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16
Jun

‘Resident Evil 7’ in VR is a sweaty, puke-inducing masterpiece


I nearly tossed my cookies in the middle of Sony’s media lounge at E3, while hosting a Facebook Live stream and playing Resident Evil 7: Biohazard on PlayStation VR. This wasn’t a case of Nerd Flu or a bout of food poisoning — I finally experienced the notorious curse known as VR sickness. For years I’ve been drifting from headset to headset without a care in the world, content in the knowledge that I didn’t get nauseated while playing games in virtual reality. I’d read about people feeling queasy after playing Elite: Dangerous or Project Cars, but I never fully understood why it was such a big deal. Couldn’t these people just chug some Pepto Bismol and get on with their immersive gaming experiences? Where did all these weak-stomached crybabies come from anyway?

Crybabies, consider this my formal apology, courtesy of PS VR and Resident Evil 7.

I was incredibly excited to play Resident Evil 7 in VR. I’m a long-time franchise fan and I loved the direction that Capcom decided to take with this installment. It’s in first-person, a departure from other games in the series, and at first glance it looks more like PT or Outlast than a traditional Resident Evil title. This is great news for me; I adore psychological thrillers and the recent wave of exploration-based, haunted house horror games has been pure nectar for my adrenal glands. With a team of terror masters behind the Resident Evil 7, I was prepared to be scared. However, I was not prepared to puke.

A third of the way through the demo, with Engadget Social Media Editor Mallory Johns streaming my every move live to the internet, I suddenly felt feverish. In an instant I was burning up, sweat building on my hairline and at the base of my neck. I fanned myself and assumed it was the adrenaline kicking in. After all, I was wandering around a dilapidated, carcass-filled house that was supposed to scare my pants off at any moment. Nerves were normal.

With Mallory feeding me questions from the live stream, I continued to talk and search the house despite a growing discomfort in my chest and stomach. The first wave of nausea crashed over me shortly after I climbed the stairs for the first time, my head tilted upward as I peered around a dark loft space occupied by a group of naked mannequins. I wondered if I was coming down with the flu.

Two minutes later, I was barely paying attention to the game. My stomach churned and my skin steamed. Mallory asked what I was seeing on the screen and I snapped back into presenter mode for moments at a time, but the nausea only increased. Ten minutes into the demo, I had paused to fan myself once and lifted the headset away from my eyes three times. At that point, I knew that if I put the PS VR back on, I was going to puke all over Sony’s media lounge, live on Facebook. I called it quits. Mallory ended the stream as I asked the Capcom employee if people complained of VR sickness a lot. He shrugged.

I was on the brink of vomiting for 10 minutes following the demo. Mallory rushed with me to the bathroom but the fresh air and real world filling my vision gradually dulled the nausea. It was all incredibly strange — I’d never felt anything like it, especially not while playing a game in VR.

We asked around and found that my experience wasn’t unique. Multiple people reported feeling sick while playing Resident Evil 7 on PlayStation VR, including some who said they’d never experienced VR sickness before. A friend sat down to play the demo and as we talked afterward, he paused multiple times to cover his mouth, on the verge of vomiting. A staff member at a neighboring demo station said that people regularly left the Resident Evil booth with VR sickness, including one man who removed the headset to reveal a head drenched in sweat.

This was a shame, largely because the demo was legitimately wonderful otherwise. The house was claustrophobic and mysterious, the graphics were immersive and the story was just starting to reach a fever pitch by the time I had to quit. Despite the overwhelming nausea and clammy sweats, I remain interested in Resident Evil 7 (the full game lands on January 24th, 2017, by the way) — just not in VR.

Maybe I fell ill because I used the right analog stick too much to look around instead of simply turning my head (old habits die hard). Maybe the sickness struck because I hadn’t eaten lunch and my stomach was overflowing with excitement at playing Resident Evil in VR. Maybe I was pregnant. OK, it wasn’t that one — but the thought did cross my mind before I heard the stories from other people who felt pukey after playing the demo.

It’s worth noting that the Resident Evil 7 demo on PS VR runs at 60fps, the minimum specs that Sony will allow on its new headset. In comparison, the Vive, Oculus Rift and Razer’s HDK 2 all require at least 90fps. VR sickness is a tricky beast — it stems from a wide range of factors, including frame rate and latency issues, and disparate games can induce nausea for different reasons. A dropped frame here or there can turn an immersive experience into a roiling vomit catalyst, and subtle lag between a player’s head movements and the on-screen reaction can destroy an otherwise wonderful game. Low frame rate isn’t the only culprit when it comes to VR sickness, but it’s definitely on the list.

