OtterBox, the company best known for its ruggedized cases, has developed a $30 clip that can attach your phone to an Xbox controller for playing games. Called the Mobile Gaming Clip, it’s part of a growing trend of accessories for playing cloud-based console games right on your phone. What makes OtterBox’s clip different is it can also work as a phone stand, separate from the controller — although the phone stand feature isn’t quite as robust as what I was hoping for.
OtterBox’s clip is designed specifically for Xbox controllers, and it works with controllers made for the Xbox One, Series X / S, or the Elite Series 2 controller. There’s also a little cutout for the charging port, meaning if you need to connect your Xbox controller to a USB cable, you will not need to remove the clip from the controller. You can also detach the arm from the clip itself and use it as a stand to prop up your smartphone for tabletop gaming, watching movies, or video calls.
With Microsoft rolling out xCloud, it’s partnering with multiple manufacturers to make a variety of mobile gaming accessory companies, including OtterBox, Razer’s Kishi, and 8BitDo’s SN30 Pro for Android, provide different experiences. Microsoft is aiming to ensure there is a big ecosystem of gaming peripherals once its cloud gaming service becomes more widely available.
Setup for the OtterBox Mobile Gaming Clip is straightforward: connect your Xbox controller to your phone, attach the clip to your controller, mount the phone, and start playing. It does require more force than other gaming clips to attach it to the controller. Once you have it properly installed, the clip tightly clasps across the controller, so you don’t have to worry about it getting loose and falling off.
Some mobile gaming clips, like PowerA’s MOGA Mobile Gaming Clip, tend to feel unbalanced, particularly with a big or heavy phone or a phone with a bulkier case. OtterBox’s Mobile Gaming Clip has a better distribution of weight, which made the controller feel a bit more balanced.
One reason for that is OtterBox’s Mobile Gaming Clip has a “rapid adjust feature,” which means you can adjust the angle of your phone when using the clip. The clip’s arm can extend a bit, allowing you to experiment with the angles you prefer. There’s also a latch located on the arm of the Mobile Gaming Clip that allows you to lock it in place so it doesn’t shift around while in use.
There are three claws to keep your phone in place. The bottom claw extends, allowing bigger phones to fit into the accessory by extending a few centimeters. This makes it easy to fit bigger phones into the gaming clip. The claws don’t block me from reaching the volume or power buttons on my iPhone XR, though it is a bit cumbersome to have to unlock my phone while using the mount because it’s sideways in the mount. The design also makes it easy to use a pair of wired earbuds or connect a charger to charge my phone while I continue gaming.
I did have some issues when I tried to mount my phone; the phone case I use primarily has a PopSocket attached in the center, and it added too much thickness and made my phone less secure in the clip, even popping out when I moved the clip even slightly. I ended up having to remove the case from my phone every time I wanted to use the clip. If you don’t have an accessory like a PopSocket on your phone, the clip should work with almost any standard case.
The most interesting feature for OtterBox’s Mobile Gaming Clip is tabletop mode. You can switch from the controller to tabletop mode by detaching the arm to the clip portion of the accessory, allowing you to use the gaming clip as a viewing stand for gaming or even watching movies and TV shows. The tabletop feature is an ambitious idea, but it ends up being more of a kickstand than an actual stand. You have limited ability to adjust the angle of the phone in this mode, and you can’t raise the phone up off the table in any way.
Yet, the option for a tabletop mode does address one of the biggest problems with mobile gaming clips: hand fatigue from the weight of a controller, phone, and clip combined. OtterBox helps solve this problem by allowing you the ability to take a break from the gaming clip but still giving you that freedom to continue gaming on your phone.
In the last few years, the cloud and mobile gaming market has become a more exciting space in the industry, with successful free-to-play titles like Call of Duty Mobile and Microsoft truly beginning its push into cloud gaming. As cloud gaming continues to grow, there’s likely going to be a big expansion in the availability and variety of gaming clips like this one. This means if you do not like the current options available on the market, there is a high probability that similar products will be released in the coming months and years.
OtterBox’s Mobile Gaming Clip is not the perfect mobile gaming accessory, but it is one of the better mobile gaming accessories available now. It allows me the option to use a controller I own and not one designed for a specific product (aside from the fact that it has to be an Xbox controller). It’s also a bit more flexible in how to use it when compared to other mobile gaming accessories such as the Razer Kishi, which encloses your phone in a pair of controllers.
At $30, OtterBox’s clip is less expensive than those solutions, but there are still cheaper options if you want to clip your phone to an existing controller. I like how the clip does not feel unbalanced when attached to the controller, and the tabletop mode is interesting. But it ends up feeling like more of an afterthought because of how limited the clip ends up being when used on a table. Yet, the things OtterBox’s Mobile Gaming Clip does right are enough to justify the $5 to $10 price premium compared to other options available on the market.
An interview with one of gaming’s longest-standing personalities
Matthew “MatPat” Patrick was on YouTube for two years before he hit publish on the first entry in the series that changed his life — and YouTube culture as a whole.
“Game Theory,” a series that examines the ins and outs of popular video game franchises like Five Nights at Freddy’s and Minecraft, premiered on April 18th, 2011. The channel quickly found an audience of gaming enthusiasts and industry developers who wanted to learn the secrets behind why certain games became such a hit. YouTubers also looked to him as a model, as Patrick successfully helped to pilot an entire genre of videos, using tricks he had learned while working behind the scenes at a multichannel network (an older YouTube model that has slowly faded away).
Throughout the years, MatPat’s channel became a go-to open secret for new YouTube creators and game developers. He was one of the first creators to explain why Minecraft was so successful on YouTube, for example. By 2017, he became a leading figure within the community, fighting on behalf of YouTubers during the “adpocalypse.” He even went on to host an interview session with YouTube CEO Susan Wojcicki about creator issues.
In 2014,Patrick expanded “Game Theory” into a franchise with “Film Theory,” and “Food Theory” followed just last year. His videos routinely pick up millions of views, and he employs a full team to help with editing and creating new episodes. Alongside his wife and channel partner Stephanie, the two are also exploring more charity live streams for causes close to their hearts. In December 2020, one of their charity streams raised more than $3 million for St. Jude’s Children’s Hospital.
With the 10th anniversary of Game Theory approaching, Patrick sat down with The Verge for an interview about what’s changed on YouTube over the last decade and what’s next.
The interview has been lightly edited and condensed for clarity.
The first question, which is maybe a big one, but in these last 10 years, what’s the biggest thing that has changed?
Oh, well! [Laughs] It’s pretty massive.
I think the biggest stuff is the idea of being a YouTuber, and being a creator, has fundamentally shaped so much of entertainment, of being a storyteller — of the world ecosystem, in a lot of cases. The idea that anyone with a phone in their hand can not just create something but find an audience somewhere in the millions or tens of millions, and ultimately build a business off of it.
That democratization of entertainment is huge because now you’re giving voice to people who never would have had a platform. You’re giving rise to stories like the Dream SMP, which no television producer in their right mind would ever think to greenlight or understand why it could be so popular — and yet, it’s the biggest thing happening on YouTube right now. That sort of fostering of creativity, that explosion of being able to tell your own story is really exciting.
You see those ripple effects happening, too. In the way that the lead shows, especially during COVID, had to film at home and become vloggers in their own right. Gaming has permeated the sports world in a way that 10 years ago would have never existed. Even the evolution of live content, as celebrities kind of tried to try to find their own audiences outside of their individual projects… they’re following the models that YouTubers and digital creators have been pioneering over the last decade.
You inspired a lot of people to kind of figure out a way to do those types of videos [theories and in-depth explainers] that are really influential and informative. When did you start noticing, like, “Ah, this thing I created is taking off to the point that people want to replicate it?” Imitation is the biggest form of flattery.
