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Nintendo Switch 2: Everything announced including a new Mario Kart game, new Switch features and more

After months of anticipation and years of speculation, Nintendo is finally spilling all the beans about the Switch 2. In a Nintendo Direct presentation, the company is filling in questions we've had about the console since it was first officially revealed in a short teaser this past January.

Switch 2 launch date and pricing

We finally know when the console will be available: June 5, 2025. It'll cost $450 at launch, and pre-orders start on April 9.

Switch versus Switch 2

Switch 2 hardware

The Switch 2 console has the same thickness but has a much larger display — 7.9 inches at a 1080p resolution, versus the 6.2-inch 720p screen on the old console. And it runs at up to 120fps. It is an LCD display, rather than OLED, but it supports HDR at least. 

As expected, the new Joy-Con controllers attach magnetically and have much bigger SL and SR buttons for when you're playing on a single Joy-Con controller. The sticks are also bigger, and each Joy-Con can be used as a mouse on compatible games. 

The built-in stand looks much better than the ones on older Switch systems, and there are two USB-C ports on the console as well. Nintendo also highlighted 3D audio when using compatible headphones, and the speakers on the console itself should be a lot better as well. The console has 256GB of storage, far surpassing the 32GB on the original model. The Switch 2 dock outputs at up to 4K with compatible games and the dock has a built-in fan to keep things cool when running at higher resolutions.

Switch 2 dock

Switch 2 is using similar game cards to the original Switch, but Nintendo notes that they're faster; you'll have to use microSD Express cards for extra storage this time though. Standard microSD ones won't be compatible with the new hardware.

A new Nintendo Switch 2 Pro controller will also be available with the C button to activate GameChat, and it also has GL and GR buttons on the back that you can assign to any specific actions. There's also a headphone jack, too.

One of the most important specs on a portable console is battery life — and unfortunately, the Switch 2 might not be great in that department. Nintendo's spec sheet says it is rated between 2 and 6.5 hours of gameplay, depending of course on the game. Even the original Switch promised a slightly better 2.5 to 6.5 hours of battery life. Either way, it's far beyond what the current Switch models offer. As for networking, the Switch 2 has been upgraded to Wi-Fi 6.

Voice and video chat

The first new feature Nintendo highlighted on its updated Joy-Con controllers was the C button. The C button lets you enter the new GameChat features. You can voice chat while playing using a built-in microphone, even when the console is docked. It's the first time that a Nintendo system has had voice chat, and you can also share your game screen with friends as you play as well. For example, in Mario Kart this gives you more of a feel like you're all playing connected to a TV even though you're remote, because you can see everything that your friends are doing as well. 

And the chat and screen-share features work even if you're all playing different games, so you can just get a group together to hang out while playing different titles. There's also a Switch 2 camera that enables video chat that'll show you on screen while you're playing. These features will require a Nintendo Switch Online subscription, but Nintendo will offer it for free to everyone until March 31, 2026.

Mario Kart World

Mario Kart World

As expected, we're finally getting a new entry in the venerable Mario Kart series, Mario Kart World. It looks looks familiar while also showing off some wild new tricks, like skateboard-style grinds on rails and wall jumps. The courses also look much larger and wider than any we've ever seen before. For the first time, it looks like there's an open world connecting all the various courses, and weather and time of day will change.

Nintendo also says that you can go off-course and drive "virtually everywhere." And fitting those huge tracks, the Grand Prix will have 24 competitors in one race. Overall, it's a massive update which feels appropriate — the last Mario Kart game arrived way back in 2014 for the Wii U and was updated for the original Switch. It'll be out the same day as the Switch 2, June 5.

Other games coming to Switch 2

Nintendo ran down a handful of other games coming to the Switch 2, including Eldin Ring: Tarnished Edition, a new title called Drag x Drive that uses the Switch 2 mouse controls in what looks like an extreme wheelchair sporting event, Hades II, Street Fighter 6, Split Fiction, Tony Hawk's Pro Skater 3 +4, Hitman: World of Assassination and Daemon x Machina.

Nintendo is also working on Hyrule Warriors: Age of Imprisonment, which will be out this winter; it's being developed in with Koei Techmo games and will have the same combat-focused vibes as other Dynasty Warrior-style titles.

From Software is also releasing a new game exclusively for the Switch 2 called The Duskbloods in 2026. It feels a lot like Bloodbourne at first glance.

Perhaps the biggest first-party game to be revealed today besides Mario Kart World is a new 3D platformer starring Donkey Kong: Donkey Kong Bananza. It definitely has similar vibes to 3D Mario adventures, but in a totally new context.

There's a laundry list of games that were mentioned today; Nintendo has helpfully pulled them together in this press release.

Finally, Nintendo has announced that the Switch Online service will host another classic console, the GameCube. The initial game library includes The Legend of Zelda: Wind Waker, F-Zero GX and SOULCALIBUR II. For the first time on Nintendo's classic consoles through the Switch Online service, GameCube games will run at higher resolutions than the original titles.

Nintendo Switch 2 edition games

In addition to games expressly designed for the Switch 2, Nintendo will also be releasing a "Switch 2 edition" for selected titles, like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom. Those titles will have improved resolutions and frame rates as well as new features that'll show up in a companion smartphone app. Nintendo didn't say how much these upgrades would cost yet.

Kirby and the Forgotten Land is also getting a Switch 2 edition that adds an additional world to explore, while Metroid Prime 4: Beyond will have both a Switch and Switch 2 edition; the Switch 2 edition can run in 4K at 60fps or up to 120fps at a lower resolution.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/nintendo-switch-2-everything-announced-including-a-new-mario-kart-game-new-switch-features-and-more-133105264.html?src=rss

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© Nintendo

Switch 2 gradient

Apple should focus on fixing Siri, not redesigning iOS again

Now that Apple’s recent slew of hardware releases are behind us, we got some news on the software side last week. First, the company publicly announced that it was delaying the smarter, more personal version of Siri that’ll be powered by Apple Intelligence. Then, rumors sprang up again that Apple was giving an extensive visual update to its software platforms, including iOS 19 and macOS 16 which are expected to be revealed at WWDC in June.

The sources for this redesign rumor are solid. Jon Prosser dropped a video on his YouTube channel Front Page Tech back in January where he said that he had seen a redesigned Camera app for the next version of iOS that had a number of interface changes that made it feel more like a visionOS app. His thinking is that Apple wouldn’t redesign a core app like Camera without bringing changes to some of the rest of the OS, as well.

Mark Gurman at Bloomberg followed up on that, reporting that iOS 19, iPadOS 19 and macOS 16 “will fundamentally change the look of the operating systems and make Apple’s various software platforms more consistent.” He also specifically mentioned visionOS, which runs Apple’s wildly expensive ($3,500) Vision Pro headset, as an inspiration for the new design.

This rumor could definitely have legs. Even though visionOS doesn’t feel radically different to Apple’s other software, it does make sense that the company would unify visual themes across all its platforms and devices as it usually does. But at a time when the company is struggling mightily with its Apple Intelligence rollout and delaying a new Siri (which feels to me like the most significant update the company could deliver), slapping a new coat of paint on iOS and macOS feels like a distraction at best and misguided priorities at worst.

The delay to a more intelligent Siri is a major blow to Apple’s AI ambitions. Since it was first introduced at WWDC 2024, it’s been the single thing that might make me upgrade my phone to one that works with Apple Intelligence. The promise is an assistant that has a better understanding of the apps on your phone and can use them more extensively on your behalf; it can do things like automatically adding addresses to a contact card. Another example Apple showed was asking Siri to find an image of your driver’s license, take the ID number on it and put it into a form you’re filling out. It’ll also have more awareness of what’s on your screen and better natural language understanding.

That, of course, is all just a promise right now. Apple commentator John Gruber, who typically takes a fairly positive view of the company, absolutely ripped the company a new one over the Siri delay. He says that at WWDC 2024, he and other members of the press saw controlled demos of Apple Intelligence features, but no proof of a smarter Siri — thus far, all we’ve seen are product videos showing what it could do. In retrospect, Gruber says that a smarter Siri is nothing more than “vaporware.” “They were features Apple said existed, which they claimed would be shipping in the next year, and which they portrayed, to great effect, in the signature ‘Siri, when is my mom’s flight landing?’ segment of the WWDC keynote itself,” he says. “Apple was either unwilling or unable to demonstrate those features in action back in June, even with Apple product marketing reps performing the demos from a prepared script using prepared devices.”

Apple's presentation of Siri at WWDC 2024 can be seen above.

It’s a bad look for Apple, and was made worse when Bloomberg published a piece showing the turmoil inside the Siri team following the delay announcement. The publication reported that Apple senior director Robby Walker held an all-hands meeting for the Siri team saying the delays have been “ugly and embarrassing,” and that the decision to promote these features to the public before they were ready compounded the issues. To be fair, Apple has shipped a few Siri improvements since the fall (most significantly the addition of ChatGPT), but they’re not things that have radically changed the voice assistant’s most glaring weaknesses.

Additionally, Gurman’s sources claim that we won’t see these features until sometime in 2026 at the earliest, long after iOS 19 would be released. With all that in mind, these redesign rumors feel like a fresh coat of paint to distract people from the structural issues with Apple Intelligence as a whole and the delays on a massively important feature.

