After almost a decade of total market dominance, Intel has spent the past few years on the defensive. AMD’s Ryzen processors continue to show improvement year over year, with the most recent Ryzen 5000 series taking the crown of best gaming processor: Intel’s last bastion of superiority.
Now, with a booming hardware market, Intel is preparing to make up some of that lost ground with the new 11th Gen Intel Core Processors. Intel is claiming these new 11th Gen CPUs offer double-digit IPC improvements despite remaining on a 14 nm process. The top-end 8-core Intel Core i9-11900K may not be able to compete against its Ryzen 9 5900X AMD rival in heavily multi-threaded scenarios, but the higher clock speeds and alleged IPC improvements could be enough to take back the gaming crown. Along with the new CPUs, there is a new chipset to match, the Intel Z590. Last year’s Z490 chipset motherboards are also compatible with the new 11th Gen Intel Core Processors, but Z590 introduces some key advantages.
First, Z590 offers native PCIe 4.0 support from the CPU, which means the PCIe and M.2 slots powered off the CPU will offer PCIe 4.0 connectivity when an 11th Gen CPU is installed. The PCIe and M.2 slots controlled by the Z590 chipset are still PCI 3.0. While many high-end Z490 motherboards advertised this capability, it was not a standard feature for the platform. In addition to PCIe 4.0 support, Z590 offers USB 3.2 Gen 2×2 from the chipset. The USB 3.2 Gen 2×2 standard offers speeds of up to 20 Gb/s. Finally, Z590 boasts native support for 3200 MHz DDR4 memory. With these upgrades, Intel’s Z series platform has feature parity with AMD’s B550. On paper, Intel is catching up to AMD, but only testing will tell if these new Z590 motherboards are up to the challenge.
The ASRock Z590 Steel Legend WiFi 6E aims to be a durable, dependable platform for the mainstream market. The ASRock Z590 Steel Legend WiFi 6E features a respectable 14-phase VRM that takes advantage of 50 A power stages from Vishay. Additionally, ASRock has included a 2.5 Gb/s LAN controller from Realtek as well as the latest WiFi 6 connectivity. The ASRock Z590 Steel Legend WiFi 6E has all the mainstream features most users need packaged in at a reasonable price. All that is left is to see how the ASRock Z590 Steel Legend WiFi 6E stacks up against the competition!
2x Antenna Ports 1x PS/2 Mouse/Keyboard Port 1x HDMI Port 1x DisplayPort 1.4 1x Optical SPDIF Out Port 1x USB 3.2 Gen2 Type-A Port 1x USB 3.2 Gen2 Type-C Port 2x USB 3.2 Gen1 Ports 2x USB 2.0 Ports 1x RJ-45 LAN Port 5x HD Audio Jacks
Audio:
1x Realtek ALC897 Codec
Fan Headers:
7x 4-pin
Form Factor:
ATX Form Factor: 12.0 x 9.6 in.; 30.5 x 24.4 cm
Exclusive Features:
ASRock Super Alloy
XXL Aluminium Alloy Heatsink
Premium Power Choke
50A Dr.MOS
Nichicon 12K Black Caps
I/O Armor
Shaped PCB Design
Matte Black PCB
High Density Glass Fabric PCB
2oz copper PCB
2.5G LAN
Intel® 802.11ax Wi-Fi 6E
ASRock steel Slot
ASRock Full Coverage M.2 Heatsink
ASRock Hyper M.2 (PCIe Gen4x4)
ASRock Ultra USB Power
ASRock Full Spike Protection
ASRock Live Update & APP Shop
Testing for this review was conducted using a 10th Gen Intel Core i9-10900K. Stay tuned for an 11th Gen update when the new processors launch!
If you opened your phone this morning to see a Twitter app update, you might have been excited — and then confused — to see an advertisement for Twitter Spaces, the audio chat rooms that the social network recently launched to compete with the similar Clubhouse app. “Introducing Spaces,” the iOS update says, promising that “Now you can Tweet and Talk.”
But while you won’t actually find the ability to create a new Space unless you’re one of a select few, the company now says it’s planning to launch Spaces to everyone next month.
Amusingly, we overheard the news in a Twitter Space itself, hosted by the company. Twitter’s plans aren’t set in stone, but the gist is that they’re trying to get the product into a state where anyone can host a Twitter Space starting in April. April is the goal. In the meanwhile, users on both iOS and Android can both join and talk in existing Spaces.
Twitter Spaces are just one of an array of new features the typically feature-resistant company has announced in the past few months, and we’ve got a wide-ranging interview with Twitter product head Kayvon Beykpour where he discusses the whole set, including the company’s Snap and Instagram-like disappearing Twitter Fleets, and Super Follows where you can pay to subscribe to extra Twitter content from your favorite creators — a business which reminds us of platforms like Substack and OnlyFans.
Lightroom was the first Adobe creative app to make the leap to Apple Silicon, and now the much-anticipated release of Photoshop is here. According to the company, Photoshop for M1 Macs completes most tasks 1.5 times faster than when running on Intel. But the speed improvements extend beyond actual editing; Adobe says a lot about Photoshop should now feel faster — including how quickly the app opens up.
Photoshop for Apple Silicon was previously in beta, but now it’s being widely rolled out to Creative Cloud customers with an M1 Mac: those include the MacBook Air, entry-level 13-inch MacBook Pro, and Mac mini“These great performance improvements are just the beginning, and we will continue to work together with Apple to further optimize performance over time,” Adobe’s Pam Clark wrote in a blog post.
In this case, “just the beginning” also means there are a small number of Photoshop features and tricks that haven’t yet made the move to the Apple Silicon version. According to Clark, these include recent additions like invite to edit cloud documents and preset syncing. “However, the performance gains across the rest of the application were so great we didn’t want to hold back the release for everyone while the team wraps up work on these last few features,” she added, noting that customers can always switch over to using the Intel build of Photoshop (with Rosetta 2) if they urgently need those features.
Adobe is also bringing new features to Photoshop for iPad: cloud documents version history and the ability to work on cloud files while offline. Cloud documents version history lets you revert to an old version of a file dating back as far as 60 days.
Instagram launched its smaller Lite app in 2018 only to pull it from the Play Store in spring of last year. Now, the app’s getting a relaunch with new features and a slightly larger file size. Instagram announced today that the app will start rolling out on Android to 170 countries, including the US, through the Play Store, and that the new app requires only two megabytes, compared to the regular Instagram app’s 30MB. (The original Lite app only required 573 kilobytes, however, so it’s definitely larger than that.) No iOS version is planned for now.
