Sony RX100 Review: This Camera Singlehandedly Makes Point-and-Shoots Relevant Again [Video]

When the Sony RX100 was announced, its one-inch sensor and f/1.8 aperture seemed too good to be true. Near-DSLR power packed into a body the size of a compact point-and-shoot camera? What’s the catch? More »

Acer Aspire Timeline Ultra M5 review: an Ultrabook with discrete graphics (and an optical drive)

DNP Acer Aspire Timeline Ultra M5 review 481TG6814

The PC industry might have 100-some-odd Ultrabooks up its sleeve, but fortunately for restless tech reviewers like yours truly, they’re not all cast from the same mold. As the year wears on, we’ll see prices dip as low as $700, and a few will be offered with discrete graphics — a nice respite from games handicapped at 30 fps. And, in some rare cases, you’ll find machines that manage to achieve both. Enter the Acer Aspire Timeline Ultra M5 series, a pair of 14- and 15-inch laptops that start at $680, and, for an added premium, can be had with NVIDIA Kepler graphics. What’s more, the 14-inch model we tested has a DVD burner, making it as much a full-fledged laptop as an Intel-approved Ultrabook. Accordingly, then, we’ll be comparing it not just to other low-priced ultraportables, but to some budget mainstream notebooks on offer this back-to-school season. So how does it stack up? Let’s see.

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Acer Aspire Timeline Ultra M5 review: an Ultrabook with discrete graphics (and an optical drive) originally appeared on Engadget on Fri, 03 Aug 2012 11:00:00 EDT. Please see our terms for use of feeds.

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Tritton Warhead 7.1 Wireless Surround Sound Headset for Xbox 360 review

DRAFT Tritton Warhead 71 Wireless Surround Sound Headset for Xbox 360 review Boom!

This is for sure: if you’re a gamer seeking a primo wireless surround sound headset, now is a very good time to buy. It’s been less than two weeks since Astro Gaming’s A50 wireless surround headset impressively traversed the Engadget review gauntlet, and now the crazy kitties that are Mad Catz and Tritton are up for a turn. It’s taken the duo well over a year and a half to get its full range of Microsoft-licensed Xbox 360 headsets off the ground, with the flagship Warhead 7.1 Wireless Surround Sound Headset set to hit shelves in just a few days.

Aside from packing some innovative and exclusive features for Xbox 360 users, it stands as the only totally integrated wireless headset for the system — for the first time you won’t need a pesky controller-to-headset cable or a controller-mounted Bluetooth dongle for voice chat. We’ve been fortunate enough to get an early look at this $300 Dolby Headphone-enabled headset, so join us past the break and we’ll let you know whether it’s been worth the wait — or whether it’s too much, too late.

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Tritton Warhead 7.1 Wireless Surround Sound Headset for Xbox 360 review originally appeared on Engadget on Fri, 03 Aug 2012 09:00:00 EDT. Please see our terms for use of feeds.

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Parrot Zik by Starck review: Is $400 worth it for the fanciest, techiest headphones around?

Parrot Zik by Starck review: Is $400 worth it for the fanciest, techiest headphones around?

You do know that Parrot makes more than just the AR.Drone, right? It was at CES earlier this year that we first caught a glimpse of — and subsequently began geeking out about — the Parrot Zik by Starck. For those unfamiliar, these headphones are jam-packed with enough technologies to make even the geekiest audio lovers smitten. Priced at about $400, they feature Near Field Communication (NFC), Bluetooth connectivity, on-board capacitive touch-control, active noise cancellation, head detection, a jawbone sensor for speech and Parrot’s audio-enhancing DSP app for iOS and Android — not to mention a striking design by the renowned Philippe Starck.

This isn’t the first time Parrot and Mr. Starck have worked together, but this does mark their debut in the portable audio market (as opposed to home-based speaker systems). In the case of this review, not one, but two Engadget editors spent some time testing the product. So, do they impress? More importantly, are they worth the $400 asking price? You know the drill: meet us after the break where we’ll lay it all out.

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Parrot Zik by Starck review: Is $400 worth it for the fanciest, techiest headphones around? originally appeared on Engadget on Thu, 02 Aug 2012 14:00:00 EDT. Please see our terms for use of feeds.

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Meizu MX 4-core review

Meizu MX 4-core review

If it feels like yesterday you read our in-depth review of the dual-core Meizu MX, you’re not too far from the truth. In reality, it’s been just over seven months and we’ve already moved onto the smartphone’s quad-core sequel, aptly named the Meizu MX 4-core. Not only is it easy to confuse the two phones by name, but good luck trying to tell which one is which. Indeed, the two handsets are quite similar both inside and out, with the exception of some improvements in a couple rows on the ‘ol spec sheet.