Again, I’ve never gotten sick while playing a VR game before, no matter how long I’ve worn the headset or how quickly I’ve turned my head in-game. The nausea that assaulted my body while playing Resident Evil 7 in VR was so sudden and sweaty that it was scary — just not in the way Capcom intended.

Follow all the news from E3 2016 here!

16
Jun

Pinterest nabs Fleksy’s team to improve its digital scrapbook


When it launched in July 2012 as an app designed to help blind users type via muscle memory, Fleksy was one of the first apps to bring extended typing features to iOS. Today, Fleksy announced it has been acquired by Pinterest for an undisclosed amount and will be open-sourcing some of it’s accessibility features for the blind and visually impaired.

According to VentureBeat, Fleksy’s award-winning keyboard app and technology won’t actually be coming to Pinterest itself, although they will remain in the App Store and Google Play store “for the foreseeable future.” As part of the deal, half of Fleksy’s 10-person team just became part of Pinterest’s mobile and mobile platform engineering departments and will incorporate their knowledge of visual search into Pinterest’s platform.

“Pinterest is intensely focused on refining the mobile experiences that make it possible to flow effortlessly through our catalog of ideas — on any device, any place in the world,” Pinterest’s Head of Core Experience Scott Goodson said in a statement. Likewise, Fleksy Founder and CEO Kosta Eleftheriou said his company will “continue working on intuitive content discovery experiences on mobile. We’ll be bringing our expertise on both iOS and Android to join Pinterest in developing the most robust, beautiful and engaging ways to help people discover ideas.”

Although it’s never been the most popular third-party keyboard on either Android or iOS, Fleksy racked up a sizable user base and slew of accolades, including Apple’s Best of App Store 2012 and app of the month from Royal National Institute of Blind People. It was also used to break the Guinness World Record for fastest touch-screen text message in 2014.

16
Jun

Fender’s Mod Shop lets you customize a new guitar on the web


Typically, ordering a custom guitar not only means spending more money, but it usually means an extended wait as well. Fender has a solution for both of those issues, taking a cue from the likes Motorola and other companies that have offered customers the ability to tweak the design of a product or device before ordering. With the Mod Shop, Fender will let you put the finishing touches on a Stratocaster, Telecaster, Precision Bass or Jazz Bass so that the instrument matches your sense of style exactly.

Once you select the model you want to customize, you’re able to select the orientation, body color/finish, fingerboard, pickups, pickguard, tuners, bridge and hardware color before handing over the funds. Of course, pricing starts at $1,650-$1,800 and varies depending on the level tweaking you do and just how much the selected materials cost. You’re free to fiddle around as much as you like, with the ability to take a snapshot when you get to something you might want to buy. This gives you a reference to come back to later on if you still want to make further changes.

All of the usual sharing tools are there too, so you can let your friends weigh in before emptying your savings account. You can also post a design to Fender’s own gallery for other aspiring designers to ogle. The best part? Fender promises you’ll be playing your custom creation in a month, no matter how many changes you make to the instrument The Mod Shop is live now on desktop and mobile, so go on and design the axe of your dreams.

Source: Fender

16
Jun

Facebook opens suicide prevention tools to everyone


That emo Facebook update your friend posted may be a passing bout of frustration, or it may be a sign of something deeper. If you suspect your connections of having suicidal thoughts and want to help, but don’t feel equipped to reach out, a tool from the social network is now available to everyone, making it easier to show concern.

Facebook is rolling out its suicide prevention tools to everyone in the world, and has collaborated with mental health organizations to offer more thoughtful services. The feature was available in the US to a select group of users, as well as in the UK, but will now enable anyone to report worrying content to Facebook. The company also worked with local partners to provide support in all languages in which the site is available.

After you’ve flagged the status, the author will receive a message saying that someone was concerned about their post. They’ll get options to talk with a trusted friend, call a helpline, get tips and support, or skip.You can also choose to reach out directly to your friend, and Facebook will offer suggestions on wording.

Of course, it’s easy to see how this system can be abused. Snarky friends may prank their pals by reporting status updates as suicidal, especially if there is no consequence for offenders. But Facebook has a team that reviews incoming reports and prioritizes most serious cases, such as potential self-injury, which should help it weed out fakes.

