Sunday, April 17, 2011

Samsung’s Galaxy Tab: iPad’s First Solid Contender

Galaxy Tab
iPhone:iPad :: Galaxy S:Galaxy Tab


That simple analogy is all you really need to know about the highly anticipated Galaxy Tab and what it can do.
With the first legitimate competitor to iPad for the consumer-focused tablet-computer market, Samsung continues to take its cues from Apple — just as it’s been doing with cellphones.
That is not necessarily a bad thing. For all its faults, the iPad is still the tablet to beat. The Galaxy Tab takes direct aim at iPad’s shortcomings and does a credible job at addressing nearly all of them.
The most immediately noteworthy difference from the iPad is that the Galaxy is considerably smaller — physically about half the size and weight, with a 7-inch diagonal screen instead of the iPad’s 9.7 inches. However, the Tab’s 1024 x 600–pixel resolution makes this less of a big deal than you might expect. Considering the iPad’s 1024 x 768–pixel resolution, you’ll find the Tab nearly as spacious, although the screen (a standard LCD) is not as bright and as clear as the iPad’s beauty.
What you gain, however, is considerably better portability: The iPad is not always convenient to tote with you, while the Tab really feels like a jumbo-sized cellphone and slips easily into any bag and many jacket pockets.
Any screen shortcomings are rapidly put out of mind by the Galaxy Tab’s rich feature set. Everything you’d want from a modern Android phone (version 2.2, upgradeable when 3.0 hits) is here: Full app support (though, as with running iPhone apps on the iPad, many apps look JUMBO SIZE in use), a fair-enough camera (3.2 megapixels) with flash, a mobile hotspot and tethering option, and virtually no buttons. The only physical buttons are the power button and volume toggle, both on the upper right side. Four touch-sensitive Android-standard buttons on the bottom of the front screen are usable only when the display is active.
Storage is what you make of it: A 16-GB microSD card, accessible via a flap on the side, is installed by default, and you can upgrade to 32 GB.
In use, the Galaxy Tab performs well, but is not exemplary. It feels snappy enough, but longish load times can sometimes be tiresome, and webpages invariably loaded more slowly than the iPad — sometimes taking twice as long. We also ran into a few issues with apps hanging and the Wi-Fi connection suddenly vanishing without explanation. Reboots solved both issues.
On the hardware side, the light, 13.4-ounces unit just fits in a single hand, but the slick surface tends to be slippery and prone to dropping. If you’re the kind of person who is always finding his phone falling out of your grip, your Tab is going to spend a lot of time on the floor. (Maybe that’s why Jobso was so critical of these devices?)
Compounding matters is the problematic location of the power and volume buttons. Holding the device in your left hand often causes you to hit these by accident. They’re temperamental and touchy, until you eventually adapt to a grip further down the chassis.
Pricing is complicated and modeled after the cellphone, so pay close attention: The base unit is $400 with a new or upgraded two-year contract, or $600 without a rate plan. Data costs extra: $30 a month for 2 GB of service plus unlimited messaging, or $60 a month for 5 GB and unlimited messaging. Mobile Hotspot support is extra ($30 a month), and Sprint Navigation is extra, too.
These are relatively minor complaints, in the end. The Tab requires some retraining in the way you use a mobile device — it’s somewhere between a phone and a regular tablet — but once you get it, it’s a pleasure to use. The Tab ultimately reveals itself not as a competitor to the iPad but as a new class of mobile devices: a minitablet that is designed to go everywhere you do.
WIRED Smaller form factor offers much better portability. Bright, high-resolution screen. Runs Flash? Oh, yeah.
TIRED Some stability concerns. Proprietary connector and cable (looks like an iPod port, but ain’t). Battery is nonreplaceable.
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Slim Fast: Apple’s iPad 2 Leads the Race


Everybody wishes the iPad 2 had a higher-resolution display like the iPhone 4, but Apple didn’t even have to go there yet.
All Apple did was put the iPad on a treadmill. The tablet shed some weight and gained some speed to become the iPad 2, and it’s incredible what a difference that makes. It feels like a brand-new product.
Most important of all is the iPad 2’s thinness. The iPad 2 is 0.34 inches thick, about 33 percent thinner than its predecessor. Now, reaching your fingers across the screen to swipe and tap is far easier than it was on the chunkier iPad 1.
People who enjoy reading will love the thinner body: Cradling an iPad 2 in your hands for an hour doesn’t feel that cumbersome. You’ll also be surprised how often you’ll be using the tablet with one hand. Even though it’s only a few ounces lighter than the older iPad (1.3 pounds versus 1.5 pounds), the changes to the tablet’s weight and ergonomics feel substantial.
The iPad 2 is only slightly thicker than a pencil.
Imagine how significant thinness and weight are for people who are considering tablets for use in a professional field that requires a lot of moving around, such as doctors who could use the iPad to replace a stack of X-rays, architects relying on an iPad as an interactive display for blueprints, or students using the iPad as an all-in-one textbook, note-taker and daily planner. The thinner and lighter a tablet gets, the more useful it becomes for various types of customers.
As a standalone device, the iPad 2’s soft keys still aren’t ideal for typing compared to a physical keyboard. However, this problem seems to be eroding over time, as the skinnier profile already makes it easier to hold the device with one hand while pecking away on keys with the other.
Also, Apple’s Smart Cover protective accessory (sold separately for $40 to $70) is a cover that folds to create an angle to prop up the device so you can type on it more comfortably. The built-in magnets, which cling to the side of the iPad, are very cool and make the cover extremely easy to take off or put on. Personally, I prefer using most gadgets bareback, but the Smart Cover is the only cover I’d consider keeping with the iPad 2 since it’s so easy to take off.
The other most important change is speed. Apple claims the new A5 processor in the iPad 2 offers double the performance of the original iPad. Indeed, apps and websites load more quickly, and 3-D games look more detailed; the entire iOS experience is just buttery smooth.