This bigger size allows for new features, though, including the ability to send direct messages and record and post videos. It also prominently features the Reels tab on the homepage while forgoing the shopping tab.
In a briefing, Instagram Lite product manager Nick Brown said the team has “no plans” to bring shopping to Instagram Lite, but that Reels had “a lot of engagement” in India, which is why the team decided to keep that tab in this iteration of the Lite app. (TikTok is banned in India currently and has reduced its team there, so Reels has had a chance to blossom without the competition.) Users won’t be able to make their own Reels from the app, however. They also can’t use augmented reality face filters, although the team is “absolutely” exploring it. Other, less data-intensive creation tools, like stickers, GIFs, and text can still be applied.
For now, the app doesn’t have ads, although Brown tells The Verge that the team is “committed to offering the full suite of monetization tools.” He and the team want to “take the space and time — that everything we launched in Lite we can fully support and that it is just as good of an experience as it is in the regular Instagram.”
Many companies have launched smaller, pared-down versions of their apps for users around the world who might share phones or use older devices with less storage. Facebook launched its Lite app in 2015 while TikTok launched its version in 2019. For companies that need to be global in order to grow, a smaller app is one way to bring new users on board.
Sonos has just announced a new Bluetooth portable speaker. The Roam is only the firm’s second-ever, following the 2019-launched Sonos Move and marking another break away from its traditional at-home Sonos system. It’s smaller and consequently more portable than Move – cheaper, too. And it’s shaping up to be a real challenger to the best Bluetooth speakers around.
But what does it bring to the already crowded Bluetooth speaker market? And how does it compare to its larger, pricier sibling?
Sonos Roam is official – and the cheapest, smartest Sonos speaker yet
Sonos Roam vs Sonos Move: price
The Sonos Roam is essentially a smaller, more portable Move and so it shouldn’t come as a surprise that it’s more affordable. The Roam costs £159 ($169, AU$279, €179), making it the cheapest Sonos speaker ever (apart from those made in collaboration with IKEA), sitting below the slightly pricier Sonos One SL. That’s also in the ballpark of many of the best Bluetooth speakers around, although for its size (albeit not feature set) there are plenty around asking half that price.
The six-times-the-size Move costs more than twice that at £399 ($399, AU$649), so yes, there’s quite a difference in cost. This might rule the Move out for people’s some budgets, but it’s still worth knowing what you’re getting (or not getting) if you choose either one.
Sonos: everything you need to know
Sonos Roam vs Sonos Move: design
As soon as you clap eyes on it, you’ll see the Roam is a very different beast to the Move. It’s triangular, for a start, like a Toblerone. And it’s a lot smaller – six times smaller in fact, measuring just 16.8 x 6.2 x 6cm. That’s smaller than a water bottle. Naturally, it’s lighter, too, tipping the scales at 430g.
The comparative specs for the Move are dimensions of 24 x 16 x 12.6cm and a weight of 3kg.
One of the biggest criticisms of the Move is that its bulk and heft pushes the definitions of portability. Whereas the majority of Bluetooth speakers are designed to be tossed in a bag and taken to the park, picnic, pool or beach (just as the Roam is), the Move is more of a home speaker that can be moved from room to room or into the garden.
In light of its ultra-portable, outdoor-friendly design, the Roam also more resistant to the elements than the Move. It’s IP67-rated, meaning it can be completely submerged in three feet of water for up to 30 minutes. It’s completely impervious to dust, too. The Move is only IP56-rated, which means it’s only protected from ‘harmful dust’ and ‘strong water jets from all directions’.
The names of both devices are quite apt, then: the Move is intended to be moved from room to room, and the Roam to be taken with you on your wider travels.
Which Sonos speaker should you buy?
Sonos Roam vs Sonos Move: features
While the Roam is a very different proposition to the Move, it does share some of the same traits. For example, it also has both Bluetooth and wi-fi connectivity, so you can stream tunes to it offline from a phone or tablet, or over the internet using a service like Spotify or Tidal, like the rest of the Sonos speaker range. Wi-fi also means it can work as part of a Sonos multi-room system (as the Move can too); it’s as much a member of the family as every other speaker, also controlled by the Sonos S2 app.
Like the Move, the Roam has a rechargeable battery, and despite its much smaller size, it manages to match the Move’s 10-hour run time. In that context it’s impressive, although note that (not-so-fruitfully-featured) Bluetooth speakers do often offer longer battery lives.
To juice it up, the Roam comes with a USB-C cable (but not a power adaptor). Sonos has also launched a $49 dedicated wireless charging base that the Roam clips onto using magnets, although Roam is compatible with any Qi wireless charger.
The Move also has a USB-C cable, with a charging base that comes in the box. Its battery is also swappable, should you need to replace it (it will be a lot cheaper than buying a whole new speaker). Sonos hasn’t yet mentioned such functionality with the Roam, but as the consumer tech world is moving towards more sustainability, we wouldn’t be surprised if it was an option for Roam – if its design even allows for it.
Also like the Move, the Roam has voice control via Amazon Alexa or Google Assistant, as well as Apple’s AirPlay 2. Neither the Move nor Roam can work as a home cinema surround with the Sonos Arc, Playbar, Playbase, Beam or Sub – that remains the job of the One SL and IKEA speakers.
Right, so that’s enough similarities; let us tell you how the two devices differ.
The first new feature the Roam offers is the automatic switching between wi-fi and Bluetooth connectivity and connected devices. That means when you leave the house it can connect to a Bluetooth device without you having to initiate pairing. You don’t have to do anything, in fact. Just grab it and go.
‘Sonos Swap’ is also new and exclusive to the Roam. This lets you ‘hand off’ whatever music the Roam is playing to another Sonos speaker (the nearest to it) by long-pressing its play/pause button. So if you come home from a long afternoon’s picnicking you can seamlessly swap what’s playing to your home system. Neat. (It’s also a feature we’re expecting to work with the highly anticipated Sonos wireless headphones, due later this year.)
