Backbone Pro hands-on: A pricey controller for more than just your phone

Since arriving in 2020, the Backbone One has helped popularize dedicated mobile game controllers, the kind you might use for streaming services like Xbox Cloud Gaming and NVIDIA GeForce Now, remote play apps, emulators or any smartphone game you’d rather play with buttons and joysticks instead of your fingers. While you can always clip your phone to a PlayStation or Xbox controller paired over Bluetooth, telescopic gamepads like the One tend to be more ergonomic, creating a Nintendo Switch-style shape by clamping around your device at both ends. Backbone is far from the only company making these things now, but the One is still among the most frequently recommended options on the market — Engadget’s own Mat Smith gave it a favorable review back in 2022.

After releasing several iterations of the One, Backbone is now unveiling its first real follow-up: the Backbone Pro. The new device comes with many of the design upgrades you might expect, from comfier grips and smoother joysticks to larger triggers and quieter face buttons. But it also supports Bluetooth, which means it can unhook from your phone entirely and work with PCs, iPads, smart TVs and the like. Backbone has built a few new features for its companion app as well, including one called “FlowState” that lets you quickly connect to previously paired devices from one menu.

“[The Pro] is meant to be a premium device for anyone who wants to play games on any screen,” Backbone CEO Maneet Khaira said during a briefing in New York City last month. “Our idea was really, we want to make one device for all of gaming.”

After using the Backbone Pro for the past few days, I can squint and see the future Khaira has in mind, and the controller itself clearly feels more premium than its predecessor (which will remain available). But at $170, the device will be prohibitively expensive for some. That’s Xbox Elite territory for a controller still mainly aimed at smartphones. Plus, as with the One, some the gamepad’s perks are locked behind a Backbone+ subscription, which tacks on another $40 per year.

A better Backbone

Jeff Dunn for Engadget

You really need to buy the Backbone Pro as a multi-device controller for it to make the most sense as a purchase. Used strictly with a phone, however, it’s a definitive upgrade over the Backbone One. This is most obvious in the grips, which are considerably thicker and more grooved than before. They fill out and hug your palms much more naturally as a result, which keeps the design comfier to hold over time. They’re also coated in a soft, lightly textured matte plastic that seems better at fending off sweat.

The concave joysticks are significantly taller and have a grippier “ring” around the top. They don’t use magnetic Hall effect sensors to resist drift long-term, which is annoying at this price, but they’re tight and tangibly smoother. Khaira says the Pro uses the same joystick component as Microsoft’s Xbox Elite controller and Sony’s DualSense Edge; indeed, the sticks don’t feel all that different than the ones on a full-size gamepad. Like other “pro” controllers, you can also remap buttons and fine-tune the joysticks’ and triggers’ dead zones in the Backbone app, then assign those tweaks to different profiles.

Backbone

The face buttons still aren’t super quiet but feel distinctly less clicky and stiff, with a smoother finish and deeper sense of travel. Along those lines, the triggers are wider and fuller — my large-ish fingers can rest on them without hanging off, which wasn’t the case with the One. The shoulder buttons are longer as well, while the menu buttons are less flush and easier to reach. The D-pad is similarly firm and precise but now has a glossier coating. There’s also a pair of customizable back buttons, which rest right against your ring fingers but haven’t caused any accidental presses in my testing.

The fatter grips make the design taller than the One, but not much wider, and it’s still about 80 grams lighter than a typical Xbox or PlayStation pad at 199g. As before, the Pro comes with adapters that hold different-sized phones steady in place, with or without a case. I’ve experienced no wobbling using an iPhone 15 Plus with Apple’s Clear Case on. There’s still a built-in headphone jack and pass-through charging port, though the actual connector is USB-C only, so the controller won’t work with older Lightning-based iPhones. Since the Pro needs its own battery to play wirelessly, it sips a small amount of power to recharge whenever you top up a connected phone. Overall, Backbone says the Pro can last up to 40 hours; I haven’t been able to perform a full rundown test, but the battery hasn’t given me reason to doubt that estimate in the few days I’ve spent with the device. 

Looking past the phone

You can quickly connect the Backbone Pro to new devices from this menu in Backbone’s app.

Jeff Dunn for Engadget / Backbone

Pairing the Backbone Pro with other devices wirelessly is largely straightforward. There’s a dedicated button at the bottom of the controller that puts it into pairing mode, and the app prompts you to connect to all your other screens upon setup. Once you connect to a new device for the first time, the Pro remembers it, and that information is relayed in the app. When you want to play on one of those devices again, you simply tap a menu in the app, select the device and hit “connect.” As long as that device has Bluetooth active, it’ll immediately reconnect. You need to have your phone hooked into the Pro’s USB-C port to swap devices via the app, but I’ve had few hiccups bouncing from screen to screen otherwise.   

You can see how the Pro lines up with the multi-screen vision brands like Xbox are pushing. I can launch a Game Pass stream of Clair Obscur on my phone while my wife has the TV, then move it to the Fire TV Stick when she’s all set. I can start a Balatro session on my PC and carry it to my iPad through Steam Link. I don’t have to change my controller at any point. I don’t have to fiddle with any buttons to pair with the next thing I want to use — I just pop in my phone, select the device and go. I can even pick up right where I left off in a cloud stream, provided I swap devices within a few minutes. The Pro isn’t the only controller that lets you game like this, of course, but its phone-friendly design and fast pairing tech make it especially inviting to this sort of “play anywhere” approach.

