Plex raises subscription prices for the first time in a decade

Streaming service Plex is raising its prices for the first time in ten years. The company just announced an increase for its premium subscription service Plex Pass, which offers a number of additional features like offline access and themes. The standard service is still free, if you’re looking to set up a simple media server to stream some movies or shows.

Plex Pass will soon cost $7 per month, which is an increase of $2 per month. A yearly subscription will come in at $70, a fairly substantial lift from $40. Finally, the coveted lifetime pass is shooting up to $250 from $120. These are some serious upticks, but I guess that’s what happens when you don’t raise prices for a decade.

The changes go into effect on April 29, so the Plex-curious still have more than a month to pick up a lifetime pass at the original $120 asking price. The monthly and yearly price impacts both new and pre-existing customers. The company says it’s doing this to keep up with rising industry costs. Remote streaming is also set to fall under a subscription, albeit a cheaper one at $2 per month. 

“These changes weren’t made lightly, and we’ve spent a lot of time weighing the best path forward to ensure we can continue to balance value with a best-in-class personal media experience for years to come,” a blog post from the company says. 

However, there are some new tools coming to accompany these price increases. It’s integrating with Common Sense Media to bring ratings and reviews aimed at parents to Plex Pass holders. It’s also working on a new server management app that will launch in the near(ish) future. The primary playback is also getting a much-needed refresh.

The platform is eliminating the mobile unlock fee, which is a one-time activation fee that was required to remove the one-minute playback limitation when streaming content from a media server to a mobile device. Recently, Plex added public reviews and profiles.

The Plex Pass price increase comes as the entire streaming industry begins tightening its belt. Just about every platform has gotten more expensive in the last couple of years.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/plex-raises-subscription-prices-for-the-first-time-in-a-decade-182622032.html?src=rss 

Assassin’s Creed Shadows review: An ambitious and captivating world that’s stuck in the past

It’s unlikely that the fate of a company as large as Ubisoft will hinge on the success of one tentpole single-player game. But the company cannot afford another major error anytime soon after the likes of Star Wars: Outlaws and XDefiant failed to set the world alight. Ubisoft desperately needs a big hit (and for the Rainbow Six Siege X overhaul to go well). The good news for the company is that Assassin’s Creed Shadows is poised to deliver on that.

On the surface, it’s exactly what you’d expect: a massive Assassin’s Creed game that takes dozens of hours to beat. There’s so much to do beyond the core story, given all the missions and sidequests that the game constantly points you towards. I was rarely bored during my time with the game — not even during the lengthy flashbacks — which says a lot about the care and consideration Ubisoft’s developers have put into this giant world and the story that ties it together.

Ubisoft could not risk having the game run poorly from the jump and then spend months fixing it à la Cyberpunk 2077. Thankfully, for the most part, Assassin’s Creed Shadows runs well across my consoles (base PS5 and Xbox Series X) and PC.

It looks sumptuous on my high-end gaming rig, which has an NVIDIA GeForce RTX 4090, 14th-gen i9 Intel CPU and 32GB of RAM. I had zero issues while running everything at very high settings. The action hovered in the 55-59 fps range with no considerable framerate drops — save for the slightly jarring switch to cutscenes, which play out at 30 fps. It’s worth noting that Assassin’s Creed Shadows is verified for Steam Deck, but I wasn’t able to test it out there.

There were no noticeable slowdowns even in the heat of chaotic combat on the three platforms I played on. However, I did spot some small visual aberrations on PS5. Early on, while strolling through puddles in performance mode, water pooling on a dirt track shimmered in an unnatural way. It distracted me from the conversation I was having with an ally.

Ubisoft

Once I was in winter, textures on the grass that poked through the snow faded out and in while I tore through the countryside on horseback. For the record, that happened in balanced mode, which attempts to split the difference between the quality and performance modes in terms of visual fidelity versus framerate. These are minor complaints, in fairness, but they momentarily broke the immersion for me.

The main other weird quirk is that my horse often got stuck when I whistled for it. If, say, I was on a narrow bridge when I called the steed, it might spawn into the river below. A slight annoyance that’s more to do with how the horse is programmed to catch up to you by your side, but one that’s forgivable considering some of the many narrow paths you’ll venture along.

Two heroes with their own stories

The big hook this time around is that you can swap between two characters almost whenever you like. Naoe, a shinobi, is a more traditional Assassin’s Creed protagonist, while the warrior Yasuke is a hulking samurai who can bust through doors and carry bodies to hiding spots more easily than his counterpart. There are missions and character interactions that require you to specifically play as one character, but for the most part, you can play as either in the open world.