Web performance has largely improved, thanks to iOS 4.3, the latest software update shipping with the iPad 2, which includes an improved JavaScript-rendering engine for Safari. The iPad 2 took 2,180 milliseconds to complete a SunSpider benchmark test, whereas the iPad 1 took 3,353 milliseconds. Running the earlier iOS 4.2, the iPad 1 took over 8,100 milliseconds to complete the same test. That means JavaScript-heavy websites (such as Gmail) should run significantly faster.
Surprisingly, despite the major speed boost, the iPad 2 retains a 10-hour battery life, the same as the slower, first-gen iPad.


As for the cameras inside the iPad 2, Apple took some shortcuts, presumably to keep the costs down and to make the device thinner. Apple claims it primarily designed the cams with FaceTime video conferencing in mind, so photos weren’t a priority. That’s an understatement: The front-facing cam is VGA, or 640 x 480 pixels, and the rear camera shoots 720p video. These resolutions add up to less than a megapixel, making the cams useless for still shots. The iPad 2’s video looks good and it’s adequate for video conferencing, but still shots are frighteningly bad.
The rest of the iPad story is the most important ingredient that defines a tablet: the apps. Without apps, after all, a tablet is nothing more than a fancy digital picture frame, and here, Apple is the uncontested winner: The iOS App Store serves about 65,000 apps made just for the iPad.

Here in the Wired newsroom, we were entranced with Apple’s new, $5 GarageBand app that launched with the iPad 2. People could pick up the tablet for the first time, fiddle with some options and immediately figure out how to compose a drum loop or guitar melody. Within minutes, we were passing the iPad 2 around the room as if it were a spliff.
The iPad’s closest contender, the Motorola Xoom, has about 16 apps made for Android Honeycomb, and the tablet has a starting price of $800. Here’s where the decision becomes easy: Why would you buy a tablet for $800 with just over a dozen apps, when you could pay $500 to $830 for a tablet with access to 65,000 apps?
Google and its manufacturing partners have their work cut out for them, and until we see some killer apps made for Android tablets, Apple will continue to lead this market.

As for which iPad 2 you should buy, it really depends on your needs. For most people, we’d recommend at least the 32-GB model ($600), which should come in handy if you plan to use the iPad for gaming, watching video or creating media. If you already own a smartphone with tethering or hotspot options (which all iPhones have now), you won’t need to plunk down extra money on an iPad 2 with 3G, so go with a Wi-Fi-only model. Those who plan to use lightweight applications — reading, web surfing and e-mail — will be fine with the 16-GB base model for $500.
WIRED Skinnier profile shows mercy to your joints. Big performance boost makes apps, games and web browsing more zippy. Same $500 starting price and 10-hour battery life.
TIRED Mediocre cameras make still photos look slimy. Thinner body makes physical buttons on the side a little harder to press.
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Dell Inspiron Duo Is Indifference Times Two


You can’t deny Dell some hard-fought gee-whiz cred with the new Inspiron Duo.
In a world of commoditized portables, it is nothing if not a unique product. Show it off to your friends; it looks like a netbook, and you pop open the laptop-like clamshell and wait for the bored expression to appear. Then comes the sucker punch: you rotate the screen horizontally within its frame and snap the laptop back shut. Ta-da, it’s a freakin’ tablet, bro! People are duly impressed. It’s a neat trick and, at the very least, a clever feat of engineering.
But what is the Dell Inspiron Duo? Cut through the mystery and you will find — sorry to burst your bubble — a Windows netbook with a rotating touchscreen.
And that begs the question, what is it good for?
Well, we’re still working on that one.
This is the problem with dual-function gadgets in general: They rarely do either of the things they’re designed for very well. As a netbook, the Duo is at least passable. While it’s heavier than other 10-inch netbooks by up to half a pound, it’s well designed and looks good, and the 1366 x 768 screen’s brightness is about average for the category. But performance is unfortunately poor all around (a 1.5-GHz Atom doesn’t get you very far), and the two measly USB ports could stand an upgrade.
As a tablet, the Duo fares considerably worse. Here, its three pounds of heft are way too much for extended use, and the clamshell design adds an uncomfortable thickness to the device that makes it hard to hold. The screen also suffers from the same poor viewing-angle problems that sunk the Streak 7. If you’re not holding it dead on, the screen is virtually illegible.
Of course, the biggest problem here really isn’t Dell’s fault, it’s that Windows just doesn’t work very well for touchscreen devices, especially not on a small scale like this. Use the Duo in tablet mode for more than three minutes and your skin starts to crawl. You want to get something done quickly. You try to hit Control-C. Soon you find you’re reaching over and over for a keyboard that isn’t there. Except, of course, it is. Thank God for that.
WIRED 320GB hard drive is bigger than my laptop’s. Flipping system works well, feels sturdy. Dell Stage custom launcher app loads automatically in tablet mode, makes Windows a bit more useful as a slate. Duo Audio Station ($100 more) adds much-improved audio and a vertical docking system.
TIRED Tediously slow all around; get used to a lot of waiting. Screen is hideous. Too heavy for regular, table-free use.
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Size Certainly Matters With Nintendo's DSi XL