Top to bottom: an Xbox Series X/S controller, the Backbone Pro and the Backbone One.

Jeff Dunn for Engadget

There are a few issues once you look closer, though. One is simply that the Pro lacks the proprietary tech needed to pair with an Xbox, PS5 or Switch. That’s not necessarily Backbone’s fault, but when it pitches the Pro as a controller for “all of gaming,” it has to ignore the main way tons of people actually play games.

Second, for as much as I like the Pro compared to other mobile gamepads, it still can’t help but feel cramped next to more traditional alternatives. The right joystick constantly brushes up against the bottom of my thumb, for instance, because it has to sit right below the face buttons. The triggers may be deeper, but they don’t have the same travel as a standard console pad. The Pro is still comfy, still capital-N Nice, and it’s great if you use your phone for gaming often. But an Xbox or PlayStation controller just has more room to work with.

Third, all of this can get expensive in a hurry. The Pro’s price tag is already steep. To take full advantage of cloud services like Xbox Cloud Gaming or GeForce Now, you have to pay a subscription fee. Same goes for Apple Arcade. You can’t remote play without owning a console or gaming PC. And Backbone restricts some app features to its own membership program, most notably the ability to launch cloud-based games directly from the app. So there are questions of what the market for a device like this actually is: Just how much do hardcore gamers, the people who’d buy a $170 controller, play on their phone? How much do they need a multi-device controller when they likely own an Xbox or PS5 pad already? Who really wants a subscription for a video game controller?

You can organize and start up games from the Backbone app, but the ability to launch games from cloud services like Xbox Cloud Gaming and NVIDIA GeForce Now directly in the app (annoyingly) requires a subscription fee.

Jeff Dunn for Engadget / Backbone

That aside, the app still looks clean, and it still lets you organize your games or streaming apps in one central hub. The search function works well, allowing you to filter games by different platforms. When you select a game, it helpfully shows you which platforms you can play it through. 

Backbone is also adding a new built-in emulator with its next update. It can run NES, SNES, Game Boy, Game Boy Advance and Nintendo 64 games today, though the company says it’s testing PlayStation 1 and PlayStation Portable cores as well. Opening a ROM in the app is simple enough, and once you do, it’ll appear in your hub alongside the rest of your library. That said, you need a Backbone+ subscription to use the emulator, and it’s fairly barebones compared to an app like RetroArch, with no way to rewind, adjust resolution or manage multiple save states. I also experienced a few bugs with certain games, with one title not loading entirely. This is still a neat idea, but given that other more featured emulators are available for free, I can’t say it’s worth paying for today.

In an ideal world, the Backbone Pro would be a next-gen version of One rather than a step-up model priced $70 higher. The hardware is better in meaningful ways, and being able to use it across devices is genuinely convenient. But it’s certainly not cheap. There’s a decent chance the price was influenced by the looming effects of President Trump’s tariff policy, but that still leaves the device well above other capable mobile gamepads today. If you’ve got the cash and spend hours gaming across your phone and other screens, the Pro is still well worth a look. It’s one of the best in its niche. It’s just hard to call it a great value.

This article originally appeared on Engadget at https://www.engadget.com/gaming/backbone-pro-hands-on-a-pricey-controller-for-more-than-just-your-phone-130034399.html?src=rss 

Roku Streaming Stick Plus review: Powered by the TV and perfect for travel

Roku’s streaming player lineup is a little easier to understand in 2025 than ever — but it’s still a bit confusing. With the release of the Roku Streaming Stick and the Roku Streaming Stick Plus, there are now three streaming sticks and one set-top box in the company’s streaming player family. Express models and ones with the plus symbols are no longer in the mix. The Roku Ultra set-top box is the most expensive at $100. The 2021 Streaming Stick 4K goes for $50, while the Streaming Stick and the Streaming Stick Plus cost $30 and $40, respectively. After reviewing the Streaming Stick Plus and comparing it to other streamers, I think it packs a decent amount of power (and Roku’s convenient interface) into a small dongle.

The Roku Streaming Stick Plus vs the Roku Streaming Stick 4K

Arguably the Streaming Stick Plus’ biggest competition comes from within its family. The Streaming Stick 4K and the Streaming Stick Plus both support 4K image quality, despite the Plus not having the term in its name. The Stick 4K also supports Dolby Vision and has a longer-range Wi-Fi connection. Both connect through the Wi-Fi 5 standard, but the “4K” model has a built-in Wi-Fi extender within its USB power cable.

At this point, the Stick 4K is four years older than the Plus, and the new stick benefits from a few technological upgrades. For one, the Plus streamier is smaller thanks to the lack of Wi-Fi extender and power adapter. Roku’s math claims the dongle itself is 35 percent smaller than the competition — but honestly none of these sticks are particularly large. I found that it was indeed smaller than the Amazon Fire TV Stick I tested. But the size reduction doesn’t make a huge difference in everyday use — especially since they hide behind most TVs.

