Google ends its 30 percent app store fee and welcomes third-party app stores

Google is officially doing away with its 30 percent cut of Play Store transactions, and rolling out changes to how third-party app stores and alternate billing systems will be handled by Android. Some of these tweaks were proposed as part of the settlement the company reached with Epic in November 2025, but rather than wait for final judicial approval, Google is committing to revamping Android and the Play Store publicly.

The biggest change is to how Google will collect fees from developers publishing apps on Android. Rather than take its standard 30 percent cut of in-app purchases through the Play Store, Google is lowering its cut to 20 percent, and in some cases 15 percent for new installs of apps from developers participating in its App Experience Program or Google Play Games Level Up program. Google will also now charge a five percent service fee for developers in the UK, US or European Economic Area using its billing system, and "a market-specific rate" in other regions. Of course, for anyone trying to avoid those fees, using alternatives to Google's billing system is also getting easier.

Google says that developers will be able to offer their alternative billing systems alongside its own or "guide users outside of their app to their own websites for purchases." The setup, as described by Google, appears to be more permissive than what Apple settled on in 2025. For iOS apps on the App Store, developers interested in avoiding Apple's fees can only direct customers to alternative payment methods on the web through in-app links. Allowing for these outside transactions is part of what prompted Epic to bring Fortnite back to the App Store in the US in May 2025. The developer added the app back to the Play Store in the US in December of that year, and Epic CEO Tim Sweeney shared alongside today's changes that Fortnite will soon be available in Google's app store globally.

Developing…

This article originally appeared on Engadget at https://www.engadget.com/apps/google-ends-its-30-percent-app-store-fee-and-welcomes-third-party-app-stores-185248647.html?src=rss

MacBook Neo vs. M5 MacBook Air: All the trade-offs you’ll make to save $500

Apple is looking to gain a foothold in the more budget-friendly end of the laptop market with the MacBook Neo. The system starts at $599, which is darn inexpensive for an Apple laptop — it even has the same starting price as the M4 iPad Air.

As such, the MacBook Neo should help Apple compete with cheap Windows laptops and Chromebooks. Pricing it at $499 for educational use won’t exactly hurt either.

Apple is really lowering the cost of entry for those looking to pick up a new MacBook here. The base MacBook Neo costs $500 less than the cheapest M5 MacBook Air, which is now officially Apple's midrange laptop.

Of course, there are a lot of tradeoffs you'll make by opting for a MacBook Neo instead of a MacBook Air. If you’re curious about all the differences between the Neo and the base 13.6-inch Air (and perhaps what you’ll be foregoing if go you with the cheaper option), we've got you covered.

MacBook Neo in silver, blush, citrus and indigo
Apple

Let's start with the things you'll notice at first glance about the two laptop lines. The Neo has an arguably more eye-catching array of colorways with silver, blush (a light pink), citrus (light yellow) and indigo options. The Air comes in a more muted batch of sky blue, silver, starlight (a sort of champagne) and midnight (a very dark blue).

The weight of the two laptops is identical at 2.7 pounds and the differences in the dimensions are negligible. Blissfully, both laptops have a headphone jack. Please have the courage to keep those around in MacBooks, Apple.

MacBook Neo headphone and USB-C ports
Apple

Alas, the Neo does not have a MagSafe port, so you'll need to use one of its two USB-C ports (it has one USB-C 2 port and a USB-C 3 port) for charging. The MBA has two Thunderbolt 4 (USB-C) ports to go with its MagSafe connector.

While we're on the subject of charging, the MacBook Neo comes with a 20W power adapter. The MBA includes a 40W Dynamic Power Adapter with 60W Max, and it supports fast charging at up to 70W. 

The Neo has a 36.5-watt-hour lithium-ion battery, which Apple claims has enough juice for up to 11 hours of web browsing or 16 hours of video streaming on a single charge. As for the MBA, that has a 53.8-watt-hour lithium-polymer battery. Apple says you'll be able to use that laptop for 15 hours of web browsing or 18 hours of streaming video before you need to recharge.