review image
Photo by Jim Merithew for Wired.com
When other companies bob, Nintendo weaves. As it s rivals attempt to make their handheld game machines smaller and more portable, Nintendo hits us with the DSi XL, a supersized version of its pocket player. DSi XL, currently available in Japan and set to be released in America in the first quarter of 2010, is the size of a paperback book. It’s also about 30 percent heavier than the DS Lite. Why? Because the unit’s two screens are much, much larger — 4.2 inches diagonally, compared to the DS Lite’s 3.25-inches.
Why did they supersize it? Nintendo says the massive screens (with wider viewing angles) are in part aimed at senior citizens who don’t want to squint while playing Sudoku. But granny typically plays from home, where portability isn’t really a concern. If you do the bulk of your DS playing on your couch instead of on the bus, you likely won’t mind the tradeoff.
The larger screen isn’t just some frivolous purchase — it’s completely awesome. Seriously, we can’t imagine going back to smaller screened DSi. The screens have the same resolution as previous models, but the blown-up images look fantastic. It’s much easier on the eyes, even if finely detailed 2-D art does look a bit pixelized on occasion. It’s less obvious with 3-D graphics.
DSi XL
Beyond pure visual splendor, it’s also easier to interact with the DSi’s touchscreen. And although it features a standard stylus that stores inside the unit, DSi XL also comes with a comfortable pen-sized stylus that’s much easier to hold. (There’s nowhere to store it, though.)
At all of its five levels of screen brightness, XL has better battery life than the regular DSi: an additional one to three hours, depending on the setting, for a total of four to 17 hours. That’s still not quite as good as the older DS Lite’s five to 19 hours, though.
In terms of functionality, the XL isn’t different from the standard DSi: Besides playing games, you can download games from the DSi Shop, browse the web, listen to music and take pictures with the unit’s dual front- and rear-facing cameras.
When it’s released in the United States in early 2010, the DSi XL will come pre-loaded with downloadable apps. Nintendo hasn’t said which, but the Japanese version comes with a web browser, an animation program called Moving Memo, two bite-sized Brain Age games and a dictionary.
Getting a few apps for free should help to soften the sticker shock: At roughly $200, DSi XL is the most expensive model in Nintendo’s portable lineup.
If you haven’t yet traded up from a DS Lite to the DSi, you might want to wait until the XL comes out. If you’ve already upgraded, the benefits are less obvious at first — but we bet that once you try XL for yourself, you’ll want one too.
WIRED Big, gorgeous screens and comfy Sharpie-sized stylus prove it: Size matters. Better battery life than DSi.
TIRED Blown-up art looks a bit pixelized. Where are we supposed to store that giant stylus?
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Xbox 360 Slim Is Leaner, Meaner, Quieter Machine