The biggest surprise isn’t necessarily the speed with which the company cranked out a second MX, and it’s not even the reasonable price (HK$3,099, or US$400, or the 32GB version, and HK$4,099 / US$530 for the 64GB). Nope, it’s seeing Meizu, a manufacturer known for its copycat products, evolving into a relevant player beyond its native China. So how does this latest effort stack up? Read on to find out.

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Meizu MX 4-core review originally appeared on Engadget on Wed, 01 Aug 2012 15:00:00 EDT. Please see our terms for use of feeds.

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Nintendo 3DS XL Review

Reviewing a product like the Nintendo 3DS XL is a strange affair. The mobile gaming market has changed dramatically over the last several years thanks to the advent of iOS and Android, both offering games that approach the quality of what you would expect to find on a Nintendo or Sony handheld for a fraction of the price. It’s hard to look at the 3DS XL without a cynical eye either given that 3DS sales are starting to slump, with Nintendo recently reporting a decline in revenue and posting a net loss of around $220 million. Is the 3DS XL the boost that Nintendo needs in a world that’s rapidly forgetting the traditional portable gaming handheld? Let’s find out.

Hardware

Take the 3DS, swap some ports around, and make everything a little big bigger. That’s a gross generalization, but also the core of what Nintendo has done with the console. The reason for the supersizing simply seems to be ease of access: children and elderly gamers will be able to grip the console with ease, and the larger screens also makes things easier to see. Nintendo has made some tweaks to the design, though, with the glossy plastic of the 3DS being sidelined, and corners appearing more rounded and less angular.

As a result, the console is much easier to grip than its predecessor, and is generally more comfortable to use in operation. The physical controls of the device are a joy to use as well, wth the joystick swiftly moving around its axis without sticking at all, and the quartet of buttons on the right hand side giving great feedback. The same can’t quite be said about the L and R buttons, which don’t quite have enough feedback and feel a little loose. Nintendo has also tweaked the Select, Home, and Start buttons found below the bottom screen: the large, chunky, plastic buttons are far easier to press on the 3DS XL compared to the 3DS.

Going around the device, you’ll find that the 3.5mm headphone jack has been repositioned from center bottom to the far bottom left, a curious decision considering it’s where part of your hand will rest while holding the XL. The SD card slot has also been relocated to the right hand side, next to the stylus holder, and the sliders for the volume, wireless, and 3D switches have all been tweaked ever so slightly.

There’s no denying, however, that this is a chunky and heavy device at 22mm and 336g. The XL may only be 1mm thicker compared to the 3DS, but it’s also 100g heavier. Carrying it around in a jacket pocket or the back of your jeans can be somewhat laboriously, although we’ll commend Nintendo on getting the balance of the device correct when the screen has been flipped open.

Speaking of those screens, they’ve both increased dramatically in size. The top screen has been increased to 4.88-inches, up from 3.53-inches, while the bottom screen has jumped to 4.18-inches, coming in at 3.02-inches on the original 3DS. What hasn’t changed, however, is the resolution, with 800×240 and 320×240 respectively. Both have low pixel densities, resulting in a generally unpleasant experience even from a normal viewing distance, something which we can’t show you thanks to a close-up photography ban by Nintendo. The fact that the company is restricting close-up videos and photos of the handheld while it’s turned on should give you an idea of the screen quality. The viewing angles aren’t great either, so you’ll need to click the top half of the screen in just the right position to get the best image.

The system is still charged using Nintendo’s proprietary charger, but here’s the kicker: you don’t even get one in the box anymore. Nintendo claims that in order to keep costs on the console low, it’s had to forgo including a charger in the retail package, a move which is bonkers. No doubt there will be those who are moving up from a previous Nintendo handheld who will have the necessary charger, but is the company seriously going to neglect first time buyers? Both the front and back of the box do warn customers about the lack of charger, but it leaves a sour taste in the mouth nonetheless.

3D

The first time we witnessed the three-dimensional powers of the 3DS was through a demo given by an employee in a retail store briefly after the handheld launched. A quick fondle showed that while the effect did work, it wasn’t particularly immersive, and the effect could be broken far too easily. The same is true of the 3DS XL, and in our several days of usage we pretty much always had the 3D effect turned off.