The Roku Streaming Stick 4K (left) with it’s cable, Wi-Fi extender and dongle. The Roku Streaming Stick Plus (right) with it’s cable and dongle.

Amy Skorheim for Engadget

Another upgrade is a little more significant: better power efficiency. Now you can use your TV’s USB port to power the device instead of a wall adapter. The Plus doesn’t even come with an adapter in the box, making it a more travel-ready package. Older Roku sticks allowed you to do this (and the 4K model can use USB power on some TVs) but this is the first 4K-enabled device that Roku actually recommends using without a power adapter. Since you don’t need an open wall outlet nearby, the dongle will prove more flexible. It certainly would have come in handy during a recent trip in which my hotel room’s TV was about 12 feet from the nearest available plug.

Both Sticks support Apple AirPlay and are compatible with Siri, Alexa and Google Assistant. They come with the same remote, which packs features like voice input and the ability to control the power and volume of your TV. They both showcase the same OS, with Roku’s playful, purple interface, which I particularly like for live and free programming — as I outlined in our streaming devices guide.

Performance

Amy Skorheim for Engadget

The Streaming Stick Plus is pretty fast for a $40 device. I have a Roku Ultra hooked up to another TV in my house and, when I performed the same actions on both, the Streaming Stick Plus was only a bit slower than the Ultra. For instance, Disney+ took a second or two to start on the Ultra, and just a half second or so longer on the Plus. Yes, there was a time difference, but the Streaming Stick Plus was never frustratingly slow.

I don’t think anyone honestly expects a streaming stick to perform at the same level as most recent smart TVs. My set is relatively new and side-by-side comparisons showed a minor disparity between a dongle and a bigger, built-in CPU. Take the Netflix menu, for example. It’s clear and crisp and vibrant via my TV’s native Netflix app, but the same page was markedly fuzzier and more pixelated when I opened it on the Roku device.

That said, I only noted a slight difference in quality between the two when a show was actually playing. Sweeping shots of the sumptuous-yet-blood-stained White House interiors in The Residence were only the slightest bit grainier on the Roku. True video connoisseurs may note the disparity, but those who are just here to see Detective Cupp unnerve all the suspects won’t likely notice.

Should you get the Roku Streaming Stick Plus?

Amy Skorheim for Engadget

Something the size of a tube of squashed lipstick can’t rival a good smart TV. But if you have an older screen or a cheaper set with a tedious interface, the Roku Streaming Stick Plus could make TV time more enjoyable. Comparable streaming sticks include Amazon’s Fire TV Stick 4K, which is $10 more at full price (though it’s often on sale). Between the two, I’d go with Roku’s Streaming Stick Plus, as Roku’s interface is far more helpful. This is also the stick I want to take with me on my next trip. I can plug it in at the Airbnb and, instead of logging in to whatever random apps the TV happens to have, I can watch more Doctor Who. I won’t have to worry about where the nearest outlet is and I’ll be spared the effort of typing in my stupidly long Disney+ password.

As for whether you should get this or Roku’s other 4K-enabled streaming stick, I’d go with this one. The Roku Streaming Stick Plus is $10 cheaper and four years newer. The fact that it’s powered by the TV means the dongle and the USB power cable fit out of sight so if you, like me, are opposed to the look of snaking wires everywhere, you’ll be pleased. Of course, if you have a TV that supports Dolby Vision or your Wi-Fi router is really far away from your TV, then you can go with the Streaming Stick 4K — that’s really the only major advantage that model has. Otherwise, the Streaming Stick Plus is a good pick for a cheap but modern streaming player.

This article originally appeared on Engadget at https://www.engadget.com/home/home-theater/roku-streaming-stick-plus-review-powered-by-the-tv-and-perfect-for-travel-130047601.html?src=rss 

Apple hit with class action suit from developers after App Store ruling

Apple may see further fallout over its failure to comply with a court order that led to last week’s contempt ruling. A class action suit filed on behalf of developers claims that Apple’s actions cost Pure Sweat Basketball (and other developers) revenue during the period it was found to have violated the original court order. “Had Apple complied with the injunction, as required, Pure Sweat would have been able to sell subscriptions to its app directly to its customers,” the law firm, Hagens Berman, alleges. 

The original 2021 court ruling forced Apple to allow App Store developers to direct user to other payments systems so that they could bypass the 30 percent of of in-app payments taken by Apple. The App Store was supposed to stop preventing developers from including buttons or links in their apps and metadata that would allow allow users to make purchases outside the App Store environment.

However, developer Epic Games accused Apple of “malicious compliance” with the ruling because it still charged a commission of up to 27 percent on any sales made through links to external payment systems. It also said Apple came up with onerous restrictions on external buttons, among other violations.

In her ruling last week, Judge Yvonne Gonzalez Rogers said Apple “chose the most anticompetitive option” at every turn. She even alleged that Apple lied under oath to hide the truth about its actions and referred the case to a US attorney for a criminal contempt investigation. 