We were one of the early video essay formats. From the YouTube creator standpoint, I think it was probably about three years into us doing the show that I first started to really take note that other people were attempting the format. I think it was VSauce3, the pop culture science channel, which was massive at the time. I remember thinking, “Oh, that’s my format. And they’re doing it.”
That was also the first time that I got really scared. We were still in relatively early days, still finding our audience, and here’s this massive channel that is doing roughly the thing that we’ve been doing for the past three years — hopefully they don’t run us out or whatever. But what we came to learn very quickly was there’s an audience that is big enough for everyone, and everyone kind of tackles that theorizing format in their own unique voice, which is really exciting. You now have a community of theorists all applying their logic in different ways and can create complimentary content, as opposed to content that cannibalizes each other.
In a different version of 2021, if Game Theory didn’t exist, if someone were to come to you and say, “I have this idea for this channel I want to do,” would that be able to find an audience today? Is there room for Game Theory today or is that something that had to happen at the moment it did?
It sounds a little bit defeatist, but I think it had to kind of happen when it did.
The nature of theorizing does not work well with the modern ecosystem of digital video. Having thoughtful analytical pieces that take a week to put together like our videos doesn’t run with the speed that the internet runs with at this point. Doing this sort of research piece, it’s just hard to do. And you see that too even with educational channels in the space, right? The channels that have been able to survive in 2020 / 2021 are the established ones: the VSauces of the world, the Physics Girls of the world. These channels that can afford to have a little bit of a delay between their uploads because their audience is already there. That affords them the time to do the research, to do the scripting, to make sure that their facts are correct.
If you’re looking to kind of get some sort of accelerated growth on the platform, that requires a faster cadence of uploads or being able to more closely ride trends. A single creator, doing all the steps on their own, would really struggle to do all of it in the time it takes to be competitive in that landscape.
What’s the future of gaming videos? Is it more Dream SMP stuff? Or is there a place where people can still do let’s plays and all that with games when YouTube is trying to figure out how to keep advertising going and keep the children’s privacy law COPPA in mind?
Gaming is stronger than it’s ever been. In 2020, gaming was one of the few fields that didn’t just sustain itself but thrived as more people found gaming to fill in the gaps that the disappearance of reality kind of left in its wake. A lot of people had these gaps in their schedules, gaps in social calendars, and gaming was able to kind of fill those holes. People were having graduations in Minecraft, people were going to the museum in Animal Crossing. Gaming kind of exploded in the last year.
I think Dream SMP is definitely one route. It’s not just gaming, it’s narrative storytelling through the lens of gaming. You’re starting to see more people kind of adopt that Machinima idea of, “Hey, here’s a world in which I can treat this not as a game, but as a platform.” Fortnite is doing it a lot of ways to where they have the creative block where you can create whatever you want. That’s really cool. Game developers are recognizing that the game doesn’t end when a player beats it or when the match ends, but it can become an ecosystem, a platform of its own to foster the creativity of its players.
Minecraft has always had that. That’s one of the reasons why Minecraft has had such staying power. You’re seeing other gaming companies recognizing this and trying to build in that direction. I can see that being the direction of where gaming content moves from here. It’s less about sitting down on the couch and playing through this narrative story time together, and more sitting down on the couch and creating a world together using the tools of Fortnite or Minecraft.
Do you feel like the term “YouTuber” now comes with more authority and more respect than it did in 2011? From your perspective, as someone who is an entrepreneur as well as a creator, how have those conversations changed with industry people that you meet when you say, “I’m on YouTube, I’m a YouTuber?”
I think, for a long time, there was this kind of an attempt to educate traditional media about that exact issue. That being a YouTuber wasn’t a dirty word, right? There is a specific connotation attached to that, like a certain tier of creator — an upper tier of creator who is delivering this interesting content. But I think a lot of times, myself included, we got frustrated that a lot of times those conversations tended to fall on deaf ears. The learning process was slower than we hoped.
Nowadays, in 2021, it’s one of those things where there’s a division of people who get it and people who don’t. Rather than trying to prove credibility to the people who don’t, the industry is just moving forward. You either get it or you don’t. This is where there is still a division in the ecosystem, people who still don’t respect it or who still kind of look down on the title of YouTuber. But the need to kind of prove that legitimacy has kind of faded away. There’s enough critical movement in the ecosystem, in the traditional space, in the brand space, that it’s like I will find the people who understand me and respect me and move forward with them. If you don’t hop on the train, well, you’re just gonna get left behind.
I often think about not just how much has changed since 2011, but things that I miss from that era. There was a moment of true experimentation for an online video platform. I miss that. There are other things that I don’t miss. It was chaotic, and not always in a good way. Is there anything that you miss about that specific era? And is there anything from that specific era of YouTube that has kind of gone away that you’re happy about?
In the early days of digital video, and in the early days of Game Theory, it was the Wild West. You were able to kind of produce videos on any game, any topic, and there wasn’t a pressure for that upload to perform or there wasn’t an expectation of earning money off of it. You did get a lot of really interesting, really off-the-wall experimental videos that were true expressions of a person’s creativity and you saw stuff unlike anything you would see elsewhere online.
The window of what is acceptable to put on YouTube has really narrowed. You have regulations on one side dictating what isn’t kids’ content, you have rampant demonetization dictating what can or can’t be said or shown in a particular video. There is a certain level of polish that modern YouTube kind of expects of videos for them to kind of get a decent amount of traction on the platform. You lose a lot of the rawness — the bad cameras, the wonky editing, the YouTube slideshows of yesteryear — because the platform does have a standard of quality now that it’s looking to show to audiences around the world. And I understand why.
But something does get lost for small creators who are still using this as a platform to kind of find their voice, find their audience. I definitely miss that. I miss that idea of community, that idea of anything goes, that idea of chaos. It’s a double-edged sword. As we talked about before, what it means to be a YouTuber is less stigmatized, there is a group of people who understand it. So the ability to build a business on YouTube on one hand is kind of a bummer because it’s no longer one person in the Wild West.
Now at the very least, I have stability. We’re going on 10 years, and I think for the first five of them, we operated under the motto that this bubble could burst at that moment. The algorithm could shift, advertisers could leave, YouTube could get shut down. Now, YouTube, the ecosystem, how it’s perceived in the world has evolved in such a way that this is a more stable place to build a business. Advertisers come and go, and you will have your occasional adpocalypse, but the system has matured in such a way that paranoia of always having to look over your shoulder has started to ebb away a little bit, and you’re able to focus on running your own race and making the stuff that you are able to produce as best as possible.
What is something that you’ve seen go around, assumptions that people make, that people actually get wrong?
There’s a stigma that comes with anyone who’s kind of built out their team and has been public about it. The idea of, “Oh, this isn’t your channel anymore because you have an editor and a researcher, or you have someone who helps you upload the videos.”
What’s exciting to me is that it allows us to do what we love to do at a larger scale and actually stay relevant in 2021 with the kind of faster pace that YouTube expects at this point. Not only that, but also employ like-minded individuals who also are creative and have something that they want to say, or who are theorists like me, who have their own properties that they want to talk about. What a lot of people see is, “Oh, you became corporate” or we became a business. Yeah, we became a business, but that doesn’t lose the core of the creativity that brought us here in the first place. In fact, it’s enabled us to empower other creatives like ourselves to find employment doing the stuff that they love.
Finally, last question, and it might be a little tougher. What’s next for you? Is there a future beyond YouTube?
We just launched Food Theory, and that’s been a lot of fun. That’s been really creatively refreshing for us. You can theorize about things that don’t just exist in the pop culture lexicon, you can theorize about anything in your day-to-day life. We have some thoughts as to what else you can theorize about, and I wouldn’t be surprised to see that one fill in at some point.