I stuck to Naoe as much as I could. She’s far more nimble and capable at clambering around strongholds — her grappling hook is such a handy tool — and carrying out stealthy assassinations. After all, she’s the only one of the two who has the fabled hidden blade. Her movement is extremely fluid, an aspect of the game that’s said to have benefited from the extra time developers had amid its delays.

Unlike Yasuke, Naoe can use the classic eagle vision ability to reveal enemies, hiding spots and goodies through walls. She’s plenty capable in hand-to-hand combat as well, more so as you unlock abilities like the very useful double assassination. Her kusarigama, which consists of a sickle-like implement and heavy weight linked by a chain, is a great part of her arsenal.

That’s not to say Yasuke isn’t a fun character as well. Silently thinning out enemy numbers with his bow or loudly with a teppō firearm before charging in to eliminate the remainder with a long katana, crushing club and special moves like booting a grunt into a wall never got old.

Both protagonists are well-written and performed, at least while playing with English audio. However, the lip syncing didn’t always neatly match up with what the characters were saying, a distraction in cutscenes. While I didn’t get around to playing the game in immersive mode, with characters speaking in their native tongues of Japanese and Portuguese, I’d be interested to see if the lip sync issue is as prominent there.

Personal stakes with a broader goal

Nevertheless, the story was strong enough to hold my attention during the cutscenes and the rest of the game. It’s a tale that starts with very personal stakes for both heroes but expands to involve safeguarding the future of Japan. The writers have crafted a narrative with plenty of intrigue and intricacy, and I enjoyed how they weaved the broader Assassin’s Creed lore into Shadows.

I would say the story and structure are rich and intricate enough to justify the 40-60 hours it’ll take many people to finish this game. (The new scouting system — which you’ll use to narrow down the location of an objective after learning that, for instance, a target is in a specific area — works well.) Still, I preferred the tighter 20-hour approach Ubisoft took with Assassin’s Creed Mirage.

Ubisoft

I enjoyed playing in canon mode, which removed dialogue choices and let narrative beats play out as the designers intended. It’s too much of a spoiler to reveal how Naoe and Yasuke come to be allies, but the interactions between them and other characters, particularly the flirty relationship Naoe has with one firearm-wielding figure, are for the most part captivating enough.

The performers (and, my goodness, are there a lot of speaking parts here) by and large do a great job with the material. But it’s a bit jarring to hear a character speak in a plain North American accent when most of the cast bring Japanese and Portuguese inflections to their delivery.

As solid as the tale being told is overall, the structure is a little odd in places. The main story includes flashback sequences, including one with a combat tutorial that takes place right after the action-packed prologue, that disrupt the flow even if they add some color to the protagonists’ backstories.

Skill tree frustrations

I’m not a big fan of the way Ubisoft has structured the progression systems. Naoe and Yasuke each have six skill trees, all of which are broken down into levels. To unlock the next level, the player has to accumulate enough experience points by completing various side activities, including horse archery and finding hidden items dotted around temples. In a vacuum, these can be fun, but it gets a little frustrating when you have a lot of spare mastery points to spend on skills and you have to run around to honor some shrines or find meditation spots before you’re able to acquire some of Naoe’s and Yasuke’s cooler moves.

There are some other antiquated systems in the game. Defeating a rōnin — a samurai who has been hired to take out the heroes — in a fun fight earned me decent loot, including some legendary light armor. But I couldn’t equip it, because my character hadn’t quite reached a high enough level to simply put on some new rags. This doesn’t make any logical sense.

Scaling enemy difficulty from region to region, a trope that Ubisoft eschewed in Mirage, feels very tired here too. It’s an artificial way of ramping up the difficulty and progression when other approaches like more creative level design, new enemy types and the player manually making the game harder in their settings can do the trick. Given the historical nature of the series, it does follow to a degree that some of Ubisoft’s gameplay ideas are stuck in the past.

In general, I don’t really care to spend my time scouring for gear upgrades just so I can stand a chance in a new area. That said, perks on certain equipment can come in handy. Skulking around castles to take out a few key enemies to unlock a chest with some valuable equipment felt rewarding — even just as a little something extra to do while I tried to make my way to a viewpoint on enemy turf. Castles are valuable strongholds and offer a defensive advantage against attackers, so it’s only logical that the bad guys would be stationed around viewpoints, which reveal new points of interest visible to our heroes after they scale up to a specific perch.