Auto TruePlay is on board, too – and introduces improvements over the version that launched with the Move. For the uninitiated, this is automatic calibration technology that uses the speaker’s microphones to measure the frequency response of its surroundings and adjust sound accordingly, whenever it detects being placed in a new location. Move the speaker from a bookshelf to a coffee table, say, and it’ll recalibrate its sound to its new surroundings to give you the best audio possible. This tech was first seen in the Move, but the Roam moves it along by letting it work in a Bluetooth domain as well as a network one. This feature is coming to the Move via a firmware update.
Ultimately, while there’s plenty familiar about the Roam, there’s plenty new too. And it could be the smartest Bluetooth speaker of its size ever made.
Sonos Roam vs Sonos Move: sound
Of course, for all the bells and whistles, a speaker sinks or swims by its sound quality. The Sonos Move managed to impress us in this area, with a sonic profile similar to the excellent Sonos One: think weighty, full-bodied audio, with a tonality that’s nicely even-handed and not bereft of solid, deep bass.
The Move’s ample size gives it plenty of scale and space – put it at the centre of your garden party, and you won’t be disappointed. But volume never comes at the expense of quality – the audio stays composed even when pushed to the limit of what’s socially acceptable. You can expect similar sonic satisfaction from Bluetooth playback too.
But while we’ve pored over the features and design of the Sonos Roam, we haven’t given it a through going over in our test rooms yet – watch. this. space – so we can’t comment on its sound quality. Sonos speakers are renowned for their sonic competitiveness – the company’s reputation is not only built on seamless integration and user experience but also performance – so we’re expecting big things, even from a relatively small package.
While we don’t expect the Roam to match the much bigger Move’s scale of sound, our expectations regarding pound-per-performance value are high. If we get the same Sonos sonic character but just smaller in scale and lighter on bass, the Roam shouldn’t have anything to worry about.
Not that the Roam will have an easy time of it; competition is fierce where the Roam is positioned. To make its mark, it’ll have to compare to the likes of the JBL Flip 5 (currently number one in our list of best Bluetooth speakers), Bang & Olufsen Beosound A1 (2nd Gen), Audio Pro Addon C3, and UE Megablast. No mean feat, although the Roam’s extra and Sonos-centric features will have to be accounted for.
All of these best-in-class portable Bluetooth speakers are superb options from established players in the market, and each of these manufacturers has a lot of experience of making such devices. Sonos is a big name in multi-room audio, but portable products are a different kettle of fish.
We’ll have a full review for you as soon as we can.
Sonos Roam vs Sonos Move: early verdict
On paper, the Roam looks like a great device, addressing the criticisms of the Move by being more portable and cheaper. It shouldn’t exactly undermine the Move, though, as the two are quite different propositions: the Roam is a proper portable for taking out with you and by design will have its sonic limitations, while the Move is a Sonos speaker you can take to the garden or another room and get a decent scale of excellent sound from.
The great thing about the Sonos ecosystem is that consumers, and especially Sonos loyals, may well have valid reason to choose both.
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Sonos has just unveiled its cheapest and most portable speaker yet. The new Sonos Roam, which you might already have been acquainted with courtesy of several pre-launch leaks, is the company’s answer to the likes of the JBL Flip 5 and Ultimate Ears Boom 3 portable Bluetooth speakers. But while it shares the same goal in offering an easily transportable, durable way to play music on the go, it naturally boasts some unique, Sonos-centric features that make it stand out from the crowd.
You can predominantly think of the Sonos Roam as a miniature, more affordable Sonos Move, which arrived in late 2019 as the company’s first ‘portable’ speaker. (Here’s how the two Sonos Bluetooth speakers compare.) Like its hybrid sibling, the new Roam has both Bluetooth and wi-fi connectivity, allowing owners to simply pair it with a phone or tablet over the former, or tap into the wide world of music streaming and/or use it within a wider Sonos system.
Its portability is mostly defined by two things: a form that is smaller than a water bottle (16.8 x 6.2 x 6cm), weighs less than a pound (or 430g if you’re more metric-oriented), is IP67-rated for complete water and dust resistance (it can be immersed in three feet of water for up to 30 minutes), and has a built-in rechargeable battery that offers 10 hours of music playback (or can last 10 days in an automatic sleep mode).
On that note, the Sonos Roam comes with a USB-C charging cable (although not a power adapter) and is compatible with standard Qi wireless chargers. Sonos is also launching its own charging base ($49, £tbc), to which the Roam snaps magnetically.
Sonos Roam vs Sonos Move: how Sonos’ Bluetooth speakers compare
The Roam supports Bluetooth 5.0 for connection to a phone, tablet or any other Bluetooth-toting music player, but while that’s often the limit of a Bluetooth speaker’s connectivity, aside from perhaps a 3.5mm input, the Roam can also connect to a home network, opening up at-home accessibility to streaming services such as Spotify, Amazon Music and Tidal, as well as voice control via Amazon Alexa and Google Assistant. AirPlay 2 is available when connected to wi-fi, too, as is control via the Sonos S2 app.
To that end, the Roam has a few Sonos-centric tricks up its sleeve. Firstly, the Roam can automatically switch between wi-fi and Bluetooth connectivity and connected devices, so when you leave the house it can connect to a Bluetooth device without the owner having to initiate pairing, and vice versa. You “just grab it and go,” as a Sonos representative said in the media briefing.
Then there’s the all-new Sonos Swap feature, which lets owners hand off whatever music the Roam is playing to the nearest Sonos speaker by long-pressing the play/pause button. Neat. (It’s something we thought might debut in the highly anticipated Sonos wireless headphones, expected later this year.)
Auto TruePlay – the automatic calibration technology that uses the speaker’s microphones to measure the frequency response of its surroundings and adjust sound accordingly, whenever it detects being placed in a new location – is on board following its debut in the Move, too. This time, however, it can work in a Bluetooth domain as well as a network one – functionality that’s also now available for the Move via a new software update.
Sonos has confirmed that the Roam can’t be used as a surround speaker with the company’s Beam or Arc soundbars, though, leaving that job to the Sonos One SL and Sonos IKEA speakers.
Of course, while the Roam enters the market as perhaps the smartest and best connected Bluetooth speaker of its size and price, it will need to sound good to seal a favourable fate. Handling the sonic duties is a custom-designed racetrack woofer and tweeter pairing, driven by two Class H amplifiers and with an adjustable EQ output.
And that’s all, folks. The Sonos Roam is priced £159 ($169, AU$279, €179), making it the most affordable Sonos speaker yet (if you discount the Sonos IKEA collaborative models), undercutting the One SL by the price of a round of drinks.
