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A small wrinkle in the console wars. Sony took to Twitter today to note that the PlayStation 5 won’t be available for in-store purchase on launch day (November 12 or 19, depending on which part of the world you live in). Instead, users will only be able to buy it online at that date. The next-gen console went up for pre-order in mid-September, though a rush on purchasing caused a bit of a hiccup early on.
Sony specifies in a blog post that the decision was made — at least in part — over safety concerns surrounding the ongoing COVID-19 pandemic.
Update: All PS5 console sales on launch day, November 12 or November 19 depending on your region, will be online-only. No units will be available in-store for purchase.
More info: https://t.co/SikqDMEW9X pic.twitter.com/zXDCppsWm6
— PlayStation (@PlayStation) November 5, 2020
“In the interest of keeping our gamers, retailers, and staff safe amidst COVID-19, today we are confirming that all day-of launch sales will be conducted through the online stores of our retail partners,” the company writes. “[P]lease don’t plan on camping out or lining up at your local retailer on launch day in hopes of finding a PS5 console for purchase. Be safe, stay home, and place your order online.”
Microsoft’s latest — the Xbox Series X/S — will launch globally two days prior. Lucas posted a review of the system earlier today. On the Sony side, Devin has thus far featured this hands-on with the console’s controller.
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Arriving seven years after the Xbox One first launched, the new Microsoft Xbox Series X console lands in a different world and a very different Xbox ecosystem. Microsoft is embracing subscription bundling with its Game Pass service and cloud-streaming with xCloud; nevertheless, they are still committed to building huge metal boxes with tremendous power designed to carry new boundary-pushing gaming titles into consumers’ homes.
Right off the bat, I will say that the $499 Series X and $299 Series S were tough systems to review. Launch lineups for brand-spanking-new consoles always leave a little to be desired, but this generation has been particularly prone to launch title delays, and a handful of the launch-day Series X titles weren’t even available to reviewers ahead of launch. The former can be pinned on COVID-19-related delays impacting already aggressive timelines, but the latter seemed to be a bit of an unnecessary limit placed on reviewers.
Nevertheless, I’ll look to update this review next week when more of these titles are able to be played.
Image Credits: Lucas Matney
This thing has a lot of specs behind it. It’s got lots of cores and lots of teraflops. There aren’t any futuristic/gimmicky features that Microsoft is pushing; there’s no bundled Kinect, there’s no VR headset. The Series X is just a giant black box that plays games better than any Xbox before it.
Quickly, here are the high-level differences between the Series X and Series S (this review mostly focuses on the Series X):
This previous generation of hardware really shook up the idea of what a console generation actually was. In the past, mid-generation updates to hardware were largely cosmetic — slimmed-down packages with the same power — but with the Xbox One S and One X, Xbox delivered mid-generation console upgrades that improved performance, breaking the rules in an aim to steal users away from PlayStation with the promise that they could make the most of their brand new 4K televisions.
A result of that is that this doesn’t immediately feel like a mind-bending upgrade over Microsoft’s previous release, the One X. It’s twice as fast teraflops-wise, but there isn’t a title that really showcases those internals. It feels ahead of its time, and I think consumers that buy the device on day one will have to wait quite a while before they can harness its full capabilities.
While I’m not convinced that users are going to be staring mouth agape at a launch title that blows their mind graphics-wise, I think that all of this power will eventually go a long way to eliminating some huge annoyances that have been accepted as commonplace in the world of console gaming.
Image Credits: Lucas Matney
The load-time reductions that are largely thanks to the new SSD storage are very substantial and are probably the biggest thing you’ll notice off the bat. Another advantage of barely meeting its potential out-of-the-box is that I barely heard a peep from the Series X when I got into the thick of a game as the console’s fans were whisper quiet. Another big quality-of-life improvement is Quick Resume, which allows users to quickly hop back into a game they were playing a while ago without reloading the entire game and wandering through start menus. This feature is killer, and is one that PlayStation 5 users are missing, at least for the time being.