Our main focus now is doing exactly what we talked about: being an influencer of influencers where we are trying to advocate to YouTube on behalf of creators’ rights and needs. We’re trying to find solutions for channels that are having trouble with monetization, having trouble with COPPA or things like that to try and help them be able to find the stability that we’ve been able to find. Finding business solutions and creator solutions that work for this kind of next generation of creators. We’ve been really working behind the scenes to make those tools available to creators so that way they can grow their own businesses faster and not have to make mistakes that we made along the way.
The last thing is our charitable work. At the end of last year, we had the amazing ability to raise $3 million for St. Jude along with the help of 50 of our favorite creators across various platforms. We see the importance of using the platform that we’ve been given, that we’re lucky enough to have built over the years, for good. If we can kind of pay it forward and pass along that goodwill and serve as an ambassador for worthwhile causes in order to inspire the next generation of creators to make good use of the fortunate position they’ve been given, that’s great as well.
Portable music player specialist Astell & Kern has launched a USB-C DAC cable to enhance the sound quality of an Android phone, Windows 10 PC, tablet PC or MacOS computer.
As we bask in an age of high-quality streaming and increasingly high-performing headphones, the weak link in on-the-go listening is invariably the standard audio output of such devices. Portable DACs such as the AudioQuest DragonFly Cobalt, Audiolab M-DAC nano and Zorloo Ztella have come in to help right that wrong, and now Astell & Kern is stepping in with a solution of its own for the increasing number of USB-C-ported devices on the market.
Essentially, the AK USB-C Dual DAC Cable is designed to be the link between USB-C devices and headphones, and improve the audio quality in the process. (Astell & Kern says the cable doesn’t support iPhones and iPads due to the dual DAC incompatibility and power restrictions of iOS devices.)
The DAC is founded on two Cirrus Logic CS43198 MasterHIFi digital-to-analogue chips, which support high-resolution audio playback up to native PCM 32-bit/384kHz DSD256. Astell & Kern is behind a number of excellent, What Hi-Fi? Award-winning portable music players, so it’s not surprising to learn it has carried its expertise in circuit and amplifier design, and DAC implementation, into this DAC cable. To that end, the circuit features the bespoke capacitors found in its players and has been optimised to prevent power fluctuations. The analogue amplifier is designed to drive a variety of headphones, including power-hungry and high-impedance models (with a 2Vrms output level).
That impressive-looking twisted cable – made up of Technora aramid fibre at its core, wrapped by silver-plated copper and a further copper layer, then finished with separate shielding treatment – promises to not only physically withstand the daily grind but also, importantly, block external noise and thus reduce signal interference.
The AK USB-C Dual DAC Cable’s polished metal zinc alloy casing has an angled surface that resonates with the aesthetic of the company’s portable music players. The fact it’s the size of a packet of gum and weighs just 25g means it can discreetly slip into your desktop set-up or pocket without adding much bulk.
The Astell & Kern AK USB-C Dual DAC Cable is priced £109 ($149) and will be available from April in the UK and May in the US.
MORE:
Best DACs 2021: USB, portable and desktop DACs
Read our Astell & Kern reviews
The Astell & Kern A&norma SR25 is our favourite portable music player
Apple is developing an inwardly folding smartphone with a clamshell design. Read all about the expected iPhone Flip and its possible design here.
Since Samsung released the Galaxy Fold foldable smartphone in 2019, many are wondering when Apple will introduce its first folding phone. But we still have to be patient. Various sources have indicated that the first foldable iPhone will arrive at the earliest in 2022. Nevertheless, it seems that more and more details about this device are becoming known.
The form factor appears to have been determined by now. It will be a flip phone, or a clamshell device, comparable to the Samsung Galaxy Z Flip and the Motorola Razr. Based on all the rumors, graphic designer Technizo Concept has made a series of 3D renders of the expected iPhone Flip in collaboration with LetsGoDigital.
It is not the first time that LetsGoDigital shows 3D renders of an iPhone with a clamshell design. In 2019, we showed a foldable iPhone, based on a patent awarded by the American manufacturer. In the meantime, information about Apple’s plans has emerged from various sources in the supply chain.
The first foldable iPhone will probably use a flexible display panel from Samsung. It seems to be an OLED screen, although mini LED could be a possibility too. For the product renders, we have assumed that Apple will maintain the notch, but reduce it, just as with the iPhone 12s / iPhone 13 models expected later this year.
For the design of the camera system we have chosen for a similar triple camera set-up as that of the iPhone 12 Pro (Max). By the time the Flip comes out, this is of course no longer the newest or most advanced camera system from Apple. Nevertheless, the focus of the iPhone Flip will not be so much on the camera system – after all, this was not the case with the RAZR and Z Flip either.
It is in line with expectations that Apple will also integrate a cover display. No information is yet known about the size of this screen. To design the renders, we opted for a relatively small display, with the same dimensions as the camera system. In terms of size, this screen is slightly larger than that of the Samsung Z Flip and slightly smaller than that of the Motorola RAZR.
The user will be automatically informed of incoming calls and notifications via the cover display. By placing the camera and the screen on one side of the folding line, it is in theory also possible to take selfies with this camera system.
Apart from the renders, Technizo Concept also made the following video in which the Apple iPhone Flip is shown from all sides in four sparkling colors: red, white, gray and gold.
When is the iPhone Flip expected?
Some time ago, the Taiwanese news medium Economic Daily News reported that Apple had several tests with the iPhone Flip successfully carried out by the Taiwanese chip manufacturer Foxconn. As part of the test, the device was opened and closed 100,000 times.
100,000x may sound like a lot, but the Samsung Z Flip’s Ultra Thin Glass has been tested to last at least 200,000x. Nevertheless, Apple seems to pay a lot of attention to the durability of the device. As a display supplier, Samsung has also been involved in the test process.
In addition, Apple wants to apply special glass technology for the foldable iPhone, which should ensure that the screen remains intact even after frequent folding. Previously, stories had been circulating that Apple wants to use special ceramic protective glass, which cannot be broken so easily. It should also reduce the crease. Ceramic Shield technology was first applied for the iPhone 12 series.
For the display test, two prototypes were used, in addition to a clamshell model, Apple also has a dual screen variant in development, comparable to the Microsoft Surface Duo. This device does not have a flexible display, but two displays with a bezel in between.
Due to this news, many assumed that an iPhone 13 Flip might be introduced in 2021. However, it did not take long before the Taiwanese website Digitimes reported that the foldable iPhone is not expected until 2022.
That may even be too early, as tech analyst Jon Prosser reported on YouTube last month that the foldable iPhone will not arrive before 2023. Furthermore, Prosser confirms that the iPhone will have an inward folding screen with a flip design. In other words, a clamshell design, comparable to the Samsung Galaxy Z Flip and the Motorola Razr.
In addition, it is mentioned in the video that the clamshell iPhone will be released in various cheerful colors. This is striking news, as it also says something about the target group of this device. Usually, Apple chooses to provide its basic models with cheerful, bright colors. While the advanced Pro models are available in predominantly dark, business tones.
Perhaps Apple will eventually also release a foldable model that unfolds into a tablet format, as a counterpart to the Samsung Galaxy Z Fold 2 and Huawei Mate X2. Thus, the iPhone Flip will then become the cheaper version. However, this seems to be a distant future, first the focus will be on the clamshell model.
Expected clamshell smartphones in 2021
According to Prosser, the foldable iPhone will have a suggested retail price of approx. $ 1,500 USD – comparable to the price of the Samsung Z Flip and Motorola Razr. However, it still seems very early to determine a price now, after all, it is expected that it will take at least another 1.5 years before this device is officially introduced. In the meantime, a number of folding phone models will undoubtedly be introduced. In that respect, everything can change in terms of price.