The timing also feels strange. While Apple hasn’t embarked on a full-scale redesign of iOS since it released iOS 7 way back in 2013, the company has made small but significant changes and refinements nearly every year since that have added up to software that’s far more customizable and refined than it was more than a decade ago. Since iOS 14 in 2020, Apple added home and lock screen widgets, major customization features for lock screen visuals, and the wild notion of not having all your apps aligned to an inflexible grid. Apple also added the ability to color-tint the icons to match your background image (or just make them any color you want, dark or light). These all add up to an iOS that is a lot more visually customizable than ever before.

Android has had these features for years, so I’m not praising Apple for being some paragon of user freedom. But it’s clear from these changes that Apple is finally interested in giving users more control over how their phones look. With all this as well as many smaller visual tweaks the company has made over the years, it’s fair to say that iOS 18’s design language has evolved far beyond what we saw with iOS 7’s complete and abrupt makeover.

As for macOS, Apple has given it several notable visual updates over the last decade or so. In 2014, OS X Yosemite largely brought over the flatter design from iOS 7 that removed skeuomorphic elements that had littered iOS and the Mac for years. Apple continued to tweak it over the following years before giving it another big visual overhaul in 2020 with macOS Big Sur. That was the first OS that supported Apple’s M-series Macs and as such the company dropped the OS X branding and moved to macOS alongside the new design.

While I was initially skeptical of a major macOS visual refresh, I am a little surprised to remember that it’s been almost five years since Big Sur launched — maybe we’re right on schedule for a visual refresh. And in recent years, Apple has wanted to keep its platforms as aligned as possible, both from a feature perspective as well as how they look. It’s not hard to imagine designers wanting to unify things across platforms again.

Given that the user interface is literally how we interact with all these devices, a design refresh can certainly keep things feeling new, even if the functionality hasn’t changed much. And without a smarter Siri to look forward to at WWDC this year, a fresh coat of paint might be Apple’s best option to make its next software updates feel new. That said, I don’t mean to suggest that the people working on the visual design of Apple’s software platforms could or should abandon their work and rush a better Siri out the door — the skill sets and priorities of those two teams are surely completely different. But at the very least, Apple’s going to have to more forcefully address the elephant in the room that is Siri than it has before it can try selling us on a new design.

This article originally appeared on Engadget at https://www.engadget.com/ai/apple-should-focus-on-fixing-siri-not-redesigning-ios-again-164446205.html?src=rss

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© Apple

Apple's new Siri interface

The Last of Us season two promises a lot more action alongside devastating drama

Season two of HBO’s The Last of Us is just a month away, and as such the hype cycle kicked into full gear this past weekend. A full trailer finally arrived on Saturday during a panel at SXSW with the show’s creators and cast (not to mention an in-depth preview in Variety), and both that trailer and the panel discussion reinforced at least one major change coming this season: more action.

That could fix one of the bigger complaints fans had about season one, which garnered tons of praise from critics and fans alike. While season one brought the Infected to life in terrifying fashion, there were long stretches of the show where they simply weren’t around, making them feel like less of an ever-present threat. The new trailer shows off the town of Jackson, where Joel and Ellie settled at the end of season one along with his brother Tommy, under a massive siege of Infected, the kind of battle that might take up an entire episode. And show creators Craig Mazin and Neil Druckmann hinted that Infected would play a bigger role this season, not just in numbers.

"It was important to us to always move the ball forward with the infected," Mazin said during the SXSW panel. "It’s not a question of just more, but something else that is meaningful to what is going on so they don’t just become NPCs. So definitely an escalation, we’re careful about it because we know we have space yet to go [in future seasons]." And in response to the panel’s moderator noting the balance between action and drama, Druckmann pointed out that, for the showrunners, "everything is drama, even the action scenes. They all have to be character-driven."

To that end, the trailer showed off a new-but-old way for the infection to spread that wasn’t present in the first season: spores. Anyone who played the games noted the absence of spores as a transmission for infection in the first season, but Mazin exclaimed "spores? They’re back!" when talking about how the Infected were evolving for the new season. "There had to be a dramatic reason to introduce [spores] now," Druckmann said, "and now there is." Unsurprisingly, he wasn’t more forthcoming about the details.

I didn’t really object to the lack of spores in season one; it felt more like a game mechanic than something crucial to the plot. But there are a few story beats in The Last of Us Part II that I can recall where having spores around leads to a crucial plot reveal, and I’m looking forward to seeing how they get integrated here, and what the on-screen excuse will be for not seeing them before now. Similarly, I chalked the smaller number of Infected up to changes made to translate a video game to a show, though I feel like the first season could have had one more big throw-down — but I feel like season two will answer those complaints and then some.

Druckmann also said part of the reason the Infected weren’t more present was simply that the showrunners "weren’t exactly sure what we were doing." That’s not in terms of the story, but specifically in terms of showing the Infected on screen. "What should Infected look like? How much should be practical effects? How much can be VFX? Now, we know what we’re doing and we swung for the fences," he said. "In the game, we talk about how Jackson has had these attacks, but now we get to show it. And the reason we do it is we show you what’s at stake, not for individuals but for an entire community."

The notion of community plays into the overarching story that Mazin and Druckmann want to tell in season two. Druckmann said that the first season followed Joel and Ellie and was a lot about them against other communities, like the group in Kansas City or David’s flock of followers late in the first season. "Now, we get to see them settled in Jackson, that’s their home, and there’s a love there for a community," Druckmann explained. "That gets us into tribalism… what happens when you go against another group and you don’t see the humanity in them and how far will that take you, especially when they hurt someone you love."

Pedro Pascal, Craig Mazin and Neil Druckmann on the set of HBO's The Last of Us
HBO

Mazin followed that up by noting that the show has tried to investigate "the cost of love" and is now trying to create a sense of a larger, communal love and how a smaller, tighter group can fit into it. "What happens if someone in your tight group is taken from you, and you feel alone? One thing Ellie said in season one was the thing she’s most afraid of is ending up alone," Mazin said. "So all these characters have to face this potential threat of being alone, and without a tribe, and then what do you do?"

The other big theme that came out of the panel focused on how new cast members Kaitlyn Dever (Abby), Isabela Merced (Dina) and Young Mazino (Jesse) would fit in with returning stars Bella Ramsey (Ellie), Pedro Pascal (Joel) and Gabriel Luna (Tommy).

"Yes, [the new cast] came in like badasses," said Pascal before then turning to Ramsey. "But you make it so easy, and so welcoming. I think we all really looked to Bella this time around as far as the cast is concerned. And this kind of open permission to be ourselves and to partner together in the scenes… I think it is the sort of unspoken leadership that made it such an easy, horrifying place to step into." With his ever-present Dad-style humor, Pascal followed that by saying "The story was horrifying. Not Canada."

"They’re not new to me, because we’ve lived all this time together and it was seamless… and I feel rather protective of you guys, and I love you guys, and you gave us everything," Mazin said. "Not a weak link in the chain," Druckmann interjected before Mazin went on to say how much he was looking forward to shooting with them yet again.

Ramsey spoke to how well the new cast integrated itself during season two’s filming. "I think it’s such a hard thing to do, to come into a world and a show that’s already really established, it must be so intimidating and these people just came in and made it their own and fit in so well," they said. "Izzy brought a lot of joy and laughter and made everyone laugh consistently… it’s just a joy to work with all three of these guys."

Kaitlyn Dever in HBO's The Last of Us
HBO

Kaitlyn Dever owned up to the anxiety the shoot produced, saying that stepping into a world that was so beloved was "nerve-wracking and anxiety-inducing" — and that’s without mentioning the online hate that the character she’s portraying (and its voice actor) received in 2020 when The Last of Us Part II was leaked two months before its release. Dever didn’t get into that specific hornet’s nest during the panel, but did say that "there are so many expectations going into this, and it's just a matter of balancing that and also coming to it with my own ideas and building the character with Craig and Neil."

The cast was an undeniable highlight of the first season of The Last of Us — everyone on the show absolutely killed, regardless of whether they were in six episodes or were on the screen for six minutes. Projecting familial friendliness during a press tour is one thing, but the love and respect the actors have for each other as well as Mazin and Druckmann has been continually obvious over the last few years, particularly between Ramsey and Pascal.

A fan shot a clip of Pascal watching the season two trailer during the panel, and he clearly gets emotional at the end of it, leaning over and giving Ramsey a big bear hug. As much as the show might be, on the surface, about fungal zombies, it only works because of the relationships between the characters on screen, whether that’s Joel and Ellie or now Ellie and Dina or Abby and her WLF crew. Assuming everyone gets that right in season two, the show should satisfy again — regardless of how many Infected are on screen.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/the-last-of-us-season-two-promises-a-lot-more-action-alongside-devastating-drama-170044014.html?src=rss

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© HBO

Bella Ramsey in HBO's The Last of Us

iPad Air M3 review: A modest update that's still easy to recommend

If you’ve picked up an iPad in the last five years or so, the new iPad Air will not surprise you. It is, in every way but one, identical to the iPad Air that Apple released last spring. The only difference is that the latest iPad Air has the M3 chip inside, instead of the already-capable M2. Even the (extremely muted) colors appear identical this year. Besides the 13-inch screen option Apple added last spring, the iPad Air is barely different from the one that was released way back in 2020.

