Google uses fingers to demonstrate variety in new ad
Google posted two new video advertisements that just like so many others, show off some of the best capabilities one gets with Android.
The first of the two focuses on Android Pay. It shows a revolutionary war soldier rushing to gather what he needs. He then runs up to the counter and pays using Android Pay in very little time with little effort. The major point of this ad is clearly how fast and simple Android Pay is to use no matter where you travel.
The second ad is called ‘Android: Fingerprints’ and follows Google’s long-stressed idea of ‘be together not the same.’ In the ad, a bunch of fingers take the role of people and spend time together through a variety of scenes and holidays. At the conclusion of the ad, the fingers all come together at the dinner table. All the fingers are different through means of clothing, face expression and hair style therefore going along with the theme of ‘be together not the same.’
Click here to view the embedded video.
Click here to view the embedded video.
Come comment on this article: Google uses fingers to demonstrate variety in new ad
Android competitor Sailfish receives investment, pulls out of ‘classic startup death spiral’
Finnish mobile operating system maker Jolla, the company behind Sailfish OS, has received the first portion of an investment that chairman Antii Saarnio said will provide some financial stability for the company.
Last month, Jolla temporarily let go about half its staff and file for debt restructuring after not closing a $10.6 million Series C financing round. The mobile OS maker is not disclosing the size of the Series C it just closed, nor is it revealing who the investors are, though Saarnio said it’s a group of investors.
“It’s a sizable investment what we are receiving but it also includes some other instruments which we are continuing to negotiate at the moment,” Saarnio said.
Saarnio told TechCrunch the company was cancelling the layoffs, but added many staffers had also resigned, so it remains unclear how many of them will be back with the company.
Saarnio said Jolla will focus on licensing the Sailfish OS to industrial customers, rather than general consumers. Additionally, the company is considering its options for its crowdfunded tablet. Most backers of the project have yet to receive their Jolla tablets because of ongoing delays to shipments.
Source: Jolla, TechCrunch
Come comment on this article: Android competitor Sailfish receives investment, pulls out of ‘classic startup death spiral’
Square Enix Montreal gets what makes mobile games great

Apple recently named Lara Croft Go its game of the year, and deservedly so. But the back-to-basics 2D puzzler wasn’t developer Square Enix Montreal’s first stab at mobile gaming. The studio was initially formed to work on a now-cancelled Hitman project for consoles and then transitioned to making premium smartphone and tablet games.
Since releasing Hitman Go in 2014 the team has been quietly kicking a lot of ass in the space, launching the excellent Hitman Sniper and Lara Croft Go within roughly two months of each other. It’s this type of repeat success that’s afforded lead programmer Antoine Routon and his mobile-exclusive team at Square Enix Montreal the freedom to tinker with publisher Square Enix’s biggest properties in fresh ways.
“We have a lot of creative freedom we acquired by delivering good games,” he says. “What’s the opposite of street cred? Exec cred?” he asks, laughing.
None of the studio’s games are console releases shoehorned onto smartphones because Routon knows those are terrible for everyone involved. They’re something he’d rather not do because he and his team are intimately familiar with mobile gaming on a personal level. Routon’s favorite games these days? Year Walk, SPL-T and Trick Shot — all acclaimed puzzle games. We recently spoke with Routon to learn more about what makes for a great mobile game. Spoiler: He can neither confirm or deny that the studio is working on a Deus Ex entry in the Go franchise.

How do you approach making mobile properties so they don’t feel like they’re exploiting fan goodwill? Hitman Go and Lara Croft Go feel like they’re designed with mobile in mind and they work really well for the platform.
The way we approach [it] is they could be cash-grabs with the brands, but this wouldn’t be fun for us or the players. And most importantly, we wouldn’t make that much money. There’s no easy recipe to make money in the video game business. One option is to make a really good game, and that’s hard. Specifically at Square Enix Montreal, making a really good game means trying to really understand what we’re working with. What is Lara Croft’s universe? What is Agent 47’s universe? What is the platform we’re working with?
We don’t want to be the smaller brother of the big AAA productions, we want to clearly establish our own space. Mobile games are consumed very differently than console games. The controls are different and they way you play them is, too. Shorter sessions, shorter reward loops compared to big console games. [Mobile] is our purpose.