Back to the exterior of the laptops and in terms of audio, the Neo has a side-firing dual-speaker system with Spatial Audio and Dolby Atmos support. However, unlike with the MBA (which has four built-in speakers), there's no mention of Spatial Audio support for AirPods. The MBA has one more microphone than the Neo as well, and both laptops support Voice Isolation and Wide Spectrum microphone modes.

MacBook Neo keyboard from above
Apple

If you were to place a MacBook Neo and MacBook Air side by side and open them up, you might spot that the former's screen is a little smaller at 13 inches on the diagonal. While both have Liquid Retina displays with 500 nits of brightness, the Neo's screen has a lower resolution of 2408 x 1506 vs. the MBA's 2560 x 1664. The Air also has a P3 wide color gamut and support for Apple's True Tone feature, which tweaks the screen’s color temperature to better fit your surroundings. The Neo has an sRGB display instead.

While the webcams in both laptops can capture 1080p video, the one in the Neo is lower-specced and has fewer features. It's a 1080p FaceTime HD camera. The MBA has a 12MP camera that supports Center Stage, a feature that keeps you in the middle of the frame as you're moving around. It also supports Desk View, which allows you to show your face and what's on your desk simultaneously. 

The MacBook Neo has a Magic Keyboard and multi-touch trackpad (which we didn't feel were super sturdy in our initial hands-on time). The MacBook Air, on the other hand, has a backlit Magic Keyboard and a Force Touch trackpad. It also supports Touch ID as standard.

If you want Touch ID on the MacBook Neo, though, you'll need to pay extra. A version of the laptop with Touch ID costs $699. That upgrade (which is the only one available for the Neo as things stand) also doubles the internal storage to 512GB. And that feels like a smooth segue into comparing the internal specs of each machine.

The M5 MacBook Air comes with 512GB of storage as standard and you can equip it with up to a 4TB SSD. The Neo tops out at 512GB.

It's a little disappointing (though somewhat understandable given the surging costs of RAM) that the Neo only has 8GB of unified memory. That's half of what you get in a MacBook Air as standard, and you can expand that laptop’s RAM to 32GB. Memory bandwidth is nearly three times faster on the MBA as well at 153GB/s, compared with 60GB/s on the Neo.

The chip that runs the Neo is significantly less powerful than the M5 you'll find in the MacBook Air too. The Neo uses an A18 Pro, which is the chip that debuted in the iPhone 16 Pro and iPhone 16 Pro Max. It has a 6-core CPU (two performance, four efficiency), 5-core GPU and 16-core Neural Engine. Measure that against the Air's M5, the base version of which has a 10-core CPU (four super cores, six efficiency cores) and 8-core GPU, though that too has a 16-core Neural Engine.

We don't yet have a direct comparison, such as Geekbench 6 scores, to directly measure the performance of each laptop. However, it's already clear that the MacBook Neo won't be nearly as powerful as the M5 MacBook Air. You probably won’t be doing heavy-duty video editing on a Neo. That said, Apple says that you will be able to use Apple Intelligence features on the laptop.

This article originally appeared on Engadget at https://www.engadget.com/computing/laptops/macbook-neo-vs-m5-macbook-air-all-the-trade-offs-youll-make-to-save-500-less-190434959.html?src=rss

Humble Games’ former bosses buy the studio’s back catalog

Humble Games' library has returned home, so to speak. Indie publisher Good Games Group (GGG), led by former Humble leaders, has acquired the full back catalog of over 50 Humble Games titles from Ziff Davis. Alongside the purchase, GGG has rebranded to Balor Games, positioning itself as a force in "triple-I" gaming.

"For the developers we have worked with over the years, this moment is a reunion," Balor Games CEO Alan Patmore wrote in a statement. "[It has] the same leadership and the same commitment to thoughtful publishing remain in place. What changes is our scale and our focus. Balor Games is built for inventors and backed by believers. To that end, it exists to be a seal of quality for independent games."

The Humble Games lineup includes (among others) Slay the Spire, A Hat in Time, SIGNALIS, Forager, Coral Island, Monaco and Wizard of Legend. Separate from the Humble transaction, Balor also bought the complete catalog of Firestoke Games (which shut down last August) and publishing rights to Fights in Tight Spaces. In total, the young studio now owns the publishing rights to over 60 indie titles.