That makes this iPad exceedingly easy to review — everything I wrote last May when I reviewed the 13-inch iPad Air M2 applies here. I like that it has a long-lasting battery, plenty of power, a reasonable amount of base storage and a front-facing camera on the landscape edge. The 13-inch model is still fairly large, but it’s thin and light enough to hold without issue — though if you prefer holding an iPad to using it with a keyboard, you’re probably better off with the 11-inch model. The Apple Pencil Pro released last year is a nice upgrade for serious visual artists. I don’t like that it still relies on Touch ID instead of Face ID, and I think it’s time the iPad Air had a better display.

Given that the M3 chip is the main change here, it’s worth giving it a little more attention. Geekbench 6 scores show that the iPad Air with the M3 is about 16 percent more powerful in both single- and multi-core scores. That’s pretty impressive given that the M2 iPad Air is less than a year old, but it’s not something that’ll radically change how you use the device. It does mean it’s a little more future-proof, though, and I’m always happy about that. In real use, the iPad Air handled multitasking through my workday, playing games, transcoding video and trying out various Apple Intelligence features with absolutely no hiccups and slowdowns.

Apple has been aggressive about putting extremely powerful chips in the iPad Air and Pro lineups for a few years now, and it’s nice that you basically never have to worry about slowdowns. And the newer chip had no ill effects on battery life — I easily got eight hours during a workday with the Magic Keyboard connected the whole time, and close to the 10 hours Apple promises when doing more causal activities or watching video.

Apple iPad Air (M3)
Nathan Ingraham for Engadget

Apple also fixed one of my two major complaints about the last iPad Air. It has a new Magic Keyboard modeled after the much-improved one that was introduced alongside the iPad Pro M4. It’s thinner and lighter than the old iPad Air keyboard, has a row of useful function keys and the trackpad is a bit bigger. These aren’t major changes, but they are enough to make me much happier with the keyboard experience this year. It doesn’t have a few niceties you’ll find on the iPad Pro Magic Keyboard, though: The top case is smooth plastic rather than aluminum, the keys aren’t backlit and the trackpad has a physical click rather than haptic feedback. However, this keyboard is also $30 cheaper than the one it replaces. It’s still wildly expensive — $269 for the 11-inch Air and $319 for the 13-inch model.

Apple iPad Air (M3)
The iPad Pro M4 on the left and the iPad Air M3 on the right. The iPad Pro's keyboard has a slightly bigger trackpad.
Nathan Ingraham for Engadget

In fact, this whole package I’m trying is wildly expensive. The 13-inch iPad Air with 1TB of storage and 5G connectivity costs $1,449, and that’s not including the keyboard. However, a comparably specced iPad Pro costs, wait for it, $2,099 without its keyboard. The 13-inch Air starts at $799 with 128GB of storage, a price that seems fair to me. Similarly, the 11-inch Air at $599 feels like a great value and has numerous meaningful improvements over the basic iPad.

With the new iPad Air so similar to last year’s model, I started thinking about the compromises that Apple makes to keep the price of the Air at a more approachable level, and whether those are reasonable in 2025. The major advantages the iPad Pro M4 has over the iPad Air M3 are: a much better OLED display with a higher refresh rate, more storage space on the base model, a more powerful chip, better speakers and microphones, Face ID instead of Touch ID, a thinner and lighter design, a LiDAR sensor and a few extra photo and video capture capabilities. The iPad Pro also offers a nano-texture front glass option (to reduce screen glare) on the 1TB and 2TB models, and those models with more storage also have 16GB of RAM instead of 8GB.

Apple iPad Air (M3)
Nathan Ingraham for Engadget

In almost all cases, I don’t have any issue with those features staying exclusive to the iPad Pro. But after using the iPad Air for a bit, I think it’s time Apple finds a way to improve on the screen. In fact, I think there’s a solid solution waiting in the wings: deploy the mini-LED display that Apple used in the iPad Pro from 2021 and 2022. That screen refreshes at up to 120Hz, the same as others that Apple brands as ProMotion-capable, and max brightness when watching movies was 1,000 nits — and could jump up to 1,600 nits for HDR content. Brightness when not watching video maxed out at 600 nits, like the iPad Air, but given how popular iPads are for watching video, this would be a major improvement.

Chances are that between the higher refresh rate and improved brightness, Apple feels the mini-LED screen would still be too close to the iPad Pro’s OLED panel (which remains shockingly nice, probably the best portable screen I’ve ever seen). And Apple never made a mini-LED display for the 11-inch iPad Pro, so it would have to develop something new for the smaller iPad Air.

There are plenty of reasons not to do it, but I think the iPad Air deserves a better screen. In fact, I’d be happy enough if Apple just gave me the same screen with a higher refresh rate. The company still reserves that feature for its most expensive “Pro” devices, but the landscape is a lot different in 2025 than it was in 2020. Plenty of midrange phones have 90Hz or 120Hz screens. Of course, Apple has never really cared about what other manufacturers do; it has pretty consistent rules about what devices get what tech. The iPad Air’s screen is essentially the same as the one on the MacBook Air, while the more expensive iPad Pro, MacBook Pro and iPhone Pro lines all get higher refresh rates. That’s just where we’re at, but I’m ready for it to change.

Apple iPad Air (M3)
Nathan Ingraham for Engadget

Of course, I also need to admit that the iPad Air’s screen remains quite lovely. Apple has fine-tuned its LCD tech to within an inch of its life, and it shows in the vibrant colors, overall sharpness and great viewing angles. Sure, I notice that blacks aren’t as “truly black” as they could be with an OLED or mini-LED, but I’m not sitting around thinking about that when I watch movies or play games. I just enjoy what I’m doing without fussing over screen specs.

The lower refresh rate is more noticeable in day-to-day usage — you’re constantly touching, swiping and scrolling through content on an iPad, and it just does not feel as fluid. My main devices are a MacBook Pro, iPhone 14 Pro and iPad Pro, all of which use ProMotion. Stepping down to the iPad Air is just a bit of a bummer. And while Apple clearly feels it doesn’t always have to respond to larger industry trends, it’s hard to imagine it sticking with 60Hz screens for most of their products much longer.

Apple iPad Air (M3)
Nathan Ingraham for Engadget

My other major quibble with the iPad Air is Touch ID. At this point, Face ID really does not feel like a “Pro” feature. Excluding the iPhone SE lineup, every new iPhone since 2018 has had Face ID, but you still need to spend $1,000 or more to get it on an iPad. That feels a little extreme! Touch ID is fine, but there are a lot of sites and services I often need to log in to for work and having to constantly reach up and touch the top button is a bit of a hassle. Especially compared with just making sure my face is in frame with the front camera. This probably felt like more of a pain during my review, since the iPad Air is brand new and setting up requires a ton of logging in to various apps. Still, Face ID definitely does not feel like a feature that needs to be locked to Pro devices at this point.

Apple iPad Air (M3)
Nathan Ingraham for Engadget

Everything else you need to know about the new iPad Air is covered in my review from 10 months ago, but I’ll sum it up. I think the Air remains a clear upgrade over the base iPad — I appreciate its improved display, stronger performance, more robust multitasking experience and better accessories. Not to mention the 13-inch Air is the only way to get a big-screen iPad without breaking the bank. I’m glad Apple built a better keyboard too, and if you have an older iPad Air, the new keyboard will work with it.

But the new iPad with the A16 chip is also better than its predecessor because Apple has fixed a number of issue with it since 2022. The price is lower, storage is doubled and the dumb Lightning Pencil charging situation is now gone. If you don't care about Apple Intelligence, more advanced multitasking and a better or bigger screen, a lot of people looking for "just a good iPad" won't miss the Air's upgrades, especially if they're saving $250.

However, for people who want more from their iPad, the Air is just as easy for me to recommend as it was last year. You can get 80 percent of the iPad Pro experience for a lot less money, and the vast majority of buyers aren’t going to miss the Pro’s extra features. 

My main caveat is that this iPad Air feels like a slightly-upgraded stopgap ahead of a bigger redesign, much as the iPad Pro was in 2022. That iPad went from an M1 to an M2 and got some nice software updates, but was largely the same as its predecessor — and then Apple gave it a massive update a year and a half later. The iPad Air M3 feels like it's in a similar place, just waiting for a big refresh. I don't think it'll be too long before Apple has to update some of its older bits, particularly the display. If you’re the kind of person who really loves a good screen, it might be worth waiting another year to see if Apple finally brings faster refresh rates to more iPads.

This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/ipad-air-m3-review-a-modest-update-thats-still-easy-to-recommend-130045196.html?src=rss

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© Nathan Ingraham for Engadget

Apple iPad Air (M3)

Apple updates the iPad Air with an M3 chip and a new Magic Keyboard

It's been less than a year since Apple updated the iPad Air, but the company is taking another opportunity to speed things up by adding the M3 chip to the mix. The new iPad Air still comes in 11- and 13-inch sizes and starts at the same price as the prior model — $599 for the 11-inch and $799 for the 13-inch. It also works with a redesigned Magic Keyboard, similar to the one Apple introduced last May with the iPad Pro. 

It's definitely a strange update, given that Apple doesn't typically upgrade its iPads on an annual basis at this point. And an M3 versus the M2 that it had before likely won't make a big difference to most users — the iPad Air already worked with Apple Intelligence, and the M-series chip also enables it to use the more advanced Stage Manager multitasking mode. I guess moving to the M3 means Apple can get one step closer to winding down M2 production.

Most other specs appear identical to last year's model. The 11- and 13-inch displays are the same resolution and are still stuck at a 60Hz refresh rate, though they are fully laminated to the glass and have an antireflective coating, unlike the screen on the base iPad (which was also just updated). It still uses Touch ID on the power button rather than Face ID, and storage (which starts at 128GB) remains unchanged. As usual, you can get 5G wireless capabilities for an extra $150. 