How do you approach a property as a mobile developer and keep it feeling like its namesake?
First of all, a lot of us are mobile players. Part of understanding the platform is really playing it ourselves and liking it. At the beginning, our studio was founded to be a AAA studio working on a now-cancelled Hitman game. And then it was repurposed to do mobile. For a lot of people, that wasn’t really their kind of challenge.
And that’s fair. They’re people who want to create massive universes and things that fit on console. Most of those people went in other directions, and the people that are here are people who really understand what’s cool about a mobile game and really understand the medium.
As one of the two people who started the Go franchise, there’s a big part that is not looking too closely at exactly what those [base] games are. You squint a little bit and see what sticks out and you start finding key elements of the franchises. That’s what we’re trying to do: Not be copy-cats or writing down every important moment, but more so asking what Lara Croft is doing on an everyday basis?
Of course, there’s a lot of refinement of remembering a specific moment (if it’s something bigger, or, more general gameplay pillars). It’s a long process, I’m not going to lie.
Right. When you boil it down, Hitman has always been a puzzle game. You’re trying to figure out a way through the environment to get to your goal. The ways you interact with it are either killing someone (or not) or getting past them. That’s what really surprised me the first time I saw Go: It felt like a Hitman game even though it was a board game.
We thought gamers, if they play on mobile, they’re going to want to play on a big screen. Maybe the missing link is tablets. So at the beginning, Hitman Go was really focused on being a tablet game. Later on, we eventually made it work on phones as well. You can still feel from the camera angles that it was really designed for a bigger screen first. It was actually a good thing we ported because we learned only a third of people play on tablets.
I don’t know where it’s going to go, though. There is a “mobile stigma” for gamers.
I had that.
It’s dissipating slowly, but surely. And maybe we can be one of the studios that helps that. It might take a little time, but I think it’s something that’s evolving as we speak. We’re trying to solve this equation. For a while, the mobile market was dominated by free-to-play games and a lot of people really like those games. But you can’t say you’re going to do a new Clash of Clans and it’s going to be a recipe for money because it’s such a saturated market.
For us, we want to find our niche and expand it into a new space: premium, really high quality games.
How does your studio approach mobile in terms of balancing a mobile game for $5 that still feels like a full, appropriate experience for the platform?
We’re constantly trying to find the best answer for that. When you look at Go and Hitman Sniper, they’re very polished experiences. They’re not 2D games developed in two months. [Our games take] one to two years, which is big for mobile games. They usually go much faster than this.
You’re on par with AAA development cycles at that point and it shows.
We are much smaller teams than AAA, though. We’re spending a lot of time concepting. We’re looking at different pricing models to approach this and so far it seems like the premium model, especially with our brands, people feel comfortable having a premium price on those. At the same time, when you think of a game on iOS, it’s $5.
For me, I don’t see premium on one end and free-to-play on the other. The equation is somewhere in the middle. You have to balance the cost of production; make something that’s smart, something you can replay. It’s something that Hitman: Sniper did very well.
Square Enix Montreal also gets the pricing right. I know you aren’t involved with Square Enix Japan, but the Final Fantasy and Dragon Quest stuff costs way more than your team’s games do when they’re ports rather than purpose-built games for the platform.
It’s maybe a little bit of a different approach. If you buy one of those games where there’s a nostalgia factor, it’s more of a collector’s mentality maybe. Or maybe fan mentality where you want it in your pocket at all times. We’re coming up with new products, so we need to convince people that our game is fun. Maybe a price like this for our Go games might be a little high, but at the same time, maybe it’d be interesting to see if we do a game that we feel is worth $15 in terms of quality and depth.
It’s not a console port, it’s made for mobile with all the things I said before — short reward loop, etc. — but we really push the quality and depth so high that you’d say it is worth $15. Maybe that’d be something interesting to see.
The big thing with mobile is that you have to focus on just one design aspect and nail it. There’s no room for bloat.
Someone said that perfection is the point where you can’t remove anymore. From a design perspective, it’s really interesting because we work with very tight design space: You can’t have too many mechanics. We need to work with one mechanic or one system. Sniper, the Go games, they’re one system. There are very few variables, so the equation is very tight.
Everybody says you make great games through iteration, but for us, a small number of people, we don’t have too many voices talking about it, doing a million iterations on everything to get the difficulty curve right, the controls right, make sure it looks good on a small screen. That’s something we really value. We almost have a bit of an indie-ish mentality with the advantage of being Square Enix, working with huge brands and having budgets for marketing.
I’ve played a number of Insomniac Games’ mobile titles and it’s almost to the point where they’re too simple. Then you have something on the opposite end like Infinity Blade 3 which feels way too complicated to me. It’s a matter of finding the right balance and your team is consistently delivering on that.
That’s obviously very nice to hear, but there’s no silver bullet. We’ve spent a lot of time being very critical and really understanding the medium, really understanding the brands and working fucking hard [laughs]. I’m not gonna lie about this: It’s just working really hard, trying, failing, redoing.
You haven’t played all the way through Lara Croft, but there’s this mechanic where you pull a lever and every time you move, the lever goes one notch back until after five or six moves, a door closes. This was a little more complicated to make. You need to convey a lot of information to the player. When we did that, I remember one of our artists here had a huge Photoshop file and basically he had a 10×10 matrix of what it could look like so people would understand clearly what it is on an iPhone 4S screen.
How much has your approach changed from Hitman Go to Lara Croft Go? The difficulty curve is pretty steep with the former. How much changed from the approach to Hitman and not working on mobile before, to releasing it and then going to Lara Croft Go? What’d you learn going from one to the next?
The structure of Hitman Go — three objectives, levels finished in five to ten minutes — that worked well. That’s actually something we mostly kept. We did see a spike of difficulty very early; we can see how many people retried. It worked out nicely because Hitman is a more hardcore brand anyway, so people who played Hitman Go were more into difficult puzzles.
Whereas with Lara Croft Go we want people to finish the game. We don’t want people to drop out because it’s too hard. Our metrics for how we measure success is how many people finish the game. We worked hard on making sure the curve is much, much smoother.
For Lara Croft, one of the things we did differently is that she is not a machine like Agent 47 is. So that’s why we switched the structure from different locations with a target to eliminate, to a book with a narrative curve throughout the game. There’s a story: a beginning, a middle, an end.