Ubisoft

Even without that gameplay aspect, scaling up to a viewpoint is always worth it, as has long been the case in the Assassin’s Creed series. The minimum reward is a sweeping shot of the surrounding area, and since Shadows is such a stunner, I made it a point to claim every viewpoint along my path.

The aforementioned puddle and grass anomalies aside, it’s a joy to roam around this gorgeous game, with its abundant foliage, carefully assembled settlements and dynamic weather system combining to form a rich, lived-in world that I won’t soon forget. The lighting systems allowing for Naoe and Yaskue to snuff out candles and lanterns to help them hide in the shadows at night were a smart addition here too.

There are plenty of other fun aspects to Assassin’s Creed Shadows. In one moment that reminded me of a beat in The Last of Us Part II, I was just starting a peaceful side activity when an assassin tried to take me out. That was an enjoyably unexpected twist. Meanwhile, an optional fight against a high-level enemy at the foot of a blazing tower in the middle of the night felt deeply cinematic.

There are often moments of serenity, such as those meditations and drinking in the scenery from the viewpoints, as well as Naoe’s preparations for a tea ceremony that plays an important part in the plot. Simply wandering through a forest and encountering harmless animals as the wind stirs up golden brown leaves in the fall can be calming too. 

That contrasts with the game’s abundant, brutal violence. Beyond the many quick murders you’ll commit with a flash of Naoe’s hidden blade, several of Yasuke’s kill animations end with him lopping off heads and limbs. The game’s truly peaceful moments deftly balance that out.

There’s a lot riding on Assassin’s Creed Shadows. Ubisoft will absolutely be hoping that it’s a success out of the gates and that not too many players wait for the price to drop. There’s plenty of competition to be concerned about too, particularly as Sucker Punch Productions’ sequel to Ghost of Tsushima, Ghost of Yōtei, is slated to arrive at some point this year.

It does feel like there’s enough here to draw in both Assassin’s Creed diehards and newcomers who may be entranced by the 16th-century Japan setting but don’t know their Animus from their elbow. Assassin’s Creed Shadows has impressive technical work, great performances and an expansive, well-drawn story but it’s unfortunately weighed down by some frustrating decisions and antiquated gameplay systems. Still, I’m eager to keep exploring.

Assassin’s Creed Shadows will hit PS5, Xbox Series X/S, Windows PC, Mac, Amazon Luna and Ubisoft+ on March 20. It will be available for iPad in the future.

This article originally appeared on Engadget at https://www.engadget.com/gaming/assassins-creed-shadows-review-an-ambitious-and-captivating-world-thats-stuck-in-the-past-170008367.html?src=rss 

Apple’s first custom designed modem did surprisingly well in benchmarks

Apple just introduced its first proprietary cellular modem, the C1, as part of the recently-launched iPhone 16e. Ookla, the company behind Speedtest, just ran the C1 modem through a series of benchmark tests and it did surprisingly well, even when compared to the Qualcomm chips that accompany the pricier iPhone 16 handsets.

The C1 misses out on mmWave 5G support, but can still hold its own in the speed department. The company found that the iPhone 16e offered average download speeds of 560Mbps for the top 90th percentile of users on AT&T, Verizon and T-Mobile. The standard iPhone 16, with the Qualcomm chip, is faster in this scenario, with average download speed of 756Mbps. The difference, however, isn’t stark.

Ookla

Things change when you move from the top 90th percentile to the bottom 10th percentile. In this case, the iPhone 16e actually outperforms the standard model. The average data speed for the 16e here reached nearly 218Mbps, whereas the Qualcomm-based model averaged 210Mbps. Interestingly, the newest iPhone model was fastest when using AT&T and Verizon’s networks. It was slower on T-Mobile.

As for upload speeds, the 16e outperformed the traditional iPhone 16 in nearly every test. Apple has touted the C1 as the “most power-efficient modem ever on an iPhone,” and that doesn’t seem to be hyperbole.

Ookla’s tests match our experience, as detailed in the official iPhone 16e review. We found that the C1 modem outperformed even the iPhone 16 Pro in certain use cases. However, it’s always worth noting that this chip doesn’t support ultrawideband 5G.