Suicide is the tenth leading cause of death in the US, and the second most common for deaths of people aged between 15 and 24. The most common cause for suicide is untreated depression, and cyberbullying has been found to be strongly related to suicidal ideas. That’s why it’s important that organizations create as safe a space online as they can.

If you suspect someone you know is in immediate physical danger, Facebook recommends calling 911 or law enforcement for help. For those who are worried about a loved one but don’t know how to help, it’s a relief to have these resources within such easy reach.

Via: TechCrunch

Source: Facebook

16
Jun

Fear and faith: ‘The Last Guardian’ is an incomplete opus


“Yes, I worry. All I can do at this moment really is pray.”

Fumito Ueda has been working on The Last Guardian for almost 10 years, and in just four months time, it will be released on PlayStation 4. At E3 2016, Ueda showed me the fruits of his labor and shared his fears about the reaction to its eventual release on October 25th.

In The Last Guardian, you play as a young boy who wakes up in an unknown land next to a giant creature named Trico. The animal is mostly catlike in appearance but with mangled, shorn wings and a ratty tail. I played the first 40 minutes of the game, and it’s changed a fair amount from the section we saw last year.

The game starts by establishing its controls with on-screen prompts and begins to tell Trico’s story. Your first task, as in last year’s demo, is to remove the spears preventing Trico from moving. To do this, you need to begin to befriend the creature, feeding it barrels to satiate its hunger and build trust. With spears removed, you then set about freeing Trico from his chains, a feat that requires you to scale his furry, feathered torso and remove a collar from his neck.

Before The Last Guardian, Ueda worked on Ico and Shadow of the Colossus. Both were released on PlayStation 2 to critical acclaim, but they hail from a different time. And The Last Guardian does too. Work began on the game in 2007, the same year Uncharted, BioShock and Assassin’s Creed all debuted. Despite the fact that those series have spawned a combined 13 sequels, bringing all manner of advances and additions to their respective formulas, Ueda says his vision for The Last Guardian has not changed. Speaking through a translator, he noted that while “from a technical standpoint, the detail and amount of expression” may have changed due to the long development cycle, the game is “exactly what I had in mind with my vision.”

That vision still eludes me. The gameplay, from both the demo I went through and the various trailers over the years, is roughly divided between puzzle-solving and platforming. You utilize the two characters’ vast difference in stature to your advantage, crawling through gaps and cracks with the boy and reaching high above with Trico. But Ueda’s games have always focused on story as much as gameplay, and The Last Guardian concentrates on telling the animal’s story through its relationship with the boy.

Both Ico and Shadow of the Colossus deal with childhood, innocence, growth, nonverbal communication and bonds. The Last Guardian appears to explore similar notes, albeit in a new arrangement. The commonality is no accident, but Ueda says he doesn’t want to tell stories about these themes. Instead, he comes back to them because they allow him to best convey stories. The child, for example, mirrors the mindset of a player as she’s exploring a new world. The lack of dialogue allows for a wide range of interpretation among different gamers. He’s not crafting characters “to make 100,000 people to feel [a certain way]” but rather creating characters that will help 100,000 people feel whatever they want to feel.

Fumito Ueda

Fumito Ueda, the game’s creator and director.

Prior to the demo, and in my subsequent interview with Ueda, I saw the boy as the main character. That was wrong. While he is playable, Trico is our voiceless protagonist (when he opens his mouth, it’s only to emit a birdlike shriek). It’s through the two characters’ relationship that we get to know the creature and learn his story. Ueda spoke passionately about his creation, telling me that even in the team’s darker moments, “we just couldn’t forget about Trico. It’s something that we’ve created and we can’t forget, and we continue to pour our heart and soul into.”

And there must have been some truly dark times over the game’s development cycle. I asked Ueda how he and his team remained motivated, delay after delay. He pinpointed the release of PlayStation 3 versions of Ico and Shadow of the Colossus as pivotal in maintaining focus. When they were first released, “we were just on the brink of entering social media,” he explained, but by the time the HD remasters released, “there was a different feedback loop that we hadn’t experienced.” Hearing fans’ responses and seeing their delight in discovering the games “was a great positive factor for us” and spurred the team to continue its work, even when it became apparent that it would have to move development from PlayStation 3 to PlayStation 4.