With all of this in mind, I’d say that the reality is — and this is on paper — there also isn’t a ton separating the Series X and Sony’s PS5 consoles in terms of playability. Both are getting much better internals, SSDs that will drastically reduce loading times, better UIs and newer controllers.
They definitely look different. The Series X itself is quite large (though not quite as hulking as the PS5) and will require plenty of prospective owners to bust out the measuring tape and check if it can even fit it horizontally in their media cabinet. It feels more like a well-designed gaming PC than a console. The chassis is very solid and dense — it’s one of the least-fragile designs I’ve seen on a console. On the note of hardware, I will also say that while the Series X/S controllers are very similar to the previous generation, I think that the subtle improvements, especially in regards to the feel and texturing of it, are going to be popular with users.
Most of the people reading this, I’m sure, already have a pretty solid idea whether or not they’re going to buy the Series X, and many of those people will buy it simply because it is new and they know that regardless of whether they currently need the power or are able to harness it with their other gear, they are getting access to new titles and future-proofing themselves. That’s certainly not a bad reason.
Image Credits: Lucas Matney
Others might be on the fence about getting a Series X/S or a PlayStation 5. Much like American politics, I’m not so convinced there are quite as many undecideds here as is believed. People have a good idea of which franchises are PlayStation exclusives and which titles are only going to ship on Xbox. There have been decades to drill down the flavors that both Sony and Microsoft are pushing, though Microsoft has been getting more aggressive about studio acquisitions over the past couple years, so that list of exclusives is likely going to start getting longer more quickly as they seek to build up a huge library of titles for their Game Pass subscription service.
But, yeah, most of the people on the fence end up going for the system that is going to have the games on it that they really, really want to play. But it’s a little harder to tell that right now because chances are there isn’t a launch title for the PS5 or Series X that you’re dying to play, or at least one that couldn’t also be played on a previous-gen console, albeit in less optimized fashion. The promised Series X holiday showstopper Halo Infinite was delayed until 2021, and the reality is a game that really shows off this hardware probably won’t be coming around until late next year.
Really most people won’t be able to take full advantage of the Series X until next year anyway. There’s an overwhelming chance that your TV or AV receiver are not positioned to maximize what the Series X can offer, namely 8K gaming or high frame rate (120fps) 4K gaming. Hitting the high end requires a technology called HDMI 2.1 which only a select few newer TVs have adopted. It’s likely to be more standard across the board come next year, but for the time being there aren’t many of these TVs or AV receivers that are actually in people’s homes. With HDMI 2.0, which your 4K TV does support, you can play Series X titles at 4K resolution at up to 60fps, closer to what the previous-generation Xbox One X was capable of.
Being super early to a technology as a consumer often leads to trade-offs, and that’s definitely the case with the Series X/S. While operating at the cutting edge of video standards will benefit the console’s longevity, it does mean that consumers might be in a less optimal spot for a bit if they don’t have the latest AV hardware. What will be more frustrating to day-one buyers is the generally light library of new content. There are some multi-platform hits that will be landing, but it doesn’t seem like there will be a must-play title that makes the most of its power. For consumers that are buying a system so focused on performance, that’s disappointing, but over time, I have few doubts that the Series X/S library will grow robust. The questions for consumers is whether all of the quality-of-life improvements are enough for them to take the plunge in 2020.
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Rocket Lab’s next mission will put dozens of satellites into orbit using the launch company’s Kick Stage “space tug,” as well as a 3D-printed garden gnome from Valve Software’s Gabe Newell. The latter is a test of a new manufacturing technique, but also a philanthropic endeavor from the gaming industry legend.
Scheduled for no earlier than November 15 (or 16 at the New Zealand launch site), the as-yet-unnamed launch — Rocket Lab gives all of their missions cheeky names — will be the company’s “most diverse ever,” it said in a press release.
