Microsoft unveils smaller Surfaces: A 12-inch Surface Pro tablet and a 13-inch Surface Laptop

Last year was a major one for Microsoft’s Surface lineup, thanks to the launch of Copilot+ AI PC initiative, as well as surprisingly capable Arm-powered Surface Pro and Surface Laptop models. But aside from the addition of OLED and Qualcomm’s new Snapdragon chips, the overall design for those Surface machines didn’t really evolve much. That changes this year, as Microsoft has announced smaller versions of its Surface family: A 12-inch Surface Pro hybrid tablet and a 13-inch Surface Laptop. To be clear, they won’t be replacing the existing Surface devices, instead they’re more like compact siblings.

While they may sound only a bit smaller than the existing 13-inch Surface Pro and 13.8-inch Surface Laptop, Microsoft managed to cut off plenty of excess weight. The new 12-inch Surface Pro is a half-pound lighter than the 13-inch model, clocking in at 1.5 pounds, and the revised Surface Laptop is 0.3 pounds lighter (2.7 pounds). Notably, the Surface Pro is coming in 0.2 pounds lighter than the Surface Pro X, a device we praised for having “gorgeous” hardware that was betrayed by Windows’ terrible Arm support in 2019.

Microsoft

Both new Surface devices are powered by an eight-core version of the Snapdragon X Plus chip, which includes a 45 TOPS NPU and Adreno GPU, as well as 16GB RAM. As for storage, you can choose from either 256GB of 512GB UFS (Universal Flash Storage) options. Unlike the SSDs in other Surface devices, you won’t be able to upgrade the UFS storage down the line.

That’s not the only downgrade, either: The smaller screens of both devices are a significant step down from their larger siblings. The Surface Pro’s 12-inch LCD sports a 2,196 by 1,464 resolution, which is only slightly better than 1080p, and maxes out at a 90Hz refresh rate. The 13-inch Surface Pro, meanwhile, offers more pixels per inch with a 2,880 by 1,920 resolution, up to 120Hz refresh rate, and an optional OLED upgrade. As for the smaller Surface Laptop, it sports a simple 1080p 60Hz LCD. The 13.8-inch Surface Laptop has a sharper 2,304 by 1,536 LCD that can hit up to 120Hz.

Microsoft

Microsoft has also given up on using the Surface Connect port with these devices, opting instead to rely on USB-C charging alone. The Surface Pro and Surface Laptop both have two USB-C/USB 3.2 ports, which support 45W and 60W fast charging, respectively. There’s no USB power adapter bundled with the Surface Pro, unfortunately, but the Surface Laptop still comes with a 45W charger of its own. Similarly, the Laptop is the only new machine with a USB Type-A connection and a headphone jack.

The 12-inch Surface Pro starts at $800, which is technically $200 less than the retail price of the 13-inch model, but oddly enough that version is currently on sale for $800 as well. As usual, you’ll have to buy the Surface Keyboard separately, which tacks on another $149 to your Surface Pro purchase. Microsoft says it’s reimagined the Surface Keyboard for the 12-inch tablet, so its typing experience may be different this time around.

The 13-inch Surface Laptop starts at $900, but in another curious twist the larger model is also currently on sale for $800 (down from $1,000). Perhaps Microsoft is betting some people will opt for the new hardware simply because it’s more compact. We’ll have to test both machines to see if their spec downgrades are worth the lighter weight.

This article originally appeared on Engadget at https://www.engadget.com/computing/laptops/microsoft-unveils-smaller-surfaces-a-12-inch-surface-pro-tablet-and-a-13-inch-surface-laptop-130030983.html?src=rss 

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 

Celina Wagner: Redefining Global Modeling in the Age of AI and Digital Evolution

The German-born model works in a fashion business with a fresh Gen Z perspective, embracing technology and aiming to pave a new path from cover star to Hollywood. 

The German-born model works in a fashion business with a fresh Gen Z perspective, embracing technology and aiming to pave a new path from cover star to Hollywood.  

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 

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