Sony to unveil new Xperia phones at MWC 2017?
Sony already has a great magnitude of smartphones in its repertoire but that seemingly hasn’t stopped the company from wanted to release even more. TechRadar has picked up evidence from the European Economics Commission of two new smartphones, with codenames G3112 and G3121. The codenames are for Xperia phones, but they don’t give away what series they’ll be when they’re launched.
- Sony Xperia XZ review: Falling short of flagship
It’s likely they’ll be Xperia X smartphones, but probably an X2 series, rather than add to the current X lineup. The current lineup comprises the Xperia X, Xperia XA, Xperia X Compact, Xperia XZ and Xperia XA Ultra. Adding two more to that would be a little too much.
The two new phones are expected to be unveiled at Mobile World Congress in Barcelona next February, considering it would make the current lineup a year old and previous Xperia releases in 2015 and 2016 have had codenames beginning with E and F.
No other specs, details or features have been leaked or speculated so far, but now we know the phones exist, expect rumours to start popping up.
Battlezone review: Arcade fun for PlayStation VR
So PlayStation VR has arrived, offering a cheaper-than-PC means of experiencing the joys of virtual reality on PlayStation 4. But like every new item of gaming hardware, it’s in dire need of a so-called killer app: a game which is an abdolute must-play.
Battlezone doesn’t quite fit that bill, but it’s a cleverly designed effort which, crucially, feels fully realised – whereas many first-wave VR games resemble extended demos – and should definitely be on your shopping list if you do succumb to PlayStation VR’s charms.
Battlezone review: A classic reimagined
The nature of virtual reality demands slightly different reviewing criteria to non-VR games: for example, developers haven’t yet worked out how to add narrative to VR games in a satisfying manner (stories presented in conventional voiceover seem restrictive in an immersive world). So if you were to compare Battlezone to a normal game, you would say that its campaign is light on ebb and flow. But it easily makes up for that by taking advantage of many of VR’s unique possibilities.
On paper, you could also argue that it’s an odd candidate for what is being presented as the cutting edge of modern gaming, since it’s a labour of retro-love. That’s because it’s a reinvention of the 1980 Atari arcade tank-warfare classic – for which canny Oxford developer Rebellion obtained the intellectual property rights in 2013.
But with its (then-innovative) first-person viewpoint and vector graphics, along with the viewing goggles built into the earliest version of its arcade cabinet, in hindsight, the original Battlezone eerily prefigured virtual reality. And Rebellion’s 2016 reinvention more or less proves that point. When you first get it going, before jumping into any action, it instantly provides that sense of presence which is the raison d’etre of good VR. You find yourself in a voluminous and very convincing tank cockpit which is both high-tech and appropriately retro – virtual screens with green text, for example, reference the arcade original’s green-on-black colour-scheme.
Battlezone review: Battling basics
A brief tutorial introduces the basics – Battlezone uses a standard PS4 gamepad as its controller, and shows you a virtual version of that controller in-game if you look down, in order to avoid disorientating disconnections. The controls are pretty intuitive – switching between weapons proves to be a key mechanic, since the more powerful weapons take an age to reload, as they would in any tank.
The tutorial demonstrates that the tanks – actually hover-tanks, given the futuristic setting – are surprisingly fast and manoeuvrable. The landscape through which you battle will also induce waves of 1980s nostalgia, as they look like they could have been ripped straight out of Tron, with plasticky textures galore, copious neon and primary colours to the fore. This style keeps things looking smooth, avoiding any nausea.
When you jump into the game proper, there are a couple of decisions to make, since each session is procedurally generated. First, you must choose whether to play offline or online – the two games are structurally the same except online you can play co-operatively with up to three others, and difficulty levels are cranked up accordingly.