I have no doubt that The Last Guardian will engender positive responses from fans. It was a true delight to discover the various mechanics of the game, so much so that I almost feel bad revealing them. There’s the color of Trico’s eyes, which changes with his mood, allowing you to learn what he’s thinking nonverbally. There’s a magical shield with which you can spur Trico to shoot lightning from his tail. There’s the narrator, ostensibly a grown-up version of the boy retelling the tale, who says what he did in order to guide you in the right direction. There’s the gorgeously exaggerated key frame animation of the boy as he creeps around in the darkness. It’s the most impressive tutorial I’ve ever played. By the end of the demo, the bond between the boy and Trico was only just beginning to form, but the bond between Trico and me was already strong.

By the end of the demo, the bond between the boy and Trico was only just beginning to form, but the bond between Trico and me was already strong.

That said, I have some concerns about The Last Guardian being ready by October. The game should be in the “refine for release” phase, but I noticed plenty of graphical glitches, awkward camera angles and even one instance where a jump that should’ve barely lifted me into the air propelled me 10 feet high.

To be clear, none of the issues detracted enough from the experience to make this anything other than the most memorable 30 minutes of my gaming year, but it’s still a worrying sign when we are this close to the release of a title that is so anticipated. Although Ueda and his team at genDESIGN remain the creative force behind the project, since the switch to PlayStation 4, Sony’s Japan Studio has been handling the technical side of the game. Perhaps the full force of that 400-strong team working to the deadline will be enough to give The Last Guardian the polish that fans are expecting.

Although social media has helped Ueda believe in the strength of his vision, its potential for negativity worries him as well. “Today, [social media] is maybe a little too much. Your harshest critics are also your biggest fans.” Combined with the extremely long development cycle, this has made Ueda tense about its October release. “Yes, I worry. All I can do at this moment really is pray,” he told me. Now it’s just a case of faith. “When I put my ideas on paper, I’m coming from my own player perspective. This is the type of game I want to play too. When the game comes out, all you can hope for is there are others who have the same passion and ideas that I have. That’s all I can hope for: That there’s a very wide range of players out there that can feel that.”

16
Jun

Researchers have engineered monkeys with Parkinson’s Disease


Scientists in Japan have successfully bred a set of genetically modified marmosets with Parkinson’s disease, Alzheimer’s disease and motor neurone (Lou Gehrig’s) disease, The New Scientist reports today. The development could lead to major breakthroughs in the treatment of neurological disorders.

Professor Hideyuki Okano from the Keio University School of Medicine in Tokyo presented his team’s finding at the State of the Brain symposium in May, describing the process by which his team gave the marmoset test subjects “faulty” copies of the human gene SNCA. In Parkinson’s patients, the same mutation causes a buildup of the protein alpha-synuclein in the brain, which in turn kills the brain cells that create dopamine. Because dopamine is important for movement and motor control, the end result are the loss of motor control and tremors commonly associated with Parkinson’s.

By the time they were three years old, the marmosets began showing the same symptoms of Parkinson’s as human patients. By their fourth year, the marmoset subjects were showing a buildup of Lewy bodies — a clear indicator of Parkinson’s — in their brain stems. The monkeys’ symptoms could be managed with L-DOPA, the dopamine replacement therapy used to treat human patients.

Okano’s team hopes that by using live primate subjects with brains similar to our own, they can track the disease’s progression at different stages of the monkey’s life and develop new treatments to slow its effects. While regulations and lack of public support generally limit the controversial use of primates as test subjects in Europe and the United States, those same barriers don’t exist for researchers in China or Japan. In the US, most neurological disease research is carried out on mice, which The New Scientist points out has led to some misleading results in the past. Hundreds of potential Alzheimer’s treatments that looked promising in mice, for example, were completely ineffective on human patients suffering from the disease.

16
Jun

Big data shows racial bias in police behavior


Stanford University just delivered further proof that massive, readily available data sets can solve tricky law enforcement problems. School researchers combing through a mix of 28,119 Oakland Police Department stop reports, officer body camera footage and community surveys have learned that there are “significant” racial biases at play. OPD officers are not only more likely to stop a black person, but far more likely to conduct searches of black people, even though they weren’t any more likely to find something incriminating. Officers more frequently handcuffed black people without arresting them, too. And the pattern is the same regardless of the crime rate in a given region.

The dialogue from the body cameras has its own share of insights. Officers more often brought up the subject of parole or probation when stopping black people. However, they were far more likely to mention the reason for a stop to a white person.