One of the models that is expected this year is the Samsung Galaxy Z Flip 3. This folding phone is said to have a larger cover display than its predecessor. Samsung also intends to replace the dual camera with a triple camera.
Later this year, Xiaomi appears to be entering the foldable smartphone market as a newcomer, with no fewer than three different models. One of them will be a flip phone, a compact phone to carry with you. However, details about this device are still scarce.
Another Chinese smartphone manufacturer that wants to release a clamshell model this year is Oppo. Oppo’s foldable phone reportedly features a 1.5” to 2” cover display and a 7.7-inch flexible display. All in all, there are still plenty of new developments to be expected in the field of foldable phone models.
Note to editors :The product images shown in this publication are created by Technizo Concept in collaboration with LetsGoDigital. The presented 3D renders are for illustrative purposes only. This product is not for sale. The images are copyright protected. Feel free to use these renders on your own website, please be so respectful to include a source link into your publication.
A third phone in the upcoming OnePlus 9 series has been confirmed by the company’s CEO, in an interview with News18 (via Android Police). The announcement, which is coming just five days before the OnePlus 9 and 9 Pro are set to be fully revealed, confirms rumors that OnePlus would also be announcing a less expensive phone in addition to its new flagships. So far, though, the phone is only confirmed to be coming to India.
In the interview, OnePlus CEO Pete Lau says that the company wants “to go even further” than it did with the OnePlus Nord, in regards to the included tech and design. Depending on how closely you follow OnePlus, you may remember the Nord as a mid-range phone that was available in Europe and India, or as a budget phone released in the US. Which part of the price-to-performance spectrum OnePlus is targeting isn’t clear yet, though some of Lau’s comments indicate that it may be closer to the mid-range end.
He says the phone will feature 5G, and talks a lot about gaming in relation to the 9R, saying that the company wants the phone to provide “fast and smooth experiences” for “heavy gameplay.” The “smooth experiences” and “smooth scrolling” references suggest that, like with its recent budget phones, OnePlus will probably include a 90Hz or faster display. As for the gaming focus, that may be more of a marketing focus than a hardware one.
The 9R is rumored to have a Snapdragon 865, a processor from last year — where usually we expect gaming phones to be specced out with the latest and greatest chips. For example, the ROG Phone 5 has the Snapdragon 888, up to 18GB of RAM, and a 144Hz screen. None of that is exactly cost-friendly, so perhaps OnePlus’s claims that it’ll be for heavy gamers should be taken with a grain of salt.
The rest of the interview is light on concrete details, with Lau not talking about pricing or availability outside of India, but it does give an idea of what OnePlus is thinking about for the 9R. With the event just around the corner, it may not long before we find out for sure. If you’re curious about the higher-end 9 and 9 Pro, you can read our pre-announcement information roundup.
If you’ve got an Alexa device in your home, like an Echo smart speaker, anyone in your home can use it. But there are certain disadvantages to having it associated with only one account. Mainly, it means that everyone is pretty much sharing the same account.
You can create what Amazon calls a “household.” That means that there can be two adult accounts on the device. On an Echo, that means it can display photos and allow notifications (for example, for a to-do list) from both accounts. Creating a household also permits one member of the household to make a purchase using the other’s account, which can be useful if one person has a Prime account. (You can add a code if you’d rather not allow the other household member to make purchases.) And outside of an Alexa device, having a household lets you share digital content such as ebooks and games.
There are a few limitations.
First, you can only add one other adult (or teenager) to a household account. You can add up to four teens age 13–17 (who can shop on their own with parents approving the purchases). You can also add four children age 12 and under via the Amazon Kids Plus plan, which costs $4.99 a month (or $2.99 a month for Prime members) for a single child and $9.99 a month (or $6.99 a month for Prime members) for up to four children. Also, don’t confuse this with Amazon Household, the service attached to a general Amazon account, which allows two adults, up to four teens, and up to four child profiles to share an account.
Here’s how to add someone to your household:
Go to the Amazon Household page on the Amazon website. (You can no longer add a household member using the Amazon app.)
Select “Add Adult” (or “Add a Teen” or “Add a Child”)
Add the name and email of the adult you want to share the account with. They will be invited to join your Amazon Household. (A teen will also get an invite; you will need to create a child’s profile yourself.)
Once that’s done, to go from one account to another, you just have to say, “Alexa, switch accounts.” (If you’ve lost track of whose account you’re using, you can say, “Alexa, identify account.”)
Remove a second account
What if you no longer want the other adult on your account? (Breakups do happen.) You can easily remove them from your household:
Go to the same “Manage your Household” page on the Amazon site. On the left, you’ll see icons representing you and the other member of your household.
You can either select “Leave” to leave the household yourself or “Remove” to remove somebody from your household. Be aware that any adult leaving or removed from a household won’t be able to join another for 180 days (in other words, six months).
That 180-day restriction could be a problem if, for example, you’re simply trying to transfer a household member to a different account or if you’ve accidentally removed somebody. In either case, it’s a good idea to contact Amazon customer support via chat or phone. According to a customer service rep I chatted with, Amazon can remove a household member without imposing the 180-day ban if requested. And if you’ve already removed one, it can reset the account so that you can add another before the six-month period is up.
Update March 18th, 2021, 2:15PM ET: This article was originally published on November 19th, 2019, and has been updated to accommodate changes in Amazon’s Household plan.
(Pocket-lint) – Sony Mobile refreshed its phone line up in 2020 with the Xperia 1 II and the Xperia 10 II. The latter succeeded the Xperia 10 and Xperia 10 Plus that arrived in 2019, offering just one device in the mid range Xperia portfolio rather than two.
The design was refined and specifications were improved for the 2020 model, but what else differs between the Xperia 10 II, the Xperia 10 and the Xperia 10 Plus.
Here are their specifications compared to help you decide which mid-range Xperia might be the right one for you. Keep in mind that the third generation Xperia 10 III is expected to appear at some point this year too, so you might want to wait.
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Design
Xperia 10 II: 157 x 69 x 8.2mm, 151g, IP65/68
Xperia 10: 156 x 68 x 8.4mm, 162g
Xperia 10 Plus: 167 x 73 x 8.3mm, 180g
The Sony Xperia 10 II, the Xperia 10 and the Xperia 10 Plus all share similar design traits, but the Xperia 10 II is more premium, offering a glass rear over the metal backs seen on the Xperia 10 and Xperia 10 Plus.
The camera housing on the rear of the Xperia 10 II has also been repositioned to the top left, just like the Xperia 1 II, moving away from the horizontal housing found on the the Xperia 10 and Xperia 10 Plus.
All three devices have rounded edges and a tall, slender look though and they all feature a 21:9 aspect ratio display. The Xperia 10 II is IP65/68 water and dust resistant however, like the flagship Xperia 1 II, while the Xperia 10 and Xperia 10 Plus offer no water resistance.
Display
Xperia 10 II: 6-inch, OLED, Full HD+, 21:9
Xperia 10: 6-inch, LCD, Full HD+, 21:9
Xperia 10 Plus: 6.5-inch, LCD, Full HD+, 21:9
The Sony Xperia 10 II comes with a 6-inch display, matching the size of the Xperia 10. The Xperia 10 Plus has a slightly larger display at 6.5-inches, though all three models have the same Full HD+ resolution.
The Xperia 10 II differs in terms of panel technology too though. Like the Xperia 1 II, the Xperia 10 II has an OLED display for vibrant colours and deep blacks. The Xperia 10 and Xperia 10 Plus both have LCD displays.
All three devices have a 21:9 aspect ratio display, as mentioned above.
As you would expect from a succeeding device, the Xperia 10 II improves on the internals of the Xperia 10 and Xperia 10 Plus. The 2020 device runs on the Qualcomm Snapdragon 665 processor, supported by 4GB of RAM as standard.