When the Xbox 360 hit in 2005 it promised to revolutionize gaming. Microsoft got most of the way there (conceptually), but the original 360 hardware wasn’t without its … quirks.
Enter Microsoft’s upgrade/redo, the Xbox 360 S. Not only is the chassis slimmer (hence that weird, floating “S”), but it’s packed with a lot of the extras that used to be sold separately. The most dramatic change takes place under the hood. Redmond swapped out the 360’s power-hungry setup with a much more economical (e.g. smaller) motherboard and an integrated CPU/GPU/eDRAM chip. On top of the spatial benefits, this means that the 360’s operating volume — normally a hissy, Harrier-esque din — has been greatly reduced. The difference was almost immediately noticeable. While streaming Nextflix, we no longer had to turn up the volume to drown out the sound of the fan, and the act of the disc drive cycling up no longer made the doors on our entertainment center rattle.
The benefits of this engineering go beyond operating volume. Paired with the console’s newly integrated 802.11n, bevy of USB 2.0 ports, and a (finally) built-in optical audio port, the 360 S actually feels like the living room-ready entertainment powerhouse Microsoft promised five years ago. Playing DVDs and/or downloaded video seems like a much more natural extension of the console’s capabilities (though we’d still love some Blu-ray love), and the army of USB ports proves nifty for charging gadgets. The aesthetic impact is palpable too. Now that so many features are tastefully built in, the console finally looks like a serious, streamlined home theater device rather than a whirring, blinking gadget with countless peripheral flagella.
To be fair, this revamp isn’t quite the second coming either. In vying to be taken seriously, the 360 S has gotten rid of old favorites like customizable faceplates. Also, the power brick is back (though it has gotten smaller), and the included 250-GB hard drive is still proprietary (and not backwards compatible with older 360s). And, of course, there’s the largest elephant in the room: If you already have a 360, there probably isn’t a huge incentive to upgrade.
In the end this isn’t all bad. Microsoft ultimately set out to make a better (and Kinect-ready) version of the 360, and they’ve largely succeeded. The end result isn’t necessarily worth, say, drowning last year’s model in the tub and rushing to Best Buy. But, if you’ve yet to join the Xbox fold — or at least want an inexpensive, quiet, gaming/DVD/Netflix/Hulu box — this year’s model is your best bet.
WIRED Leaner, (slightly) meaner and quieter. Inches closer to the all-in-one entertainment box we’ve been waiting for. Cosmetic touches like touch-sensitive power and eject buttons class up the joint. Thrusts overpriced accessories ($80 for a Wi-Fi dongle?!) into obsolescence. Want to splurge on the Kinect in November? There’s an (integrated) port for that.
TIRED In many ways the same console we’ve been playing since Senior Year. Inter-console data transfers still require a wonky proprietary cable.
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Realistic Rock Band Guitar Lends Cred to Your Shred


Rhythm games get a lot of guff from naysayers. If you’re a fan, you’ve surely heard the catty complaints: “That’s just a toy. It’s not a real guitar.”
And it’s true. The typical Rock Band or Guitar Hero controller is fun, but it’s a bit of a joke compared to the real thing. It may look guitarlike, but the primary-color buttons up top and the plastic flipper at the bottom don’t exactly impress the ladies. You can be the best guitar “hero” in the world and you’re really still just a loser with a plastic ax.
Well, the time is here to silence the naysayers — if you can handle it. For Rock Band 3, Mad Catz is seriously upping the ante with a whole new approach to guitar gaming. Put simply, the Fender Mustang PRO-Guitar Controller is not really a game controller at all, but a full-on guitar simulator. Seventeen frets split up a total of 102 buttons which correspond to a traditional six-string guitar fingerboard. Below that, you are now tasked with actually strumming the proper string — a real wire string — instead of moving a little plastic nubbin up and down. You can play with a pick or with your thumb and fingers. Callous lotion is not included.
The PRO-Guitar completely changes the Rock Band experience from top to bottom. No longer are you simply relying on muscle memory and blind luck to power through an Expert-level song, now you’re actually learning how to play it for real.
Is this difficult? Yes, it is difficult. If you’ve never picked up a guitar before, the learning curve is extremely steep. This is night and day vs. the standard rhythm game ax, and you’ll need to slave through the Rock Band 3 pro lessons — learning chords, arpeggios, muting strings and more — to have any hope of success. But as with a real guitar, practice and you’ll get there. I (a guitar novice) was at last breezing through Medium songs on day three, though completing tunes on Hard was still out of reach when my deadline arrived and the controller had to be returned to Mad Catz. The controller can also be used to play authentic bass guitar tracks, which are easier, and standard five-lane Rock Band guitar parts, which are surprisingly not.
What’s lacking? Despite the new approach, the Mustang still looks like a toy. It’s the same size as a standard guitar controller and is completely made of plastic. If you do want to eventually switch to a real guitar, you’re going to have to get used to everything being farther apart.
And sadly, this controller’s authenticity will do nothing to head off that other standby quip of the naysayers: “Why don’t you just play a real guitar?” Well, really, why don’t you?
WIRED You’re not playing a game any more, you’re learning how to play guitar. Totally revolutionizes Rock Band gameplay (and makes you the weakest member of the band).
TIRED No whammy bar — but, trust us, your hands will be full. Lacks weight. Big investment.
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Nintendo 3DS Review: It’s Totally in Your Face


What’s so appealing about 3-D, anyway?
A while back, I saw two landmark 3-D movies in the same six-month time span: Avatar and the revival of Captain EO at Disneyland. The latter, a 1986 Michael Jackson flick, used 3-D in the sort of ham-handed ridiculous way it had always been used: Asteroids flew into the seats. Evil monsters poked their claws and spears into your face. Cue screams and laughter from audience.
For a movie so closely identified with the current 3-D boom, James Cameron’s Avatar never tried any of these tricks. I quickly forgot I was watching a “3-D movie.” The depth, the added sensation of things being further away, had the subtle effect of making everything seem real, touchable. The 3-D technology was the medium, not the message.
The Nintendo 3DS is at its best when it does Avatar, not Captain EO. Games that make players go gaga over the innovative glasses-free 3-D display are all well and good. But it’s the way the small screen’s 3-D effects make every 3DS game look like a little animated diorama in a shoebox that impresses me the most. Something about that third dimension brings games to life.