A total of 30 satellites will be deployed using Rocket Lab’s own Kick Stage deployment platform, which like other “space tugs” detaches from the second stage once a certain preliminary orbit is reached and then delivers its payloads each at their own unique trajectory. That’s the most individual satellites every taken up at once by Rocket Lab.
Twenty-four of them are Swarm Technologies’ tiny SpaceBEEs, the sandwich-sized communications satellites it will be using to power a low-cost, low-bandwidth global network for Internet of Things devices.
The most unusual payload, however, is certainly “Gnome Chompski,” whose passage was paid by Valve president Newell: a 3D-printed figure that will remain attached to the Kick Stage until it burns up on reentry. The figure, a replica of an item from the popular Half-Life series of PC games, was made by Weta Workshop, the effects studio behind Lord of the Rings and many other films. It’s both a test of a potentially useful new component printing technique and “an homage to the innovation and creativity of gamers worldwide.”
More importantly, Newell will donate a dollar to Starship Children’s Hospital for every viewer of the launch, so you’ll definitely want to tune in for this one. (I’m waiting to find out more from Newell, if possible.)
The launch will also deliver satellites for TriSept, Unseenlabs and the Auckland Space Institute — the last will be New Zealand’s first student-built spacecraft.
Rocket Lab has worked hard to make its launch platform all-in-one, so prospective customers don’t have to shop around for various services or components. Ideally, the company’s CEO has said, anyone should be able to come to the company with the bare-bones payload and the rest is taken care of.
“Small satellite operators shouldn’t have to compromise on orbits when flying on a rideshare mission, and we’re excited to provide tailored access to space for 30 satellites on this mission. It’s why we created the Kick Stage to enable custom orbits on every mission, and eliminate the added complexity, time, and cost of having to develop your own spacecraft propulsion or using a third-party space tug,” Beck said in the press release.
Rocket Lab recently launched its own home-grown satellite, First Light, to show that getting to orbit doesn’t have be such a “pain in the butt,” as Beck put it then.
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As ever, launch title choices are likely to be a concern for gamers plunking down cash on a next-gen console. They can, however, take solace in the fact that the immensely popular battle royale title Fortnite will be available for both the PlayStation 5 and Xbox Series X/S when those systems arrive a couple of days apart next week.
Publisher Epic Games has detailed what the titles will look like for the new systems. It notes in a release that, “the Fortnite builds on Xbox Series X/S and PS5 aren’t simply tweaked last-gen builds but new native ones to harness the power of the new consoles.” Existing players will be able to pick up where they left off on the new systems, while taking advantage of some of that shiny new hardware.
The improvements look pretty similar, whether you’re a Sony or Microsoft enthusiast. Both the Xbox Series X and PS5 versions sport 4K resolution at 60 frames a second, faster match loading, split screens with a 60 FPS rate and improved physics and visuals that include features like trees that respond to explosions and better-looking weather effects. The Xbox series S also supports most of these things, but downgrades 4K video for 1080p.
The new Xbox and PlayStation arrive on November 10 and 12, respectively.
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“5G is a once-in-a-decade kind of opportunity,” Tim Cook told the media during the Q&A portion of Apple’s Q3 earnings call. “And we could not be more excited to hit the market exactly when we did.”
The truth of the matter is its timing was a mixed bag. Apple was, by some accounts, late to 5G. By the time the company finally announced that it was adding the technology across its lineup of iPhone 12 variants, much of its competition had already beat the company to the punch. Of course, that’s not a huge surprise. Apple’s strategy is rarely a rush to be first.
5G networks are only really starting to come into their own now. Even today, there are still wide swaths of users who will have to default to an LTE connection the majority of the time they use their handsets. The arrival of 5G on the iPhone was really as much about future-proofing this year’s models as anything. Consumers are holding onto phones longer, and in the three or four years before it’s time for another upgrade, the 5G maps will look very different.