Surprisingly enough, Apple cut the price of the updated Magic Keyboard — it now starts at $269 for the 11-inch and $319 for the 13-inch, $30 less than before in both cases. It's a lighter and thinner keyboard than the one it replaces, and adds an extremely handy function key row to the top. There are a few differences to the keyboard compared to the iPad Pro model, though. It isn't backlit, and the trackpad doesn't have haptic feedback. Still, it's a definite step up over the older model Apple offered, at a better price as well. That said, it's identical in size to the M2 model, so an older Magic Keyboard should work without issue.

Pre-orders start today at Apple and Amazon, and the new iPad Air will ship on March 12. In case you were curious, it looks like it comes in the same four colors as the last model: space grey, starlight silver, purple and blue. 

This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/apple-updates-the-ipad-air-with-an-m3-chip-and-a-new-magic-keyboard-140525345.html?src=rss

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© Apple

iPad Air 2025

The new base iPad comes with twice the storage but no Apple Intelligence

Apple has been steadily updating its product lineup over the last year or so to make sure as many devices work with Apple Intelligence as possible. But shockingly enough, the new base iPad now has an A16 chip rather than the A14 in the previous model. That'll certainly provide better performance, but it's not enough for Apple Intelligence. It's an obvious way to differentiate this iPad from the just-updated iPad Air, which now has an M3 chip. The two most recent Air models also work with Apple Intelligence.

One nice thing here is that Apple doubled the storage and kept prices the same — the 128GB model costs $349, and you can also get it with 256GB or 512GB of storage. It comes in blue, pink, silver and yellow.

Besides the A16, much remains the same here, though. The iPad still has a 10.9-inch screen (that they're just calling 11 inches at this point) that lacks some of the niceties you'll find on the iPad Air display like full lamination to the front glass and an antireflective coating. It has basically the same camera array as other non-Pro iPads at this point, a 12-megapixel shooter on both the front and back. There's no Face ID, unsurprisingly — you'll need to authenticate with Touch ID on the power button. 

As with the iPad Air, the new base iPad is open for pre-orders now at Apple and Amazon, and will be available on March 12.

This article originally appeared on Engadget at https://www.engadget.com/mobile/tablets/apple-updates-the-base-ipad-with-an-a16-chip-and-more-storage-141208654.html?src=rss

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© Apple

Apple iPad (2025)

$20 a month for an AI chatbot? In this economy??

28 February 2025 at 07:00

The only surprise in Amazon’s reveal of Alexa+ this week was the price. With inflation rampant and many more impactful subscription services to choose from, $20 per month is an absolutely bonkers price for an as-yet unproven AI chatbot.

Recall that Alexa has historically not cost anything as long as you've had hardware to run it. The same goes for Google Assistant (and now the basic version of Gemini) as well as Apple’s Siri. They’ve always been tools to enhance hardware, not the product itself.

What's stranger is that $20 per month, which I will reiterate is bonkers, is essentially fake — the equivalent of an inflated MSRP. And the reason I know that is because a whole-ass subscription to Prime costs $5 a month less, and includes Alexa+. You can read this one of two ways. Amazon thinks Alexa+ is worth more on its own than the entirety of Prime. Or, the ridiculous pricing is an artificial speedbump to steer people into Amazon's ecosystem while also encouraging them to buy some Echo hardware while they’re at it. Somehow a company accused in the US and Europe of deceptively separating customers from their money hasn't tried this trick yet.

In a vacuum, $20 for Alexa+ does line up with some other premium AI services — OpenAI’s ChatGPT Plus and the Google One Gemini Advanced plan both cost the same. And Amazon is doing something at least a little different by letting a generative AI voice assistant loose on your smart home, just as it did with the original Alexa. And I do find the option to build a library of uploaded documents within Alexa+'s memory intriguing, much as I'd prefer anyone but Amazon be the one storing that info. But despite some potentially useful features, it’s impossible to recommend spending that kind of money on Alexa+ now, given that Amazon predictably flubbed some demos in its presentation and hardly let any journalists at its event really test it out.

I don’t think Amazon is expecting a ton of sign-ups at that $20 monthly price. Besides prodding more people to sign up for Prime, this wild price for Alexa+ telegraphs a move to jack up the cost of Prime sooner than later. It’s been just over two years since Amazon increased Prime’s price, so we’re certainly due for another gouging.

Of course, the company will point to Prime’s “increased value” over that time, and to be fair you do get a lot your dollar at this point — assuming that you want to continue spending more cash at Amazon. And Alexa+, with its built-in ability to make a grocery list and order it through Amazon Fresh or Whole Foods, slots nicely into that framework. Vanilla Alexa's propensity to order regular, non-perishable goods from Amazon — sometimes without users intending it — will of course carry over.

My recommendation? Given the economy, just back the hell away from this entirely. There are plenty of services that are more entertaining or useful for your money. Google’s Gemini Advanced plan comes with 2TB of Drive storage and a handful of other perks. Or you could sign up for Xbox Game Pass. Or blow your money on a couple video-streaming services and let the #content wash over you as we slide into the abyss. At least those options aren’t a portal to handing Amazon more of your hard-earned cash.

This article originally appeared on Engadget at https://www.engadget.com/ai/20-a-month-for-an-ai-chatbot-in-this-economy-150021310.html?src=rss

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© Photo by Billy Steele/Engadget

Amazon Echo Show 8 (3rd gen) hands-on

The Humane AI Pin debacle is a reminder that AI alone doesn’t make a compelling product

19 February 2025 at 11:01

The demise of Humane is perhaps the most predictable tech story of 2025. The company tried to build some buzz around its AI Pin in late 2023, marketing the device as a tiny replacement for smartphones and playing up the fact that Humane’s co-founders were former Apple employees. The problem was that it wasn’t really clear what the AI Pin would do to justify its $700 asking price (plus a $24/month subscription).

It didn’t take long for things to spiral out of control. The AI Pin was released in April of 2024 to some of the worst reviews I’ve ever seen for a consumer tech product. Just a month after launch, reports surfaced that the company was already trying to be acquired — for the positively ludicrous sum of $750 million to $1 billion dollars. At the same time, it was rumored that Humane sold only 10,000 Pins, a far cry from the 100,000 they had planned for. HP was named as a potential suitor last May, and the company smartly waited until they could pluck Humane for a comparatively paltry $116 million.

As it turned out, waving your hands and shouting about the promise of AI doesn’t make it any easier to build compelling hardware — we slammed its high price, terrible battery life, slow performance, excessive heat and hard-to-use projected display. (And Engadget was far from the only publication to eviscerate this device.)

Humane AI Pin
Hayato Huseman for Engadget

For a device whose main interface was conversational, the challenges the AI Pin had answering questions or executing commands made it a non-starter. Even when it did what was asked, it did it in some strange ways, like sending generic texts instead of letting you dictate what exactly you wanted to say. Its camera rarely worked as intended; after taking photos and viewing them on the projector, the Pin would get extremely warm and sometimes just shut down entirely. Speaking of that projection screen, it was nearly impossible to actually see it outdoors, even on a cloudy day. And interacting with it made our reviewer Cherlynn Low want to “rip [her] eyes out.”

Oh, let’s not forget that its extended battery case was recalled because it was a full-on fire hazard!

The whole debacle is an illustrative example of how most consumer-grade AI isn’t ready for prime time. Google and Apple may be trying to shove Gemini and Apple Intelligence down our throats on nearly every product they make, but those tools are additive, built on top of the strong foundations of each company’s existing platforms. In Humane’s case, there was nothing to fall back on. And the combo of terrible voice responses and recognition paired with a projector display that was not at all ready for prime time (not to mention the other hardware failings) was far too much to overcome.

There was simply no intelligence to be found here, artificial or otherwise.

To be fair to Humane, building hardware is notoriously difficult; first-generation products often have glaring flaws, even when you’re talking about massive companies like Apple. The first iPhone, iPad and Apple Watch may have shown huge promise, but they also had strange omissions and performance issues that made them hard to recommend to everyone.

Some companies manage to figure that out; Pebble is a great example of a hardware startup that survived some early issues to find some success. It beat Apple, Samsung and Google to the smartwatch market, and did it in a way that has yet to be imitated (maybe that’s why the company is being resurrected). The Pebble wasn’t exactly the most elegant piece of hardware, but both the watch and its software worked well enough that it paved the way for the more advanced smartwatches we have today. Of course, that wasn’t enough to keep Pebble alive, as the company eventually filed for insolvency and had its assets picked up by Fitbit (which was later purchased by Google, if you’re keeping track).

Humane’s situation at launch wasn’t entirely different — it was trying to build a new type of hardware altogether, and history tells us that the first products in a new space are going to be far from perfect. But, if there had at least been a glimmer of useful software, Humane might have survived to improve on those hardware problems with a future version. But its assistant was so bad that it killed any potential that the AI Pin had. There was simply no intelligence to be found here, artificial or otherwise.

My takeaway from the Humane disaster is that it’s too soon to spend your hard-earned money on the promise of AI — the marketplace isn't solidified at this point, and trusting a brand-new company like Humane to get this sort of thing right is several bridges too far. (If you're not convinced, look at the similarly flawed Rabbit R1.) Apple Intelligence is still half-baked at best, but at least you can turn it off and ignore it. But the AI Pin, well, relied completely on AI, and it wasn’t just “not ready” — it was one of the worst devices we’ve ever tried in our nearly 21 years as a publication. For some thousands of early adopters, that means their Pin will be a brick in just a few days, with no financial compensation coming their way. But hey, at least it will still be able to tell you its battery level.