The $250 3DS, already available in Japan and coming stateside March 27, is a gadget with the weight of the world on its bezels. Nintendo has enjoyed uninterrupted dominance in the handheld gaming space since it practically created that space with Game Boy in 1989. This is now under assault from Apple’s suite of touchable phones and tablets, which play an increasingly enjoyable library of games for significantly lower prices.
Once again, Nintendo’s proposal is typical Nintendo — staunchly conservative and wildly innovative in equal measure. On the one hand, it emphasizes $40 retail games over cheap downloads, and the company says it won’t try to attract indie “garage game” developers. On the other hand, it has positively leapfrogged the competition by utilizing a glasses-free 3-D screen, in the same way that the original Nintendo DS led the way with its touch interface.
As other writers have already elaborated upon, the 3-D screen is made significantly better by the “volume control” slider to its right. You can crank the 3-D up all the way if you want to enjoy the full depth-of-field effects, but to view these you’ll need to hold the 3DS rather close to your face, pointed square at your eyeballs.
This is not nearly as taxing as it sounds — I’ve played it at length with the machine in just that position and never felt tired. But if you want, you can crank down the 3-D, sacrificing the full force of its power for a more relaxed viewing angle.

Screen aside, the 3DS looks a lot like the original DS. There’s a D-pad, four face buttons, L and R shoulder buttons and Select and Start buttons. Oh, and there’s the lower screen, which isn’t 3-D but still has a touch interface.
The big additions are a comfortable analog “slide pad” joystick and a 3-D camera, which faces outward, so you can take stereoscopic pictures of the world around you. Every Nintendo 3DS comes with a 2-GB SD card, and photos are saved directly onto this in two formats — JPG and MPO.
When you look at the images on the 3DS’ tiny screen, they may not seem so bad. When you actually open them on a PC, they look pretty much awful. But because it uses the standard MPO file format, you can then open those 3-D images in other viewers or use them on other devices. (Nintendo says it will eventually update 3DS’ firmware to take 3-D video.)
The 3DS is packed full of preloaded games and applications, some of which are more interesting than others. (I wager none will prove as compelling as Wii Sports.) Several “augmented reality” games use the 3-D camera to overlay gameplay onto a real-time image of the real world around you.
Of these, the most fun is Face Raiders, in which a photo of your face is transformed into a series of grotesque laughing enemies that fly all over the room and must be shot down. It’s not the game’s very simple point-and-shoot mechanic that makes it fun, it’s the hilarious comic expressions that it morphs your face into. Nintendo is still the master of these little touches.
Other features use the system’s wireless connection. You can set three different connections to various Wi-Fi hot spots, and when the 3DS gets into range of any of them it will automatically connect and search for new content on Nintendo’s servers. The StreetPass mode constantly searches for other people’s 3DS consoles and automatically exchanges data with them if you get within range. You can swap your Mii characters, which you can create on the system or import from your Wii, for example.
You can also drop the 3DS into sleep mode by just closing the lid, and it will continue to search for other DS systems and hot spots while running on a minimal battery charge. I was able to leave the 3DS sleeping and carry it around for two days without having to recharge it. And with so many reasons to always have it on me as I go about my day, I fully plan on doing so.
That said, when you actually have the 3DS open and are playing a game, the battery will drain very quickly. If you’ve got the wireless turned on and the screen brightness going at full blast, you’ll be staring down the Blinking Red Light of Impending Death within about three hours.
Turn the Wi-Fi off and crank down the brightness and you might squeeze another 90 minutes out of it, if you’re lucky. To that end, Nintendo has included a convenient charging cradle with each 3DS, and you’d probably better get used to using it regularly.
Eighteen months from now, Nintendo will release the inevitable 3DS Lite and take us for another $250. Until that day arrives, I’m pretty comfortable saying that the Nintendo 3DS is the best gaming platform the company has ever created: The user experience is quite polished in a variety of ways, and its forward-thinking core feature really does make gaming better. Nintendo will sell a lot of them, and glasses-free 3-D will be a big deal in the next generation of gadgets, just like an avalanche of touch screens followed the first DS.
But all that may not be enough to keep smartphones and tablets from siphoning away more and more of the gamers who have long kept Nintendo in charge of the portable-gaming world.
WIRED 3-D visuals are true game-changer. Variety of fun, preloaded apps. Lots of reasons to carry it around in sleep mode.
TIRED Camera images are low-quality. Chews through battery in the blink of an eye. Games start at $40.
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Saturday, April 16, 2011