So the difficulty and design change on a per-game basis then. The next Hitman Go, assuming there will be one, theoretically would be harder than Lara Croft Go because of the audience?
That’s the thing: it’s the same premise, but most mechanics are different between the two games. The way Hitman Go and the mechanics have been built is we are one year older, one year wiser now. I’d say at the very end of Hitman Go, something I don’t necessarily like as much is to make more difficult puzzles, we had to make bigger puzzles. And for a lot of people, that’s fine. Personally, I like what we did with Lara Croft Go because a lot of the mechanics interact with each other more. We’re able to make simpler, more elegant puzzles while increasing the difficulty. In Hitman a lot of the mechanics interact with the player, but they don’t interact with each other.
If you want to increase the difficulty of a Hitman level, you’d add one more element after another and linearly increase it that way. In Lara Croft, with the way these mechanics combine, there’s a way you throw in one more mechanic and it’s going to combine with everything. Maybe it doubles the difficulty, but it’s definitely not linear anymore.

How would Deus Ex translate to a Go game then? How would your team adapt a huge, vastly complicated universe and gameplay to the platform?
That’s a very good question. Probably it’d be the same approach: Trying to identify what the core elements are, squinting our eyes, asking what the key moments are. Can we derive some kind of core mechanic that would satisfy the mobile platform? And then, a lot of iteration and making sure that people from the Deus Ex franchise are also involved. That’s something we did for both Hitman and Lara Croft, making sure that those studios help us really understand what their franchise is about.
Is a Deus Ex Go being considered or worked on?
I can’t really confirm anything at this point. All I can really say is we’re looking at our options. The only thing that’s important to us is that if we do something, that we do it well and something we think is compelling.

Do you feel restricted in any way because you’re working with existing properties?
Yes, there’s more things established, but at the same time it’s very interesting to work around this constraint and come back with something creative. I always come back to this story from being a kid: My parents bought land that was on a big slope. They hired an architect to build the house and I asked if it was difficult for him because the land wasn’t flat. He said that the most boring projects for him are when there’s a huge flat piece of land. Then there is no contour, nothing to work with. When you have an interesting shape to the landscape, then you need get creative.
This is when you really need to work around those constraints. This is true even for video games. When you’ve got things that are established, it’s easier because you don’t have this empty canvas with nothing at all to work with. That being said, there are also cool advantages to making your own universe. You just need to know all the things you’re working against.
This interview has been condensed and edited.
Sundar Pichai: Maybe we’ll use a poll to name Android

Google has never had a problem coming up with sweet-related nicknames for each new version of Android, but after Marshmallow it might start taking suggestions. During a Q&A at Delhi University (jump to 47:11 in the video to hear for yourself) Sundar Pichai was asked why no Indian sweets were on the name list, Pichai said he would ask his mother for suggestions, before opening the possibility of an online poll. Of course we think that’s a good idea, but the real question is what should the options be? Let us know what you’ve got for Android N in the comments.
[Image credit: Michael Halberstadt/Alamy Live News]
Source: Google India (YouTube)
Check out these limited time deals on Xiaomi’s latest mobile products
Xiaomi is definitely one of the fastest growing mobile tech companies in the world right now. It is currently the fourth largest smartphone maker in the world and with good reason. They make great products at reasonable prices and is now making its way into the U.S. market. They have a full featured activity tracker in the Mi Fitness band 2 for less than $15, a full featured 7.9″ Android 5.1 tablet for less than $200, and an all metal fully loaded smartphone in the Redmi Note 3 for less than $200.
Xiaomi even makes accessories like battery packs and premium headphones too. Check out the Xiaomi specials running at everbuying.net. All items come tax free and with free shipping.
Xiaomi Mi Band 2 Smart Wristband – LINK ($12.59)
Stop spending hundreds on fitness trackers when you can buy the Mi Band 2 for less than $15.