The Roam is available to pre-order now, with shipping beginning on 20th April.
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Sonos wireless headphones: release date, rumours, and all of the news
Twitter is actively working on a “big overhaul” of its TweetDeck platform, which lets you arrange lists and feeds into easy-to-read vertical rows, and it plans to share more about the project publicly later this year, product chief Kayvon Beykpour said in an interview with The Verge published Tuesday.
TweetDeck, as one of the oldest and originally third-party account management apps for the platform, hasn’t seen much in the way of design or major feature changes in years. The app launched 12 years ago and was acquired by Twitter in 2011, and it’s more or less still the same vertical grid viewer for your various Twitter feeds it started as. Mostly, Twitter has ported over new functions added to its main website and mobile apps while keeping the core TweetDeck design relatively static.
That appears to be changing. Beykpour and the product team recognize they haven’t “given TweetDeck a lot of love recently,” and they’re actively working on a new TweetDeck they plan to show off later this year. It’s part of a broader push to improve Twitter’s developer tools and repair its relationship with app makers, with the latter being a longtime contention between Twitter and the broader software development community. (Beykpour’s answer doesn’t specify whether the new TweetDeck will be released this year or simply previewed for the public.)
Here’s Beykpour’s full response regarding TweetDeck:
Nilay Patel: The Verge’s newsroom runs on TweetDeck.
Beykpour: Totally. And we haven’t given TweetDeck a lot of love recently. That’s about to change; we’ve been working on a pretty big overhaul from the ground up of TweetDeck, and it’s something that we’re excited to share publicly sometime this year. And so that’s just an example of a Twitter-owned and operated service that we will continue investing in. We also, over the last five years, I think, haven’t given a lot of love to our developer ecosystem. A bunch of reasons for that, some missteps that we’d taken in the past, then also sort of prioritization. We are also changing that; in the last year and a half we’ve really stepped up both our commitment and follow-through on just innovating around the API again, getting the API back to parity from our own internal APIs that we use to build functionality.
I think we’ve got a lot of trust to earn back with developers, since we’ve made a lot of mistakes in the past, but it’s something that we’re actively investing in. We hope we’ll allow developers to build really awesome stuff around the Twitter ecosystem. One of the reasons why Twitter is where it is today is because of developers doing cool shit that we would’ve never thought to do. And so that’s something that we’re trying to do more of, not step away from. More to come on that as well.
It’s not clear whether this new TweetDeck would feature a refreshed visual design, all-new features, or both. It’s also up for debate whether Twitter plans to eventually charge money for TweetDeck; a Bloomberg report last month said the company was mulling over a premium version of TweetDeck it could attach a subscription fee for.
Whatever form the new app takes, it will be a breath of fresh air for TweetDeck’s longtime users (myself included) who would like, at the very least, a fresh coat of paint.
Yakuza: Like a Dragon is a bold shift for Sega’s long-running series, doing away with beloved protagonist Kazuma Kiryu and shifting to turn-based RPG-style combat. In Kiryu’s place is the wild-haired Ichiban Kasuga, who finds himself homeless in Yokohama after doing 18 years’ hard time for a murder he didn’t commit.
The PlayStation 5 version of Like a Dragon was just released last week, a few months after the PS4, Xbox One, PC, and next-gen Xbox versions. Since then, I’ve played several dozens of hours of Like a Dragon on the Xbox Series X, and it’s become one of my favorite games in the series.
I took the opportunity to ask Masayoshi Yokoyama, Sega’s chief producer and writer on the game, some questions about how the team approached Kasuga as a character and his story from beginning to end.
Warning — there are some pretty heavy spoilers toward the end of this interview.
First, I’d like to ask about Kasuga himself. How involved were you with the character creation process? What were the principles for the character you kept in mind when writing for him?
Basically, I have been in charge of the character settings (such as personalities, speech mannerisms, and the backbone of their action principles) for the main characters that appear in the main story since the first game.
The character, Ichiban Kasuga, was originally born during the development of Ryu Ga Gotoku Online, which is a mobile app title being serviced in Japan.
At the time, we just finished the development of Yakuza 6 and were ideating on a new protagonist to take Kiryu’s place. That’s when we decided on taking apart the indestructible hero image and creating a more “real-world hero.”
Kazuma Kiryu’s personality is representative of characters that appear in “Ninkyo” films, which is a genre of Japanese mafia films that have been around from back in the day. He is generally reserved, stoic, and self-sacrificing, but stronger than anybody and prefers to act alone. In a way, his character embodies qualities that Japanese boys and men would look up to.
Kasuga, on the other hand, was created with the intention of being more “relatable” rather than “admired.” I wanted to create a character whose words and actions would emotionally move us, and someone that you’d want to cheer for and fight alongside.
Since the aforementioned Ryu Ga Gotoku Online was a card battle game in which players form decks with their friends to fight against enemies, I wanted to depict the strength of a “leader” rather than the strength of an “individual,” which became the origin of my idea.
After that, I compiled all of Ichiban Kasuga’s origin and life story into a document and presented to executive director [Toshihiro] Nagoshi and my team members. This led to talks of potentially using this character for the next console game and then eventually became official for Yakuza: Like a Dragon.
Was there a conscious effort to make him different to Kiryu? What do you think the two characters have in common?
For those that have played both Yakuza and Yakuza: Like a Dragon, you may have noticed that Kazuma Kiryu and Ichiban Kasuga lead a similar path.
Both had a difficult childhood without the love of their immediate family, then felt extreme gratitude and admiration for the ones that took care of them. Unable to suppress these emotions, both set out on the path of yakuza. Right when they’re about to become full-fledged yakuza, they both go to prison for a crime neither committed. What awaited them after their long sentence was an unimaginably cruel reality… This general flow is exactly the same for both of them.
However, just because the two characters’ personalities differ so much, the same general plotline gives off a totally different feel for both. Upon release from prison, Kiryu goes straight to find his mentor Kazama. While Kasuga also tries to find his mentor, Arakawa, before he sets out to do so, he decides to clean himself a bit first and stops by the hair salon to get a botched perm. Both characters follow the same path, but vastly differ in their portrayal.
I actually haven’t had too much difficulty depicting each of the characters. For Yakuza: Like a Dragon, I set out to write the story after fleshing out Ichiban Kasuga as a human being, so while writing, I even surprised myself at times how different these characters acted within very similar circumstances.