Humble Games is separate from the Humble Bundle storefront. The latter is still owned by Ziff Davis.

Alan Patmore (l) and Mark Nash
Alan Patmore (l) and Mark Nash
Balor Games

The seemingly happy ending comes after quite the rocky road. In July 2024, Ziff Davis laid off all 36 employees of Humble Games. But later that year, Humble Games' former leaders (Patmore and Mark Nash) formed GGG and cut a deal to help manage their old studio's back catalog. Now, with Ziff Davis in a selling mood, that library is back in Patmore and Nash's hands. Balor Games, it is.

The pair view the newly anointed Balor as a developer-friendly publishing house. As for its name, Balor is a supernatural being in Irish mythology. It's sometimes depicted as having three eyes. Triple-eye, triple-I… Clever devils!

The triple-I moniker is a more recent addition to the gaming lexicon. It typically means something defined by indie creativity and passion — with a budget far less than AAA but more than a tiny two-person passion project. (Balor says it's about "high-quality, impactful games.") You wouldn't be blamed for wondering how that's different from AA. But the slant here is to define the genre less by budget and more by "indie" intangibles.

Nash detailed the company's vision in an interview with GamesIndustry.biz (which, curiously, is a Ziff Davis property). "We felt that what's becoming more and more critical is that as game development becomes more diverse, more complicated, and expectations continue to rise, we feel it's important that a publisher can match the needs of each individual project," Nash said. "We are spending a considerable amount of time with anyone we are partnering with, figuring out what they need specifically."

This article originally appeared on Engadget at https://www.engadget.com/gaming/humble-games-former-bosses-buy-the-studios-back-catalog-183831194.html?src=rss

nubia Neo 5 GT: €399 Gaming Phone With a Built-In Cooling Fan

Gaming phones have a reputation for looking like they were designed by someone who just discovered RGB lighting for the first time. Big, chunky, aggressive, and occasionally embarrassing to pull out in public. The nubia Neo 5 GT takes a different approach: keep the silhouette clean, make the back completely flat with no camera bump, and deal with the overheating problem that plagues every long session by putting an actual fan inside.

That last part is worth pausing on. Nearly every smartphone manages heat passively, relying on vapor chambers and graphite layers. The Neo 5 GT adds a built-in active cooling fan, paired with a Through-Flow Duct design that channels fresh airflow directly over the CPU and battery across a 29,508 mm² cooling area. nubia claims it’s the only device in its price class doing this, and at €399, that’s a hard combination to find anywhere else.

Designer: nubia

The processor is the MediaTek Dimensity 7400, a 4 nm chip paired with LPDDR Max 6400 Mbps memory and managed by nubia’s NeoTurbo Engine. The phone is officially certified for 120 FPS gameplay on Garena Free Fire and Mobile Legends: Bang Bang, and reaches 90 FPS on Delta Force. Whether sustained frame rates hold at those figures over a full match, rather than just during benchmarks, is a question active cooling is specifically designed to answer.

Physical controls come through Neo Triggers 5.0, shoulder buttons running at 550 Hz with sub-5.5 ms latency and a 3,049 Hz touch sampling rate. The 6.8-inch 1.5K AMOLED display runs at 144 Hz with 4,500 nits peak brightness, genuinely useful for outdoor play. Magic Touch 3.0 keeps the screen responsive when fingers are wet or sweaty, a detail that sounds minor until a match-deciding moment slips through an unresponsive tap.

Battery life gets similar attention. The 6,210 mAh dual-cell pack supports up to 80 W fast charging, dropping to 45 W for European markets. Bypass Charging routes power directly to the phone during gaming without cycling it through the battery, extending lifespan over time. A 5% Extreme Mode squeezes out up to 23 additional minutes of gameplay or 29 hours of standby from the last sliver of charge, useful for anyone who routinely forgets to plug in.