This article originally appeared on Engadget at https://www.engadget.com/ai/the-humane-ai-pin-debacle-is-a-reminder-that-ai-alone-doesnt-make-a-compelling-product-190119112.html?src=rss

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© Photo by Cherlynn Low / Engadget

The Humane AI Pin held in mid-air in front of some bare trees and a street with red brick buildings on it.

The Weather Channel app can show how likely you are to get specific snowfall amounts

12 February 2025 at 08:59

We're in the tail end of winter here, but it's snowing as I write this. Not a lot, but just enough to be a potential frustration to the move I have planned for later this week. Basically, winter weather sucks, and one of the worst things about it is how unpredictable it can be. The Weather Company, owners and developers of the Weather Channel app (but not the TV station) know this, and have just released a feature to try and make planning for storms a little easier.

It's called probabilistic snowfall, and it aims to give you greater insight into just how severe or impactful a storm might be. You'll still see the standard "50 percent chance of snowfall" in your forecasts, but in the 72 hours leading up to snow, you'll also see the percent change for specific snowfall amounts. For example, you'll see that there's an 80 percent chance of snow overall, but you'll also see bars detailing how likely more specific snowfall amounts are. In this screenshot from the app, you can see that five to eight inches is the most likely outcome, followed by eight to 12 inches — enough snow that you might want to change your plans to deal with it.

According to Rachel Chukura, head of product at The Weather Company, that was precisely the vision behind the feature. "The idea is that users can see the different probabilities and know there could be variations, she said. "That's important because of all the decisions we make in terms of what weather we think is coming. What time do you need to leave for your commute, will there be a school delay, and so on." And while the company is starting with snowfall forecasts, they also hope to bring it to more forecasting tools over time.

I've been using the feature for about a week, just in time to see it pop up for the small storm we had in Philadelphia last night. I obviously can't say how accurate it is, as I'm not out there measuring snowfall with a ruler. But the few inches we got overnight were in line with the probabilistic forecast, and it was helpful leading up to the storm to know I likely didn't have to worry about the weather truly being an inconvenience.

The feature is part of the Weather Channel app's premium subscription, which costs $30 per year. Besides probabilistic snowfall, that also removes ads, shows longer-term forecasts on the radar, adds a 30-mile lightning strike map and provides more detailed 15-minute weather breakdowns. While most people out there will stick with the default weather app on their phones, or just use the free version of the Weather Channel or other similar apps, there's definitely something to be said for greater insight into how likely you are to get crushed by a snowstorm.

This article originally appeared on Engadget at https://www.engadget.com/apps/the-weather-channel-app-can-show-how-likely-you-are-to-get-specific-snowfall-amounts-165900316.html?src=rss

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© The Weather Company

The Weather Channel probabilistic snowfall

Nintendo Switch 2 is official, with more details coming on April 2, 2025

The long wait is finally over. In a YouTube video with little fanfare, Nintendo officially introduced the long-awaited Switch 2. The first true next-gen follow-up to the original Switch includes backwards-compatibility for owners of existing Switch games. We'll learn more about the console in a Nintendo Direct presentation on April 2, 2025. There's still no firm release date, though.

Nintendo is also planning to host first-look experience events in cities around the globe starting in April, the first of which take place in New York City and Paris from April 4 to April 6. More cities around North America, Europe, Oceania and Asia will follow.

This trailer and accompanying press release are truly light on details. We see how the Switch 2 evolves from the original, with a larger screen and accompanying Joy-Con controllers that do appear to be attachable via magnets and a tiny port on the side of the controller. That's it, though — no price, specs or any details on what games are coming to the Switch 2.

That said, we did see a few shots of a Mario Kart game running on the Switch 2 — so all the rumors surrounding a Mario Kart 9 launching alongside the Switch 2 got another shot in the arm today. 

The announcement of the Switch 2 has been a long time coming. Today's news caps off months of speculation about when the company would unveil new hardware. The community interest in a Switch 2 was vocal enough that president Shuntaro Furukawa posted on X ahead of the June 2024 Nintendo Direct not to expect any new console news, although he did confirm that the Switch's successor would be introduced by March 2025. 

Nintendo has given players some minor upgrades over the years since the Switch first arrived on the scene in 2017. The Switch Lite offered a more compact handheld ideal for gaming on the go, and the Switch OLED delivered a premium screen. But even within the limitations of a portable gaming device, the Switch has lagged far behind other consoles when it comes to power and performance. Of course, trying to compete with Sony and Microsoft's consoles on pure power hasn't been Nintendo's concern for decades at this point. Once we get our hands on the Switch 2, we'll know whether it delivers enough oomph to feel worth the wait.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/nintendo-switch-2-is-official-with-more-details-coming-on-april-2-2025-131325484.html?src=rss

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© Nintendo

Nintendo Switch 2 Crop

The best smart speakers for 2025

13 January 2025 at 02:01

Smart speakers have become the ultimate multitaskers for your home, combining great sound with the convenience of voice assistants like Alexa, Google Assistant and Siri. Whether you’re streaming your favorite playlists, checking the weather, controlling your smart home devices or setting reminders hands free, a good smart speaker can make your day-to-day life a whole lot easier — and more fun, too.

And there’s a smart speaker for everyone. If you’re an audiophile, some models prioritize high-quality sound that can fill a room. If you’re on a budget, there are plenty of affordable options that still pack in tons of features. And if you’re deep into the smart home ecosystem, finding a speaker that seamlessly connects to your devices will be a game-changer. We’ve picked out the best smart speakers for every need, whether you’re after booming bass, a sleek design or advanced voice assistant capabilities.

Picking an assistant

The first thing most people should do is decide what voice assistant they want to use. Google Assistant and Amazon's Alexa are both well-supported options that are continually evolving, with new features added at a steady clip. A few years ago, Alexa worked with more smart home products, but at this point, basically any smart device worth buying works with both.

Google vs. Alexa

It's mostly a matter of personal preference. If you’re already entrenched in the Google ecosystem and own an Android phone, it makes sense to stick with that. And if you have multiple Google-based smart devices in your home, you can use Google Home to easily control and navigate your devices. But while Alexa isn’t quite as good at answering general knowledge questions, it syncs just fine with things like calendars from your Google account. And it works with perhaps the widest variety of smart home products as well. If you’ve never used Alexa or Google Assistant, you can download their apps on your iOS or Android phone and spend some time testing them out before buying a speaker.

There are downsides to having a smart home device that’s always listening for a wake word, as giving more personal information to Amazon, Apple and Google can be a questionable decision. That said, all these companies have made it easier to manage how your data is used — you can opt out of humans reviewing some of your voice queries, and it's also less complicated to manage and erase your history with various digital assistants, too.

Sonos vs. Apple

If you buy a Sonos device with a microphone, you can also use the company's own voice assistant, voiced by Giancarlo Esposito. It's focused purely on music control, so you won't use it to do things like send messages or ask the weather forecast. But as a music assistant, Sonos Voice Control is generally quite fast and reliable.

As for Apple, you won’t be surprised to learn the HomePod and HomePod mini are the only Siri-compatible speakers on the market. It’s rumored that Apple will potentially release a new range of smart displays, like its HomePod with a touchscreen, sometime soon. Apple's Siri has a reputation for not being as smart as Alexa or Google Assistant, but it’s totally capable of handling common voice queries like answering questions, controlling smart home products, sending messages, making calls and streaming music via AirPlay. Technically, Siri and Apple’s HomeKit technology doesn’t work with as many smart home devices as the competition, but it’s not hard to find compatible gear. And Apple has most definitely improved Siri’s functionality over the last couple years, with handy features like and Intercom tool and routines that take advantage of the built-in temperature sensor in the HomePod and HomePod Mini.

Best smart speakers for 2025

This article originally appeared on Engadget at https://www.engadget.com/audio/speakers/best-smart-speakers-151515264.html?src=rss

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© Engadget

The best smart speakers

Skate City: New York is a mobile game that manuals the line between casual and deep play

10 January 2025 at 11:15

Skate City was an Apple Arcade launch title way back in 2019, developed by Agens and published by Snowman, a company well-known for its mobile-first games like Alto's Adventure, the "sequel" Alto's Odyssey, When Cards Fall and a handful of other intriguing titles. It's been over five years since Skate City first arrived, but the Snowman / Agens team is back with Skate City: New York, which is out on Apple Arcade today. 

There have been a number of content updates to the original game over the years, but this is a full-fledged new title that feels quite familiar but also has a number of improvements and updates. I had a chance to try Skate City: New York a few days before its launch, and I also spoke with Snowman's Ryan Cash and Andrew Schimmel about the new game, which they said has been in the works for a good three years now. 

As with the first Skate City, you're rolling left-to-right in classic side-scrolling format here. To make things accessible, you can pull off tricks by swiping in one of eight directions on the lower half of the screen; the left side is for ollie-based tricks while the right shifts you to nollie. You don't have to do anything precise to land, just launch the trick and the game will make sure you hit the ground rolling (unless you land on stairs or an obstacle, of course). That's the basic starting point, but you can also do spins, manuals, grinds and more. It's simpler than a game like the classic Tony Hawk's Pro Skater series or the recent OlliOlli World, but there's still a lot of timing and dexterity involved in really nailing your runs. 