“The court ultimately held that Apple willfully violated the injunction to protect its revenues, and then ‘reverse engineered’ justifications to proffer to the court, often with ‘lies on the witness stand,” the class action lawsuit states. “The evidence showed that while one senior Apple executive [Phil Schiller] ‘advocated that Apple comply with the injunction,’ Mr. Cook ignored this advice and allowed others in his finance team to convince him otherwise. Cook chose poorly.”

The class action seeks to recover lost revenue for up to 100,000 or more developers forced to pay Apple commissions that shouldn’t have existed. Hagens Berman obtained a $100 million settlement for iOS developers in a previous App Store class action suit. 

This article originally appeared on Engadget at https://www.engadget.com/apps/apple-hit-with-class-action-suit-from-developers-after-app-store-ruling-120058208.html?src=rss 

DoorDash is buying British rival Deliveroo for $3.9 billion

DoorDash has agreed to purchase British food and grocery delivery service Deliveroo for $3.9 billion, the companies have revealed in a filing with the London Stock Exchange. The acquisition will “strengthen DoorDash’s position as a leading global platform,” the filing said. Deliveroo operates in nine regions, namely Belgium, France, Italy, Ireland, Kuwait, Qatar, Singapore, United Arab Emirates and the United Kingdom. All those regions are new for DoorDash and will give the combined companies access to a total population that exceeds 1 billion people. 

It doesn’t sound like DoorDash is erasing Deliveroo’s brand after it takes over. Instead, they’ll both be part of an “Enlarged Group” operating in multiple regions around the world, giving DoorDash an expanded presence in Europe and giving it an entry into the Middle Eastern market. “Both companies are highly complementary, whether in their geographic footprints or their missions, and I am confident that being part of the Enlarged Group will accelerate the realisation of Deliveroo’s full potential,” Deliveroo chair Claudia Arney said in a statement. 

The acquisition is still subject to regulatory and antitrust approvals. As CNBC noted, though, this marks the end of Deliveroo’s problems as a public company. It has faced a lot of competition and legal challenges after a period of abundance for food delivery services during the COVID-19 lockdowns, and its share prices have plummeted since it went public in 2021. Before the company went public, Amazon took on the UK’s Competition and Markets Authority to become a major investor in Deliveroo. The e-commerce company was the leading investor in a funding round worth $575 million and owned a 16 percent stake in the food delivery service.

This article originally appeared on Engadget at https://www.engadget.com/apps/doordash-is-buying-british-rival-deliveroo-for-39-billion-123005055.html?src=rss 

The Morning After: Remembering the Switch

It’s been eight years since Nintendo released its revolutionary hybrid console, and while many have spent the last couple of those itching for sequel hardware, it’s a good time to recall how Nintendo smashed expectations and continued to forge its own path in gaming, graphical fidelity be damned.

Whether it was its core conceit — a handheld and a TV-connected console — or Nintendo’s continued production line of hit games, which included arguably the best game of the decade, we have a lot to say. And let’s not forget the Switch came before the Steam Deck and the tidal wave of handheld gaming PCs that have appeared in recent years. Nintendo proved people would play triple-A games without being tethered to their TV.

We’ve pulled together some of the Engadget team’s reflections. I love to say “reflections”.

— Mat Smith

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Spotify finally shrugs off Apple’s Apple Store fees

A judge’s ruling this week may have finally ended Apple’s anti-competitive app commissions.

Judge Yvonne Gonzalez Rogers ruled that Apple was using loopholes to circumvent her own ruling against the company from 2021. Companies are wasting no time streamlining payments outside of Apple’s walled garden, and Spotify is the latest to make these changes.

With the latest update available in the App Store, the Spotify app has added external links, so it can advertise lower prices and different tiers without giving nearly a third of its revenue generated back to Apple.

This could be a major change for the App Store ecosystem and Apple’s business if it comes into effect. Developers would no longer have to fork over 30 percent of iOS app revenue to Apple, which could cost the company billions. Spotify and Netflix are among the major companies that don’t allow users to sign up for a subscription through their iOS apps, due to the cut Apple takes.

Continue reading.

Netflix teases Squid Game’s final season

The third season of Squid Game arrives June 27.

Netflix

Netflix has released a teaser trailer for the final season of Squid Game. It suggests that the games restart after a failed uprising led by the show’s protagonist, Seong Gi-hun, or Player 456.

In the teaser, Player 456 is brought back into a room full of players — inside a coffin. When he wakes up, the games resume, players are segregated into groups, mother and son are separated and, curiously, there’s a baby crying by the end of the teaser.

Continue reading.

How to watch Google I/O 2025 and The Android Show

For the first time, Google is breaking out some Android updates into a separate event.

Google’s annual I/O developer conference is coming on May 20, but for the first time, there are two events. The classic I/O 2025 kicks off on May 20, and a week earlier, on May 13, there’s also The Android Show: I/O Edition, a dedicated showcase for, you guessed it, Android.