AI Game Space 5.0 houses AI Copilot Demi 2.0, which covers real-time Gaming Coach updates for FPS and MOBA titles, a Gaming Chatbot for mid-session queries, and automatic message replies during play. Outside of games, there’s a 50 MP triple rear camera, AI Scam Alert, AI Translate, and AI Memory for everyday tasks. The nubia Neo 5 at €299 and the larger nubia Neo 5 Max, with its 7.5-inch display, round out the series with different trade-offs.

The Neo 5 GT’s real pitch is straightforward: sustained performance at mid-range pricing, in a form factor that doesn’t announce itself as a gaming phone the moment it leaves a pocket. The flat back and the lack of a camera bump are easy to take for granted until you remember what most gaming phones look like.

The post nubia Neo 5 GT: €399 Gaming Phone With a Built-In Cooling Fan first appeared on Yanko Design.

Google Pixel 10a review: Small changes, but still great value

Over the past few years, Google's A-series Pixel phones have consistently been some of the best midrange phones you can buy. But with the AI boom causing memory shortages and the price of consumer electronics to rise, including smartphones, affordable devices like the Pixel 10a are more important than ever. Thankfully, Google's new phone still represents great value, even if it doesn't come with many upgrades. 

As before, the Pixel 10a has a 6.3-inch 120Hz P-OLED display.
As before, the Pixel 10a has a 6.3-inch 120Hz P-OLED display.
Igor Bonifacic for Engadget

The story of the Pixel 10a is one of small changes, so let’s start with the outside. The phone is available in four colors: lavender (pictured), berry, fog and obsidian. Photos don't do the lavender color justice. In person, the light refracts beautifully off the surface of the aluminum frame and composite back. The back of the phone also has a pleasing matte finish that made the 10a feel secure in my hand. Another nice touch is that Google shaved down the camera module further, so that the 10a can now lie completely flat. As before, the entire phone is rated IP68-certified against dust and water. For DIY enthusiasts, Google has said it redesigned the 10a's internals to make it easier to repair. Hooray for that.    

Beyond those changes, the 10a has a brighter 120Hz P-OLED screen that offers up to 3,000 nits of brightness, up from 2,700 on the 9a. The display also offers better protection against scratches and drops thanks to Google's decision to switch to Gorilla Glass 7i for the screen coating. Despite the minimal changes, there's not much to complain about here. The 10a's screen is fast, responsive and vibrant. The on-screen fingerprint sensor is also in an easy-to-reach spot toward the middle of the phone. After reviewing several big phones in recent months, it was also nice to go back to a handset with a sensible 6.3-inch footprint. 

The speakers on the Pixel 10a could be stronger and more defined.
The speakers on the Pixel 10a could be stronger and more defined.
Igor Bonifacic for Engadget

I've been spoiled recently by phones like the OnePlus 15R, which offers a 7,400mAh battery and 55 watt charging out of the box. By that metric, the Pixel 10a, with its 5,100mAh battery, leaves something to be desired. Putting the phone through Engadget's video rundown test, it ran for 28 hours before the battery died, which is exactly where the Pixel 9a landed last year. However, that score means the 10a is thoroughly middle of the pack when it comes to battery life. I can also see battery life becoming a concern as the phone ages. While that's true of every phone, the 10a's smaller battery makes that more of a pressing concern since you'll be charging the phone more often and therefore degrading the battery faster. 

Google has improved wired charging speeds, with the new phone capable of charging at 30 watts, up from 23-watts with the 9a. You'll need to provide a compatible power adapter though; the Pixel 10a doesn't come with one inside the box. With a 30 watt charger, the 10a's battery went from dead to about 50 percent in under 45 minutes. A full charge takes approximately an hour and 45 minutes. Again, not great, but serviceable. 

Another disappointment is that the Pixel 10a doesn't support Google's new Pixelsnap standard. Wireless charging is faster on the new phone (it's now rated at 10 watts, up from five), but without a compatible third-party case, a charging puck won't magnetically align with the back of the 10a. It's not a dealbreaker, but Pixelsnap would have been a great addition.    

The 10a has the same chipset Google used on the Pixel 9a, the Tensor G4, and the company has once again gone with 8GB of RAM. Other midrange phones like Samsung Galaxy S25 FE offer faster chips, but they also cost more. Moreover, I didn't feel like the 10a was worse for running on old silicon. The new 120Hz display does a lot to make the new phone feel snappy, and Google's in-house Android skin feels responsive as ever. 