Which came first: the idea to make Kasuga an RPG obsessive, or the decision to shift Like a Dragon to RPG-style turn-based combat?
The decision to shift to RPG came first. The character setting that Kasuga loves RPGs came after.
As previously mentioned above, the concept was “to create a new relatable hero,” so we chose the most optimal game system (a party system) that would make Ichiban Kasuga’s story interesting. We wouldn’t have made the same decision for Kiryu, who fights with only his own power.
One of my beliefs in creating games is to “value the core of play.” This involves deciding what the game is supposed to entertain, and then assigning the various components to the right places accordingly.
The story is the core element of the Yakuza series. This game was made to enjoy the story, and the other elements such as the city used as the setting, music, mini-games, and battle action are all there to elevate the story experience.
For Yakuza: Like a Dragon, the most optimal way for players to experience the story and show the battles of Ichiban Kasuga and his friends that gathered around him was the RPG style. So, upon deciding the RPG genre, there were then a few questions that we had to address, such as: How will we make Kasuga relate to the “hero” job class? What is the logic behind the exchanges during these battles within Kasuga’s mind? One way we addressed these was to make Kasuga an RPG enthusiast.
The character’s personalities are often expressed in their combat moves — was there discussion between the writing and gameplay teams on specific abilities that would be funny or appropriate?
Here at Ryu Ga Gotoku Studio, there isn’t much of a clear distinction between the writing and game design teams. I started out in what we call in Japan as a “planning position” (game designer), and I’m now kind of like the boss of the whole planning team [laughs]. All the other writers on the team are selected from among the current planning staff based on their writing skills and put on different projects.
Basically, the game designing and narrative writing are not compartmentalized, so our planning crew meetings always have the mini-game designers, battle action staff, and writers in attendance. Even the voice recording is supervised by the person in charge of each part of the game.
That’s the overall gist of things, so even for anything minor, we discuss and make decisions as a whole team. Ideas are always flowing, but since we value the energy and momentum over the precision of an idea, so we do end up axing a lot of them [laughs].
I don’t know if this is the same for everyone, but Like a Dragon took me a lot longer to finish than other games in the series. This is probably because of the slower-paced combat, but did the longer running time affect your approach to story writing and pacing?
The volume and length of the story is actually not that different from the past games in the series. So, it didn’t affect the story writing and pacing all that much. We look to the general volume of a 10-episode Japanese drama series when creating the Yakuza series.
For this game, I think the reason for the longer playtime was because of the shift to RPG, requiring more time to level up.
The accelerating the battle tempo was something we worked on until the very end of development. We also continued to make adjustments to the time it takes to level up, but the game is designed so it will become difficult to beat the stronger bosses unless you change jobs and collect materials for better weapons.
For those players that are playing this game in the same way you played through the past ones, it might feel a bit longer, but we went with this kind of balancing because we wanted players to discover the fun sights of the city while leveling up their party, instead of simply grinding to level up.
The Yakuza series has a really unique blend of serious and light-hearted subject matter. How do you balance those aspects when writing and make sure everything feels appropriate for the series?
As touched upon earlier, I think the greatest strength of our team is that the narrative, game design, character design, animation, and sound creation staff all have a deep understanding of what the “core” is.
The reason for this isn’t simply how long we’ve known each other or how well we get along. I think that each and every staff member loves Ryu Ga Gotoku (Yakuza) and I think that’s the biggest reason. I personally am in charge of story writing and also am the chief producer and have a hand in ideating and executing on some marketing and PR initiatives, but every decision I make is based on how to reflect the content of the game in any kind of promotion or campaign, and how to make the game itself more interesting.
All staff members that are involved with the game, including those working within the game and outside of the game, such as the sales team, advertising team, and marketing team, are working hard to increase the produce value of the game, so everyone’s accumulated effort is maybe what creates this great balance.
In a past game, someone on the advertising team even wrote and implemented an original story scenario for a real company that appeared in Kamurocho that he was the point person for [laughs], so as you can kind of see what kind of team Ryu Ga Gotoku Studio is.
This is the first Yakuza game where you’re accompanied by a party of characters for almost the entire running time, and they all have their own motivations. Was that a challenge compared to previous Yakuza games, where the focus tends to be on the current protagonist?
In the past, when creating games like Yakuza 0, which depicted the past of Yakuza, and other remake titles, I would dig deeper into the characters other than the protagonist, so this wasn’t so much of a challenge for me.
I think Arakawa is probably the most pivotal character in the game. The intro does a good job of making him a sympathetic character before setting him up as the villain, and then he’s revealed to have been on the Tojo Clan’s side all along, before meeting a tragic end. How early on in the writing process was his role decided, and was he always intended to have an arc that spanned most of the game’s story?
This was something that was decided at the start of writing the first chapter. When creating the intro scene of the game, my determination was that “I’m going to depict the life of this man, Masumi Arakawa,” so the game started out on that scene.
The Han Joon-gi twist was particularly unexpected for me given how he died in Yakuza 6. What was the thought behind (sort of) bringing him back as Kim Yeonsu?
This was actually something that was decided around the time I started thinking of Ichiban Kasuga’s story. There wasn’t too much deliberation behind this decision, but my personal thought was that if the Jingweon Mafia were to make an appearance, then Han Joon-gi has to be there, too. In addition, I feel like the Jingweon Mafia would do something like that. Sorry for surprising you [laughs].
Of course, the biggest reveal of the game is the return of Kiryu, although his role is quite minor. Were you planning from the beginning to include him in Like a Dragon, considering how Yakuza 6 seemingly drew a line under his storyline?
This wasn’t decided in the early stages of planning the story. When the main themes of the game were decided to be about the dualities of the front and back — the hypocrisy and justice, the superficiality and the truth of Japanese society — I thought it was impossible not to have him appear in the episode of the underworld, so we decided that he would make an appearance.
I have the same question for Goro Majima, who seems to appear in every Yakuza game to varying degrees now. In Like a Dragon, he’s a difficult boss fight but doesn’t otherwise have a big role in the story — how did you approach his inclusion?
The reason why we decided that he’d make an appearance is the same as for Kazuma Kiryu. However, the big difference is that we cut all ties to the past. This game is unwaveringly seen from Ichiban Kasuga’s perspective, so we got rid of any information or connections that Kasuga has no need of knowing.
This is the beginning of the tale of Ichiban Kasuga, and not a continuation of the Kazuma Kiryu story.