Google’s I/O keynote will be available to watch on Google’s YouTube channel and right here once the livestream is up on May 20 at 1PM ET. The Android Show: I/O Edition will also go up on Google’s Android YouTube channel on May 13 at 1PM ET — we’ve already embedded it above. Oh, and here’s what we’re expecting to see.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/general/the-morning-after-engadget-newsletter-111534044.html?src=rss 

Netflix teases Squid Game’s final season

Netflix has released its first teaser trailer for the final season of Squid Game. Based on the scenes the streaming service included in the video, the games will be restarted after a failed uprising led by the show’s protagonist Seong Gi-hun, or Player 456. While Season 2 ended on a cliffhanger, it hinted strongly that the rebellion will fail to end the games right then and there. 

In the teaser, Player 456 could be seen being brought back into a room full of players inside a coffin. And after he wakes up, the games resume, players are segregated into groups, mother and son are separated and, curiously, a baby could be heard crying by the end of the teaser. We also get glimpses of Jun-ho as he searches for the island where the games are being held and his brother In-ho, who resumes his role as the games’ Front Man after pretending to be a player in the previous season. 

Squid Game is a Korean survival thriller with themes revolving around class struggle and social inequality. In the story, ordinary people, often buried in debts and desperate to earn money, are locked in a facility where they’re forced to play games. Only one person wins the pot of money players collectively earn by winning games. Everybody else? Well, they die. Seong Gi-hun, the first season’s winner, chose to come back for another round in order to dismantle the organization running the games, and the third season will show the culmination of his efforts. Squid Game season 3 arrives on Netflix on June 27. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/netflix-teases-squid-games-final-season-035721654.html?src=rss 

Gears of War is coming to PlayStation for the first time on August 26

Yet another high-profile Xbox franchise is making the leap to PlayStation. While Halo isn’t yet making the transition, Gears of War is about to join the likes of Forza Horizon 5 in crossing the divide. Gears of War: Reloaded, a remaster of the first game in the series from 2006, is coming to PS5, PC (on the Xbox PC app and Steam) and, naturally, Xbox Series X/S on August 26. However, it’s not making its way to Nintendo Switch 2, at least for the time being.

The game costs $40, though it will also be on Game Pass Ultimate and PC Game Pass on day one. Those who bought the digital version of Gears of War: Ultimate Edition before the remaster announcement will get a free upgrade. Game Pass Ultimate subscribers will also be able to play the third-person shooter on Xbox Cloud Gaming.

The Coalition, an Xbox studio that focuses on Gears of War, worked on the remaster with Sumo Interactive and Disbelief. The game includes all of the Gears of War DLC at no extra cost, including a bonus act for the campaign and all multiplayer features. There will be some characters and cosmetic items that you unlock through progression.

As ever, you can play through the campaign with a friend either online or in classic split-screen co-op. There’s cross-play for all platforms with support for up to eight players in the versus multiplayer mode. If you sign in with a Microsoft account (which isn’t required), you can enable cross-progression. So if you pick up Gears of War: Reloaded on PS5 and play the campaign or multiplayer there, you can continue where you left off on a phone or tablet via Xbox Cloud Gaming, for instance.

Along with “platform-specific features,” Gears of War: Reloaded includes support for 4K HDR visuals, framerates of 60 fps in the campaign and 120 fps in multiplayer modes, Dolby Vision, Dolby Atmos and other visual, audio and performance enhancements. Microsoft is also promising that the campaign will have zero loading screens.

The Coalition has another Gears of War project in the pipeline. During last June’s Xbox Games Showcase, Gears of War: E-Day was revealed. Outriders studio People Can Fly is co-developing the game, which does not yet have a release window.

This article originally appeared on Engadget at https://www.engadget.com/gaming/gears-of-war-is-coming-to-playstation-for-the-first-time-on-august-26-000159326.html?src=rss 

A new ‘Ecco the Dolphin’ game and remasters are on the way

Ecco the Dolphin, the Sega-published game series starring a time-traveling bottlenose dolphin, is making a comeback, according to a new interview in Xbox Wire. The series’ creator Ed Annunziata says that both Ecco the Dolphin and Ecco: The Tides of Time are being remastered, and a third game is in the works.

“Me and the entire original team are going to remaster the original Ecco the Dolphin and Tides of Time games,” Annunziata says. “Then we will make a new, third game with contemporary play and GPU sensibilities.” Ecco the Dolphin was featured alongside games like Tchia and Coral Island for Xbox’s celebration of Asian and Pacific Islander Heritage Month and games that draw “inspiration from API cultures.” For its part, Ecco the Dolphin is about a porpoise, but Annunziata says his goal was always to “create a game that sparked curiosity and respect for the ocean.”

Annunziata tried to get a spiritual successor to Ecco funded on Kickstarter in 2013, but failed to raise enough money to get the project off the ground. He sued Sega for the rights to the original franchise that same year, and ultimately settled with the publisher in 2016, GamesBeat reports. The settlement might be why remasters and a new game can happen in the first place.

While it’s considered a classic for its difficult gameplay and iconic soundtrack, Ecco the Dolphin hasn’t been particularly easy to play legally if you don’t already own it. The game was one of several Sega titles that were delisted from digital storefronts in December 2024.

Annunziata didn’t share further details about either project in the interview, but did point readers to an Ecco the Dolphin website, which currently has a countdown timer that’s set to end on April 25, 2026.