Main Features:
• Xiaomi 2: Magnesium-aluminum alloy dial surface that is very light; TPSiV band gives you ultimate wearing comfort.
• 30 days standby time: Top-level Bluetooth chip and military gravity sensor ensure 30 days ultra-long standby time for a full charging.
• Call reminder: Xiaomi 2 will tell you when a call comes, you never need to worry about missing any important calls.
• Sports tracking: Track your sports, record steps, distance and calories, help you achieve your sports target.
• Sleep monitoring: Let you know your deep sleep and shallow sleep, also APP will give you periodical evaluation, help you develop good living habits.
• Silent alarm: Wake you up every morning, will not be late for work; Remind you with vibration, never worry about missing anything.
• Free password to unlock the phone: Forget complex unlock password and gesture, simply raise your hand to close to phones, immediate and safe unlocking. (Support Xiaomi 3 / 4 with Android 4.4 above system and other phones with Android 5.0 above system )
XIAOMI REDMI Note 3 3GB RAM 32GB version – LINK ($194.99)
Easily one of the best deals of 2015, the Redmi Note 3 is fully loaded at a spectacular price point. It is one of my favorite phones of the year and will have a full review in early 2016.

Main Features:
Redmi Note 3 retains Helio X10, adds full metal body, fingerprint sensor and massive 4000mAh battery!
13MP/5MP cameras on Redmi Note 3 take gorgeous pictures.
The Redmi Note 3’s fingerprint sensor unlocks in just 0.3s. Body has a smooth sandblasted metal finish too.
Display: 5.5 inch, 1920 x 1080 Pixel Screen with 403 PPI
CPU: Helio X10 64bit Octa Core 2.0GHz
GPU: PowerVR G6200
System: Android 5.0
RAM + ROM: 3GB RAM + 32GB ROM
Camera: 5.0MP with f/2.0 aperture front camera + 13.0MP with 78 degree wide-angle, f/2.2 aperture back camera
Sensor: Light sensor, G-sensor, Proximity sensor, Hall Sensor
Feature: GPS/ A-GPS / Glonass / Beidou
Bluetooth: 4.1
SIM Card: Dual SIM dual standby, dual Micro SIM cards
Network:
2G: GSM 900/1800/1900MHz
3G: WCDMA 850/900/1900/2100MHz
4G: FDD-LTE 1800/2100/2600MHz

XiaoMi Mi Pad 2 – LINK ($185.99)

Main Features:
Original XiaoMi Mi Pad 2 Android 5.1 7.9 inch Retina Screen Intel Atom X5-Z8500 64bit Quad Core 2.2GHz 2GB RAM 16GB ROM WiFi Bluetooth 4.1 Cameras
Mi Pad 2 offers the same advanced graphics features of a gaming console with Intel Atom X5-Z8500 Quad Core 2.2GHz processor, which uses the same Intel HD Graphics architecture used in next-gen PC gaming
RAM + ROM: 2GB + 16GB gets the best out of gaming and HD videos with 2GB LPDDR3 RAM and 16GB eMMC 4.5 flash storage
7.9 inch display and 4:3 aspect ratio with retina
With 2048 x 1536 resolution at 326 PPI, Mi Pad’s IPS high resolution display renders text and images beautifully whether you are reading an e-book, browsing the web, watching videos or playing games
Android 5.1 OS system: The latest system, with more excellent interface and compatibility, makes your tablet PC run quickly with all your favorite apps and desktop software
6190mAh Lithium-ion Polymer Battery supports both 5V 2A power inputs
Dual cameras: With 1080P Full HD video recording and excellent low-light performance with back-side illuminated (BSI) CMOS sensors, videos and photos look outstanding captured from either the 8MP rear or 5MP front cameras. Huge f/2.0 aperture also lets you get more background blur and bokeh out of your images
Type-C: High-tech Type-C interface, charging faster. The USB plug is reversible,so that you can connect it to the phone in whichever way you want
Bluetooth 4.1: Supports fast transmission of data, pictures and files
Support Gyroscope/Light sensor/Gravity sensor/Digital compass
XiaoMi Mi Pad 2 – 64GB version LINK

Xiaomi Quick Charge 10400mAh External Backup Battery – LINK ($18.45)

| Capacity (mAh) | 10400mAh |
| Special Functions | Long Lasting, Super Slim, Quick Charge |
| Connection Type | Micro USB |
| Battery type | Li-ion Battery |
| Material | Aluminium Alloy |
XiaoMi Bluetooth 4.0 Speaker – LINK ($45.08)