We wanted those players that started the series with Like a Dragon to have the same amount of knowledge and emotions as Kasuga when interacting with Majima and other characters from the past series, so we didn’t include any unnecessarily deep interactions.
I’m sure you can’t say anything specific about potential future games, but I thought it was interesting how Like A Dragon finished on an open-ended note, with Kasuga deciding his friends are what’s most important to him. Is there a direction you’d like to take the character in the future?
I think that Yakuza: Like a Dragon is only the first chapter of Ichiba Kasuga’s life. Since he was in prison for 18 years, he has only just begun his life as an adult man. I’m sure there’s probably many trials and tribulations that await him.
Even Kazuma Kiryu, who was said to be the strongest, had his life turned upside down with his encounter with a little girl. As Kasuga starts out his new life, he will surely encounter challenges that he cannot solve through violence or brute force.
I develop each game with the intention of creating a life of a single person. I’m not sure if I’ll continue to write Ichiban Kasuga’s life or not, but I can totally imagine him in deep trouble somewhere on the face of this Earth [laughs].
Now that so many people are working remotely, it’s become more accepted than ever for official documents to be sent digitally — and most are sent as PDFs.
In case you’re not familiar with the background of that format, PDF stands for portable document format and was created by Adobe in the early 1990s to allow people and organizations to create exact digital versions of paper documents. The idea was that the document was an exact, unchangeable copy of the original (while some PDFs can now be edited, you can create a PDF that cannot).
Since then, PDFs have become a standard for sending official documents. If you need to send something with any kind of legality, you’ll probably be asked to send it as a PDF.
You can create a PDF from a hard copy document by scanning it and saving the scan as a PDF. But what if you are looking at an online document and you need to save it as a PDF?
It’s really simple, both for Mac and Windows PC users. And it’s done the same way in both: you “print” the document to a PDF file. These directions are for printing a web document using the Chrome browser, but this works for any app that has a print function.
Click on the three dots in the upper right corner.
Click on “Print…”
The print window will pop up with a preview box on the left and a series of features on the right. Next to the “Destination” label, click on the drop-down menu and select “Save as PDF.”
If you have a several-page document and you want to create a PDF only using a specific page or range of pages, click on the drop-down menu next to the “Pages” label, choose “Custom” and type in which pages you want to save. (This works exactly the same as if you were sending the pages to a printer.)
Note that when you print a webpage to a PDF, you will print the entire page, not just what is currently viewable in the browser. So it’s a good idea to check in the preview box what is being printed and only print the pages you need — it’s a lot harder to edit a PDF document later.
Vudu, the digital video service that was owned by Walmart before Fandango bought it last year, is finally making its way to the Amazon Fire TV platform. The app is a big source of high-quality, 4K HDR movie rentals. You can also access your existing Vudu library — including Movies Anywhere titles — with the Fire TV app, which should be rolling out in the coming days.
“We want Vudu fans to be able to watch movies and TV shows on all of their favorite devices, and Fire TV has been one of our customers’ most-requested devices for streaming content,” Kevin Shepela, Fandango’s chief commercial officer, said in a press release.
With Vudu joining the roster of apps, Fire TV owners will get another go-to destination for Dolby Vision content. Vudu notes that it offers “more than 150,000 new release and catalog movies and TV shows, along with an extensive library of content in 4K UHD, including many titles unavailable on subscription services.”
Before this latest expansion to Fire TV, Vudu released apps for PlayStation 5 and Xbox Series X / S last year — along with a Tivo app. It also came to Comcast’s Xfinity Flex and X1 platforms earlier this month.
Twitter’s social audio feature Spaces continues to expand its test group, but currently if you miss a live session, you miss the conversation for good. That, however, might change soon. In an interview with The Verge’s Nilay Patel on his Decoder podcast, Kayvon Beykpour, head of consumer product at Twitter, says the company plans to build a way to natively record conversations.
“I think it should be a choice,” he says. “If you think that the conversation was worth playing back, you ought to be able to do that. I personally am a little bit more bullish on two things. One, obviously the host should be able to save it and do whatever they want. Maybe you host a Space, you save it, then want to go edit it. You should be able to do that.”
He goes on to say that the idea of recording and sharing clips gets trickier when participants want to share audio without the host’s explicit consent.
“I also think that the notion of letting the audience pick sound bites and share them as clips could be really, really powerful,” he says. “Now, the challenge with that is you have a sort of a really challenging consent issue because you have the host’s intent in mind of, does the host want this conversation to be preserved or shared? [Then] there’s the speakers, who are a different actor than the host. Their consent is really important.”
Currently, Twitter does record conversations and retains them for 30 days, but only for moderation purposes. The hosts can download that data for as long as Twitter has it, as well as a copy of the transcription (so long as the host had them turned on during the session). Its competitor Clubhouse, on the other hand, only keeps conversation recordings when a room is live, in case a rule violation comes up, but then deletes the data once the room ends.
The idea that Twitter might let users natively record sets Spaces up to be a direct funnel to podcasting. It also changes the energy of a Space from an off-the-cuff conversation to one that might sound more professional. The functionality might be similar to the forthcoming audio app from Mark Cuban and Falon Fatemi called Fireside, which will also allow people to record their conversations. The app, which The Verge checked out last week, even builds music into the live shows so that the recordings sound more like a podcast. Fireside itself will eventually allow people to distribute their recordings natively through RSS feeds.
Twitter doesn’t seem to want to align Spaces that closely with the podcasting ecosystem, but the team does appear to recognize that people want their conversations to be preserved and distributed outside of Twitter itself.
You can hear the full Decoder conversation below in which Beykpour discusses more of Twitter’s new features, including Super Follows.
RHA’s latest premium true wireless buds are well-built and comfortable but ultimately play it too safe sonically
For
Pleasantly full-bodied
Well-built, comfortable design
Decent noise-cancelling
Against
Lacks punch and rhythmic talent
Treble not refined
Charging case is fiddly
RHA is one of many headphone manufacturers offering a focused true wireless earbuds proposition that consists of one premium pair with active noise-cancelling and a more affordable pair without it.
The company’s naming choices leave visitors to its website in no doubt as to which is which in its arsenal. The RHA TrueControl ANC we have on test here sit above the RHA TrueConnect 2, justifying their flagship status with not only noise-cancellation but also Bluetooth 5.0 with aptX connectivity, dedicated app support and an IPX4-rated level of water and sweat resistance that means they should survive water splashes.