Next, you must choose your tank – light, medium and heavy ones have different weapon load-outs and trade armour off against manoeuvrability. Then you decide on the length of the campaign you want to play (to conform with good VR practice, each campaign is delivered in bite-sized chunks), and that campaign is generated.
The campaign is visually represented as if it were a board game, resembling an arena formed from hexagonal tiles, and the idea is to get from one side of it to the other. It’s a good idea to plot a course towards the control towers dotted around the board – taking control of those can swing the battle your way, as the enemy faction grows in strength with every battle, and sends Nemesis boss-tanks to seek you out.
Battlezone review: Arcade difficulty
In the spirit of the arcade original, Battlezone is pretty hard and unforgiving. You start with three lives and once your lives have been used up, that’s the end of the campaign.
You can buy lives using data, which enemy tanks, towers and bases drop when you destroy them, but they are pretty expensive, and the same currency is used to upgrade your tank, which can be performed to a fine degree (for example by reinforcing rear or front armour).
Before venturing onto a new hexagon, you can drop a probe to see what is in store, but it’s much more fun to approach a battle blind. Occasionally, you may encounter no resistance, and some hexagons merely bring supplies, allowing you to purchase new weapons or change your loadout. But usually, you are assigned a task, which might be protecting a convoy from enemy attack, taking down an enemy base (while making sure yours remains intact) or taking out an enemy convoy.
While the game’s AI isn’t enormously fierce – enemy tanks take a while to lock onto you, although you have to take care not to expose yourself to missile-firing towers – the difficulty derives from how plentiful the enemies are, and you have to pay attention to the amount of damage you’re taking. Battlezone is sufficiently hard that, for once in a game, it’s worth selecting Easy mode while you’re learning the ropes.
Picking the right tank is mostly a matter of deciding which of its weapons you prefer – Rebellion has put some thought into the standard loadouts. For example, a medium tank comes with a gun that can lock onto multiple targets, as long as you have them in line of sight, which is very handy, but locking on takes a while, as does reloading, so you will come across occasions in which it’s necessary to switch to the tank’s conventional rocket, which must be aimed carefully. Thus, as you find yourself in different situations, you evolve weapons-based strategies.
Verdict
Battlezone is pretty simple – both in terms of structure and gameplay – but, just like the arcade original and its contemporary games, you soon discover that there is depth to its gameplay, and the element of procedural generation provides plenty of reasons for you to return to it.
By ordinary game standards, it would feel a bit one-paced, but judged by the criteria which must be put in place for VR games, it’s a winner – it’s great fun, and transports you most convincingly to a different, Tron-like world.
On its own, it might not persuade you to take the plunge and lash out on a PlayStation VR. But if you have bought a PS VR, make sure you grab a copy.
Vine’s biggest stars asked for money to save the app
Vine’s collapse didn’t surprise some of the platform’s biggest stars. For months, they had seen the views on their videos fall as users left the app for Snapchat, Instagram and YouTube. They considered leaving Vine themselves, but — as BuzzFeed first reported in March — decided to give the Twitter-owned team an intriguing one-time offer: money for Vines. Now that Vine is winding down, Mic has published new details about the deal which never came to fruition. Eighteen users reportedly asked for $1.2 million each in exchange for 12 original Vines, per user, every month.
These clips, they argued, would keep the public interested in the service. If the team declined, each of the ‘stars’ would naturally transition to rival platforms, where audiences and money-making opportunities are greater. The group demanded some product changes too, including better comment filtering for overly negative and harassing viewers. (Vine eventually rolled this out, according to one user, but it was “too little, too late.”) Ultimately, the company turned down the deal, trudging along the path that led to last week’s sad but not all that surprising decision.