The Xperia 10 and Xperia 10 Plus both run on the Qualcomm Snapdragon 630 processor with 3GB of RAM as standard for the smaller model and 4GB of RAM as standard for the Plus model. Both come with 64GB of internal storage, while the Xperia 10 II comes with 128GB.
All three models support microSD for storage expansion but the Xperia 10 II will take cards up to 1TB, while the Xperia 10 and Xperia 10 Plus will only support cards up to 512GB.
In terms of battery capacities, the Xperia 10 II wins here too. It offers a 3600mAh battery, while the Xperia 10 has a 2870mAh battery and the Xperia 10 Plus has a 3000mAh battery. All models offer Sony technologies like Stamina Mode however.
Camera
Xperia 10 II: Triple rear, 8MP front
Xperia 10: Dual rear, 8MP front
Xperia 10 Plus: Dual rear, 8MP front
The camera department is another area the Xperia 10 II improves over its predecessors, at least on paper. There’s a triple lens rear camera on the Xperia 10 II consisting of an 8-megapixel ultra wide-angle sensor, a 12-megapixel wide angle and an 8-megapixel telephoto sensor. There’s also a night mode.
The Xperia 10 meanwhile, has a dual camera consisting of a 12-megapixel sensor and an 8-megapixel sensor, while the Xperia 10 Plus has a 13-megapixel sensor and an 8-megapixel sensor on the back.
All three devices have an 8-megapixel front camera.
Price
The Sony Xperia 10 II costs £319 in the UK.
When they launched in 2019, the Xperia 10 started at £299, while the Xperia 10 Plus started at £349, but you’ll likely find them cheaper now.
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Conclusion
Sony simplified its mid-range Xperia in 2020, by only offering one device rather than the two offered in 2019 and that’s a good thing. The Xperia 10 II offers a more advanced processor, larger battery, better camera capabilities (on paper at least) and a nicer design than the devices it succeeds.
As we mentioned at the beginning, the Xperia 10 III is expected to appear at some point in the next few months, so you might want to hold off to see what that device brings. Otherwise, unless you can find the Xperia 10 or 10 Plus significantly cheaper, the Xperia 10 II is the better choice.
Motorola is expanding its Edge Plus flagship phone with a new, desktop computer interface called Ready For. Similar to Samsung’s DeX, Ready For allows users to plug their smartphone into a larger screen (using either a USB-C to USB-C or USB-C to HDMI cable), allowing the Edge Plus (and presumably, future Motorola phones) to be used as a computer or even a set-top box alternative.
The company actually envisions four different use cases for Ready For. On the most basic level, users can convert the Edge Plus into a mobile desktop computer setup, complete with a Bluetooth mouse or keyboard — similar to DeX.
But Motorola also has more interesting ideas for how to use the Edge Plus. One more, for instance, turns the Edge Plus into a videoconference station, using the superior cameras on the smartphone (either the 108-megapixel main lens or the 16-megapixel ultrawide lens) for a better video chat experience.
There are also entertainment options. Players can pair a controller and use the Edge Plus as a makeshift console, either for native mobile games like Fortnite or with game-streaming services like xCloud. Users can also hook up their phone as an easily portable set-top box — Motorola envisions plugging the Edge Plus into a hotel room TV, for instance, giving you access to all your already logged-in streaming apps when you’re traveling without having to worry about your room’s Wi-Fi setup.
Ready For (or DeX) isn’t the first attempt to turn a smartphone into a computer. Mobile phone history is littered with past attempts, like the aborted Palm Foleo or Motorola’s own Atrix 4G’s LapDock accessory. And while Motorola’s use cases here are a little ambitious (and, perhaps, a little optimistic about the number of users who routinely keep HDMI to USB-C cables around), there are certainly more creative ideas for converting a phone to a larger screen beyond a half-baked desktop computer experience.
Motorola’s Ready For experience is set to roll out to Edge Plus users on Verizon starting today.
Samsung Galaxy S21 out of your budget? The newly launched Samsung Galaxy A52 5G promises flagship features – including a 120Hz display – at a very reasonable price.
Launched today at the Korean company’s latest Unpacked event, the A52 5G aims to “make innovation available to all” with a 6.5-inch Super AMOLED FHD+ display, quad rear camera set-up (64MP, 12MP, 5MP and 5MP) and 128GB of storage.
The main draw? As far as we’re concerned, that’s the 120Hz display, which should deliver smoother scrolling and video playback. For the initiated, the technology is typically reserved for top-tier devices such as Samsung’s S21 series and Google’s Pixel 5.
Of course, Samsung has made the odd compromise to make champagne on a beer budget. While the Galaxy A52 has a larger screen than the standard S21 (6.5in vs 6.3in), it misses out on support for HDR10+ and wireless charging. It’s also rated IP67 for water and dust resistance, rather than IP68.
Not that the A52 5G seems to be lacking in features for the money. You get an in-screen fingerprint reader, 3.5mm headphone jack and sizeable 4500mAh battery (Samsung claims it holds enough juice for two days’ use).
Now, the all-important pricing. The Samsung Galaxy A52 5G costs just £399 (around $550, AU$725) – pretty cheap when you consider that the Galaxy S21 starts at £769 ($799, AU$1249).
Better still, UK customers who order the Samsung Galaxy A52 5G on a Vodafone contract before the 27th April can claim a free pair of Samsung Galaxy Buds+ worth around £139.
Today’s Unpacked event also saw the launch of a non-5G version of the Galaxy A52 handset, as well as the A72, which gets you a 6.6-inch, 90Hz Super AMOLED display for £419 (around $580, AU$760).
We’ve not reviewed the A52 but, on paper, it could be a decent option for those seeking an affordable 5G phone. Heres’ a list of the best smartphones you can buy, if you fancy doing a bit of virtual window-shopping.
MORE:
Read the full Samsung Galaxy S21 review
These are the best Android phones going
And these are the best smartphones for music and movies
(Pocket-lint) – If your TV audio isn’t up to snuff then there are a bevy of options on the market to help step things up a notch. Among these is Polk Audio’s React soundbar, which is available for less cash than many a rival.
But just because you’re paying less doesn’t mean you’ll get less in terms of raw sound capability. Especially if, as we have for this review, you opt for the bundled React soundbar and React Sub package.
That said, the Polk React doesn’t offer any fancy object-based sound decoding, it doesn’t even play pretend – as there’s no Dolby Atmos surround output here from the bar itself – instead sticking to Dolby Digital and DTS surround formats.
You can later invest in Polk’s RS2 surround speakers, which are simply paired at the touch of a button, to create a fully fledged 5.1 system (if you have the Sub) in smaller steps rather than forking our a massive chunk of change up front. That, we think, is a big part of this soundbar’s wider appeal.
Design & Setup
Ports: 1x HDMI (ARC) output; 1x optical input
Controls: Included remote / four-button top-of-‘bar panel
Connectivity: Wi-Fi, Bluetooth, Alexa voice control integrated
Dimensions (soundbar): 56mm (H) x 864mm (W) x 121mm (D)
Dimensions (sub): 348mm (H) x 218mm (W) x 419mm (D); 7.5kg
Having recently reviewed the JBL Bar 5.0 MultiBeam – which is an all-in-one box solution that can’t ever be connected to separates – it was interesting to dig into the Polk React for its points of difference. The Polk is a longer soundbar – at 864mm it’s 160mm longer by comparison – so even sat against a 55-inch telly, as pictured, it’s fairly good at covering the majority of the screen width, which is handy for a wide soundscape to help match the action on screen.