Sony Ericsson Aino now Remote Playing with European PS3s

We know Sony Ericsson's PS3-lovin' Aino would be hitting European shelves at some point during the month, and now Sony itself has stepped forward to confirm that the handset is on sale. We're hearing that it's selling for £399.99 ($639) sans a contract, and just in case you're wondering why you and your PlayStation 3 should care, the Aino is capable of turning your console on and off, browsing the XMB user interface, accessing DRM-free content on the HDD, shopping for items in the PS3 Store and watching live TV via PlayTV. Hit up the read link for all the nitty-gritty, and be sure to hit your British friend up if you're stuck yearning here in the States.
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iPad 2 review and Specification

To say Apple's iPad 2 is an easy tablet to review is somewhat of an understatement. The device, a follow up to last year's wildly successful (and currently market-defining) iPad, is nearly identical when it comes to software, and though improved, closely related on the hardware side as well. With a 9.7-inch, 1024 x 768 display, the general size and shape of the device has remained the same, and though inside there's a new dual core A5 CPU, more memory, and a pair of new cameras, most of the iPad 2's changes are cosmetic. Still, the previous tablet soared far above most of its competitors when it came to the quality of both the hardware (if not its raw specs) and its software selection -- something Apple still stands head and shoulders over its adversaries on. So this new model, a thinner, sleeker, faster variant of the original may not be breaking lots of new ground, but it's already at the front of the pack. But is the iPad 2 worth an upgrade for those that took the plunge on the first generation? More importantly, does the device have what it takes to bring new owners into the fold? Those questions -- and more -- are all about to be answered in the full Engadget review, so read on!


Hardware

The iPad 2 is both all about -- and not about -- the hardware. From an industrial design standpoint, the iPad 2 just seriously raised the bar on sleek, sexy computer hardware. If you're an owner of the original model, you know it was no slouch in the design department, but its latest iteration takes it to a whole other place. The first thing you'll probably notice about the iPad 2 is that it's thin -- unbelievably thin. At its thickest point, the tablet is just 0.34-inches (compared with the first iPad's half an inch of girth). The device is slightly shorter than the previous model (at 9.5-inches tall), but also slightly less wide (just 7.3-inches versus the iPad's 7.47-inches). It looks and feels amazingly sleek when you hold it. As Steve Jobs pointed out at the launch event, the device is thinner than the astoundingly thin iPhone 4 -- quite a feat considering what's packed inside the slate. Of course, it's still not exactly light, weighing in at 1.33 pounds (or 1.34 / 1.35 for the 3G models), just a hair under the original's one and a half pounds.

As with the previous version, the front of the device is all screen, save for a bezel (which appears slightly less broad than the one on the first model), and a home button at the bottom of the display. The iPad 2 does add a camera opposite from that button at the top of the device, but the small dot is barely noticeable. Around back there's the familiar, smooth aluminum of the previous version (it does feel slightly smoother here), a small, dotted speaker grid on the lower left, a camera on the upper left, and depending on what model you get, the 3G antenna along the top back. The volume buttons and mute / rotate switch sit on the back left side of the device, while on the right you'll find the Micro SIM slot (on 3G versions). A standard 30-pin dock connector is along the bottom, while the top reveals a power / sleep button on the upper right side, and a 3.5mm headphone jack on the left. All pretty standard business for an iPad, but smartly put together on this tiny frame.

The device is available with either a white or black bezel -- we reviewed the white model.

In all, it's an incredibly handsome and svelte package. Pictures don't quite do the iPad 2 justice -- it feels really, really great in your hands. Not only does the construction give it a feeling of heft and permanence, but the thin profile combined with the new, tapered edges make holding the device a real joy. Apple is known for its industrial design, and they didn't just chew scenery here; the iPad 2 is beautifully and thoughtfully crafted.

Internals / display / audio

Much has been made about what is -- and isn't -- inside the new iPad. For starters, Apple has replaced last year's A4 CPU with a new, 1GHz dual core chip it's calling the A5 (surprise surprise). According to Geekbench, there's now 512MB of RAM in the iPad, bringing it up to iPhone 4 standards. That still seems on the low side to us -- a device in this class should probably be sporting 1GB, though we had no memory issues. The screen is identical to the previous model, a 1024 x 768, 9.7-inch IPS display. It still looks good, though we really would have liked to see a bump in resolution -- if not up to the Retina Display's doubled numbers, then something substantial. We don't take issue with the quality of the display as far as color balance or deepness of blacks go, but we would like to see higher pixel density, especially for the book apps.

On the wireless front, you can nab either a WiFi (802.11a/b/g/n) only model, a Verizon 3G version, or an iPad of the AT&T / GSM variety. Bluetooth 2.1+EDR is on board, as is an AGPS chip in the 3G versions. All the models come equipped with an ambient light sensor, an accelerometer, and a new addition: a three-axis gyroscope.

As we said, Apple has relocated the iPad's single speaker to the back of the device. The sound seems clearer if somewhat quieter than the old version, and we can't say that there's a major improvement as far as the placement goes. It does the job, but if you're working in GarageBand (or just listening to music or watching video), you'll want good headphones or decent speakers nearby.