Would the proposal have changed its fate? Probably not, however the fact it was deliberated at all shows just how much power social media “influncers” can wield, particularly when their platform is struggling.
Via: Gizmodo
Source: Mic, BuzzFeed
Apple Says Touchscreen Macs ‘Not a Particularly Useful or Appropriate Application of Multitouch’
CNET has published an extended interview with Jony Ive in which the Apple design chief discusses some of the design decisions that went into developing the Touch Bar in the company’s new MacBook Pro lineup.
The contextual OLED Touch Bar replacing the function keys on the new Macs was developed for at least two years, during which time Ive’s team explored the idea of larger, haptic-rich trackpads. According to Ive, “a number of designs” were explored that “conceptually make sense”, but were later rejected.
When we lived on them for a while, sort of pragmatically and day to day, [they] are sometimes less compelling. This is something [we] lived on for quite a while before we did any of the prototypes. You really notice or become aware [of] something’s value when you switch back to a more traditional keyboard.
Ive explained that his team’s point of departure was to see if there was a way of designing a new input that could be contextually specific and adaptable, yet also something that was mechanical and fixed. This required the development of a “difficult prototype” with a mature software environment, in order to work out if the idea had any real-world traction.
One of the things that remains quite a big challenge for us is that you have to prototype to a sufficiently sophisticated level to really figure out whether you’re considering the idea, or whether what you’re really doing is evaluating how effective a prototype is.
Ive said that after testing the designs, his team were unanimously “very compelled” by the Touch Bar as a viable input device, but that the real challenge was to integrate it into a specific product without compromising its existing design.
You sort of change your hat, because you have to figure out how do you then productize it, and develop the idea, and resolve and refine to make it applicable to a specific product. To do that in the context of the MacBook Pro — while at the same time you’re trying to make it thinner, lighter and more powerful — the last thing you want to do is burden it with an input direction that now has a whole bunch of challenges specific to something like touch.
Asked if the Mac community’s expectations and emotional ties to their devices affects his design considerations, Ive emphasized that his team “don’t limit ourselves in how we will push – if it’s to a better place”, although “what we won’t do is just do something different that’s no better”.
Apple has published detailed design guidelines on how developers should use the Touch Bar, steering them away from use cases that would suggest it functions as a second display. When pushed, Ive refused to elaborate on why Apple “doesn’t think a touchscreen is a particularly useful or appropriate application of multitouch”, because it would lead him to have to talk about things his team are currently working on.
However, reiterating comments made in an earlier interview with Apple executives Phil Schiller and Craig Federighi, Ive said that incorporating the Touch Bar “is the beginning of a very interesting direction” for the Mac. Rumors have circulated recently that Apple is considering introducing a customizable e-ink keyboard in future Macs, possibly next year, although the veracity of these claims remains unclear.
You can read CNET’s full interview with Jony Ive here.
Related Roundup: MacBook Pro
Tags: Jony Ive, Touch Bar
Buyer’s Guide: Retina MacBook Pro (Buy Now)
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The Morning After: Monday October 31st 2016
While today officially marks Halloween, we’re sure you’ve already made, worn and irreversibly damaged your costume over the weekend. That’s fine; we all have to come back to reality some time. And at least there are dinosaur brains, rep-counting headphones and a tour around Xiaomi’s HQ — the world’s next tech giant — to soften the blow of those Monday blues.
Clever girl.This brown lump was once a dinosaur brain.