This article originally appeared on Engadget at https://www.engadget.com/gaming/a-new-ecco-the-dolphin-game-and-remasters-are-on-the-way-205338160.html?src=rss 

Apple appeals recent ruling against anticompetitive App Store practices

Last week a federal judge issued a scathing ruling over Apple’s handling of fees for in-app transactions. As promised, Apple has appealed the latest decision in the protracted lawsuit brought by Epic Games over the company’s anti-competitive App Store policies. The initial 2021 ruling attempting to loosen Apple’s grip on in-app sales was all but ignored, as the company went to great lengths in attempting to circumvent the decision.

While the company complied with the judges ruling, it has now filed its promised appeal after it made clear last week that it strongly disagreed with the court’s decision. It remains to be seen if there is any chance for Apple to win the appeal, as Judge Yvonne Gonzalez Rogers sternly reprimanded Apple in her latest ruling.

Her ruling in part read “Apple willfully chose not to comply with this Court’s Injunction. It did so with the express intent to create new anticompetitive barriers which would, by design and in effect, maintain a valued revenue stream; a revenue stream previously found to be anticompetitive. That it thought this Court would tolerate such insubordination was a gross miscalculation.”

It’s not clear what Apple’s legal arguments will be or on what grounds the company is asserting its appeal. While the issue continues to be fought out in court, companies with a large presence on iOS like Epic Games and Spotify have moved quickly to establish external payment methods for their apps. There is every chance that this legal battle could continue for years as Apple continues to defend one of its prime revenue streams and insist on its authority to take a commission from any transactions originating in apps from the App Store.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/apple-appeals-recent-ruling-against-anticompetitive-app-store-practices-191536385.html?src=rss 

Reflections on the Nintendo Switch, the hybrid console that changed gaming

The Switch 2 is nearly here, which means the original Switch is entering its twilight years. It’s been eight years since Nintendo released its revolutionary hybrid console, and while many fans have spent the last couple of those itching for the device to be replaced, now seems like an opportune time to look back at what its legacy may wind up being (while acknowledging that it still has some life ahead of it).

Instead of bleating on myself, though, I turned to the rest of the Engadget staff to see what comes to mind when they think of the Switch, as just about everyone on the team has played with the console. We’ve collected our reflections below — some take a bigger-picture view, some are more personal, some contradict others’ experiences entirely. There’s plenty more that went unsaid. But I think that’s part of the Switch’s beauty; it’s a device that’s resonated with so many, in so many different ways, in its near-decade on the market.

The Switch embodied Nintendo’s lateral thinking with withered technology

Broadly speaking, you can group Nintendo consoles into two types. On one side you have devices that may be distinctive in certain ways but mostly iterate on a previous success or focus on technical upgrades first — think the SNES, GameCube, Game Boy Color, Game Boy Advance, 3DS and, by the looks of it, the Switch 2. (The N64 and original NES could go either way, but I’d put them here too.) On the other you have machines that are more out there, ones that most obviously represent “lateral thinking with withered technology,” the company’s longtime product philosophy championed by legendary designer Gunpei Yokoi.

These eschew cutting-edge technology for mature, cheaper hardware redeployed in novel ways. The worst of these have been existential disasters for Nintendo (Wii U, Virtual Boy). The best have created new forms of play, experiences you could hardly imagine before but make perfect sense in hindsight (Game Boy, DS, Wii). Not coincidentally, these are the consoles that’ve sold best in Nintendo’s history.

The Switch fell firmly in the latter camp. It didn’t really matter that the chip was from an old Android TV player. It didn’t really matter that the Joy-Cons kind of sucked, with beady buttons and thumbsticks that broke too often. It didn’t matter that there was a paltry 32GB of storage, that the (non-OLED) display was barely usable outdoors, that the triggers weren’t pressure-sensitive or that the kickstand always felt like it’d snap off. In a world that, for better or worse, increasingly demands comfort above all else, it won on sheer force of convenience. No other gaming device had ever gone so far to meet players where they live. And it won on the games, as Nintendo systems often do. Like the Game Boy and Wii, the Switch’s concept was so undeniable that its hardware only needed to be good enough for its time in the sun. So that’s all it ever was. It embodied Nintendo’s lateral thinking, blending unremarkable parts into something playful and brilliant. Jeff Dunn, senior reporter

The Switch saw Nintendo (finally) embrace indies

The Switch was an absolute delight for fans of indie game studios. This was really the first time the company truly embraced smaller developers in a comprehensive way, and it paid off big. The console became the de facto way to experience many of the standout titles of the past generation, including stuff like Celeste, Dead Cells, Hades, Golf Story, Undertale, Stardew Valley and, of course, Hollow Knight.

The hybrid nature of the console led many gamers, myself included, to wait for a Switch release of an indie title. This was before the Steam Deck and its ilk, so there really wasn’t any other way to play most of these games on a portable machine. The company’s sudden support for indies was great for gamers, as we got to play cool stuff, but it was also great for Nintendo. Many of these titles sold really well and gave the company some breathing room between first-party releases. Remember, the Switch was woefully underpowered when compared to other consoles so it couldn’t really run many AAA third-party games. Nowadays, Nintendo loves indies so much that they get their own Direct livestreams. My, how times have changed. — Lawrence Bonk, contributing reporter

The Switch was a haven for the golden age of Metroidvanias

It’s fitting that Metroid Prime 4: Beyond will be the Switch’s swan song. Starting with the release of Hollow Knight a year after the system’s debut, the Switch has been the best place to experience the golden age of Metroidvanias. Between Animal Well, Blasphemous 2, Hollow Knight, Nine Sols and Nintendo’s own contributions to the genre, nearly every great Metroidvania since 2017 has made it to the Switch; in fact, Microsoft even released the Ori series on the console.