So Apple’s investment to build an in-house modem looks to have been a worthy endeavor, just like those speedy M-series chips. The company reportedly has big plans for future iterations. Not only is the C2 likely on the way, but Apple is planning on creating an all-purpose processor that contains an integrated modem. This could allow for some serious energy and cost benefits.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/apples-first-custom-designed-modem-did-surprisingly-well-in-benchmarks-164422205.html?src=rss 

The EU’s new charges against Google could lead to at least $35 billion in fines

The EU is moving forward with competition-based regulatory actions against Google and Apple. The European Commission (EC) announced two preliminary charges against Google for failing to comply with Digital Markets Act (DMA) regulations related to Google Search and the Play Store, which could lead to fines of $35 billion. The regulatory body also ordered Apple to make iOS more open to third-party devices like smartwatches, headphones and TVs. The decisions come in the face of US President Donald Trump threatening additional tariffs on nations that regulate US Big Tech companies.

As part of an investigation that began last March, the EC charged Google on Tuesday with violating the DMA by favoring its own services (such as shopping, hotel booking, transportation and financial and sports results) in search results over third-party competitors. The regulators said the company gives its services “more prominent treatment compared to others” by displaying them with enhanced visual formats and filtering mechanisms.

The EC also charged the company with preventing Google Play app developers from informing customers of alternative channels for cheaper offers. Although the commission said Alphabet has a right to charge a developer fee for steering a customer to another channel, it claimed that what the company demands in return goes beyond what is justified — “a high fee over an unduly long period of time for every purchase of digital goods and services.”

“The two preliminary findings we adopt today aim to ensure that Alphabet abides by EU rules when it comes to two services widely used by businesses and consumers across the EU, Google Search and Android phones,” EU antitrust chief Teresa Ribera said in a statement.

The European Commission

European Union

The DMA, which was passed in 2022, allows European regulators to fine companies up to 10 percent of their global revenue. The commission can double the penalty to 20 percent for repeat offenders. Alphabet brought in over $350 billion last year.

The commission stresses that the charges aren’t final, and Alphabet can still defend its decisions in writing before they are finalized.

The EU’s moves follow through on a recent promise to enforce its regulatory laws despite tariff threats from Trump as part of his escalating trade war with other nations. He wrote a memo in late February, saying he would consider tariffs in response to “digital services taxes, fines, practices and policies” on American companies. In turn, the EC said it would “respond swiftly and decisively to defend its rights and regulatory autonomy against unjustified measures.”

Kara Durrette via Getty Images

Although the EC’s decision for Apple doesn’t (yet) involve charges, it offered measures the company must comply with to avoid them in the future. First, the company must provide greater compatibility with third-party devices that connect to iPhones. Unless Apple wants to face fines of over $39 billion, it will have to improve areas like notifications for third-party smartwatches, data transfer speeds (like peer-to-peer Wi-Fi and NFC) and the pairing process on connected accessories from competing companies.

The EC also ordered Apple to improve access to technical documentation for developers to make their products interact with iPhones and iPads.

“Effective interoperability for third-party connected devices is an important step towards opening Apple’s ecosystem,” Ribera said in a statement. “This will lead to a better choice for consumers in the fast-growing market for innovative connected devices.”

This article originally appeared on Engadget at https://www.engadget.com/big-tech/the-eus-new-charges-against-google-could-lead-to-at-least-35-billion-in-fines-165850585.html?src=rss 

Microsoft launches a new gamepad keyboard layout for Windows 11

There is something so incredibly frustrating about typing on a digital keyboard with a controller. Whether for streaming or gaming, the slowness with which you often have to find each letter is just painful. Well, thankfully, there’s an improvement on the way for Xbox controllers, with Microsoft announcing a new gamepad keyboard for Windows 11’s touch keyboard. 

Microsoft

The updated keyboard should make it easier to use the on-screen one with an Xbox controller. It brings greater navigation to the controller and helpful shortcuts. For example, the X button can function as backspace, the Y button as the spacebar and the menu button as enter. Microsoft also states that it has vertically aligned the keyboard keys for smoother use.  

Microsoft first shared that it was beta testing this technology back in September. Now, it’s available in the Release Preview version of Windows 11, so you should be able to try it out for yourself within the next few weeks. Hopefully it saves you a lot of time and frustration (and that streamers will come up with their own solutions soon). 

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/microsoft-launches-a-new-gamepad-keyboard-layout-for-windows-11-154011591.html?src=rss 

Skate Story is coming to PS5 as well as PC this year

Skate Story has been one of my most anticipated games ever since I first clapped eyes on it all the way back in 2020, so it was great to get an update on it as part of Sony’s annual PS Indie Day. It’s been confirmed that the striking skateboarding adventure is coming to PS5, as well as PC. Publisher Devolver Digital plans to release it later this year.