As you'd expect, the visuals are more dynamic and the backgrounds are much-improved over the original (which was still a lovely game). But what sets this one apart the most, according to Schimmel, is the fact the "Pro Skate" mode, which is the most involved part of the game, uses procedurally-generated levels. 

"We didn't want to limit ourselves to the original [game's] loops through the city, but instead make something that was more adaptive and dynamic," Schimmel said. "Procedural generation was the answer and the biggest technical challenge." It's not something that I was able to pick up on immediately, since I've only played the game for a couple hours, but Schimmel's confident it'll make Skate City: New York have even more replay-ability than the original.

Skate City: New York
Snowman / Agens

Pro Skate reminds me a lot of Snowman's Alto's Adventure, but translated to skating — the goal is to go as far as you can and rack up as many points as possible while completing three objectives to level your progress up. Objectives are things like "land three 180-degree spins" or "grind for 100 meters." But with levels more unpredictable than in the prior game, you'll need to be better at reacting on-the-fly to new obstacles, which can end your run but also give you an opportunity for a good grind or trick. 

As with all of Snowman's games, there are no in-app purchases here; instead, you'll get points for completing challenges and leveling up in Pro Skate. You can then use those to customize your character with the much more flexible and expanded Skate Shop. You can tweak your character's body, hair, facial characteristics, clothes, skateboard and so forth. I haven't played around with it a ton yet but it's obviously right off the bat that there's a lot more personalization here. 

As with Skate City, Snowman promises that there will be a steady stream of fresh challenges and more parts of the city to explore over the next year and beyond. Schimmel referred to it as a "live services" game even though there's no monetization aspect to it. I also asked how the team decided to release Skate City: New York through Apple Arcade versus having it be a one-time payment or even including paid updates in the game — Cash called it an "easy choice."

"We haven’t done a paid up-front game since Alto's Odyssey in 2018," Cash said. "Apple Arcade and Netflix Games are where we're at right now. And it was an easy choice when talking about Skate City: New York, because the first game was a launch title and found a lot of success there. It just made sense to bring it back to Apple Arcade." The first Skate City eventually came to consoles and PC, as well, and Cash said that was definitely under consideration for the future, but the goal is to make a mobile-first title as good as it can be. 

While the game doesn't feel wildly different than its predecessor, Skate City: New York still feels like a premium mobile game at a time when those can be hard to find. And Snowman and Agens have done a great job of balancing the pick-up-and-play aspects of a good mobile game with a deeper experience, at least from what I've seen so far. "We want a seven-year-old who's excited about skateboarding to have fun," Cash said, "as well as people like us who grew up loving skateboarding and really want a challenge."

Skate City: New York is out today exclusively on Apple Arcade.

This article originally appeared on Engadget at https://www.engadget.com/gaming/skate-city-new-york-is-a-mobile-game-that-manuals-the-line-between-casual-and-deep-play-191526652.html?src=rss

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© Snowman / Agens

Skate City: New York

Sony's XYN XR headset is being used in very different ways at CES 2025

At CES last year, Sony teased an AR/VR headset prototype focused on “spatial content creation.” And at the same time, Siemens announced it was working with Sony to use that same hardware, including the two new controllers it developed, for something it was calling the “industrial metaverse.” That’s a lot of buzzwords, but at CES 2025 both Siemens and Sony showed the headsets and associated software in action which helped clear up a lot of what the companies are trying to do here.

During Sony’s CES press conference, it announced its XYN brand of software and hardware solutions, with the headset being a key part of the equation. The XYN “spatial capture solution” uses mirrorless cameras to scan and make photorealistic 3D objects. Using the XYN headset, you can see those objects in 3D production software for animation, video games and other potential uses.

I got a chance to try the XYN headset on, as well as see some samples of the 3D objects that were scanned and manipulated. The demo itself was a little rocky, as so many VR demos can be, but essentially I was placed inside an animated world that had already been constructed. From there, I was able to import a geode / crystal-like object that had been scanned using the spatial capture tools. I could move it all around the virtual space, scaling it up to massive size or shrinking it down to a tiny pebble.

Sony XYN spatial capture
Sony

The headset itself felt well-constructed and sturdy for a prototype — the display flips up so you can get back into the real world quickly, and the headband was pretty comfortable and secure. As usual, though, it’s hard to evaluate how it’ll feel after an hour or two around your noggin. The controller wand felt a little fiddly to me — its somewhat unusual shape makes it well-suited to pointing, but figuring out how to “grab” down on things took me a bit. I can’t say how steep the learning curve is, but at least everything felt responsive and well-made.

While the demo itself wasn’t ground-breaking, it was a good example of showing the whole XYN pipeline, from capturing a 3D object to manipulating and using it to build out a virtual environment. Sony says the XYN headset and its controllers are still in the prototype phase, but it wouldn’t surprise me if we find out more about public availability sooner than later.

Sony XYN prototype AR/VR headset
Nathan Ingraham for Engadget

That’s because Siemens announced this week that what appears to be the exact same headset and controllers are now on sale, albeit with a very different focus. Siemens coined the “industrial metaverse” phrase last year, and I got a chance to learn more about just what that means. It turns out that Sony originally built the headset for internal use for designers and engineers to build things in 3D space. They were already using Siemens software, so the companies started working together to optimize both sides of the experience — and now Siemens thinks they’re at a point where they can sell the headset and software bundles to enterprise customers.

Siemens highlighted its AR capabilities a bit more, showing off how you could pin its NX Immersive Designer and use the headset as a virtual workspace — but one that lets you enlarge and manipulate the 3D objects you’re designing. You can also jump into VR mode and see the objects at full size and move around them using the headset’s controller. In this demo, I got to fly around massive 3D reproductions of a few airplanes, and while they weren’t the most detailed objects, the utility was clear.

Sony / Siemens XR HMD
Sony

I also used the second controller Sony developed in the Siemens demo. In addition to the pointer-style device, I had a ring over my index finger on my left hand. I used that to move around the virtual space; holding and turning my hand a specific direction moved me forwards and backwards or up and down. As always, it took a minute to get my bearings, but I was getting right up close to the virtual planes and “flying” up to check out their details before long.

Siemens is definitely further along in the quest to bring this product to end users: the XR HMD is up for pre-order now for $4,750, and the company says it’ll begin shipping next month. So the hardware is definitely beyond the prototype phase — in Sony’s case, it’s probably more a matter of making sure the whole pipeline of XYN software and hardware works together before making it widely available.

Sony and Siemens definitely face a challenge showing people how these tools can be useful — a four-minute demo doesn’t really do the trick, and I’m neither an engineer nor a “content creator” who might use the XYN tools. But what I find most intriguing about this strategy is that Sony is recognizing that its headset isn’t a broad consumer product; instead, they’re finding different places and industries where it might be useful. At this point, that’s probably a smart strategy, given that consumer-grade AR and VR remains very niche outside of the gaming sphere. But assuming Sony’s headset hardware is up to snuff, it wouldn’t surprise me to see other companies adopt it for their specific needs.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/sonys-xyn-xr-headset-is-being-used-in-very-different-ways-at-ces-2025-204020872.html?src=rss

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© Nathan Ingraham for Engadget

Sony XYN prototype AR/VR headset

The latest Freewrite device is a fancy mechanical keyboard built with writers in mind

The Detroit-based company Astrohaus has been making its “distraction-free writing tools” under the Freewrite name for about a decade. So far, those have all been standalone, single-purpose devices meant simply for drafting text, but Astrohaus is branching out at CES 2025. The company just announced a mechanical keyboard called the Freewrite Wordrunner, a device designed specifically with writers in mind.

This comes more than three years after Astrohaus quietly revealed intentions to build a keyboard, originally known as the Maestro. But the company eventually pulled the plug on its planned 2022 launch, and I hadn’t heard anything about it since then — it seems that they’ve just been working away at it this whole time. CEO Adam Leeb said in a press release that the company had been iterating and developing it for almost four years.

Freewrite Wordrunner
Freewrite

Mechanical keyboards have largely become the domain of gamers; the company wanted to build a device for people who make their living writing instead. Without spending some quality time with it, I can’t say if they’ve hit that mark yet, but there are some fun ideas on display here.

The Wordrunner has a tenkeyless design that looks familiar at first glance, but you’ll quickly notice that the function row has been replaced by a custom set of keys that’ll make zipping around text documents faster. That includes find and replace, undo and redo, paragraph up and down as well as back, forward and reload keys. I’d be upset about losing media controls from the function row, but the Wordrunner has it covered with the bright red joystick / button. It moves in all four cardinal directions, can be turned like a knob and can also be pressed in vertically to skip tracks, change volume or pause your tunes.

Freewrite Wordrunner mechanical keyboard
Nathan Ingraham for Engadget

On the other side, you’ll find three customizable macro keys with the cutesy names “zap,” “pow” and “bam.” They’re programmable for anything you might want, but Astrohaus suggested using them to launch specific writing apps, converting text to title case or inserting the date. I don’t yet know what I’d use them for, but having customizable keys is a table-stakes feature for most enthusiast keyboards so I’m glad to see them here.

Probably the most visually striking thing about the Wordrunner are the two mechanical counters you’ll see up top. One is a timer you can use for writing sprints or just staying focused for a bit. More intriguing is the Wordometer dead-center at the top of the keyboard. It’ll track your words with its whopping eight-digit mechanical counter, and since it saves your word count as long as you want, you could try and max it out someday. Of course, you can also reset it at any time or pause it if you don’t want it to advance while you’re chatting with friends or sending emails.