The Switch was my favorite place to play many of those games. With their often simpler graphics, most Metroidvanias were a perfect fit for the system. For example, Hollow Knight and Metroid Dread run at a flawless 60 frames per second and look great on the system, especially on the OLED model with its ability to produce inky blacks. The Switch’s portability is also a huge boon for these types of games. They’re great for short pick up and play sessions, and even better for longer ones when you can get lost in their worlds. — Igor Bonifacic, senior reporter

In praise of the Switch Lite, the handheld console for everyone

When I think of the Switch, the first object that comes to mind is my coral Switch Lite. No fancy OLED screen, no detachable controllers, no TV input mechanism and a maximum resolution of 720p, all wrapped up in an adorable, handheld, candy-colored package. For me, this is a highlight of the ninth console generation. The Switch Lite is effective because it’s simple: It comfortably fits in most people’s hands (ahem, Steam Deck), it offers a large selection of indie and mainstream games, its screen is just big enough, it travels well and it’s cute as hell. The audience for the Switch Lite spans children to adults, commuters to work-from-homers, and its popularity demonstrates some deep truths about what we actually love in video games. Turns out, photorealistic graphics and uncapped framerates are less important than solid game design and innovative mechanics.

I’ve owned a full-fat Switch and a Lite for years, and while I enjoy playing Mario Kart 8 with friends on the couch, nothing beats the intimacy of curling up with my little Lite. Perhaps it’s not surprising that Nintendo, the creator of the Game Boy and its numerous iterations, knows how to make a fantastic handheld console, but it’s still supremely satisfying. I’m excited about the Switch 2, sure, but the debut console — 8-inch display, detachable gamepads and all — is only responsible for half of that feeling. The other half is on pause and smothered in pastels, patiently waiting on the announcement of a Switch 2 Lite. — Jessica Conditt, senior editor

The Switch is a lesson to all developers, everywhere

Ever since I’ve been able to see how much memory a single Chrome tab uses, I’ve been obsessed with elegance. Not in the ballgowns-and-tuxedos sense, but to pursue efficiency as a form of art, to use self-imposed limitations to surpass anyone’s expectations. It may have been a brightly-colored games console, but the Nintendo Switch was a masterpiece of elegance.

It’s not that modern-day Nintendo has ever really gotten into the bigger-number-is-better wars but then, as now, people were sniffy about the Switch’s power. After all, it was using a modified and, crucially, downclocked version of NVIDIA’s Tegra X1 system on chip. It wasn’t long before everyone started (kinda) joking their smartphones could beat the console in the power metrics.

Compared to the competition? Pfft. The Xbox and PS4 were smog-billowing big rigs next to the Switch’s carbon-fiber bicycle with only one crossbar. And yet, of the three, it’s the console I’ve spent the most time playing during this whole generation. Because for all it lacked in graphical clout, it never seemed to miss out where it counted.

That’s testament to Nintendo squeezing so much damn power out of the Switch, and its willingness to put the work in. Yes, you can get Call of Murder Simulator with ultra-realistic blood spatter on the other two consoles, but it’s not as if there weren’t plenty of demanding titles on this platform too. I can call to mind games like Doom Eternal and The Witcher 3, not to mention top-tier games from the last generation, like Bioshock and Portal.

And that’s before you got to masterpieces like Breath of the Wild and Tears of the Kingdom which are, shockingly good given the hardware they’re running on. Yes, there was the odd frame drop in the latter title, but when you think about what that game was doing, a frame drop was more than forgivable. Fundamentally, the Switch is a lesson to all developers everywhere that they should be disciplined to do a lot more with a lot less. — Daniel Cooper, senior editor

The Switch had me dreaming of a higher-fidelity Hyrule

Apologies in advance if this comes off as another gamer saying Nintendo should make more powerful consoles. That’s not what I’m saying, I swear. Nintendo hasn’t chased the PlayStation or Xbox in graphics power for multiple console generations; it clearly has different priorities. And the art style and attention to detail in its first-party games is nearly unmatched. Rarely have I played any of Nintendo’s games and thought “this could use more pixels” or more “realistic” graphics.

However, in late 2017 I was engrossed in two games: Horizon Zero Dawn on the PS4 and The Legend of Zelda: Breath of the Wild for the then recently released Switch. As fate would have it, both games came out in March, and while Horizon got plenty of positive reviews, it was a bit buried by the hype around Breath of the Wild and its radical reinvention of how a Zelda game plays. And while the two have their fair share of differences, the commonality of exploring a gorgeous and vast open world where you could go to almost anywhere you can see made me think how much I’d love it if Nintendo went all-in on a console and Zelda title that could provide fidelity like in Horizon Zero Dawn.