The Polk is simpler than the JBL in terms of core specification, though, as there’s no HDMI input, just the one HDMI input – the latter of which is ARC (audio return channel) capable. For us this meant a slight rejig of our TV’s four HDMI ports, as we couldn’t passthrough using the soundbar itself, ensuring the HDMI ARC cable provided was running from TV to React ‘bar.
Thing is, our ARC port is one of the two 4K resolution capable HDMI ports on the TV (every maker does this at present), so our BT TV box for telly had to be relegated to HDMI 4 (running Full HD maximum – which, in fairness, is how majority content from there is streamed) to save HDMI 1 for our PlayStation 5 (our source of Blu-ray and 4K streaming apps such as Netflix). ARC does its job though: once the TV is switched on the audio handshakes between device and soundbar.
Well, it didn’t at very first. For a brief period of time we were in a no man’s land of having both TV audio and soundbar audio outputting simultaneously. That’s because the setup is, to our mind, a little finicky. The soundbar needed an update out of the box, that much it told us (by voice alert), but having advised us to install the Polk Connect app – which we did on our Google Android phone – it then didn’t like it, forcing a handover to Amazon Alexa instead. But the Alexa app initially failed to get things talking successfully.
Success did come after a few attempts, after which there’s been no issues, but it very much points to this Polk’s intentions: it’s an Alexa voice control soundbar through and through. There’s even an Alexa button pride of place on the included remote control. There’s not even a proper off button – as your main TV remote will take over for that duty anyway – and there’s always a glowing light of some colour to the front of the ‘bar, which we think is a design downside when watching movies in darkened rooms.
Oh, and Alexa shouts crazilyloud for some reason too – almost to the point of distorting – and there’s no simple way that we can find to turn this down, which is irksome.
The included remote isn’t the prettiest, but it’s well appointed, able to switch between TV and Bluetooth audio sources. There are adjustments for bass up/down on the left, volume up/down in the middle, voice up/down on the right, four quick-select movie presets below this, and surround sound volume/balance adjustment to the bottom of the controller.
That surround sound adjustment won’t do anything unless you’ve bought into the Polk’s expandable options though. As the React soundbar itself is a straight forward left, centre, right speaker arrangement. But if you buy the RS2 surround speakers – not on test here – then you can easily sync them at the touch of a button on the back of the soundbar and boost things to a 5-channel system.
Go with the subwoofer – paired in the same way, using the same button to quickly sync without extra wires – and that brings 5.1 channel potential into your living room. The sub is pretty beefy in terms of scale – and deeper than it is either wide or tall – but the addition of true bass at the lower end of the spectrum is transformative to the sound profile. We think it’s an essential addition to make the React ‘bar deliver its potential.
Best speakers for PC gamers 2021: All the sound and RGB lighting you could ever need
Which brings us to the whole reason to buy a soundbar: to enhance audio quality, notching up TV audio to new heights. And the Polk React does a generally decent job, although given its positioning to the base of a screen (inevitable, of course) and lack of object-based sound control it lacks any distinct verticality – so on larger screens voice parts might not give the impression they’re coming from the person speaking with the greatest of precision.
Otherwise there’s a lot of tweaking that can be done with ease, so it’s great to have all that control directly to hand. The presets are particularly useful, selecting Movie to enhance that extra bass – there’s always a good down-pitched “wommm” in an action flick – or Night to quieten such frequencies and allow your family/neighbours/whoever to get some shut-eye when you’re having a late night session.
The independent controls for bass and voice are handy too, the latter really adjusting the mid-to-high-end of the frequency range to give more curvature to vocal output. So if you’re finding the bass balance is a bit too high, then this can help voices to cut through the mix with greater clarity. We like that it’s a simple system, too, not over-complex in how many ways it can all be adjusted.
However, bass-wise we’ve heard soundbars with chunkier capability. Which is why, once paired with the React Sub, you’ll really hear and feel the difference. With the React subwoofer linked up the sound has a much more rooted appeal, delivered with gusto. It’s got great musicality too, to the point we’ve ceased using our Marshall standalone speaker in the living room and instead just tuck into the Polk React and Sub on Music mode for the best possible listen.
Through the Alexa app it’s simple enough to get the soundbar to register as part of your home network. With Google Home open it’s easily identified (although not directly controllable here, as Alexa rules the way), so Spotify plays nice – and you can ask Alexa by voice to load your favourites.
We suspect that adding a pair of RS2 speakers would add to the expanse of the overall sound as, like we said up top, the Polk React doesn’t support object-based audio, so you’re not going to get any Dolby Atmos pseudo height and all-around sense from this soundbar. But, really, given how such systems can sometimes fly off the handle in weird (and not always wonderful) ways, we think Polk delivers here exactly what people will want – enhanced sound on a smaller budget.
That will raise the question, however, as to whether you want something smaller and more technologically complete, such as the JBL Bar 5 MultiBeam that we mentioned at the beginning of this review. It can’t match the smacking bass of the subwoofer by any means, but if you don’t have the space then it might be a better fit to your needs – and the Atmos found there is impressive given the right source material.
Verdict
While the Polk React doesn’t have object-based sound decoding bells and whistles – that’s to say there’s no vertical channels for pseudo surround – as a standalone large ‘bar with decent output and control, for a very fair price, it’s got a lot going for it. Especially if you’re keen on Alexa integration for voice control.
But things really step up a notch when you add a React Sub as part of the package. That’s when the sound becomes extra full, deep and rich – to the point that it’s taken preference as our living room music speaker when the telly is out of use. Now if that’s not high praise, then what is? Keep your expectations in check in terms of technological prowess and Polk delivers strong at this end of the market.
Also consider
JBL Bar 5.0 MultiBeam
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It’s a different prospect, as it’s a single box solution – so you’ll never be able to add extras or a sub – but that might better suit your space restrictions. However, it permits passthrough (thanks to HDMI in and out ports with eARC) and offers Dolby Atmos decoding, which with the right source delivers a more complete sound. That said, the Polk’s React Sub, if you want to fork out the extra cash, takes impactful sound to the next step where the JBL simply cannot reach.
Read our review
Yamaha SR-C20A
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Looking for something smaller? If what you need is a bit of everything from your soundbar – ignoring that, at this price point, you can’t expect surround sound – you can’t go far wrong with this little Yamaha. It’s a one-box solution (so, like the JBL above, there there’s no subwoofer here) and can turn its hand to pretty much anything, without ever making itself the centre of attention. A different prospect, but a nice neat little package.
I never play Animal Crossing: New Horizons on mute. I love hearing the grass crunching under my character’s shoes, the cutesy language that all of the villagers speak, and, of course, the sound effects tied to all of the emotes, like the signature piano noise that plays right before you’re about to get messed up by a bunch of angry bees.
But what makes the game really worth listening to closely is the music — specifically K.K. Slider’s tunes. He’s the king of cool, a crooning pup star among a bunch of normies that inhabit your island. And for the kind of dreadful year that 2020 was shaping up to be when New Horizons released, hearing K.K. Slider’s work was a beam of positivity that took me and my apartment over completely.
If you’ve played Animal Crossing games before, then you may already know several of the songs. But despite seeing him guest DJ every night at Club LOL in New Leaf for the 3DS — my first serious foray into the franchise — the music didn’t really resonate with me then. Maybe it was the small screen or the tiny speakers. But when I hear one of K.K. Slider’s tunes in New Horizons with my Switch docked, I want to get up and dance… or at least engage in some serious head-bobbing. And for much of last year, that deep catalog of tunes was all I was humming between sessions.
Most of New Horizons’ music is comprised of acoustic, playful pop and light jazz grooves, but K.K.’s music dives more deeply into capturing different moods and genres. “K.K. Ska,” for instance, is a pop tune that can apparently be repurposed for wholesome memes. It didn’t really hit me just how good this song was until I heard it attached to this very cheerful video on YouTube.