Main Features:
● Equipped with Avnera AV3102 chip, the tone is exquisite and balanced.
● Stereo loudness will up to 90 dB (A).
● Compatible with Bluetooth 4.0.
● With 2.0 sound channel.
● Built-in 1500mAh large capacity battery, which can achieve 8 hours music playback to meet your need.
● Features with volume control and songs track function, convenient to operate.
● Built-in microphone for hands-free calls
Xiaomi Foldable Hi-Fi Low Impedance Headset – LINK ($94.66)

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The post Check out these limited time deals on Xiaomi’s latest mobile products appeared first on AndroidGuys.
Why Facebook is scared of Android

A series of discussions between Google and Facebook took place over the course of this summer, and Facebook walked away from them a little shaky. Their concern? All it would require is one completely reasonable move by Google to take a serious financial bite out of the social giant. It’s something Facebook can’t defend against, and you can’t help but sense that they feel a little bit at the mercy of Google just now.
The Threat
This issue has to do with API calls. Every time you view Google Maps information in your Facebook app, the app must make an API call through Google’s server. Every time you’ve received a Facebook notification on your phone – if you use an Android device – Google must again handle an API call. These cost Google money, but so far they haven’t been charging developers for it.
Facebook owns four of the most popular Android apps in the world: Facebook, WhatsApp, Instagram, and Messenger… all of which rely heavily on Google-handled API calls.
However, they totally could charge for it. Imagine if a greedier company were in the same position. I don’t want to step on any toes, so I’m just going to invent some hypothetical company that has a cynical corporate policy to ruthlessly take advantage of any lack of options on the part of the consumer. Let’s just make up a name and call them “Comcast” or something. So imagine if “Comcast” were in Google’s boots. Even if they didn’t jack the prices up to actually profit from the API calls, we would expect such a company to at least charge enough to break even on their cost.
See also: Facebook’s offline news feed lets you continue your obsession even in the subway
This amount would be miniscule for smaller app developers – especially for apps that don’t reach for other Google services like Google Maps – but for Facebook, the bottom line would be staggering. You see, most Facebook users own Android devices. And Facebook owns four of the most popular Android apps in the world: Facebook, WhatsApp, Instagram, and Messenger… all of which rely heavily on Google-handled API calls.
How real is the threat of Google charging for this? Pretty damn real. Google started charging websites for using things like Google Maps years ago, so even though the company has remained mute on this issue, Facebook’s concerns are legitimate.
Currently, it’s totally feasible to use a method of delivery other than Google Cloud Messaging (the service that handles these API calls). So prior to this summer, Facebook may have had hopes of developing their own system and decoupling themselves from Google. But just like the final scenes of Ghostbusters, despair arrived in the form of something soft and white and round.
Escalation

Marshmallow, Android’s newest version, introduced a number of changes to the way the Android operating system handles notifications. These changes make it much more difficult for developers to use anything but Google Cloud Messaging to ferry notifications to their apps.
It makes sense that Google would want to make sure that apps use their proprietary system to vet app notifications before sending them out to Android devices. In terms of both security and consistent user experience, this is a no-brainer. But now Facebook is staring down the barrel of an Android future in which there will no longer be any option but to lean on Google’s API support.
These changes to notifications have some other ramifications as well. See, one of the main goals in Marshmallow’s development was to improve battery life across the board. Google realized that the best way to do this would be to let devices ‘doze’ for longer intervals and handle notifications in batches. Marshmallow introduced a caste system that allows devs to categorize pushed content as “low priority” and “high priority.” Low priority notifications get bundled up by Google Cloud Messaging and sent to devices over intervals. High priority notifications that may require immediate interaction – like Facebook notifications – are sent right away, waking up the device.
This concept is another reason why Google wants to consolidate all notifications in their Cloud Messaging system. It gives them the capacity to string out non-essential notifications over a longer period of time, vastly increasing battery life.
This is a problem for Facebook, because all of their Android apps use a lot of high priority notifications. Why is this a problem?
See also: Android 6.0 Marshmallow – New features explained
A Battle of Batteries and Perception
Although Marshmallow has made some changes to improve battery life, many of these changes simply don’t apply to Facebook’s apps. Their reliance on high priority notifications means that their app will get shuffled right to the top of the battery consumption list on Android phones. Facebook doesn’t like the idea that their app will be associated with battery drain going forward. They also believe that this system of notification segregation is the first step down a path that will lead to decreased user engagement.
Their reliance on high priority notifications means that their app will get shuffled right to the top of the battery consumption list on Android phones. Facebook doesn’t like the idea that their app will be associated with battery drain going forward.
Their theory is this. Notifications increase engagement with an app. By creating this division, Google is essentially encouraging developers to make every notification a high priority notification. If devs ever do this, then this battery-saving method will be a bust. To salvage it, Google may start trying to decide what notifications constitute the High Priority label. They’ve done it before with Gmail, after all. Those “Promotions” and “Social” tabs are the result of a very similar process, and if all Facebook notifications get the same level of priority that Gmail treats them with (i.e. very little), Facebook worries they will see a drop in user engagement and, ergo, a drop in profit.
The Theater of Cold War