The fundamental problem with the 3D on Nintendo’s handhelds is that it’s far too finicky to set up and maintain. The slider needs to be adjusted into just the right position; you need to be directly facing the console, with any kind of off-angle ruining the effect; if you finally manage to get a satisfactory depth to the image in your game (which can be highly dependant on how the game was designed in the first place), you need to remain perfectly still in order to maintain the illusion. Any movement at all, and you’ll shatter the effect. Maybe we’re cynical about the idea of 3D in general, but after extended use it’s clear that Nintendo has tried to shoehorn the idea into a portable console and served up average results at best.

Games

Nintendo provided up with one game for review, Kid Icarus Uprising, although the platform has amassed a healthy collection of titles since its launch last year. As is increasingly the case these days, if you’re buying into a Nintendo ecosystem you’re doing so for the first-party games, with the company offering classics such as Zelda: Ocarina of Time 3D and new reimaginings such as Super Mario Bros 2.

As for Kid Icarus, it’s a mixed bag. Levels in the game split different styles of gameplay, with the first five minutes dedicated to an on-rails shooting section that sees Pit guided by the goddess Palutena. This handles pretty much exactly as you would expect, with you moving Pit around the screen using the circle pad to control the character while the L and A buttons handle firing duties. Taking out every enemy on the screen is the name of the game as you avoid obstacles and collect power ups, and the level design can occasionally make great use of the 3D capabilities. For the most part though, you’re better off sticking to 2D.

Palutena can only sustain Pit for five minutes of flight. After that, you’re directed to the ground for the second part of the level, giving you full running control and allow you to explore 360 degree environment. The problem comes with the control scheme: while you can make Pit run with the circle pad and fire with L or A as normal, you have to change his orientation using the stylus on the bottom screen.

It’s an awkward and convoluted control scheme that handles poorly, to say the least. You’ll be left gripping and supporting the full weight of the console in your left hand while trying to turn Pit with the stylus in your right hand. Trying to turn the character is a tedious affair, requiring hefty drags across the screen that also require a firm press thanks to the resistive technology. Resting the console on a flat surface helps immensely, and the game is even supposed to come with a stand that helps make it easier to play, although we didn’t receive one with our review unit. Both the control scheme and dedicated stand directly contradict the portability of the console, and we really have to wonder why Nintendo and the developers opted for such a janky and overall poor experience.

The game has a certain visual charm to it, featuring bright colors, cartoonish designs, and a dash of 2D animation on the bottom screen for character interactions, but the ridiculously aliased graphics during gameplay can’t go without mention. We realize that the Nintendo experience has never been about top of the line graphics, but there needs to be some sort of visual polish in a world dominated by high-end smartphones and tablets.

Battery

Nintendo say that the 3DS XL’s battery life should be much improved over the previous offering, sitting between 3 and 6.5 hours of gameplay depending on your settings. DS titles should last a little longer thanks to their more modest graphics, eeking out between 5 and 8 hours of gameplay.

In our test, we put the screen brightness to maximum, turned WiFi off, set to the volume of the speakers to 50%, and made sure our 3D slider was firmly in the 2D position. A quick marathon session of Kid Icarus saw the console lasting around 4 hours and 40 minutes before switching off automatically. That falls in line with Nintendo’s expectations, and you can expect to squeeze a bit more out of the battery should you drop the screen brightness.

Wrap-Up

The 3DS XL brings small improvements over the 3DS, but they all add up to a better handheld overall. It may be heavier, but the screens make for a more impressive experience, the console is easier to handle, and the battery has seen a much needed improvement. If you own a 3DS that’s starting to look a little old, then it’s worth jumping up to the 3DS XL for the better screens and battery life. If you’re on one of Nintendo’s older handhelds and have been hesitant about making the jump, the 3DS XL proves that the water is fine and that it’s time to jump in.

The handheld makes sense if you’ve already bought into Nintendo’s ecosystem, but it’s a hard sell for first time buyers. Nintendo has a fundamental problem on its hands, and it’s this: the 3DS XL and its games don’t exist in a vacuum. Smartphones and tablets offer cheaper games that can distract you just as well as titles from first-party developers fronted by Nintendo or Sony. The former company is hoping that its all star heros and franchises can continue to prop up revenue, while the latter is focused on specs and the merging of physical and touch controls. Neither realize that the game has changed, and that the world doesn’t necessarily need yet another device for portable gaming anymore.

The flipside of the argument is that iOS and Android games don’t have the immersive stories or strong characters and franchises that a company like Nintendo can offer. There is no Zelda or Mario equivalent on mobile devices, sure, but the company can’t ignore the looming threat of smartphones and tablets forever. Nintendo’s inability to adapt and tap into such a vast market is frustrating, and the 3DS XL is the physical representation of its archaic view of the mobile gaming landscape. There may be one or two games that will entice you to the platform, but why reward a company that’s stuck in the past?