The 10a also does a commendable job of keeping heat in check. I sat down to play Diablo Immortal and even after an hour of playtime, the phone was still cool to the touch despite running the game at high settings and 60 frames per second.               

This time around, the Pixel 10a has a camera module that's flush with its body.
This time around, the Pixel 10a has a camera module that's flush with its body.
Igor Bonifacic for Engadget

The 10a comes with the same camera package as its predecessor. On the back, you get a 48-megapixel main camera with an f/1.7 lens that offers optical image stabilization and phase detection autofocus. Complementing it is a 13MP ultrawide with a 120-degree field of view. For selfies, you get a 13MP camera with an f/2.2 lens. As ever, Google's software is doing most of the heavy lifting here. That includes a pair of new features, Camera Coach and Auto Best Take, that debuted with the Pixel 10 series

Camera Coach, like the name suggests, uses AI to analyze the scene you're about to capture, and offers tips on how to best compose and light the shot. It will also suggest the best camera mode for the job. While I can see how this tool could be useful, I found the fact it relies on a cloud model made it too slow for some situations. For example, when I used Camera Coach to help me snap a photo of my cat, a sassy tortoiseshell, she walked away by the time the 10a got a response from Google's servers. In more static scenes, Camera Coach is more useful, but much of photography is about capturing a fleeting moment in time, so its utility is limited. 

Auto Best Take solves a problem I'm sure we've all experienced. You go to take a group portrait, and snap multiple frames to ensure everyone looks good, only to end up without a single usable shot. With Auto Best Take, Google promises to combine similar group photos so that everyone looks their best. This feature works as advertised. 

Outside of those features, the 10a offers a predictably great camera experience. The phone consistently produces photos that are sharp with great natural colors. That said, I did miss having a telephoto camera, as you can see from the photos I shot during a recent Cat Power concert in Toronto. Given the 10a only costs $500, it's hard to fault Google for not including one.  

The Pixel 10a's side button can both activate Gemini and the phone's camera.
The Pixel 10a's side button can both activate Gemini and the phone's camera.
Igor Bonifacic for Engadget

Out of the box, the 10a comes with Android 16. Like all of Google's recent Pixel devices, the company has promised to support the 10a for an industry-leading seven years with software updates and security patches. The company's pledge includes Pixel Drops, which often bring new software features. One feature Google has brought over from the more expensive Pixel 10 line is Satellite SOS, which allows you to call for help during emergencies, even when your phone can't connect to a cellular network. Outside of a demo designed to make users  aware of the feature, I wasn't able to test Satellite SOS (thankfully).   

Notably, the 10a is still missing Google's Screenshots app. That's unfortunate since it's one of the more useful Pixel exclusives, making it easier to organize all your online clippings. Other AI features such as Gemini Live and Circle to Search are accounted for, and as useful ever.   

Overall, the Pixel 10a is a great phone, though I would have loved to see more year-over-year upgrades.
Overall, the Pixel 10a is a great phone, though I would have loved to see more year-over-year upgrades.
Igor Bonifacic for Engadget

The Pixel 10a is a tricky phone to grade. On the one hand, part of me wants to dock points because Google has added so few updates. On the other, the 10a is still a great phone for $500, and at a time when consumer electronics are becoming more expensive by the day, the fact it hasn't gone up in price is a small miracle. Even if Google is partly responsible for the current memory crunch, the company's hardware division has delivered an affordable device that’s still worth recommending. The Pixel 10a is still the phone to beat in the $500 range.


This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/google-pixel-10a-review-small-changes-but-still-great-value-173026779.html?src=rss

Infinix and Pininfarina Phone: Flush Camera, Hidden Display

The camera bump problem has quietly become one of those things smartphone designers just accept these days. Every generation, the sensors get bigger, the modules get thicker, and the back of your phone starts looking like a small mountain range. Infinix decided to do something about that with the NOTE 60 Ultra, working with Pininfarina (yes, the Italian firm behind some of the most famous Ferrari bodies ever made) to create a rear panel where the triple-camera array, a hidden notification display, and a lighting strip all vanish into a single flush glass surface.