The strategic options Facebook has in this scenario are extremely limited. Not so long ago, Facebook began plans for developing an entire ‘Google Replacement Suite’ that would allow their app to exist without interacting with Google at all. This would have involved creating replacements for Google Maps, Youtube, Google Search, and the Google Play Store. The plan was for Facebook to encourage Android device manufacturers to preload their apps on smartphones instead of Google’s.
The idea was abandoned for multiple reasons. Primary among these was the sheer scope of the endeavor. Secondly, to make such a bold move would be an open act of aggression against Google, and both companies are far too profitable to each other to want that. The fact that Facebook was even considering such an extreme measure is a testament to how uncomfortable they are eating at Google’s table.
Although they remain rivals and competitors, the only company that makes more money off Android than Facebook is Google. With over 1 billion app users on the operating system, it makes sense that Facebook would want to play nice with their host. Nevertheless, the situation is incredibly tricky.
Leaning on the Enemy
The concept of ‘platforms’ has made the technological business landscape a strange one. It’s a place rife with stiff alliances, stalemates, and standoffs. Once you start using someone else’s service as your platform, you become subject to their rules and changes. If you become rivals, this gives the hosting party a massive upper hand. The only way to completely escape this dynamic is to create a competitive analogue platform of your own.
The concept of ‘platforms’ has made the technological business landscape a strange one. It’s a place rife with stiff alliances, stalemates, and standoffs. Once you start using someone else’s service as your platform, you become subject to their rules and changes.
Google was in this same situation not too long ago. With most of their searches coming from Microsoft’s Internet Explorer, the company scrambled for a way to ensure that they weren’t dependent on Microsoft as a platform. To get there, they had to do what Internet Explorer was already doing and do it better. Chrome is the result of Google trying to escape the same situation that Facebook now finds itself in. And they were successful.
However, Facebook is staring at a much steeper slope than Google was looking at. Google services are now ubiquitous. If the social media company wants to escape their predicament, they would have to do more than just create a successful browser. They would also need to recreate better versions of all the services mentioned above, and they would need to be competitive enough with Google to coax over a viable userbase. Replacing YouTube alone is a herculean task that, frankly, Facebook just isn’t up to.
So for now, Facebook remains reliant on Google’s services. The best they can do right now is hope that Google doesn’t decide to cash in on their reliance.
What do you think about the strange relationship between Facebook and Android? Let us know in the comments!
Next: 10 best new Android apps
Full featured octa-core Lollipop smartphones for $300 or less
Do you like premium smartphones? Most of us enthusiasts expect nothing less than HD displays, octa-core 64-bit displays, 4GB RAM and a minimum of 32GB of memory. The phone has to be built from high-quality materials too. You really don’t have to spend a ton of money these days for incredibly powerful and well-built phones. We selected a list of incredible deals of flagship like devices for mid-range prices of $300 or less.
The deals seem too good to be true, but you need to check them out at everybuying.net. I have been personally using a couple of these phones and will be providing full reviews in the coming months. They truly are amazing, and even when I show off the speed of these devices to the other writers, they are simply amazed at what performance you can get for your dollar.
Check out the phones below. They come with free shipping and are tax free.
Elephone Vowney 5.5 inch Android 5.1 4G Phablet – LINK
The Elephone Vowney is downright impressive. For $299.99 you get an octa-core Helio processor, 4GB of RAM, 32GB of memory, 21MP camera, 4000mAh battery, 2k display, and an all metal build. What else could you want? It also comes with Android 5.1.
Elephone Vowney Android 5.1 4G Phablet MTK6795 Octa Core 1.9GHz 2K Screen 4GB RAM 32GB ROM 8.0MP + 21.0MP Camera
Main Features:
Display: 5.5 inch 2K LCD Screen, 2560 x 1440 pixel
CPU: Helio X10 Octa Core 1.9GHz
GPU: PowerVR G6200
System: Android 5.1
RAM + ROM: 4GB RAM + 32GB ROM, Micro SD Card up to 128GB
Camera: Back camera 21.0MP with flashlight and auto focus + front camera 8.0MP
Bluetooth: 4.0
Features: NFC, OTG
GPS: Yes
SIM Card: Dual SIM dual standby, one is Micro SIM, the other is Nano Card
Network:
2G: GSM 850/900/1800/1900MHz
3G: WCDMA 900/2100MHz
4G: FDD-LTE 800/1800/2100/2600MHz