Clearly, the new iPhone didn’t hit the market exactly when Apple had hoped; the pandemic saw to that. Manufacturing bottlenecks in Asia delayed the iPhone 12’s launch by a month. That’s going to have an impact on the bottom line of your quarterly earnings. The company saw a 20% drop for the quarter, year-over-year. That’s hugely significant, causing the company’s stock to drop more than 4% in extended trading.
Apple’s diverse portfolio helped curb some of those revenue slides. While the pandemic has generally had a profound impact on consumer spending on “non-essentials,” changing where and how we work has helped bolster Mac and iPad sales, which were up 28% and 46%, respectively, year-over-year. It wasn’t enough to completely stop the iPhone stumble, but it certainly brings the importance of a diverse hardware portfolio into sharp relief.
China was a big issue for the company this time around — and the lack of a new, 5G-enabled iPhone was a big contributor. In greater China (including Taiwan and Hong Kong), the company saw a 28% drop in sales. There are a number of reasons to be hopeful about iPhone sales in Q4, however.
As I noted this morning, smartphone shipments were down almost across the board in China for Q3, per new figures from Canalys. Much of that can be chalked up to Huawei’s ongoing issues with the U.S. government. Long the dominant manufacturer in mainland China, the company has been hamstrung by, among other things, a ban on access to Android and other U.S.-made technologies. Apple’s numbers remained relatively steady compared to the competition and Huawei’s issues could present a big hole in the market. With 5G on its side, this next quarter could prove a banner year for the company.
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China was the first major global smartphone market to rebound from the early days of the COVID-19 pandemic. Stringent lockdown measures were able to help the country recover from the virus relatively quickly during the first wave, as sales started to return well ahead of other areas.
In Q3, however, things have begun to decline again. New numbers from Canalys point to an 8% drop between quarters — and a 15% drop year-over-year. The firm chalks much of the slowdown to longtime market leader Huawei’s ongoing issues with the U.S. government. The problems had a kind of cascading effect that served to impact the number two companies, Vivo and Oppo.
Image Credits: Canalys
“Huawei was forced to restrict its smartphone shipments following the August 17 US sanctions which caused a void in channels in Q3 that its peers were not equipped to fill. Huawei is facing its most serious challenge since taking the lead in 2016,” analyst Mo Jia said in a release. “If the position of the US administration does not change, Huawei will attempt to pivot its business strategy, to focus on building the [Harmony] OS and software ecosystem, as the Chinese government is eager to nurture home-grown alternatives to global platforms.”
Huawei dropped 18% in Mainland China, year-over-year. Vivo and Oppo posted similar declines at 13% and 18%, respectively. Xiaomi was able to make up ground at third place, gaining 19% y-o-y per the figures. Apple, meanwhile, remained relatively steady, in spite of the delated launch of the iPhone 12. Huawei’s continued struggles could provide a vacuum for the competition to fill.
Analyst Nicole Peng notes that the arrival of the 5G handset put the U.S. company in a strong position, looking forward: “iPhone 12 series will be a game changer for Apple in Mainland China. As most smartphones in China are now 5G-capable, Apple is closing a critical gap, and pent-up demand for its new 5G-enabled family will be strong.”
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It’s been quite a time for chip industry consolidation, and today Marvell joined the acquisition parade when it announced it is acquiring Inphi in a combination of stock and cash valued at approximately $10 billion, according to the company.
Marvell CEO Matt Murphy believes that by adding Inphi, a chip maker that helps connect internal servers in cloud data centers, and then between data centers, using fiber cabling, it will complement Marvell’s copper-based chip portfolio and give it an edge in developing more future-looking use cases where Inphi shines.
“Our acquisition of Inphi will fuel Marvell’s leadership in the cloud and extend our 5G position over the next decade,” Murphy said in a statement.
In the classic buy versus build calculus, this acquisition uses the company’s cash to push it in new directions without having to build all this new technology. “This highly complementary transaction expands Marvell’s addressable market, strengthens customer base and accelerates Marvell’s leadership in hyperscale cloud data centers and 5G wireless infrastructure,” the company said in a statement.