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Nintendo 3DS XL Review is written by Ben Kersey & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.


Nokia Drive offline navigation review: taking the Lumia 900 for an off-the-grid spin

Nokia Drive offline navigation review taking the Lumia 900 for an offthegrid spin

I’ve sung praises about it for years, but it seems like only now the industry is getting on the same train of thought. It could be my unnatural adoration of travel, or just an entirely healthy fear of getting lost, but offline navigation has long since been a top priority for me when choosing a mobile device. Or, more importantly, a mobile operating system. For the longest while, iOS forced my hand to Android due to Google Maps Navigation being available only on the latter, and while even that wasn’t offline, it still far surpassed any other routing app in terms of system integration, map updates and general silkiness.

Even dating back to our 2010 mobile GPS shootout, Nokia has been a player. At that time, it was the outfit’s Ovi Maps leading the pack, offering the only legitimate offline solution amongst a legion of ho-hum alternatives that required bits of data to keep you on track. But frankly, there wasn’t a Symbian device in Nokia’s stable that could show up my Nexus One in terms of overall utility, so begrudgingly, I pushed it aside. Eventually, Google came around and added caching to routes, which effectively downloaded all routing guidance along your path as soon as you plugged in a destination. The killer, however, was that it wouldn’t take too kindly to veering far from that path should you ever drop signal. Close, but no cigar.

Fast forward to today, and we’ve got Google Maps already working in offline mode for Android 2.2+ devices. Furthermore, the company’s Brian McClendon confessed to us at its June 2012 ‘Maps’ event that it’s “committed” to bringing all of the app’s features to iOS (and potentially other platforms). But in my haste to find something in the here and now, I recently turned to the Lumia 900 for guidance. Literally. Back in late March, the Lumia-exclusive Nokia Drive application gained full offline access, and I sought to use the handset exclusively to navigate a 1,900-mile trek through some of America’s most remote locales. How’d it go? Join us after the break to find out.

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Nokia Drive offline navigation review: taking the Lumia 900 for an off-the-grid spin originally appeared on Engadget on Wed, 01 Aug 2012 11:45:00 EDT. Please see our terms for use of feeds.

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Harman Kardon CL Review: These Headphones Can Handle All Your Listening Needs [Lightning Review]

It’s not remotely easy to create a pair of headphones that combine awesome audio quality, portability, style, and a favorable price tag. Could Harman Kardon’s new CL headphones be the rare pair that does it all? More »

MacBook Pro review (13-inch, mid-2012)

DNP  MacBook Pro review 13inch, mid2012 how does the refreshed MBP fare with a new Ivy Bridge chipset

When the MacBook Pro with Retina display is in the game, Apple’s “regular” Pros may seem a bit like also-rans. After all, why would you choose them when you could get a brilliant 15-inch 2,880 x 1,800 IPS panel and a Core i7 Ivy Bridge processor? Well, price, for one thing. While we walked away from our Retina MBP review mighty impressed, that model starts at $2,199. The latest crop of Pros, meanwhile, keep the same pricing scheme as last year’s models ($1,199 and up), but step up to Intel’s third-generation Ivy Bridge processors. We took the entry-level 13-incher for a spin to get a feel for how the dual-core Core i5 CPU, 4GB of RAM and Intel HD Graphics 4000 stack up to the competition. Read on to see how it fared.

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MacBook Pro review (13-inch, mid-2012) originally appeared on Engadget on Mon, 30 Jul 2012 16:00:00 EDT. Please see our terms for use of feeds.

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Samsung Galaxy Note for T-Mobile review

Samsung Galaxy Note for TMobile review

The Samsung Galaxy Note is among a rare breed of smartphones that need no introduction. It’s polarizing, memorable and single-handedly responsible for the popularization of the term “phablet.” It’s also the indisputable king of that category, having recently defended its throne against LG’s Optimus Vu. Aside from the Note’s sprawling display, much of its appeal lies in the tight software integration with the S Pen stylus, which endows the phone with notepad-like functionality.

The first (and second) time we reviewed the Galaxy Note, it featured Android 2.3. Since then, it’s received an update to Android 4.0, along with a new set of productivity apps dubbed the Premium Suite. Now as the phone arrives at T-Mobile (for $250 with a contract and after a $50 rebate), we’re taking the opportunity to review not just the new variant, but in this case, the latest OS as well. You already know much of the Galaxy Note’s story, but now the question remains: just how much of the text has been re-written? Let’s find out.

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Samsung Galaxy Note for T-Mobile review originally appeared on Engadget on Mon, 30 Jul 2012 12:00:00 EDT. Please see our terms for use of feeds.

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