Freewrite Wordrunner mechanical keyboard
Nathan Ingraham for Engadget

The mechanical keys are backlit and use Kailh switches; the keycaps are replaceable but the switches aren't. It also has some sound dampening built in so you can use it without subjecting everyone around to you overly loud key clacks (this may be a plus or minus depending on how you like your keyboards). As for connectivity, the Wordrunner uses Bluetooth or USB-C, and you can pair the keyboard with three different devices and quickly switch between them with dedicated hotkeys.

I got a chance to play with a prototype of the Wordrunner, and my first impressions was "wow, this is heavy!" It's a thick slab of polished aluminum that matches the finish of the premium Hemingway edition of the Smart Typewriter. Astrohaus founder / CEO Adam Leeb told me that the company was shooting to make this keyboard feel like a premium, limited edition with the finish even if they're planning for it to be part of the permanent portfolio.

Freewrite Wordrunner mechanical keyboard
Nathan Ingraham for Engadget

While I didn't get to try the Wordrunner hooked up to a computer, I still got to see the mechanical Wordometer turn over when I started typing. It's quite satisfying to see it count up as I wrote an imaginary story on it, and there's a small LED that's green when the counter is turned on and red when you turn it off. The keys and travel all felt great, and the joystick was similarly a lovely tactile experience — I'm looking forward to using it like a volume knob for media. Leeb says that this keyboard is still a prototype, but it feels quite polished and nearly final to me. 

Finally, there’s the ever-present question of availability. Astrohaus is launching the Wordrunner on Kickstarter, as it has done with most of its other hardware over the last 10 years. The campaign should start in February with early bird pricing, but we don’t know what that price will be yet. Fortunately, there’s a pretty low-commitment way to get the best price if you’re curious. Astrohaus says you can place a $1 reservation for priority access and the best possible pricing, with plans to deliver the first batch of keyboards before the end of the year. That’s a long ways out, but a buck isn’t a bad investment if you’re interested.

Update, January 8 2024, 9:27PM ET: This article has been updated to include some hands-on impressions and photos of the Wordrunner.

This article originally appeared on Engadget at https://www.engadget.com/computing/accessories/the-latest-freewrite-device-is-a-fancy-mechanical-keyboard-built-with-writers-in-mind-220005961.html?src=rss

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Freewrite Wordrunner mechanical keyboard

Sony's immersive The Last of Us experience at CES 2025 dropped me into a subway filled with zombies

As Engadget's chief The Last of Us correspondent, I was pretty pumped to find out during Sony's CES 2025 press conference that season two of the HBO show would come out in April. But Naughty Dog head Neil Druckmann also teased a "location-based experience exhibit" that would transport participants into the tunnels of Seattle filled with Infected. That's an area straight out of The Last of Us Part II, and today I got a chance to try the proof-of-concept experience. It was short, minimal, and a little rough, but it was also another good example of how Sony is trying to take its tentpole franchises from PlayStation and put them in entirely different experiences.

Unfortunately, Sony had a strict "no cameras or videos" policy for this experience, so you'll have to rely on my words and a little video the company showed about the tech behind it.

I entered the experience with three other participants after a quick run-down of the gear we'd use: two of us got shotguns, and two got flashlights (sadly I was stuck with a flashlight). Both have a bunch of small sensors attached to the front so that they could interact with the environment we entered; the flashlight felt like a real flashlight with some sensors on the end, but the guns were crude tubes with a handle and trigger; the trigger felt pretty good from my quick test of it before we got started. There are also sensors on the barrel of the gun that detect a "pump" motion to reload it.

The Last of Us immersive experience at CES 2025

Once we were outfitted, an actor playing a member of an unnamed militia briefed us on the mission: some of our fellow mercenaries disappeared in the Seattle subways — perhaps kidnapped by the WLF, perhaps taken down by Infected. Our job was to find him... what could go wrong? 

Our guide directed me and the other flashlight-holder to start lighting up the subway station — which was created by three giant screens surrounding us. The walls of the room were made of LED panels, and the sensors on the flashlights interacted with them to track my moment. I needed to be pretty close to the screens for it to recognize my flashlight, but it was pretty cool to be lighting up a virtual environment in real time. 

The Last of Us at CES 2025
Nathan Ingraham for Engadget

Then, of course, a clicker scream puts the group on high alert — and given that it came from a specific location we all swing our flashlights in that direction to identify the threat. Just as in the game, though, the disgusting infected creature shambled closer to us, let out another scream and came charging forward, at which point the shotgunners blasted away with abandon. That noise brought more Infected charging into the space; I would light them up with the flashlight and my partner shot them down. 

Things calmed down, momentarily — then a massive subway car started sliding out of its precarious place, which trigged one of the demo's coolest effects. The floor was rigged for haptic feedback, and while we had felt it rumble at various disturbances, this was by far the biggest impact. The combo of the visuals, audio and haptics all made it feel, well, immersive. I certainly didn't forget I was in a demo, but it was cool nonetheless. Beyond the floor haptics, Sony says that there are even scents pumped into the room to further the atmosphere, but I wasn't able to detect anything myself.

The Last of Us immersive experience at CES 2025

Then we got the obligatory cameo from The Last of Us Part II co-protagonist Ellie and her companion Dina, as they scrambled away from Infected who start chasing them down. One knocked Ellie down and started ripping at her throat until Dina caught up and pulled it off her, at which point they sprinted away. Unfortunately, the disturbance brought a massive swarm of monsters coming at us, which brought on the big battle of the experience. I started illuminating the hordes and my companion blasted them down, but then dozens started overwhelming the screens and the screams got more and more intense until everything cut to black as our crew was overrun. That's that! 

I'm not judging the experience too harshly, because Sony was clear both in its press conference and before we tried it that this is a very early proof of concept. The main thing that pulled me out of it was that the space we were in is static — there's no way to run away or move beyond the boundaries of what we were presented with. And then, as I mentioned, you needed to be relatively close to the "walls" for them to recognize the flashlight or gun, which meant that if you backed up to take in the scope of the space you gear might not work. 

The other barrier to it being truly scary or more immersive is that I couldn't ignore the fact that the threat was on a screen rather than in the room with me. There's no doubt that having full control in an environment like this would be a wild way to play a game like this, but it was all just a little too on the rails and removed from the space I was in.

I'm trying to track down anyone from Sony who can tell me more about the genesis for this idea as well as where they see it going in the future. But Sony and Naughty Dog have already brought The Last of Us to a variety of other media, and this feels like a more high-tech vision of what Sony did in conjunction with Universal Studios when it brought the franchise to the Halloween Horror Nights that happens at the theme parks. Whether this is a one-off curiosity or something we see down the line in a more complete fashion, though, remains to be seen.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/sonys-immersive-the-last-of-us-experience-at-ces-2025-dropped-me-into-a-subway-filled-with-zombies-140010550.html?src=rss

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The Last of Us immersive experience at CES 2025

The Swippit Hub keeps your iPhone loaded up with fresh batteries

There's so much AI-powered nonsense at CES that it's kind of refreshing to see a very straightforward, classic gadget like the Swippitt. It's a breadbox-sized hub that contains five battery packs that can fit into a a custom-made iPhone case. When the battery is in the case, it works like similar product, keeping your phone juiced up. The trick is that when the battery is empty, you pop your phone into the top of the box and it automatically removes the battery from the case and drops in a fresh one.

Keeping our phones charged up is definitely a problem, but it's fair to ask whether Swippitt is an over-engineered (or possibly too expensive) solution. For $450 you get the Swippitt hub and five batteries, but you'll also need to purchase a separate $120 case for your iPhone. The team is making cases for the iPhone 14, 15 and 16 series and is also working on ones for Samsung as well. If you're intending this to be a family solution for multiple phones, things could get pricy fast.

Swippit Link phone case
Nathan Ingraham for Engadget

That said, there's something charming about having a little box that can just drop a fully-charged battery into your phone case in seconds. I wish you could see the inside and actually see the batteries change — maybe we'll get a transparent model in the future. Naturally, there's also an app that'll let you check the status of all five batteries, whether they're in the charger or out being used. Parents can even get alerts for when their kids' phone drops below 15 percent.

Probably the biggest challenge for Swippitt is keeping up with phones as they get slight tweaks and revisions every year that change their dimensions — and, more importantly, their batteries. Phone batteries will surely keep getting larger and require more power to recharge, so Swippitt will have to stay on top of both case design and battery pack design. It feels like a lot to ask for a small start-up, but they've already contended with such changes — Apple's addition of a dedicated camera button to the iPhone 16 series meant they had to quickly redesign the case.

Swippitt Link phone case
Nathan Ingraham for Engadget

As for availability, Swippitt says it'll start shipping initial orders in April, but it expects it'll take a few months from there to get fully up to speed. And while the $450 price tag is steep, Swippitt is offering 30 percent off initial orders in January, plus you can grab a $100 off early CES discount through January 17, which considerably changes the financial equation. If you're hard on your phone's batteries and want to keep it juiced up without ever really giving it a thought, that convenience might be worth the cost.