It’s been a busy time for the chip industry as multiple players are combining, hoping for a similar kind of lift that Marvell sees with this deal. In fact, today’s announcement comes in the same week AMD announced it was acquiring Xilinx for $35 billion and follows Nvidia acquiring ARM for $40 billion last month. The three deals combined come to a whopping $85 billion.
There appears to be prevailing wisdom in the industry that by combining forces and using the power of the checkbook, these companies can do more together than they can by themselves.
Certainly Marvell and Inphi are suggesting that. As they highlighted, their combined enterprise value will be more than $40 billion, with hundreds of millions of dollars in market potential. All of this of course depends on how well these combined entities work together, and we won’t know that for some time.
For what it’s worth, the stock market appears unimpressed with the deal, with Marvell’s stock down more than 7% in early trading — but Inphi stock is being bolstered in a big way by the announcement, up almost 23% this morning so far.
The deal, which has been approved by both companies’ boards, is expected to close by the second half of 2021, subject to shareholder and regulatory approval.
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Here’s a clever addition for Mophie, one of the longstanding battery case makers, which is now a part of the same smartphone accessory conglomerate as Zagg, Braven, iFrogz and InvisibleShield. The Juice Pack Connect is a modular take on the category, with a battery pack that slides on and off.
For $80 you get a 5,400mAh battery (that should get you plenty of additional charge time) and a ring stand that props the phone up. Mophie may offer additional models at some point, but right now, the biggest selling point is less about add-ons and more the fact that you can slip the battery off the device when not needed and still use the case.
Image Credits: Mophie
It’s not entirely dissimilar from the modular uniVERSE case OtterBox introduced a bunch of years ago, but the big advantage here is that the charging works via Qi, so you don’t have to plug it into the phone’s port.
It’s not cheap (Mophie isn’t, generally). And, no, it’s not a MagSafe accessory. Instead, the add-on attaches to your case (needs to be one thin enough to support the charging, mind) using adhesive. The upside is that it works with a much larger number of phones, including multiple generations of iPhones and wireless-capable handsets like Samsung Galaxies and Google Pixels.
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After spending a few hours with the PlayStation 5 and its completely redesigned DualSense controller, I can say with confidence that the new haptics and audio features certainly work — and could become integral to the gaming experience. But only if — and it’s a big if — developers truly embrace the tech.
The DualSense controller replaces the extremely familiar and beloved design of the DualShock, which has remained largely the same shape since the first one shipped for the original PlayStation 25 years ago.
While the general layout is the same, the feel of the new controller is significantly different and the appearance is aligned with the PS5’s distinctive but questionable hyper-futuristic look. I’m not entirely sold on the new shape but I’ve also had a long time to get used to the old one, so I’m withholding judgment while I work on the full review.
I can tell you right now though that there indeed are tiny PlayStation symbols all over this thing:
Shipping with every PS5 is Astro’s Playroom, which like Nintendoland and Wii Sports is intended to provide a reference experience for all the controller’s new features. It may not be quite as original or persistently enjoyable as Nintendo’s pack-ins (which still number among the best games for their platforms), but it’s a fun little playroom that does a good job showing off the DualSense.
The first and perhaps most immediately compelling feature is the haptic feedback on the trigger buttons, L2 and R2. It’s one of those things that when you feel it working, you immediately start thinking about how it could be used.
Image Credits: Sony
What it does is allow not just precision vibration but actual resistance to be added to the triggers, something that sounds vague in theory but is very easy to grasp, so to speak, in practice.
For instance, in the setup process for Astro’s Playroom the feature is introduced by simply asking you to pull the triggers and feel it. You’ll certainly have pulled them before that, so you know that they’re nearly frictionless normally. But suddenly they’re pushing back against your finger — then a click, and the resistance is gone.
“What is this sorcery?” I recall saying out loud at the time, or something like it but more profane. It really is that immediately compelling.