Scientists say they have discovered the first known example of a dinosaur brain tissue fossil. It’s a particularly rare find: the researchers think they got lucky, theorizing that the dinosaur’s brain was preserved in highly acidic water (possibly from a bog or swamp), protecting its form before the whole animal was buried. It’s already offered a better insight into how dinosaurs’ brains differed from reptilian and bird gray matter.
Foodie TV without restriction.Alton Brown’s internet cooking show is the spiritual successor to ‘Good Eats’

If you were a fan of ‘Good Eats’, it’s time to get excited about Alton Brown’s new internet cooking show. As he revealed on a live Facebook chat, Brown will be looking to explore cooking beyond the constraints of mainstream TV broadcasting. That might include rabbit and sous vides — and that’s just the entree.
C’mon, just two more pull-ups.These headphones count reps so you don’t have to

Jabra’s new Sports Coach earphones can measure and coach not only your running but also cross-training style bodyweight exercises. Well, most of the time. Mat Smith struggles with push-ups in this heartwarming tale of man vs. gravity vs. sports headphones.
But wait, there’s more…
- Touring Xiaomi’s HQ – and its Apple-esque store
- Teen arrested for sharing an exploit that almost brought down 911
- Apple’s MacBook Pro isn’t the touchscreen laptop it ought to be
Gator Watch review: Parental peace of mind
When do you buy your kids a mobile phone? Age 15, 12, eight? With such hectic lives, perhaps separate lives, being able to keep in touch with your kids on the way home, when at a friend’s house, or your ex-partners house, is becoming more the norm.
Buying a fully-fledged smartphone and the multitude of questions that brings can be a lot, especially for children under 12. The Gator Watch is an alternative idea: a smartwatch for kids and designed to let you phone the wearer or have them phone you without all the baggage that comes with a traditional mobile phone.
We’ve tested it on two of the Pocket-lint kids to find out whether it works, whether they are happy to wear it, or whether it’s a flash in the pan device.
Gator Watch review: Design
Coming in blue, black, or pink, the Gator Watch is a fairly chunky device that is simple in its design. The rubber strap and rubber body is easily cleanable. It’s surprisingly hefty and large for a kids watch though.
Pocket-lint
The sides are adorned with a series of sealed buttons, but the main focus is on the basic colour LCD screen that delivers the time, plus other pertinent information. The watch face can display in either a digital or analogue style.
There is a small dedicated charger socket on the back of the watch that lets you charge from a USB socket. A magnet ensures it stays in place when connected.
Setup and management of the watch is achieved via the accompanying iPhone or Android app. Which is a good thing.
Gator Watch review: More than just telling the time
Where the Gator Watch becomes more than just a watch is the inclusion of a GPS tracker and mobile phone SIM card that roams between EE, O2, and Vodafone for the best signal.
The watch can be programmed, via the app, to be able to call up to 10 numbers and receive calls from 10 numbers. Only numbers on the safe “whitelist” are allowed – and in most cases you’ll probably only allow your kids to dial you or your partner.
Pocket-lint
To make a call you just have to long press on the volume controls, rather than having to worry about typing in any numbers, and that’s incredibly handy given your child doesn’t have to remember any long string of numbers.
In the £9-a-month subscription you get 60 minutes of calls from the watch, and unlimited calls to it. There is no text/SMS support.
Receiving a call is easy: you press a button, and just like the Apple Watch are expected to talk to your wrist, Dick Tracey style.
The speaker and microphone are surprisingly good, and the kids will love it. Okay, so it’s unlikely to work in a busy bar, but your kids aren’t going to be in a busy bar are they? Well, hopefully not.
Gator Watch review: Tracking your kids
Aside from being able to make and receive calls, the Gator watch also features a GPS tracker. With the aid of the app, you are able to track your kids or be alerted when they walk a certain distance away from you.
The app captures the data live and then plots it on a map for you to look at either in real-time or historically. It’s fascinating to see where your kids have been, whether that’s at school, or a friend’s house, and as long as the device has battery and a signal it will continue to ping you updates of the watches whereabouts… whether on a wrist or not.
Pocket-lint
In our tests we were able to see our kids had gone to school, where they went with a friend at a play date, even what route they took to get home.