If that kind of music doesn’t strike your fancy, how about something like “K.K. Cruisin’,” “K.K. Groove,” or “K.K. Metal”? The catalog of tunes runs the gamut of new and older popular genres, plus a few oddities to show off Nintendo’s music-writing chops even more. The art team clearly had fun designing the album covers, too.
“K.K. Jazz” cops the signature styling of a Blue Note Records jazz album — label insignia, two-toned layout, and all. Given the way New Horizons took off after launch, it’s no surprise people started drawing their own K.K. Slider-inspired album art for real music.
Most of the songs in New Horizons aren’t new, but my enjoyment this time around had a lot to do with Nintendo’s methodical rollout (or withholding, depending on how you look at it) of K.K. Slider. Instead of having him immediately available to jam out, he’s struck it big as a musician and doesn’t have time for you and your island until you’ve proven it’s a happening place. It’s the end goal for the narrative of New Horizons, and it feels like a real achievement.
While you work toward that goal, you can buy different K.K. Slider songs through the Nook Stop PC located in the Resident Services building. It’s usually possible to get a new song every couple of days. And with enough time, you’ll have a sizable catalog of songs that can play from a stereo in your home or a boombox to set up outside for other villagers to listen (and sometimes hum along) to. The music even sounds different, depending on the kind of stereo you purchase. Some gadgets add crackles to make K.K.’s songs sound like they’re on vinyl, and buying the full DJ kit really adds a lot of bass.
Nintendo could have easily let the player stream K.K. Slider tunes through the Nook Phone. Instead, it turned the game’s main musical act into something you had to work toward and pay dearly to fully experience.
According to the Animal Crossing hub on Fandom, there are 95 original compositions in the game. It’s well worth asking K.K. Slider to play one of them during his weekly visits, as you’ll get both a live acoustic performance and a bootleg for later use in a stereo at your home within the game. If you don’t want to go through that, just load some songs on YouTube. And if you really want to fall down a rabbit hole, people have contributed an endless trove of DIY covers in K.K. Slider’s vocal styling on YouTube.
Now that we’re at the anniversary of the launch of Animal Crossing: New Horizons, there aren’t many stones (proverbial, or otherwise) that I’ve left unturned. But whenever I do boot up the game, I’m always pleased to hear the songs that helped make my experience of living through 2020 a bit more pleasant.
Samsung has warned that it might not be able to ship a Galaxy Note phone in 2021 after all, citing difficulties in launching two flagship phones in one year, in comments at its annual shareholders meeting reported on by Bloomberg.
“[The] Note series is positioned as a high-end model in our business portfolio,” said mobile chief DJ Koh. “It could be a burden to unveil two flagship models in a year so it might be difficult to release [a] Note model in 2H. The timing of [the] Note model launch can be changed but we seek to release a Note model next year.”
The comments came as Samsung sounded the alarm about a global semiconductor shortage, saying that its business will likely be affected next quarter. The potential delay or cancellation of a 2021 Galaxy Note is apparently separate, however; Koh says it’s more about streamlining the lineup, according to Bloomberg.
The release of a Galaxy Note this year was already far from a sure thing. Samsung had indicated plans to bring its key stylus feature to more phones in the Galaxy lineup, sparking speculation that the line may come to an end. A Yonhap report, however, said that Samsung was still preparing to release a new Note phone in 2021.
Samsung declined to comment to The Verge on the existence of this device at the time, reiterating its plans to “bring some of the most beloved features of the Galaxy Note to more device categories in 2021.”
Starting April 1st, users setting up a new iPhone in Russia will see a screen that allows them to automatically install apps that are officially sanctioned by the Russian government, in compliance with Russian law (via Engadget).
The law in question was passed back in 2019, and requires smartphones, tablets, laptops, desktops, and smart TVs sold in Russia to come pre-installed with specific apps made by Russian companies by April 1st, according to Russian news site Vedomosti. (The law was originally set to go into effect in July 2020, but was pushed back to April 2021). Vedomosti also says that apps won’t be installed if users don’t want them. Apple confirmed to The Verge that it will comply with the law by giving the users the option to install the apps when activating the phone.
Which apps are specifically going to be offered to users remains unclear, though Vedomosti cites a government services app, and apps from Russian companies including Yandex, Mail.ru, and Kaspersky Lab. The government seems to be aware that it might be problematic to favor specific apps, and is planning to expand its list over time: “The Ministry is not at all interested in seeing popular apps included in the mandatory pre-installation list take dominant positions. If alternatives emerge on the market, prove interesting to users and gain popularity quickly, they will be included in this selection and also offered for pre-installation,” a Russian official told Vedomosti.
Apple has historically kept tight control over the iPhone’s setup process, and that appears to now be changing, if only in one market. While Apple has previously made changes to stay on the side of local laws — it’s changed maps, blocked pride watch faces in Russia, and now stores iCloud data on state-run servers in China — this may be one of the more dramatic changes, as it affects a screen that every user will see when they set up their iPhone.
Apple has slowly been allowing users to change how iOS works out of the box, with the ability to change some default apps in iOS 14, but now it’s given a small amount of control over the setup process to the Russian government, too. As the company faces legal challenges from the EU and US over antitrust, and over giving its competitors a level playing field, we may see Apple having to give over some more control to governments if it wants to sell its phones to their citizens — though it probably won’t be compelled to ask users if they want to install Spotify at setup. Probably.
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Like many people, I have spent much of the pandemic rekindling my love of bike riding. When I’m out, I usually want to be able to listen to something as I’m riding so I don’t get too bored. The problem, of course, is that blocking noise from the outside world is a very bad idea when you’re on a bike. It’s incredibly dangerous when you’re riding in a city — especially a city with little to no bike infrastructure to protect you from cars.
So I have gone on a short quest to solve this problem with open-ear headphones. Open-ear headphones do exactly what you expect: let you listen to music or podcasts while keeping your ears open for traffic or whatever else is around you.
It turns out that when you’re testing open-ear headphones for riding a bike, your feature priorities are nearly inverted. Sound quality is nice but suddenly way less important than getting a secure fit on (or near) your ear. Noise cancellation is right out — it’s literally the opposite of what we’re going for here. Volume also ends up mattering a lot.
Of the five or six different options I’ve tried, those different priorities drove my decision-making. My top pick doesn’t have great sound, but it’s the least hassle to use while pedaling around.
The best open-ear headphones on a bike: AfterShokz Aeropex
The best headphones to use when you’re biking are the $159.95 AfterShokz Aeropex bone conduction headphones. They work by pressing two fully enclosed “speakers” up against your head right in front of your ears. The audio then travels (conduces) through your literal skull into your eardrums, leaving your actual ears completely open to the world.
There are many reasons not to love bone conduction headphones. While generally comfortable, it does eventually get tiring to have vibrating pods pressed into your head. It’s the sort of feeling you’re not really conscious of until you are, if that makes sense. They have a big band that swoops behind your neck, too, which can get caught on a collar.
I also don’t like that they use a proprietary charger, which I am guaranteed to lose.
Then there’s sound quality, which I’d place somewhere just above the original pack-in Apple wired earbuds and below every decent pair of Bluetooth headphones. The Aeropex headphones sound okay, but mainly that’s relative to other open headphone options.
But again: those priorities are inverted. The Aeropex do look a little silly, but they never interfere with my helmet strap or my glasses (sometimes they’ll get caught up in a mask strap, though). It turns out that the most complicated part of open-ear headphones is the method they use for physically placing the sound next to your ear — and the Aeropex do a great job of it.
You can get loud-ish stereo sound out of them, letting you make sense of podcasts in moderate traffic. Bone conduction isn’t magic, though: when your environment gets truly loud, they’ll be drowned out just like anything else.