Later, in the first stage I tried of the game, your little robot jumps into a sort of spring suit (a metal spring, not a linen two-piece) and you have to pull the trigger to make it jump. The haptics in this case truly give a feel of compressing something (though, having played with springs before, I know they don’t feel like this), and importantly give you a non-visual, intuitive indicator of how far you’ve depressed the trigger. My brain was quicker to register how far I’d pulled it with the combination of sound, haptics and graphics than graphics alone. And because the feeling is localized to the trigger you’re using, there’s no confusion with the greater vibrations of the all-purpose rumble system.
The Switch’s Joy-Cons have a sort of precision haptics in them, and while the demo of that feature was interesting — feeling little objects rattle around “inside” the controller — it’s actually quite hard to think of ways it could be used in gameplay. And indeed few games have done so, though to be fair rumble in general is probably better because of it.
In the DualSense’s case, I was immediately thinking, “this would be great for…” and wishing I’d had it in this or that game in the past. It opens up possibilities I’ve never liked the idea of, like “pull the trigger halfway to do one thing, all the way to do another. It’s also potentially a great accessibility feature.
Having a speaker and microphone in the controller is nothing new, though they appear to have been upgraded for the DualSense. Few games have been able to use these features properly, and Astro’s Playroom resorts to the old “blow on the controller to make a propeller go” thing. I can’t imagine anyone wanting to do that in any real game — but why can’t I yell “Go, cyberdog! Attack the monster on the right” to direct my (sadly fictitious) companion, or something like that?
Unfortunately that gets to the heart of what makes even the excellent haptic feature a potentially lost cause. Developers need to design for them in a big way, and that’s difficult when you can’t guarantee that people will want or be able to use them. Not only that, but if you want to release on Xbox and PC too, you have to remove them. So they become optional features… and since they’re optional, they can’t be integrated into the game as deeply to begin with, making them less compelling overall. It’s happened over and over with various innovations gaming companies have come up with over the years, and it may happen with this generation’s gimmicks as well.
Sony’s best bet is to make integration painless and highly incentivized, though it’s hard to imagine how multi-platform developers like Ubisoft can do much more than the minimum. Serious use will likely be limited to a handful of top-shelf Sony-funded PS5 exclusives that players will marvel at.
It’s an interesting new gameplay feature, but hardly one that screams “next-generation.” Indeed little about the next consoles from Sony or Microsoft screams that except the specs. That doesn’t mean they aren’t worth buying — but don’t expect anything transformative.
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What’s most remarkable about the push for 5G is how quickly the prices came down on handsets sporting the next-gen wireless technology. The push toward affordable 5G devices is clearly as much an indicator as the current state of the smartphone space as anything — people just aren’t upgrading devices as quickly as they used to. And even more to the point, they’re reluctant to pay $1,000 when they do.
Qualcomm’s Snapdragon 765G has been a piece of that puzzle. And unsurprisingly, the mid-tier chip found in TCL’s new $400 5G handset. Of course, TCL is positioning it as “under-$400” with that $399.99 price tag, which is technically correct — the best kind of correct.
It’s also not really right to say that the TCL 10 5G UW’s a “premium blend of performance, power, stylish design and 5G connectivity that until now has only been available on more expensive flagship smartphones.” Affordable 5G handsets aren’t an entirely new phenomenon — nor are affordable 5G handsets with decent specs and design. But even so, the price point is still notable at this stage in the 5G upgrade cycle — which, frankly, is why we’re writing about it here.
The price/5G combo is the main thing to like here, coming in at even less than, say, the OnePlus Nord, a recent high-water mark in the 5G/price point combo. And there are a few other things that should appeal to potential buyers, as well, including a 4,500mAh battery coupled with reverse charging for other devices. There are three rear-facing cameras: a 48-megapixel main, an eight-megapixel ultra wide and a five-megapixel macro, the latter of which is starting to appear on more phones.
It arrives October 29, and is, notably, a Verizon (TechCrunch’s parent company) exclusive here in the U.S., using the carrier’s mmWave technology.
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