I’m not saying I need human-realistic characters in a Zelda game — the art direction in Breath of the Wild is great. But the forests, mountains, deserts, caves and rivers in Horizon are perhaps the most beautiful rendering of the natural world that I’ve ever seen in a game. Combining the endless exploration of Hyrule in Breath of the Wild with a Hyrule that looks as good as the world in Horizon does would be an incredible combo, even though it’s not something I’m holding my breath for. That said, the Switch 2 seems like a much more capable console, and you have to imagine the next Zelda game will look a bit different than the last two. Surprise me, Nintendo! — Nathan Ingraham, deputy editor

The Switch changed me from Nintendo skeptic to Nintendo superfan

Before the Switch came out, I knew there were people who proudly wore their Nintendo fandom, but I could not understand their fascination. I think that was because I’d never had my own Nintendo hardware. Every experience I’d had of the company’s games before the Switch was on a console that belonged to a friend, roommate or significant other. That meant as a player, my experience was almost entirely based on casual hangout games like Mario Kart and Mario Party. Later on, as I began writing about games, my professional opinion was that Nintendo made money by manufacturing scarcity with limited releases and a dubious attitude about preservation.

Given all the mid-to-bad feelings I had about the company, I don’t remember why I decided to buy a Switch for myself. It was about a year after the hardware debuted, so maybe I’d seen enough positive buzz that I was ready to see what all the fuss was about. Whatever the reason, I’m so happy I wandered into the store to finally acquire my first Nintendo console that fateful day.

Since then, I’ve spent hours in Super Mario Odyssey, gleefully searching every corner of each world for sneaky hidden moons. I logged even more time in Breath of the Wild, exploring Hyrule as an escape from the doom of COVID in the real world. I’ve logged multiple hundreds of hours uncovering the intrigues of Garreg Mach Monastery and leading my students into battle with Fire Emblem: Three Houses. And you don’t even want to know how many hundreds of hours I’ve spent clearing out pills in Dr. Mario. A bunch of titles that I’d now consider my favorites came from my time playing on the Switch.

I’m sure that if the SNES or the N64 had been my true introduction to the world of Nintendo, I’d have similar warm fuzzies about those generations of games. But the way my timeline has gone, the Switch is the one that introduced me to this joyful and delightful gaming ecosystem. So I see you, Nintendo fans. And now I am one of you. — Anna Washenko, contributing reporter

The Switch was the console I always wanted – until it wasn’t

I was desperately hoping for a console like the Switch before it was announced by Nintendo. That time, I was mainly gaming on the Nintendo 3DS and the PS Vita, until I discovered the Vita TV and realized that I prefer being able to play my handheld games on a bigger screen sometimes. I remember playing Fire Emblem Awakening on the 3DS and thinking of how it would be so much better if I could get a bigger view of the battlefield.

When Nintendo released the Switch years later, it was everything I wanted. You can take your game with you anywhere and then play it on the TV when you’re home? Perfect. The Vita TV wasn’t as seamless, since I had to move memory cards to and from the handheld Vita to play the same game.

Now, years later, my life and my eyesight have gone through some big changes. I no longer play games if I can’t play them on the TV. That means for games that have both a Nintendo and a PlayStation version, I almost always get the one for PlayStation, since it has better graphics and overall quality.

But what about Nintendo-exclusive games? These days, I find myself wishing for a Switch without a screen. Just a simple console like the Vita TV with, perhaps, better specs for crisper graphics and less stuttering. Or, if that’s truly not possible, just one that’s cheaper than the full console. (I’m not the only person who’s called for this!) Alas, there’s no version of the Switch 2 coming out without a display. It’s a wish I may have to carry with me for years like my wish for the Switch’s current form factor — I’ll just have to wait and see if it also comes to life. For now, I’ll just keep on playing on my (docked) Switch. — Mariella Moon, contributing reporter

The Switch helped make handhelds feel special again

I got my Nintendo Switch on launch day way back in March 2017 and it’s the only one I’ve ever owned. And even though its Joy-Con started to drift over the years and its Nvidia Tegra X1 chip was already kind of dated from the get-go, I will always appreciate how that thing held it down for the better part of a decade. Plus, thanks to Nintendo’s magic, it never felt like the console was held back by its less powerful hardware.

However, as we begin the transition to its successor, I really want to praise the Switch for reinvigorating people’s interests in handhelds. When it came out, the Nintendo 3DS was already on its last legs while Sony had all but abandoned the Vita. But thanks to the Switch’s ability to double as both a home console and a portable gaming device, it directly paved the way for so many of the handheld PCs on sale today like the ASUS ROG Ally, Steam Deck and more. This reminds me of how awesome it felt as a kid to bring games with me to help pass the time on long road trips or when the dentist would distract me with a Game Boy during cleanings. It’s something that still feels special today even with the proliferation of laptops and tablets, which can’t quite match that level of engagement and portability, and I will forever appreciate the risk Nintendo took when it designed that flexibility into the Switch’s core identity. — Sam Rutherford, senior reporter

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/reflections-on-the-nintendo-switch-the-hybrid-console-that-changed-gaming-192049755.html?src=rss 

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