developer hosted a three-hour livestream that showed off Hades II's gameplay, new features and mechanics, as well as the new designs for its characters based on the gods of Greek mythology. Supergiant's Creative Director Greg Kasavin and Studio Director Amir Rao demonstrated the abilities of the game's new protagonist, Melinoë. While she's the sister of Zagreus, the first title's protagonist, and Hades II is a direct sequel to the original, Kasavin and Rao said players don't need to have prior knowledge of the first game and of Greek mythology to enjoy it. Old fans, however, will catch "delightful references" here and there. 

Melinoë is a witch and assassin, who's adept with her staff and can wield magic, and has a pretty different playstyle from Zagreus, as the gameplay footage showed. Kasavin and Roe also showed off new gods like Apollo, returning ones like Aphrodite and Demeter, new resources and various environments within the game. They played the technical test version of Hades II, however, which means certain environments and elements could still go through some changes before the final product is released. 

The developer is hoping to fix any issues technical test players might find expeditiously so that the game can go into early access, which is expected to take place sometime this spring. 

This article originally appeared on Engadget at https://www.engadget.com/supergiant-shows-off-hades-iis-gameplay-and-new-god-designs-070033467.html?src=rss

Supergiant shows off Hades II’s gameplay and new god designs

Supergiant Games just treated Hades fans to an extensive look at the game's upcoming sequel. Seriously — the developer hosted a three-hour livestream that showed off Hades II's gameplay, new features and mechanics, as well as the new designs for its characters based on the gods of Greek mythology. Supergiant's Creative Director Greg Kasavin and Studio Director Amir Rao demonstrated the abilities of the game's new protagonist, Melinoë. While she's the sister of Zagreus, the first title's protagonist, and Hades II is a direct sequel to the original, Kasavin and Rao said players don't need to have prior knowledge of the first game and of Greek mythology to enjoy it. Old fans, however, will catch "delightful references" here and there. 

Melinoë is a witch and assassin, who's adept with her staff and can wield magic, and has a pretty different playstyle from Zagreus, as the gameplay footage showed. Kasavin and Roe also showed off new gods like Apollo, returning ones like Aphrodite and Demeter, new resources and various environments within the game. They played the technical test version of Hades II, however, which means certain environments and elements could still go through some changes before the final product is released. 

The developer is hoping to fix any issues technical test players might find expeditiously so that the game can go into early access, which is expected to take place sometime this spring. 

This article originally appeared on Engadget at https://www.engadget.com/supergiant-shows-off-hades-iis-gameplay-and-new-god-designs-070033467.html?src=rss

LG’s S95TR soundbar with wireless Dolby Atmos is now available for $1,500

In typical LG fashion, the company is following up its CES soundbar announcement with pricing and availability info a few months later. The company's latest Dolby Atmos model, the S95TR, is now available from LG and other retailers for $1,500. That's pricey for sure, but the company has bundled the soundbar with a subwoofer and a pair of rear surround speakers. That means completing your setup won't require additional purchases. 

Inside, the S95TR houses 17 speakers, including five up-firing drivers. LG says this soundbar is the first to feature a center-positioned, up-firing speaker, which enhances dimensional audio and helps with dialog clarity. LG explains that it also upgraded the tweeters in the S95TR and it integrated passive radiators. This combo keeps high frequencies clear while also delivering 120Hz low-frequency response in a 9.1.5-channel setup. 

The company's Wowcast tech allows the S95TR to connect to compatible LG TVs wirelessly, including the transmission of Dolby Atmos and DTS:X without a cable. Wow Orchestra can utilize the speakers of an LG TV with the soundbar for "a harmonious fusion of audio channels." There's also the company's 3D Spatial Sound Technology that analyzes audio channels with a three-dimensional engine to make things as immersive as possible. AI Room Calibration is here as well, which will include the rear surround speakers in its room tuning for the first time this year. 

This article originally appeared on Engadget at https://www.engadget.com/lgs-s95tr-soundbar-with-wireless-dolby-atmos-is-now-available-for-1500-175155520.html?src=rss

LG’s S95TR soundbar with wireless Dolby Atmos is now available for $1,500

In typical LG fashion, the company is following up its CES soundbar announcement with pricing and availability info a few months later. The company's latest Dolby Atmos model, the S95TR, is now available from LG and other retailers for $1,500. That's pricey for sure, but the company has bundled the soundbar with a subwoofer and a pair of rear surround speakers. That means completing your setup won't require additional purchases. 

Inside, the S95TR houses 17 speakers, including five up-firing drivers. LG says this soundbar is the first to feature a center-positioned, up-firing speaker, which enhances dimensional audio and helps with dialog clarity. LG explains that it also upgraded the tweeters in the S95TR and it integrated passive radiators. This combo keeps high frequencies clear while also delivering 120Hz low-frequency response in a 9.1.5-channel setup. 

The company's Wowcast tech allows the S95TR to connect to compatible LG TVs wirelessly, including the transmission of Dolby Atmos and DTS:X without a cable. Wow Orchestra can utilize the speakers of an LG TV with the soundbar for "a harmonious fusion of audio channels." There's also the company's 3D Spatial Sound Technology that analyzes audio channels with a three-dimensional engine to make things as immersive as possible. AI Room Calibration is here as well, which will include the rear surround speakers in its room tuning for the first time this year. 

This article originally appeared on Engadget at https://www.engadget.com/lgs-s95tr-soundbar-with-wireless-dolby-atmos-is-now-available-for-1500-175155520.html?src=rss

Lorelei and the Laser Eyes, by Sayonara Wild Hearts devs, comes out on May 16

The surreal puzzle game Lorelei and the Laser Eyes hits the Nintendo Switch and PC on May 16, as revealed at Nintendo’s Indie World Showcase event. This is a big deal, as the game’s being developed by Simogo, the company behind the mind-blowing adventure Sayonara Wild Hearts, which was one of our favorite titles of 2019. It’s also being published by Annapurna Interactive, who helped steward games like Stray, Open Roads and Cocoon to digital store shelves.

Lorelei and the Laser Eyes was originally teased a couple of years back and looks to be a more frightening experience than Sayonara Wild Hearts. The game’s title is quite literal, as you play as someone named Lorelei who has, wait for it, laser eyes. It’s set inside of a mysterious mansion, with a mostly black-and-white color palette. It looks positively soaked in vibes.

There are all kinds of different puzzles to solve as you explore this mansion, so expect the gameplay to change on a dime, just like Sayonara Wild Hearts. Despite the brand-new trailer, much of the title is still soaked in mystery, which is likely a purposeful move by the devs and publisher. We do know that it’s non-linear, so you can explore and solve puzzles at your own pace.

This is Simogo’s ninth game. In addition to Sayonara Wild Hearts, the Swedish company made Year Walk, The Sailor’s Dream and Device 6. All of these games toyed with surreal imagery and unique gameplay mechanics, and Lorelei and the Laser Eyes most definitely follows suit. There’s no price yet, but eager players can already wishlist it on Steam.

This article originally appeared on Engadget at https://www.engadget.com/lorelei-and-the-laser-eyes-by-sayonara-wild-hearts-devs-comes-out-on-may-19-165030366.html?src=rss