Build
The TrueControl ANC’s battery life of 20 hours – five hours from the buds, plus 15 hours from the charging case – isn’t superior to its sibling, though. That isn’t perhaps wholly surprising considering noise cancellation is rather battery-draining, but it is still somewhat disappointing in light of the competition. Noise-cancelling rivals, such as the Apple AirPods Pro, Sony WF-1000XM3 and Sennheiser Momentum True Wireless 2, all claim 24 hours or more.
We’re pleased to see fast charging support (14 minutes provides an hour of playback) as well as broad wireless charging compatibility on the menu. As is typical, a wireless charger isn’t provided, but out of the box the earbuds’ charging case can be replenished via the supplied USB-C cable.
The charging case reminds us of our time with the original RHA TrueConnect earbuds, which featured a similar case that we called “neat, but somewhat fiddly”. The aluminium case twists open to reveal the earbuds securely embedded into deep magnetic divots, but the slot only opens by a couple of finger-widths, and so it isn’t always easy to pluck them out.
That said, there are a swathe of rival designs on the market that vary vastly in quality, and this makes us appreciate the rare premium quality of the TrueControl ANC case’s solid build. It feels made to last and hardy enough to survive a tumble out of a hand, bag or pocket.
The earbuds have a matching air of quality about them too. They look and feel nicely finished, and we’ve no complaints with the responsive circular touchpad, which in the dedicated RHA Connect app can be set to skip tracks, adjust volume and cycle through noise-cancelling modes (on, off or ‘ambient’) with swipe forward/backward or tapping motions.
The app is also where you can adjust EQ, see battery levels and activate wear detection features – ‘auto-pause’ pauses music when an earbud is removed from your ear, while ‘auto-play’ resumes play when it is reinserted. Both work as promised during our test.
Comfort
The buds join the likes of the Sony WF-1000XM3 as some of the bulkiest earbud designs out there, but that isn’t a reason to avoid them – in fact, they’re one of the most comfortable and secure-fitting we’ve come across.
They’re easy to lock in place without much force or twisting, in part thanks to a notch that easily nestles into your ears. And multiple sizes of silicone and memory foam tips ensure there’s something for everyone.
When in place, the TrueControl ANC make your ears feel a little full – you won’t end up forgetting they are in – but despite the size of the earbud housings they feel relatively lightweight. Not even a mild attempt at headbanging during Judas Priest’s Hell Patrol manages to dislodge them.
Sound
The RHA’s sonic character plays into the hands of such a track: it’s big and full, warm and smooth, with an abundant low-end and rich mids that are able to get stuck into the meaty electric riffs and double-kick drumming. There’s a fair amount of detail in the mix, too.
Switch the noise-cancelling on and it doesn’t affect the sonics as much as we’ve heard with some other earbuds – all in all, it’s pretty satisfying. Their best efforts to reduce background TV noise and everyday road traffic are laudable, although as is to be expected from this kind of design they won’t cloak you in isolation to the extent that heavy traffic or engine noise is completely muted. You’re still likely to be disturbed when playing at low volume or mellow instrumental tracks, too.
The TrueControl ANC’s ‘ambient’ mode works adequately, amplifying your surroundings so you can conveniently hear conversations or announcements without having to remove the buds from your ears.
Our main issue with these RHAs is their inability to deliver the more mature aspects of sound as well as the best-in-class competition can. Compared with the slightly more affordable Sony WF-1000XM3, the TrueControl ANC lack the dynamic punch and rhythmic prowess to truly engage you in anything particularly musical. Dynamically, they’re fairly restrained, and the fact their rich balance doesn’t hugely favour treble doesn’t help them sound any less subdued either.
What treble there is lacks refinement, too, and this is highlighted when we play Soul Push’s Good Man. Whereas the grooves underpinning the track sound upbeat, crisp and open through the Sonys, the RHA’s rendition isn’t as spirited and musically cohesive and is less interesting to listen to.
Verdict
The RHA TrueControl ANC offer a comfortable listen – one that can be easily endured for hours without it grating. However, it’s not all that compelling, especially at lower volumes where they all too easily settle for offering background listening.
Despite their neat, comfortable earbud design and decent noise-cancelling, they need to offer more in the sound department at this premium price to merit a place on people’s shortlists.
SCORES
Sound 3
Comfort 5
Build 4
MORE:
Read our guide to the best true wireless earbuds and best AirPods alternatives
At 26.5 grams and the size of my thumb, Insta360’s latest action camera, the Go 2, looks like an oversized Tic Tac with an eyeball. It’s the second generation in the Go lineup, which is Insta360’s only non-360-degree camera line. Where the first-generation Go left a lot to be desired, particularly in the image quality department, the $299 Go 2 comes with a new charging case, larger sensor, and improved image quality, making a strong case for a mobile-first action camera.
The case has a 1/4-inch thread for support mounting and a USB-C port for charging.
The most noticeable changes to this tiny camera come in the hardware department. The Go 2’s camera component has a new removable lens cover and less slippery matte plastic housing. The case plays a more active role in the use of the camera, becoming a tripod, remote, external battery, and charger all in one. It is slightly larger than the AirPods Pro case and has a 1/4-inch thread for support mounting and a USB-C port for charging. The standalone camera can run for 30 minutes on a single charge or 150 minutes while in the case.
While the case is not waterproof, the Go 2’s camera is IPX8 water resistant for use up to 13 feet underwater. In the box, Insta360 also includes three camera mounts: a pivot stand, a hat brim clip, and a pendant for wearing around your neck. All of these mounts utilize a magnet to keep the Go 2 attached to them.
The use of the case as more than just a place to store the camera is one of my favorite innovations in the Go 2. All of the mounts, remotes, and other accessories you have to end up buying for an action camera really add up. So it’s great to see essential features, such as a tripod, being built into the camera’s hardware.
More important than hardware, though, is image quality. With many smartphone cameras producing sharp, stabilized 4K 60fps video and punchy, crisp photos, it’s absolutely necessary for dedicated cameras outside of our phones to up the game. The POV ultrawide look of the Go 2’s video and the unique mounting abilities allow me to create video different enough that I could see myself carrying the Go 2 around in addition to my phone. I simply cannot produce a point-of-view angle, like that of the Go 2, with my smartphone’s camera.