Letv 1s – LINK
The Letv 1s doesn’t have a 2k display, but it has everything else including a price tag of less the $210. The features are incredible – it has a 5.5″ 1080p display, 2.2GHz octa-core processor, 3GB RAM, 32GB memory and a 13MP camera while running Android 5.0. The 1s also has an all metal build with a super quick fingerprint reader as well.
Letv 1s 5.5 inch 4G Phablet Android 5.0 MTK6795 64bit Octa Core 2.2GHz 3GB RAM 32GB ROM 5.0MP + 13.0MP Cameras
Main Features:
Display: 5.5 inch 1920 x 1080 FHD Screen
CPU: MTK6795 64bit Octa Core 2.2GHz
GPU: PowerVR G6200
System: Android 5.0
RAM + ROM: 3GB RAM + 32GB ROM
Camera: Dual Cameras, front camera 5.0MP camera, back camera 13.0MP
Sensor: Gravity Sensor, Proximity Sensor, Ambient Light Sensor and Fingerprint Sensor
Bluetooth: 4.0
Features: GPS, A-GPS, Glonass, Beidou
SIM Card: Dual SIM dual standby, one Nano SIM Card, one Micro SIM Card
Network:
2G: GSM 850/900/1800/1900MHz
3G: WCDMA 850/1900/2100MHz
4G: FDD-LTE 1800/2100/2600MHz
Meizu MX5 – LINK
Another Android Lollipop, all metal powerhouse is the incredibly priced Meizu MX5. With a 5.5″ 1080p display, Helio X10 octa-core processor, 3GB RAM, 21MP camera, and an AMOLED display, the Meizu MX5 is a steal at $288.50. I’m a huge fan of AMOLED displays for their rich color and unbeatable contrast ratios.

Meizu MX5 Android 5.0 Lollipop 4G Phablet 5.5 inch FHD Corning Gorilla Glass Screen MTK Helio X10 Turbo 64bit 2.2GHz Octa Core 3GB RAM + 16GB ROM 20.7MP Rear Camera
Display: 5.5 inch 1920 x 1080 (FHD) screen 401 PPi
CPU: Helio X10 Turbo ARM cortex-A53 2.2 GHz x 8
GPU: PowerVR G6200
System: Android 5.0
RAM + ROM: 3GB RAM + 16GB ROM
Camera: 5.0MP f/2.0 super aperture, Beautify, front camera + 20.7MP f/2.2 super aperture, professional photography and video, clear and vivid.
Bluetooth: 4.1
GPS: GPS/A-GPS/GLONASS
Sensors: Hall Effect sensor, Gravity sensor, IR proximity sensor, Gyroscope, Ambient light sensor, Touch sensor, Digital compass
SIM Card: Dual SIM, Dual standy, Dual Nano SIM
Network:
2G: GSM 850/900/1800/1900MHz
3G: WCDMA 850/900/1900/2100MHz
4G: FDD-LTE 1800/2100MHz
XIAOMI Mi4C – LINK
Xiaomi has a rock star in the Mi4C. It comes with a Qualcomm Snapdragon hex-core 808, USB type-C, 3GB RAM and 32GB of memory. It comes with a 1080p 5.0″ display for easier handling and an affordable price tag of less than $260. It really is a phone worth checking out.

XIAOMI Mi4C 5.0 inch Android 5.1 4G Smartphone Snapdragon 808 64bit Hexa Core 1.44GHz 3GB RAM 32GB ROM 13.0MP + 5.0MP Dual Cameras
Display: 5.0 inch, 1920×1080 Pixel
CPU: Qualcomm Snapdragon 808 64bit Hexa Core 1.44GHz
GPU: Adreno 418
System: Android 5.1
RAM + ROM: 3GB RAM + 32GB ROM
Camera: 5.0MP with 85 degree wide-angle, f/2.0 aperture front camera + 13.0MP 5 element lens, f/2.0 aperture back camera
Sensor: Light sensor, G-sensor, Proximity sensor, Hall Sensor
Feature: Gyroscope, Electronic Compass
Bluetooth: 4.1
GPS: Yes
SIM Card: Dual SIM dual standby, Dual Micro SIM
Network:
2G: GSM 850/900/1800/1900MHz
3G: WCDMA 850/900/1900/2100MHz
4G: FDD-LTE 1800/2100/2600MHz