Still, on the specs front the iPad 2 feels very iterative. There's nothing here that is totally mind-blowing, but there's nothing here that makes it feel far off from its nearest competition. We're early enough in the tablet game that a small push in specs like this will last us another season, but Apple needs to deliver bigger guns by the time we see a "3" at the end of the iPad moniker.

Performance

Geekbench Results (higher is better)
Apple iPad 2 721
Apple iPad 442
Apple iPhone 4 375

As we noted above, the iPad is equipped with a 1GHz, dual-core chip called the A5. According to Geekbench, the CPU is clocked at 800MHz. When we first handled the device, it seemed noticeably faster to us, and even after a week with the tablet, it's still zippier than the previous model by a longshot.

The CPU and graphics performance of this tablet felt extremely impressive to us -- the iPad 2 performed excellently no matter what we threw at it, games and graphically taxing apps seemed to have higher frame rates, and even when dealing with CPU intensive programs like GarageBand, it rarely (if ever) seemed to be struggling.

But don't just take our word for it: Geekbench demonstrates quite clearly just what the processor gains on the iPad 2 look like.

Battery life

Not surprisingly, Apple promises major battery life on the iPad 2. Though the device has been physically trimmed down, the company says users can expect the same longevity we witnessed in the previous version. In our testing, this was 100 percent true. For the first few days we used the device we didn't even bother plugging it in. In fact, even during heavy use -- 3G and WiFi on, app testing (heavy work in GarageBand in particular), browsing, news reading, emailing, picture / video taking, and music listening -- we neglected to plug the iPad 2 into a socket for a span of about five days. When we did plug it in, the battery percentage was still only hovering around the low 30s.

Battery Life
Apple iPad 2 10:26
Apple iPad 9:33
Motorola Xoom 8:20
Dell Streak 7 3:26
Archos 101 7:20
Samsung Galaxy Tab 6:09

In our standard video test (running an MPEG4 video clip on loop, WiFi on, screen at roughly 65 percent brightness), the iPad 2 managed an astonishing 10 hours and 26 minutes of non-stop playback. That beats Apple's own claims, and bests its nearest competitor -- the Xoom -- by about 2 hours. That's another whole movie!

To say we were impressed would be an understatement. The iPad 2 fully delivers when it comes to battery life.

Cameras

Let's just put this out there: the iPad 2 cameras are really pretty bad. They're not unusable, but it's clear that the sensors employed are not top shelf by any measure. If you have a fourth generation iPod touch with cameras, you can expect the same results. In fact, it seems to us that these are the SAME cameras used in the iPod touch -- there's an "HD" lens around back (which means it's roughly a single megapixel shooter), and on the front you've got a lowly VGA cam. Neither one of these produces remotely satisfying results for still shots, and in particular (when compared with something like the Xoom), the back camera just seems utterly second rate. For video duties and FaceTime calls, the cameras are reasonably useful -- but we would never trade a dedicated camera (or at least a smartphone with a 5+ megapixel shooter) for this.

Even with the lower quality sensors, Apple still gets to span the gap between the original iPad and its new competition -- so that means video calling is now on tap. And since this is Apple, we get treated to a FaceTime app, Photo Booth, and the new iMovie (more on those in a moment). At the end of the day, the company is putting its flag in the ground when it comes to tablets with cameras, but it feels like it's done the bare minimum to make it happen. We won't lie: we're disappointed by how low end these cameras feel. We don't expect to be doing photo shoots with a tablet (in fact, we find using a tablet in this manner to be tremendously awkward), but that doesn't mean we want a camera that produces results reminiscent of our RAZR. In short, it feels like the iPad 2 has a serious photon deficiency.

Software

It wouldn't be a new iOS product without an iOS update, and the iPad 2 ushers in iOS 4.3, a minor update which touts a few bells and whistles. Notably, Apple has improved browser performance, added broader AirPlay support, mercifully added an option to toggle your mute switch for rotation lock duties, and (on the iPhone at least) brought Personal Hotspot to GSM devices (but not the iPad 2).

Alongside the iPad update, Apple also introduced two fairly major pieces of software -- GarageBand and iMovie for the iPad. Here's our take on those apps, as well some of the other big additions.

Browser

Apple claims big gains in the speed and performance of the new iOS browser thanks to the introduction of the Nitro JavaScript engine to the underlying Mobile Safari software. In our testing, we scored a fairly healthy Sunspider number of 2173.1ms (while Google's V8 returned a score of 338). Nothing to freak out about in comparison to the laptop numbers below -- but compare those digits to the iPhone 4 and original iPad running 4.2. Of course, the Motorola Xoom is neck and neck with the iPad 2 in terms of browser performance, which shows that speed is most certainly not Apple's domain alone.