Stanford is quick to mention that these gaps in treatment shrink with experience (veterans are less likely to cuff someone without an arrest). It also stresses that there isn’t hard evidence of conscious, overt racism. The police may not be intentionally treating black people differently, but there is an “institutional problem” that leads to unfair treatment.

The good news? Stanford conducted this data study in tandem with the OPD, and it’s implementing the university’s recommendations. That includes improving how the department collects and studies data, making that data more accessible and using body camera footage for audits and training. As you’d hope, the force is also educating officers to both minimize bias and identify troublemakers. These solutions won’t apply everywhere and certainly aren’t guaranteed to end racism in law enforcement, but the very hint of progress suggests that the data collection was worthwhile.

Source: Stanford University

16
Jun

Apple will only let you remove iOS 10 apps, not delete them


Apple confirmed that it’s giving you the power to drop native mobile apps on iOS 10 when it published an official support page detailing the feature for beta testers. What that page didn’t mention is that you can’t really delete stock apps, you can only remove them from your home screen. When you delete a stock application on iOS 10, it loses its configurations and purges any data you gave it. However, its binary file will remain in your system even if you can’t see its icon anymore, the company’s SVP of software engineering told Apple blogger John Gruber.

While that might not be good enough for people who have a seething hatred for stock iOS applications, it likely won’t have any effect on the way you use your device. Apple points that its pre-loaded apps use less than 150MB and don’t take up a big part of your storage space. That said, you’ll still need to redownload them from the App Store — Cupertino made them available on iTunes for this purpose — if you change your mind.

By the way, Apple’s support page also gives you the rundown on some possible complications when you remove certain programs. For instance, if you try to remove the Watch app while it’s paired with a smartwatch, iOS will prompt you to unpair it first. You can’t use the Music app with CarPlay if you drop it, and stock and weather notifications won’t pop up anymore if you choose to get rid of them.

Source: Apple, John Gruber

16
Jun

Bose SoundSport Wireless review – CNET


The Good The SoundSoundSport Wireless is a very comfortable in-ear wireless Bluetooth sports headphone that’s sweat-resistant and sounds great. The earphones fit securely in your ears thanks to winged tips. The headphone works decently as a headset for making cell-phone calls and has an auto-off feature to preserve battery life.

The Bad The ear pieces protrude noticeably from your ears (they’re a little bulky but don’t feel heavy); battery life tops out at 6 hours.

The Bottom Line The Bose SoundSport Wireless is the most comfortable, best overall in-ear Bluetooth sports headphone you can buy right now.

Visit manufacturer site for details.

Over the years I frequently get asked what the best Bluetooth sports headphone is. My stock answer is that none are perfect, all have their drawbacks, and the handful of top models may fit you well and work great — or they may not.

Bose’s SoundSport Wireless, the company’s first Bluetooth sports headphone, isn’t perfect either, but it may just be the best Bluetooth sports headphone currently out there.

What makes it the best? Well, it’s very comfortable to wear, sounds good, seems well built, and — at $150 (£140, AU$249) — it isn’t outrageously priced.

Like the original SoundSport wired, which remains in the line and gets a price chop from $130 to $100, this new SoundSport Wireless has an open design. By open, I mean you don’t jam the earbud into your ear and completely seal off your ear canal (that type of headphone is referred to as a “noise-isolating” in-ear headphone). Thanks to Bose’s StayHear+ eartips, which come in three sizes — small, medium, large — the bud sits loosely in your ear yet remains securely in place.

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The SoundSport Wireless comes with three sizes of StayHear eartips.


Sarah Tew/CNET

This model is equipped with a special sport version of the StayHear tips that’s different from the StayHear tips included with Bose’s earlier in-ear headphones, so they aren’t interchangeable. I should also point out that because the earpieces extend out from your ears you’ll probably have some trouble wearing these under certain helmets.

The ear pieces are somewhat bulky, but not so bulky to feel heavy on your ears. However, if there’s a criticism of this headphone’s design, it’s that the ear pieces could protrude out a little less and be more discrete-looking. Easier said then done, of course — today’s battery technology is holding back miniaturization efforts.