If you want to save a little money, AfterShokz makes a few less expensive models (which I haven’t tested). They come in multiple sizes as well, so you may need to try and return one to get a proper fit.
Use the buds you already have in just one ear: Samsung Galaxy Buds Plus
If you aren’t biking a ton or just don’t feel the need to spend the extra money, there’s a decent chance the wireless earbuds you already own could be a good option for you.
Correction: earbud. It’s really not that safe to wear both earbuds while biking in the city, especially when they either seal up your ear or have some sort of noise cancellation. I personally wouldn’t even recommend using two headphones with a passthrough mode — those features have gone wonky on me too many times.
Your state may even have a law against using two headphones (or headphones at all) while on your bike.
In any case, the move is to just put one earbud into the ear that faces away from where traffic will be — in the US, that’d be your right ear. It leaves your left ear open to hear (and react to) the world around you.
There are lots of pros to this method. You don’t have to spend more money. You can just keep using the buds you already have. And if it’s an ear-sealing style of bud, it should mean that you don’t need to turn the volume up super loud to be able to hear it.
The cons should be obvious: when it comes to sound quality, you’re getting half of stereo (or, if your phone is smart enough to realize it’s connected to only one bud, proper mono). That’s good enough for podcasts, but might be frustrating for music. There’s also the fact that you’re using one earbud much more than the other, which could mean it has a shorter overall life span.
If you’re wondering which earbud is best for this method, my advice is to go for the Galaxy Buds Plus. They secure into your ear with a solid seal and they have a long battery life. Most importantly, though: no stem. I can’t tell you how many times I’ve had an AirPod go skittering across the pavement because I wasn’t careful enough with my helmet strap. The Buds Plus offer the best balance of price, sound quality, battery life, a secure fit, and most importantly: not sticking out of your ear, ready to be knocked out.
There are lots of other earbuds you could use, but again the most important thing here is that they fit securely to your ear even when there’s other stuff taking up space behind it: mask straps, helmet straps, or glasses.
Custom open-ear headphones: Bose Sport Open Earbuds
The headphones that actually inspired me to go find something I could use while riding were the recently announced $199.95 Bose Sport Open Earbuds. In theory, these would have been perfect. In practice, they were a big disappointment.
Good stuff first: the Bose Open Earbuds sound great. Bose, it turns out, appears to know a thing or two about acoustics. These work differently than bone conduction headsets or traditional earbuds. There’s a large ear hook that floats the speaker module directly above your ear hole, pointing sound waves right at it.
The combination of the speaker’s proximity and its relative size means that Bose can get great sound despite leaving your ears open to the world. They do a very good job of overcoming ambient traffic noise, too.
Unfortunately, they did an absolutely awful job of staying on my ear. I admit that everybody’s ears are different so they might work for you — but for me they were hard to fit on and went flying off all the time.
They also suffer from a problem I’ve mentioned before: we’ve got more stuff hitting our ears now than ever. Eyeglass or sunglass temples and these earbuds do not mix. Neither do mask straps or bike helmet straps.
Even so, I hung on to the Bose Open Earbuds with the idea that I might use them at home or in the office. I really do like wearing open earbuds around the house. It’s much less fatiguing that sticking an earbud into your ear canal or wearing a heavy set of cans. It’s also easier to just pause it and talk to people.
Alas, the Bose Open Earbuds are terrible for office or working from home because they utterly fail to support multiple devices. They do the thing where if they’re connected to your computer and you want to switch them to your phone, you have to manually disconnect them from the computer first.
There may be people who don’t care about any of those problems and who have the right ear shape for these headphones — and I will admit I am jealous of them. These sound better than they have any right to, but when I’m on a bike, sound quality simply isn’t at the top of the priority list.
Headphones in your glasses: Bose Frames Tempo
When I reviewed the Echo Frames from Amazon, I realized that simply having little always-available and unobtrusive Bluetooth headphones is great. It sounds dumb, but not having to put in or take out headphones changes your relationship to audio — it’s just always available, always there when you want it.
Unfortunately, I’ve yet to find a set of glasses with Bluetooth speakers that don’t have some kind of significant compromise. With the Echo Frames, it was battery life (and, well, looks).
With the Bose Frames, it’s a much simpler problem: I’d like to use headphones in situations where sunglasses don’t make sense.
I’m not against “single-tasker” tech solutions to problems, but the $249.95 Bose Frames take it too far. You can get different lenses for them, but they’re really not the sort of thing you’ll want to use outside of some specific contexts. Bose has other styles, but all of them are very much techie speaker eyeglasses instead of subtle.
Speakers in your bike helmet: Sena R1 Evo
The $159 Sena R1 Evo smart helmet is one of the gadgetiest gadgets you can gadget on your bike. It’s a bike helmet that includes:
A local, nine-channel mesh intercom system
Bluetooth “headphones”
An FM Radio
A blinky tail light
A voice-driven interface (for some reason)
A companion smartphone app
I own and use the Sena R1 Evo as my bike helmet and I’m here to tell you that the first feature I mentioned, the mesh intercom, is great. The rest? Not so much.
The mesh intercom just uses local radio to keep an open channel with other, compatible Sena systems. When you’re riding along, you can simply talk and hear other people you’re riding with as long as you’re relatively close (I’d say less than a third of a mile with line of sight, less without line of sight). It’s so much more convenient than needing to get within talking or shouting distance to have a conversation.
The rest of the features are less impressive. The problem with the Sena system is that the speakers are simply too far away from your ears and too quiet to be audible when there’s ambient noise. Out on a quiet trail: awesome. In a city: nope.
The smartphone app doesn’t look very modern, but it does the job of configuring the helmet with your FM stations and preferred mesh intercom channels. The built-in smart assistant (“Hey Sena”) is sadly a mess. I triggered it accidentally more often than intentionally and when I did want it to work, it had a difficult time recognizing my voice commands.
I can’t speak to its safety specs, but it’s not MIPS if that matters to you. The taillight on the helmet is also fairly dim, I wouldn’t consider it a replacement for a proper taillight on your bike or back. I should also note that you can’t have music and the mesh intercom on at the same time, you have to switch modes manually.
Despite all that, I like this helmet and will keep using it — especially since my partner and I often go riding together.
Using a Bluetooth speaker strapped to your bike
I mean if you want to annoy everybody else around on you, it’s a choice.
Logitech’s latest earbuds, a $50 model called the G333, are unremarkable in terms of design, with a flat cable that houses an inline remote and mic, swappable silicone ear tips, and the ability to connect to gadgets via a 3.5mm jack. What makes them stand out is the included 3.5mm-to-USB-C adapter.
If your phone or other audio device lacks a headphone jack but has a USB-C port to spare, you’re all set to plug in with this model. With the adapter attached, I had no issues hooking up the G333 to my 3.5mm-less Pixel 3, my Nintendo Switch, or through a USB-C port on the MacBook Pro I use for work. Also included with these earbuds are two additional sizes of silicone ear tips and a small mesh carrying case.
The G333 looks almost identical to Logitech’s other two gaming earbuds: the $50 G333 VR headphones (which are certified for the Oculus Quest 2) and the $50 Astro A03 earbuds. The added value here is the USB-C adapter, which is included for the same price. So if you’re trying to decide between them, the new G333 are the most feature-packed for the price.
The G333 earbuds seem to have the same dual dynamic drivers as those aforementioned models, and their overall performance was similar in my testing. If you aren’t expecting much (considering the price), I think you’ll be impressed with their sound quality. There’s plenty of bass, but it doesn’t muddle the sound. My biggest nitpick against them is that the silicone ear tips don’t always want to stay in my ears.
Logitech’s new earbuds will be available in three colorways: black with blue details, dark purple with neon yellow detailing, and lastly, silver with light purple detailing.
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