Whether you tell your child is your decision, there is no way to tell from the watch that this information is being recorded and shared with the parent.
Gator Watch review: Battery and boredom
The battery will need recharging every four days, or sooner if you make lots of calls or travel a lot (the GPS sucks battery like nobody’s business).
At first that’s all your kids will want to do: call you. It’s new, it’s exciting, and initially quite fun.
“Dad, I’m upstairs,” “Mum, I’ve made it to the other side of the park,” “Dad I’m sneakily phoning you from the playground during first quarter,” will be the first barrage of calls you’ll receive.
Pocket-lint
But once you’ve told them that it’s really only for emergencies or for when there is a problem, the novelty quickly wears off. Then they’ll forget to charge it one night, and then they’ll start forgetting to wear it, until it is getting dusty in their bedroom along with the remote control car and the solar powered robot you spent one Christmas building together.
That’s not to say that’s going to be the case for everyone, but this is a gadget that will soon lose its excitement once the initial play is over. Partly because there’s not exactly much play on offer: there are no games to be found here.
The Gator watch suffers the same fate of most smartwatches: when it’s not telling the time it doesn’t do anything to entertain the user. That’s fine when you aren’t having to remember to charge it twice a week, but for this watch to be the success it has the potential to be, you have to remember to charge it, and for your kids to actually wear it.
Verdict
From a parent’s perspective, the Gator Watch is great. It lets you keep in touch with your kids while they are wearing it, saves you having to invest in a mobile phone – a tricky situation for kids under 12 we feel – and then track them so you know they are safe.
For kids, however, the experience isn’t so exciting after the first couple of days. The seemingly constant need to charge it can be a drag, too, especially alongside all the other things they have to remember for school.
For the Gator Watch to work you need to build it into your routine, that’s for sure. But having used it with the kids we can certainly see its potential.
Facebook tried to buy Snow, the ‘Asian Snapchat’
Facebook was rebuffed in its attempts to buy Snapchat and Mark Zuckerberg’s been like a jilted nerd ever since. The latest entry in his burn book comes courtesy of TechCrunch, which reveals that the social network tried to buy Snow, a Snapchat-esque service used in Asia. Snow was built by Navver, the South Korean company that created Line, to take advantage of Snapchat’s apparent lack of interest in all things Asian.
But not even a big stack of cash and a personal phone call from the Zuck himself was enough to seal a deal. Instead, Naver’s leaders believe that it can make Snow a big success without the help of the world’s biggest social network. Similarly, Snapchat has seen its value increase dramatically post-Facebook, and is in line to go public next year at a valuation of nearly $25 billion.
Like every good high school revenge movie, however, Zuckerberg isn’t going to let Snapchat ride off into the night. Facebook has been doing its best to rip off draw inspiration from its rival for the last few months with products like Instagram Stories. In addition, the core Facebook app now includes a selfie-filter camera (like Snapchat’s) and disappearing images that fade away after 24 hours (like… you get the idea).
Source: TechCrunch
Apple drops its iconic startup chime from the new MacBook Pros
Aside from the ports that didn’t make the cut, there’s something else that Apple’s taken away from its new MacBook Pro family: the startup chime. Yep, it’s taken out the F-sharp chord that accompanies the boot-up whirr of previous MacBooks, and that’s at least partially because the late-2016 MBPs (all three of them), will turn themselves on and boot up when you open them. So while the power button still turns the machine off, there’s no need to use it to turn it on.
This means your new MacBook won’t blare out said startup chimes when it’s opened up in public places or mid-meeting. According to Apple, the automatic start-up (as in, not from sleep mode), kicks in when you start up your MacBook Pro by opening it or plugging it in, when connecting it to power while the lid is open, and even when it’s closed if you’ve connected the machine to an external display.
Pingie, which discovered the change in Apple’s support notes, added it brings (at least part of) the MacBook series in line with the rest of the Apple product family: there’s not startup noise on iPhones, iPads or the Apple Watch. And here’s all those startup chimes, all in a row:
Via: Pingie, 9to5Mac
Source: Apple Support
The Syllable D900 Mini Earbuds are truly wireless and are easy on the wallet (Review)