Check out everybuying.net – they carry a wide range of tech from budget to premium smartphones, and also carry consumer gadgets like quad-copters and portable battery packs. All products come with free shipping and a 30 day satisfaction guarantee.
The post Full featured octa-core Lollipop smartphones for $300 or less appeared first on AndroidGuys.
Word-puzzler ‘Scribblenauts Unlimited’ returns to mobile
Scribblenauts started as a handheld game, and now the adorable interactive dictionary puzzler is making its way to Android and iOS after an extended break from mobile. 2012’s Scribblenauts Unlimited (which appeared on 3DS, PC and Wii U) is available right now on Google Play and as a universal app on iTunes for the cool price of $4.99. A version’s heading toward the Amazon Appstore on Android as well.
This is pretty cool news, actually. The Wii U version of the game played out entirely on the GamePad’s screen, mirroring the visuals to the TV while you brought a seemingly limitless amount of creatures and objects to life by simply typing the words out; mobile is the perfect venue for this series.
So when you need to help protagonist Maxwell’s brother teach a pig to fly so it can win a competition, writing out “giant wings” and dragging them onto the swine will secure a first place trophy just like that. It’s more or less how each puzzle in the game plays out. Of course, since this version of the game isn’t on a Nintendo platform, you can’t summon the likes of Mario, Samus or Link to do your bidding like you could on the Wii U and 3DS — but a giant Cthulu? That’s doable.
Similar to Scrabble, vulgarities and proper nouns are verboten, but sadly in-app purchases are not. Avatar packs to swap your player character are $0.99 each along with “playgrounds” containing three new levels apiece.
Source: Google Play, iTunes
Facebook’s Instant Articles arrive on Android

You no longer need an iPhone to read Facebook’s Instant Articles on the move. As of today, anyone in the world with an Android phone (and the Facebook app, of course) can read those quick-to-load stories. The experience will be very familiar if you’ve tried it before, but it promises to bring Instant Articles to a considerably wider audience — particularly in developing countries where low-cost phones and slow internet access are still par for the course.
Facebook might need the boost. While legions of publishers (over 350) signed up for the feature after realizing that they were losing views through their slower-loading sites, they haven’t been making a lot of money thanks to the reduced ad revenue. The social network is tweaking its formula to sustain interest, but it may need to count on sheer reader numbers to make up the difference in the short run.
Source: BuzzFeed News
Help Om Nom get his candy back in Cut the Rope: Magic
There’s a good chance you have played Cut the Rope with the cute little green monster Om Nom. ZeptoLab is the creator behind the wildly popular Cut the Rope series which can be found on Google Play, on the Apple App Store or at Amazon’s Underground app store.
Om Nom is back to journey through a magical spell book with new challenges to capture your imagination and puzzle solving abilities. Similar to the other apps in the series, Cut the Rope: Magic will be free of charge to download and to play. The goal of the game is to help Om Nom get his delicious candy back from an evil spider wizard.
New to Cut the Rope is Om Nom’s new found shapeshifting feature which will allow him to turn into five different characters. These characters will help Om Nom beat the wizard’s evil tricks and to reclaim his candy.
With the new transformation feature and more than 100 magic-themed levels, including challenging boss levels, across a richly-imagined, colorful world, Cut the Rope: Magic is a fresh take on Cut the Rope’s classic physics-puzzle gameplay.
“The Cut the Rope series is now more than five years old – almost ancient in mobile gaming years,” said Misha Lyalin, ZeptoLab CEO. “When we started in 2010, we had no idea we’d have such a long story and that Om Nom would become so popular across the world. Today, a little over five years after the first game launched, we continue to bring new ideas to the market to create something that is truly new and magical, like Cut the Rope: Magic.”
I usually am not much of a gamer these days, but Cut the Rope: Magic is seriously entertaining and a fun challenge. The graphics are very clear, the colors are vibrant and the game play is fun for everyone of all ages. I find myself playing while my dog is playing at the dog park or just before bed for a quick breather from a long day. I encourage you to check it out and it is free to play.
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Download Cut the Rope: Magic today:
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For $0.99 on the App Store: http://zep.tl/ctrmagicpressios
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For free on Google Play: http://zep.tl/ctrmagicpressandroid
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For free on Amazon Underground: http://zep.tl/ctrmagicpressamazon
For more information about ZeptoLab and the “Cut the Rope” franchise, please:
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Like ZeptoLab on Facebook: https://www.facebook.com/cuttherope
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Follow ZeptoLab on Twitter: https://twitter.com/Cut_The_Rope
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Watch ZeptoLab on YouTube: http://www.youtube.com/user/ZeptoLab
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Visit ZeptoLab on the Web: http://www.cuttherope.net
The post Help Om Nom get his candy back in Cut the Rope: Magic appeared first on AndroidGuys.