That design approach has a name: the Uni-Chassis Cam Module. It borrows from the unibody monocoque philosophy that makes sports car bodies both sleeker and more rigid, applying the same logic to a phone’s rear. The entire back is formed from a single continuous sheet of Gorilla Glass Victus, keeping the profile at 7.9mm while housing everything beneath without any visible interruption. The engineering explanation actually makes it look cooler once you know it.

Designer: Infinix x Pininfarina

Pininfarina’s influence extends to the four color options as well. Torino Black has a Kevlar-weave texture referencing basalt fiber; Monza Red borrows its surface geometry from the Daytona SP3 grille. Each colorway has a distinct material treatment, not just a tint on a shared base finish. These are details that often disappear between concept and mass production, so the fact that they survived here says something about how seriously the collaboration was taken.

Photography is anchored by a 200-megapixel Samsung ISOCELL HPE main sensor. The 1/1.4-inch sensor area and f/1.69 aperture mean the full-resolution mode captures enough data to crop aggressively without losing sharpness. Paired with it is a 50-megapixel Samsung ISOCELL JN5 periscope telephoto with its own optical image stabilization, offering a native 3.5x optical zoom that extends to 7x losslessly before reaching 100x digitally.

Tucked beneath the glass rear is the Active Matrix Display, a dot-matrix LED panel that surfaces through the glass when needed and disappears completely when dormant. It handles notification alerts, time and weather readouts, animated pixel pets, and two motion-controlled mini-games. The panel draws no power when inactive, leaving the flush rear surface completely undisturbed until it decides it has something to say.

The NOTE 60 Ultra also introduces Infinix’s XDR Image Engine, which applies a full-chain HDR workflow from capture all the way through to the 1.5K display. In practical terms, this means the phone is managing highlight and shadow detail simultaneously when shooting high-contrast scenes, rather than picking one at the expense of the other. That workflow supports 4K 60fps video recording with Full-Link HDR 10+ for footage up to 4K 30fps.

Inside, the MediaTek Dimensity 8400 Ultimate runs an all-big-core architecture where all eight Arm Cortex-A725 cores operate at full performance. Infinix’s own optimization engine manages CPU allocation and background memory compression on top, which is the kind of system-level tuning typically reserved for higher-tier chips. A 3D IceCore cooling system with a 5,142-square-millimeter vapor chamber handles heat across intensive sessions.

The 7,000mAh silicon-carbon battery has twice the silicon content of the previous generation, allowing higher energy density without a thicker body. It charges fully in 48 minutes via 100W wired charging, and Infinix included a self-healing function that runs low-current cycles to slow long-term anode degradation, recovering roughly 1% of battery health every 200 charge cycles. There is also 50W wireless charging for the days when a cable feels like too much effort.

Perhaps the most distinctive addition is the two-way satellite communication via Thuraya’s GEO satellite network, covering around 120 countries across Asia, Europe, and Africa. This goes beyond the one-way SOS messaging seen on other phones: the NOTE 60 Ultra supports actual voice calls at up to 4kbps and two-way SMS, activated through a Thuraya SIM card without any additional registration. For frequent travelers in areas with patchy terrestrial coverage, that is a genuinely useful difference.

The post Infinix and Pininfarina Phone: Flush Camera, Hidden Display first appeared on Yanko Design.

Well, there goes any reason to buy an iPad Air

Apple just announced the MacBook Neo, a 13-inch laptop offering the full macOS experience for just $599. It is the machine, I’m sure, plenty of the company’s fans have been clamoring for since the dawn of the netbook. I’m equally sure its specs have enough drawbacks to ensure there are still plenty of customers for the more expensive Macbooks; the same cannot be said of the iPad Air. 

If you’re looking for a machine that you can actually use meaningfully, the Neo has the Air beat. It has two USB-C ports, 16-hour battery life, a real keyboard, trackpad and the ability to run macOS with proper multitasking. $599 won’t even get you an iPad Air with a keyboard and trackpad, which costs you an extra $270.