Solo developer Sam Eng describes Skate Story as “a game about a demon made of glass who needs to skate the Underworld and consume The Moon to fulfill the devil’s contract.” To achieve that, you’ll need to work your way through nine layers of hell. The only way to beat bosses is by skating fast and pulling off an array of dope tricks, which deal damage. There’s a time limit on the boss battle against the Moon that’s shown in the latest trailer — you only have until a song ends to defeat the celestial body.

There are more than 70 tricks for you to learn and improve, and you’ll level up by completing skate trials. Other characters you’ll encounter include a “pillowy demon who owns a laundromat” and a “jittery subway train” you can become pals with and then “experience poetry about the multilight of the Moon.”

As odd as that all sounds, absolutely everything I’ve seen and heard about Skate Story has hit the right spot for me. I especially can’t get enough of those visuals.

Eng promises to reveal more details about Skate Story this summer. Given that Devolver typically runs a showcase alongside Summer Game Fest, we’ll probably hear more about the game in early June. In the meantime, you can get a taste of what’s in store by checking out our Skate Story hands-on.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/skate-story-is-coming-to-ps5-as-well-as-pc-this-year-163303910.html?src=rss 

Why Were the Astronauts Stuck in Space for 9 Months?

Sunita ‘Suni’ Williams and Barry “Butch” Wilmore were only supposed to be aboard the ISS for one week, but their mission was stretched to last nearly a year.

Sunita ‘Suni’ Williams and Barry “Butch” Wilmore were only supposed to be aboard the ISS for one week, but their mission was stretched to last nearly a year. 

The Nest Learning Thermostat is back on sale for $240 in the Amazon Spring Sale

Google’s Nest Learning Thermostat is on sale for $240 right now, as part of the Amazon Spring Sale. That’s close to a record low price for the 4th-gen device that was released just last year. This deal is available for multiple colorways, including silver, gold and black.

This is a modern thermostat, so that means AI. The device offers suggestions on how to lower energy usage and can automatically adjust settings in the home based on factors like ambient temperature and daily schedules.

It ships with a wireless temperature sensor for accurate measurements. This sensor can run for three years before needing a new battery. This model can accommodate six of these sensors, for large properties, but that requires some additional purchases. A three-pack of the sensors typically costs $100. 

The Nest Learning Thermostat is more customizable than its predecessors, with the ability to select from several smartwatch-style faces. It’s also much larger than previous models and includes Soli radar sensors to determine how close a person is. The display will adjust accordingly, with an increased font size when standing far away and vice versa.

The installation is fairly simple, but will still require some light wiring. The only real bad thing to say about this thermostat is that $280 is a whole lot of money. That concern is mostly alleviated by today’s sale.

This article originally appeared on Engadget at https://www.engadget.com/deals/the-nest-learning-thermostat-is-back-on-sale-for-240-in-the-amazon-spring-sale-150539398.html?src=rss 

Google’s Pixel Buds Pro 2 drop to a record-low price for the Amazon Spring Sale

Although the Amazon Spring Sale doesn’t start in earnest until next week, there are a bunch of early deals to be had. Among them is an offer that sees Google’s Pixel Buds Pro 2 drop to a record low price. The earbuds are currently $179, which is $50 (or 22 percent) off.

The Pixel Buds Pro 2 are our pick for the best wireless earbuds for Google phones. For one thing, they fit more comfortably and securely after a redesign made them smaller than the Pixel Buds Pro.

Improvements to audio quality helped the Pixel Buds Pro 2 obtain a score of 88 in our review. Revisions to the acoustics and drivers — as well as the inclusion of a Tensor chip to take care of active noise cancellation (ANC) and audio signal processing — help the earbuds deliver ample, punchy bass, as well as full mids and crisp highs.

The Pixel Buds Pro 2 offer up to eight hours of use on a single charge with ANC enabled. When you factor in the charging case, you’ll get up to 30 hours of total listening time when ANC is on. The earbuds have an IP54 rating, indicating that they’re protected from dust and water splashes.

In terms of features, the earbuds include hands-free access to the Gemini voice assistant. Spatial audio is available, albeit only for certain video streaming apps for now. The Pixel Buds Pro 2 offer automatic switching between devices that are linked to your Google account. Other features include conversation detection, a hearing wellness tool and Find My Device.

This article originally appeared on Engadget at https://www.engadget.com/deals/googles-pixel-buds-pro-2-drop-to-a-record-low-price-for-the-amazon-spring-sale-152844540.html?src=rss 

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