On a phone, the camera’s 9-megapixel photos are crisp, full of contrast, and highly saturated without looking unrealistic. Put that image on a desktop, and it begins to look a bit grainy, where the sensor’s lower megapixel count begins to show, but the image is certainly usable.
Although the Go 2’s video resolution maxes out at 1440p and 50fps, the 120-degree field of view and saturated color science creates an image far more unique than what you get from a phone’s camera. When viewed on a small screen, the video is sharp and smooth with bright colors and lots of contrast. I was impressed with just how true to life the footage looked in perfect lighting conditions, but when I brought it over to the large screen on my laptop, the footage did look a bit noisier. I also wish video taken at night had less grain and noise. The amount of smoothing applied to low-light images doesn’t help either. Insta360 is not alone here: this is a problem even in the more expensive, robust action cameras such as the GoPro Hero 9. It is absolutely a problem I would like to see these companies spend more time fixing. (I’ve been using a pre-production unit in my testing, but Insta360 did not indicate to me that it was going to change anything when it comes to features or performance on the final version.)
There are four preset field-of-view options in the Go 2’s Pro Video mode that range from narrow to ultrawide. Despite the options, I typically just used the ultrawide view and reframed in the Go 2’s mobile app. The camera also utilizes a built-in 6-axis gyroscope along with Insta360’s FlowState stabilization algorithm for horizontal leveling, no matter the camera’s orientation, which produces extremely stable video without a crop to your image. I continue to be impressed with the stability GoPro, DJI, and Insta360 have been able to achieve in their action cameras, and the Go 2 is no exception.
Video Samples from the Insta360 Go 2.
Operating the Go 2 is a unique experience that takes a bit of getting used to. Like the first generation, there are no visible buttons on the camera component. To operate the camera, outside of its case, you push down on the Insta360 logo located under the lens, which then creates a vibration to signal it has been pressed. From powered off, a single press will start recording basic video, a double press takes a photo, and a one-second press will power the camera on to a ready state. If the camera is already on, a single press will start and stop FlowState stabilized video, a double press will begin a Hyperlapse timelapse video, and a two-second press will put the camera to sleep.
Like using touch controls on wireless earbuds, or any tech without a screen, there is a learning curve. It took me about three sessions to know what the LED light indications and different vibrations meant. I felt a lot more comfortable using the Go 2 in its case where its small black-and-white screen displayed which mode the camera was in, what resolution it was filming at, and how much storage was left on the 32GB of internal memory.
Insta360’s mobile app can also be used to control the camera via Wi-Fi and display a live view from the camera. The app also has capable editing software that allows for reframing, trimming, and exporting of clips. A Flashcut feature uses AI editing tools to trim and stitch clips from the Go 2 into flashy edits with punchy music and over-the-top transitions, such as screen wipes and quick zooms. It’s very fun to play with but a bit loud for my taste. For someone not familiar with video editing, this could be very useful though.
The Go 2 is available starting today for $299. For a company deeply focused on mobile-first editing for posting to social accounts, the Insta360 Go 2 makes perfect sense: a small portable camera whose footage will likely never make it to a desktop-editing software or a screen larger than a phone. To my knowledge, there isn’t a smaller camera on the market that can shoot 120 degrees with this level of stabilization or this quality, which looks great on the device you’re likely to view it on: your phone.
And for the mobile-first vlogger or avid social media user, that image quality is more than enough, the camera is small enough to mount anywhere, and its lack of confusing controls is perfect for the person who wouldn’t exactly know what to do with lots of options anyway. But for me, I’m most excited to see the bump in image quality. The better image processing and a larger sensor have allowed this camera to take a huge leap forward, even if, on paper, the difference is only going from 1080p to 1440p. This is starting to feel like a camera I might feel comfortable trusting with my more daring moments in a size that won’t feel too big to carry around.
Fitbit has introduced the third iteration of its Ace activity and sleep tracker for kids. The Fitbit Ace 3, designed for kids ages six and up, adds new animated clock faces, customizable accessories, and claims eight days of battery life in a “swim-proof” design with new color options, too.
In addition to improved battery life, the Ace 3 has a 20 percent brighter screen and includes do not disturb and sleep modes. The new animated clock faces — including a bunny, a cat, a Martian, and spaceship designs — change and grow as kids make progress toward their fitness goals.
The Fitbit Ace was designed to help kids build healthy habits and increase physical activity. It also allows parents to track a kid’s activity levels and how many hours they sleep. Ace trackers don’t allow kids to join the social aspects of Fitbit’s app, where people share workout photos. Parents have to make a Fitbit account for any child 12 and under to use Fitbit Ace models.
Like past Ace models, the Ace 3 will have a pedometer but not a heart rate monitor. The Ace displays fitness and sleep targets that are age-appropriate for kids, and it uses the same push notifications that standard Fitbit trackers use to nudge kids to get moving. The daily active minutes goal on each Fitbit Ace 3 is set to the CDC-recommended 60 minutes, and the daily step count is set at 10,000.
The Fitbit Ace 3 is priced at $79.95, and later this summer it will have two Minions-themed accessory bands, available separately for $29.95. It’s available for preorders starting today and available worldwide March 15th.
Google TV is becoming a little safer for children. The streaming platform will add kids profiles in the US this month, letting you lock access to certain apps, set time limits on screen time, and stop little ones stumbling across unsuitable content.
If your child already has a Google Account, you can add it as a kid profile. But they don’t need a Google Account – you can simply set them up by entering their name and age.
The feature was much requested by users, Google says.
The interface for kids profiles looks much the same as normal Google TV. Adults can also share content they’re purchased with a kid’s profile using the Google Play Family Library.
As well as setting daily watch limits, you can enter a designated bedtime after which no more content will be available. The kids will see three countdown warning signs before the final ‘Time is up’ screen appears. Though you can add some extra time if needed.
You don’t need to be in front of the TV to keep tabs on their viewing. Using the Google Family Link app, you can see from your smartphone how much time the kids spend in certain apps, and block/unblock access to them.
Kids profiles will be limited to the US only for now but will roll out globally over the next few months. Google TV is available on the Google Chromecast with Google TV device, a streaming dongle that earned five stars in our review, and that recently gained access to the Amazon Music app. Kids profiles will be just another string to its bow.
MORE:
Read the full Google Chromecast with Google TV review
Read our guide to the best video streamers
Read our Amazon Fire TV 4K review
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