Rival headphones — such as Jaybird’s X2 and Freedom, Beats’ Powerbeats 2 Wireless and Monster’s Adidas Sport Adistar — give you the ability to shorten the cord length (or cinch up the cord) for those who want to wear the cord closer to the neck. With this headphone, you can’t adjust the cord length, but what Bose has done is provide a clip you can hook on to the back of your shirt (at the top) to keep the cord from flopping about. It’s a smart design and I thought it worked well; the cord remained fairly stable, even while I was running.

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The headphone comes in aqua and black colors at launch with yellow arriving in September.


Sarah Tew/CNET

The only downside to the floating-fit, open design is that ambient sound does leak in: this isn’t a great headphone for noisy environments. (If that’s your preference, Bose’s upcoming QuietControl 30 is a wireless model that features active noise-canceling.) But if you’re out running or biking, you’ll be able to hear cars coming, which is why a lot of runners and bikers prefer their headphones to have open designs.

As you might expect, the headphone is sweat- and water-resistant and there’s an inline mic and remote that lets you skip songs, adjust volume, and take and make calls. Bose is touting its quality as a headset for making calls, as well as how reliable the Bluetooth connection is. I can attest to experiencing only minimal Bluetooth hiccups and was satisfied with how it performed as a headset, though the QuietControl 30 and QuietComfort 35 offer superior headset performance. Those models have noise-reduction features that muffle ambient sound, including wind and street noise.

Just as importantly I had no trouble pairing and repairing the headphone with my iPhone 6S and Samsung Galaxy S7 Edge (the Bose features near-field communication tap-to-pair technology for devices like the Samsung that support this feature). I also simultaneously paired it with my iPhone 6S and MacBook Air and had no trouble switching between the two when a call came in as I was watching a video on the computer.

Bose Connect, a free app for Android and iOS, allows you to manage your pairing list, upgrade the firmware and change the auto power off settings (the headphone powers down if you don’t use it for a certain length of time, which is a good battery-saving feature). When you turn on the headphones, a female voice alerts you how much battery life is remaining and with which devices you’re paired. That information is also available in the app.

16
Jun

Solarin Release Date, Price and Specs – CNET


A star-studded London launch with actors Leonardo DiCaprio and Tom Hardy. Premium materials like titanium and leather. These are not the reasons anyone would want to buy a $16,500 (or £9,500 or AU$22,700) phone.

But if Sirin Labs, the creator of the ultra-pricey Solarin phone, has its way, a little switch on the back will bring celebrities, government officials and other Very Powerful and Important People flocking. Rich people, who have the cash to spare.

Meet the luxury phone for the super-rich…
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The switch in question turns on an enhanced security mode that encrypts messages and limits much of the Android phone’s hardware and software capabilities. You would use this when sharing extremely sensitive information, the kind of heady stuff that Sirin Labs imagines would make Solarin owners a target for hackers.

To that end, the company joined with two other security firms, Zimperium to guard against threats, and KoolSpan, which boasts military-grade chip-to-chip encryption with 256-bit AES. Security support remains on twenty-four hour standby.

Solarin isn’t meant for the mass market, which is probably the only thing saving it from being a complete farce. Its core customers “are international business travelers that spend much of their lives on the move,” Sirin Labs CEO Tal Cohen told CNN.

If you really wanted to, you could buy the Solarin now online or at a few stores in London.

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Solarin, left, compared to the Apple iPhone 6S.


Andrew Hoyle/CNET

Solarin’s hardware specs

  • 5.5-inch LED display (2,540×1,440 pixel-resolution)
  • 23.8-megapixel camera
  • 8-megapixel front-facing camera with flash
  • Wi-Gig technology (speeds of up to 4.6Gbps)
  • Qualcomm Snapdragon 810 processor
  • 4,000mAh battery
  • 128GB storage, 4GB RAM

Is it worth the cost?

Phone security is a big deal; nothing highlighted that more than the FBI asking Apple to build a backdoor into its iPhones, and there are other security solutions out there.

Samsung already goes beyond Google’s Android security with its Knox software for Galaxy phones and BlackBerry claims boosted security on the Priv phone. The Blackphone promises even greater security, as does Silent Circle’s GranitePhone.

Speciality devices, especially those cloaked in fancy materials, typically use claims of keeping confidential information secure in order to justify a slightly higher cost — but this sticker price shoots into the realm of the absurd. And clearly draws on the very real fears of an extremely narrow segment of the population.

But without seeing the Solarin in hacker-thwarting action, it’s hard to think of it as anything but exploitative — though of course, we’ll reserve our final judgment.