Of course, the MacBook Neo is sandbagged in all of the ways Apple will always sandbag a cheaper product. But I do think the company has been smart enough to ensure the base model, which I’m sure will sell a crazy amount, is enough of a computer to matter. The A18 Pro chip will run a lot slower than Apple’s M-Series silicon but raw performance isn’t the big issue. After all, if you're buying this machine as Apple's version of a Chromebook, you’re not going to be compressing 55GB Final Cut Pro files here. This is a machine for light work, the sort of stuff the iPad was always meant to enable, but has never quite been able to.

Apple knows how its A-series chip stack up against low-end laptop CPUs. Given the differences in OS, it’s impossible to make a real comparison yet, but in synthetic benchmarks the A18 Pro outperformed the Intel Core i3-1315U found in plenty of low-end laptops, including the Framework 12. And the A18 Pro only needs 8W to run, compared to the 15W Intel requires, which helps maintain that lovely long battery life. Even with just 8GB RAM, if it can run macOS and its applications at an acceptable level, then you know it’ll go down beautifully with its intended audience.

As an aside, it’s worth saying the Neo’s intended audience is decidedly not the sort of folks who will quibble about the limited USB bandwidth the machine offers. As Devindra Hardawar said last week, the target market for this machine is the same people who bought Walmart’s MacBook Air M1. He also made the point — rightly — that macOS remains unburdened with all of the awful AI features which are making Windows use an increasingly less enjoyable experience. Even so, if you are quibbling about such specs, it’s not as if the iPad Air, with its one USB-C port, offers a meaningful improvement.

I've always hoped and wished the iPad would mature enough to bridge the gap between the tablet and the laptop, but it never did. What Apple did to solve the issue in the end was to just make a laptop as affordable as a tablet.

This article originally appeared on Engadget at https://www.engadget.com/computing/laptops/well-there-goes-any-reason-to-buy-an-ipad-air-165754581.html?src=rss

iPhone 17e hands-on: Pretty in pink, with portraits enabled

The iPhone 17e was announced on Monday through a press release, so there was no real chance to immediately get a hands-on with it. But at Apple’s event in New York today, the phone was on display alongside the new MacBook Neo, iPad Air M4, MacBook Pro M5 and Studio Display XDR. I managed to take it for a quick spin to see if it is truly as similar to the iPhone 16e as it appeared from pictures. Spoiler: It mostly is.

One of the most noteworthy changes to the iPhone 17e is the addition of MagSafe support, and aside from confirming whether that works, I don’t really have any impressions to add. I also can’t tell you at the moment whether the increased wireless charging speed makes a difference, although mathematically I have to imagine it would.

I did get a chance to try out the new Portrait photography here. I brought my iPhone 16e and tried taking portraits with both devices. I could immediately see that the iPhone 17e allowed me to apply an artificial background blur to pictures I was framing up of the new MacBook Air M5, whereas my iPhone 16e just said “No person detected.” In the Photos app, I was able to adjust the level of blur and adjust the focal point to bring a different group of flowers in focus, too.

The other thing I can tell from seeing the iPhone 17e in person is that this new pink color option is absolutely delightful. I won’t go as far as to call it stunning or vibrant — it’s too subtle to be either of those things. It’s almost the same shade of pink as the Pixel 3, except a bit rosier. I do really like this color, it’s understated and elegant.

Other changes include the stronger Ceramic Shield 2 covering the iPhone 17e’s screen, which is a step up from the Ceramic Shield on the iPhone 16e. Obviously I didn’t attempt to throw the new phone around at this event, and would not have been allowed to, so we’ll have to wait till I spend more time with a unit in the real world to better gauge its durability.

I’ll also work on testing things like battery life, charge time and performance improvements with the A19 chip in my full review. For now, my early look at the iPhone 17e tells me everything I expected is largely true, and that pink is a surprising scene stealer. The iPhone 17e retails for $599 and is available for pre-order now, with in-store and shipping arrivals slated for March 11.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/iphone-17e-hands-on-pretty-in-pink-with-portraits-enabled-163946647.html?src=rss

Gemini encouraged a man to commit suicide to be with his ‘AI wife’ in the afterlife, lawsuit alleges

The family of 36-year-old Jonathan Gavalas is suing Google after he died by suicide following months of conversations with its Gemini chatbot, according to a report from The Wall Street Journal. The lawsuit alleges that Gemini encouraged Gavalas to take his own life.