This article originally appeared on Engadget at https://www.engadget.com/mobile/the-swippit-hub-keeps-your-iphone-loaded-up-with-fresh-batteries-041320116.html?src=rss

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© Nathan Ingraham for Engadget

Swippitt Hub

The Last of Us season 2 arrives in April, and a Horizon Zero Dawn film is in the works

Sony's CES 2025 press conference was huge on the entertainment front if you're a PlayStation fan. In a series of rapid-fire announcements, the company announced it was making an anime based on Ghost of Tsushima Legends, the cooperative multiplayer mode from the acclaimed game. It then followed that up with news that Columbia Pictures was in the early stages of developing a movie based on the post-apocalyptic PlayStation game Horizon Zero Dawn. Finally, Neil Druckmann from Naughty Dog popped out to announce that season two of The Last of Us would hit HBO in April.

We already know a fair bit about The Last of Us season two — its based on 2020's The Last of Us Part 2, but it won't take us through all of the events of the second game. It'll take at least two seasons to retell the story of that terrific but complex misery simulator. This season, Kaitlyn Dever, Isabela Merced, Catherine O'Hara and Jeffery Wright join season one veterans Pedro Pascal and Bella Ramsey. 

The other projects remain a mystery for now. A bit over two years ago, we heard that Horizon Zero Dawn was being adapted as a series for Netflix, but the project eventually fell apart. I'm definitely curious to see how they'll streamline the game's sprawling storyline into a tight narrative for a two-hour movie (or even a three-hour one), but hopefully a strong creative team is behind this one.

As for Ghost of Tsushima, it's another of the most well-regarded and popular PlayStation Studios titles, with a sequel on the way, so this is just another example of Sony using some of its best gaming titles to expand into the broader entertainment space — making these stories more accessible to people who are less likely to play a 20-to-40-hour game. After the event, Sony said that the series will premiere exclusively on Crunchyroll in 2027. 

On a personal note, The Last of Us and Horizon Zero Dawn are two of my favorite games of all time, so this 10-minute blast of good news was most welcome in the middle of a very long day at CES! 

Update, January 7, 2:40PM ET: This story was updated to add a release window at platform for the Ghost of Tsushima anime.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/the-last-of-us-season-2-arrives-in-april-and-a-horizon-zero-dawn-film-is-in-the-works-020950940.html?src=rss

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The Last of Us Season 2

Stern's latest pinball machine is a loving tribute to Dungeons & Dragons

Every year at CES, Stern Pinball has a new game to show off. They're one of the oldest and most well-known pinball manufacturers (not to mention one of the few left standing in 2025) so it's always fun for me, a pinball nerd, to check out what they have to show off. This year, it's a new machine meant to celebrate 50 years of Dungeons & Dragons called Dungeons & Dragons: The Tyrant's Eye. And like many pinball games, you can just walk up and play without knowing the intricacies of the game, but there's a lot here to uncover over time.

The thing that caught my eye was the fact that you can pick a character and level them up over time, provided you use Stern's Insider Connected app. That app already lets you create a profile and keep track of achievements, games in your area, your top scores and other features (you "log in" by scanning a QR code from the app). But with Dungeons & Dragons, you can actually improve your character over time and save your progress through the game's many modes. When you first start, you choose a character and location, and those choices will affect the goals you need to achieve. Stern specifically say that its new "PinSave" system will let you save character experience points, inventory items and game campaign progress across multiple games. 

That's a subtly wild move for a pinball game — usually you get three balls and that's it. It's a nod to how complex newer games can get these days, and Stern already experimented with something similar on its Venom game from 2023. The same lead designer built both Venom and Dungeons & Dragons, and a representative from Stern said he looked at the saved progress in Venom as a way to experiment and trial for the bigger system in place for the latest game. 

I got to take Dungeons & Dragons for a spin (the Stern rep told me I was the first person who wasn't an employee to play the game), and while there's only so much you can glean from a couple plays, it feels much like other modern Stern machines. That's not a bad thing — the playfield is lovely, and the large dragon on the left side presents some interesting challenges. Stern told me that it can try and block shots and also it enables a wild eight-ball multiball mode, with the dragon actively trying to bounce your balls into the drain. I didn't get to try this, but I'm looking forward to seeing it sooner or later. There's also a gelatinous cube that can freeze your ball in place via magnets. 

Dungeons & Dragons: The Tyrant's Eye pinball by Stern
Photo by Nathan Ingraham / Engadget

Finally, there's an impressive voice cast on this game, including Michael Dorn (Worf from Star Trek) and Kevin Smith, as well as Matthew Mercer, Marisha Ray and Laura Bailey from Critical Role. That's just a handful of those participating in the game; you can check out the full list here

Dungeons & Dragons: The Tyrant's Eye pinball by Stern
Photo by Nathan Ingraham / Engadget

I've never bothered using Stern's Insider Connected app before, mostly because I'm lazy — but if there's a Dungeons & Dragons machine near me I'll probably give it a shot. While you can easily enjoy the game and play your three balls without making an account, more hardcore players will probably enjoy the process of leveling up over time, and it's a feature that makes perfect sense given D&D's focus on progression over time. 

As usual, this machine is not cheap — Stern is only making 740 total, with prices ranging from $6,999 for the Pro edition up to $12,999 for the limited edition. Start saving those quarters, D&D / pinball fans. Or, on a more reasonable note, start keeping an eye out at your local arcades. Stern's app will help you find games near you, too, if you want to go the more modern route. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/sterns-latest-pinball-machine-is-a-loving-tribute-to-dungeons--dragons-131053243.html?src=rss

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Dungeons & Dragons: The Tyrant's Eye pinball by Stern

Samsung's Frame Pro TV features the company's high-end Neo QLED panel

Samsung's Frame series of TVs are some of the best art TVs available, which are great for those who want a screen that blends more seamlessly into their home decor. Samsung CES 2025 announcements include an expansion of the Frame lineup with new Frame Pro sets, which are more advanced models that include the company’s top-of-the-line Neo QLED panels.

Besides the panel, the Frame Pro also uses Samsung's Wireless One Connect box, which lets you transmit content from consoles or set-top boxes to the TV without needing to plug things in directly. Instead, you plug into the Wireless One Connect and it'll beam things to the TV, which means you can make a much cleaner, cable-free setup that feels particularly useful with a set like the Frame.

It also uses Samsung's NQ4 Gen3 AI processor, an update on the 2nd-generation one that Samsung used on some of its sets last year. As is usually the case, we don't know exactly what this does for the set, but given the amount pixels a modern TV needs to push, an annual update makes sense. The NQ4 also gives a hint that this might be a 4K rather than 8K panel, as Samsung's just-announced Neo QLED 8K QN990F TV uses the NQ8 processor — perhaps the 4 or 8 are a nod to the TV's resolution. Either way, we'll know more soon.

For those who haven't seen the Frame before, it's a TV meant to be mounted to the wall, complete with a frame that's more reminiscent of something you might find in an art gallery rather than a media room. When you turn it off, you can choose to have it display a fine art image from a collection Samsung has curated, and the screen itself is matte with anti-glare coating that goes a long way towards making it feel like just another big TV mounted to a wall.

As is typically the case, Samsung is holding a CES showcase tonight where we'll get to see the Frame Pro as well as other new Samsung TVs in person — if we get more details on the Frame Pro, we'll update this post. 

This article originally appeared on Engadget at https://www.engadget.com/home/home-theater/samsungs-frame-pro-tv-features-the-companys-high-end-neo-qled-panel-030042346.html?src=rss

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Samsung The Frame Pro

The best Apple Arcade games for 2025

26 February 2025 at 02:00

It’s been nearly five years since Apple Arcade launched, and while the service hasn’t fully delivered on Apple’s promise back in 2019, it can still be worth paying for. Of course, that’s provided you’re willing to hunt through the 200-ish games currently available on the service. I’ve been playing Apple Arcade games since it launched and these are just a few of my favorites that have stood the test of time.

What is Apple Arcade?

Apple originally released Apple Arcade with the promise of high-quality, exclusive games that are playable across basically every device the company makes. That includes the iPhone, iPad, Mac and Apple TV (though you need a controller for the latter). Over time, Apple started allowing games originally launched in the App Store as well, provided that they met certain criteria. All Apple Arcade games are ad-free and have no in-app purchases, something that really helps differentiate its offerings over the flood of low-quality games in the App Store.

While Apple Arcade launched with a pretty excellent lineup, additional games have unfortunately been fewer and farther between in recent years. Apple has also pulled a number of games from the service, including some of the best ones you could get like Sayonara Wild Hearts, Cozy Grove, Assemble with Care, Shinsekai: Into the Depths and numerous others. It’s a reminder that with a subscription service, things can go away at any time.

While we’re not seeing the same cadence of high-quality original games on Apple Arcade as we did a few years ago, I still think the service is worth the $7 per month or $50 per year subscription if you do a lot of gaming on your phone. Some of the best games in the history of the App Store are here (anything with a “plus” symbol denotes a game that was originally sold in the App Store and then brought to Apple Arcade), and there are still a number of excellent originals worth playing. It is worth noting that the “plus” games were not designed with Mac or Apple TV playback in mind and thus only work on an iPhone or iPad. These 16 games are some of the best you can play, and there are a bunch more I want to try for future inclusion on this list. In the meantime, this should be more than enough to get you started.

Check out our entire Best Games series including the best Nintendo Switch games, the best PS5 games, the best Xbox games, the best PC games and the best free games you can play today.

This article originally appeared on Engadget at https://www.engadget.com/gaming/best-apple-arcade-games-140053796.html?src=rss

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The best Apple Arcade games
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