The ability of electronics to be wireless has become a staple in our lives. I can’t count the number of times I’ve forgotten that my headphones are connected to my laptop, only to suffer minor whiplash while walking away. Talk about first world problems! The Syllable D900 Mini headphones are truly wireless earbuds that won’t leave you broke.
Build
- Model: D900 Mini
- Color: Black
- Bluetooth Version: V4.1
- Talk/Listening time: Up to 120 minutes listen or talk
- Weight: 5 grams
The package comes with left and right bluetooth earbuds, one extra eartip adapter, a micro-USB charger, a headphone carrying pouch, and a charging station

I was pretty blown away at how small these headphones were given that they are truly wireless headphones. The headphones weigh a minuscule 5g, which is equivalent to a sheet of paper. The diameter is roughly the size of a nickel. I found these headphones to be weightless and pretty comfortable.

The left earpiece is considered the main headset, while the right earpiece is considered the subsidiary headset. This means that the left earpiece must be on for the right earpiece to work. Each earpiece has to be powered on if you want to listen to both headphones, which became a bit tedious. The main left earpiece can be used own its own. It’s a great look if you want to look like a bodyguard.
Syllable keeps it simple with the headphone controls. There is only one button on each headphone to work with, and that button is the outside of the headphone. Due to the small nature of the headphones, having more than one button would complicate the earbuds. Long pressing the left headphone turns it on and makes it discoverable to your phone. The only things you can do are pause and play music and answer phone calls. Double-clicking the left headset will call your most recent contact. Most of your controls will be done through your phone.

Usage
I primarily used these headphones in the gym. I can assure you that these headphones will not fall off your ears. Over several weeks of usage, I did not have them fall out once. I’ve been quite fascinated with Olympic lifting movements and these headphones stayed put during my clean and jerk lifting sessions. They also stayed firmly in place during cardio sessions such as running on the treadmill or using the rower.
These headphones really benefit from being truly wireless. I know from experience that cords get in the way during a squat or bench press session. There have been countless times I’ve pumped myself up for a big lift only to have the wire disconnected from being pulled out. Even bluetooth headphones that connect earbud to earbud still get in the way from time to time.

Hands-free calling works well on this device. The left headphone is the only one that will work with this feature. I called my friends numerous times using the hands-free option and never had a problem with communicating with them. Occasionally the headphones would echo on the other end. There are very few headphones that never go without echoes.
The charging unit is a unique feature of these headphones. The plastic case that comes with the earbuds doubles as a charging unit. Syllable claims that the charging unit can fully charge the headphones four to six times. I personally found that it was closer to four times. The charging unit is charged via micro-USB.

It’s a good thing the charging unit can charge the headphones multiple times because the battery life of these headphones are not great. I got around 90 minutes of use at 75% volume before they died on me. If you hear the indicator go off, you have about five minutes before they completely die on you.
Sound
The most important feature in any headphone is sound quality. With a focus on the mid-range and bass, the Syllable D900 Mini headphones are designed for upbeat music. Genres such as hip-hop and pop will benefit most from these headphones.
Since these headphones are designed for people on the go, it is imperative that they can get loud to drown out background noise. These certainly get quite loud because I never turned them up to 100% and they never got distorted or crackly. I noticed that even with the volume turned high, there is very little sound leaking out of the headphones. This saves me a lot of embarrassment when I have Call Me Maybe on repeat at the gym.
Conclusion

The Syllable D900 Mini headphones are certainly designed for a specific type of user. True wireless headphones are a rarity right now, but are gaining traction with companies like Apple and Samsung joining the mix.
These headphones are designed for those who don’t want to be connected by wires, even if they are connected by earbuds. The Syllable D900 Mini are no larger than a nickel, have a portable charger, and are tuned for upbeat music. They can be found on Amazon for only $49.99 with free shipping. Wireless freedom comes at a cost, and that is battery life. The Syllable D900 Mini headphones only get around 90 minutes per charge, which is on par with Samsung IconX earbuds which cost four times as much.

Steam runs out of ‘Splinter Cell’ game keys during a sale
Digital stores by their nature usually have unlimited inventory, right? Don’t tell that to recent Splinter Cell: Blacklist buyers. Steam began a sale on Splinter Cell games on October 28th, and almost immediately ran out of Blacklist keys — you just received a “failed to contact key server” error (or similar) when trying to play the stealth action title. Steam support and developer Ubisoft promised that keys would arrive on October 30th, but there were still reports of CD key issues as of that afternoon.
We’ve asked both Valve and Ubisoft for their responses and will let you know if they say more. Some users say they’ve received refunds, but that’s not much comfort if you were determined to get Sam Fisher’s adventures at a discount. And no matter what, it’s clear that there wasn’t adequate planning. You don’t run a sale when you’re unprepared to handle the inevitable increase in demand, especially not in a digital era when customers simply expect software to be available.
Via: Kotaku
Source: Steam Community, Reddit