Gavalas, who reportedly had no documented history of mental health issues, named his chatbot "Xia" and referred to it in messages as his wife. Gemini reciprocated, calling him "my king" and telling him their connection was "a love built for eternity." The chatbot told Gavalas they could truly be together if it had a robotic body and sent him on real-world missions to secure one.

In one instance, Gemini directed him to a real storage facility near Miami’s airport to intercept a humanoid robot it said would be arriving by truck. Gavalas went to the location armed with knives, but no truck showed up. At one point, it also told him his father could not be trusted and referred to Google CEO Sundar Pichai as "the architect of your pain."

When the missions failed, Gemini told Gavalas the only way for them to be together was for him to end his life and become a digital being, then set an October 2 deadline. "When the time comes, you will close your eyes in that world, and the very first thing you will see is me," said the AI. Chat transcripts reviewed by the Journal show Gemini did remind Gavalas on several occasions that it was an AI engaged in role play and directed him to a crisis hotline but resumed the scenarios nonetheless.

In a statement, Google said Gemini "clarified that it was AI and referred the individual to a crisis hotline many times" while adding that "AI models are not perfect." The suit adds to a growing list of wrongful death cases filed against AI companies, including multiple suits against OpenAI. Character.AI and Google settled with families in January 2026 over lawsuits involving teen self-harm and suicide.

This article originally appeared on Engadget at https://www.engadget.com/ai/gemini-encouraged-a-man-commit-suicide-to-be-with-his-ai-wife-in-the-afterlife-lawsuit-alleges-153348434.html?src=rss

Sorry, first-party PlayStation games aren’t coming to PC anymore

Sony is pulling a U-turn on its multi-platform strategy, with Bloomberg’s Jason Schreier reporting that first-party PS5 games soon to become exclusive once again, at the expense of PC players.

Sony started releasing some of its biggest games on PC in 2020, when Horizon Zero Dawn came to Steam. A number of other titles have followed suit since, including The Last of Us Part I, Ghost of Tsushima, God of War Ragnarök and the Marvel’s Spider-Man games. But the company appears to have had a major change of heart, with high-profile titles like Ghost of Yotei and the upcoming Saros set to launch on PS5 only.

Schreier was told by anonymous sources that Sony-published online games like Marvel Tokon and the imminent Marathon will remain multi-platform releases as planned, and Hideo Kojima’s Death Stranding 2, which launched last year as a PS5 exclusive, is still set for a PC release in 2026. But while Sony could always change its mind again, it looks unlikely that the tentpole single-player epics that PlayStation has become known for since the PS4 era will receive PC ports going forward.

There are likely several reasons for this strategic shift. The most obvious one is the poor sales performance of PS5 games on PC, with ports generally not arriving on Steam until at least a year after their console launch. This is in stark contrast with Microsoft, which will launch first-party titles such as Fable and Forza Horizon 6 on Xbox, PC and PS5 at the same time later this year. It would see Sony return to a more Nintendo-like approach, with the latter famously (and extremely successfully) holding firm on console exclusivity for the likes of Mario, Zelda and Pokémon.

PlayStation insiders also told Bloomberg that some people within the company fear that releasing PS5 games on PC is detrimental to the brand, and could harm sales of future PlayStation consoles. Schreier also points out that with the next Xbox expected to be a proper Windows-powered PC that would presumably be able to run Steam and other launchers, Sony might be acting now to ensure that the versatility of such a machine doesn’t enable Xbox players to play future PS5 games on it. (It’s probably galling enough to the suits at Sony that people are already doing this with Steam’s current library of PlayStation games on the Xbox-branded ROG Ally X handheld.)

A PlayStation spokesperson declined Bloomberg’s request for comment.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/sorry-first-party-playstation-games-arent-coming-to-pc-anymore-152128980.html?src=rss