Sunspider Results (lower is better)
Apple iPad 2 (iOS 4.3) 2173.1ms
Apple iPad (iOS 4.2.1) 8207.0ms
Apple iPad (iOS 4.3) 3484.7ms
Apple iPhone 4 (iOS 4.2.1) 10291.4ms
Apple iPhone 4 (iOS 4.3) 4052.2ms
Motorola Xoom 2141.8ms
Motorola Atrix 4G 4100.6ms

In general use, we found the browser to be noticeably faster and more responsive than on the previous iPad, which is a good thing considering that the browsing experience still doesn't quite give you a desktop experience. That said, the iPad 2 gets a lot closer to the speed and fluidity you see on your laptop -- and it's obvious Apple is putting time and effort into making this complete.

We still have to take issue with the lack of Flash, however. Though many sites have begun to employ HTML5 for video and interactive elements, there's still loads of content we couldn't view because Apple won't allow Flash on its platform. We're not saying that we think the experience will be killer (though we've seen good Flash performance on a jailbroken iPad), but the option to turn it on and off would really be welcome.

FaceTime / Photo Booth

As you might expect, the FaceTime experience on the iPad isn't wildly different than the experience on an iPhone or OS X computer. Though the layout is different, you're getting basically the same results. As with the phone, you're unable to use the service when not on WiFi, but given that you're dealing with a tablet as opposed to a handset, it seems to make a little more sense.

Results were unsurprising but satisfying with the video calls we placed, but again, those cameras don't produce stunning images -- especially when you're piping video in both directions.

Photo Booth, on the other hand, has gone from a minor sideshow in OS X to a full blown event app on the iPad 2. The device's A5 CPU seems to have little trouble cranking out nine separate, live video previews of the kinds of effects you can do in the app, and when you're in full screen mode, you can tweak the silly-yet-often-psychedelic graphics to your heart's content. It's not something that is wildly useful, but we imagine a lot of people will be walking out of Apple stores with an iPad 2 in hand after playing around with this for a few minutes. It's just kind of cool.

GarageBand

Coming from a background in professional audio production, our initial reaction to GarageBand was one of heavy skepticism -- but that attitude changed pretty quickly. The $4.99 piece of software offers eight tracks of recorded audio or software instruments, along with the ability to mix your levels, add effects, and even apply amps and stompboxes to your tracks. The software also features a library of preset loops, along with options to sample audio and create your own playable instruments.

We were immediately impressed with the layout and thoughtfulness that's obviously gone into this app; it doesn't feel like a watered down version of the desktop application -- it feels like a whole new game. Creating tracks and recording pieces for a song couldn't have been easier, and the provided software instruments provide myriad options when it comes to sound creation and manipulation. Besides the standard selection of pianos, keyboards, and drum kits, Apple has also introduced an ingenious (and sure to be maddening to some) set of instruments called Smart Instruments.

Smart Instruments work in a kind of uncanny way; if you're using the guitar setting in this mode, you're presented with what looks like the neck of a guitar and a spread of preset chords. You can pick or strum the instrument as you would an actual guitar and the results are surprisingly, disarmingly lifelike. If you're really not musically inclined, you can have the guitar basically play itself for you while you switch between styles and chords. We were amused by the latter option, but completely hooked on the former. We would like to see Apple add options to let users define their own chords, which would open up tons of options and really let musicians get creative, but this is an excellent start to a completely new concept in music-making. There are also Smart Instruments for piano / keyboards (a little more hands-off than the guitar variation), and drums. The drum Smart Instrument allows you to mix and match specific drums on a grid which represents volume and pattern, allowing you to create fascinating combinations of rhythms just by dragging and dropping your kicks, snares, and hi-hats. Again, we'd like to see Apple allow for user-definable patterns here, but there's lots to like and explore for musicians and non-musicians alike.

In the pattern mode, you're able to draw out and sequence complete songs with your eight tracks. Apple takes an approach here that's a bit strange, asking you to duplicate or extend each set of patterns as a section, but once you get the hang of it, it starts to make sense. We would like to see some options for being able to edit specific note data as well -- as it stands, Apple only allows you to re-record a part, not fix or alter notes within the part.

Overall, this is a groundbreaking piece of software for tablets. It wasn't without issues -- in fact, we had some major, system-stalling crashes which required a reboot of the iPad. It's clear that there are bugs to be worked out, and that despite that A5 CPU and increased memory, a music tracking and arranging app remains a fairly heavy piece of code. Still, we found ourselves completely fascinated by GarageBand and unable to put it down. Whether you're tinkering, writing, or recording, this software's value will be clear right from the start.

Here's a couple of quickly thrown together originals -- the first was made almost entirely while on a plane.

iMovie

iMovie for the iPad wasn't quite the revelatory experience that GarageBand was, but the application provides loads of utility for video editing on the go -- and it does it on the cheap, clocking in at just $4.99. In a kind of blown-up version of the iPhone app, iMovie now lets you edit both videos you've shot on the device and imported files in a touchy-feely environment that's actually more intuitive than its desktop counterpart -- at least in a some ways.

As with other versions of the software, you get a set of movie templates and associated effects which you can apply to your clips. Editing is a new experience -- all swipes and gestures -- but surprisingly simple. There aren't a slew of options for transitions or effects, but the raw materials provided are more than enough to create competent work, especially if you're editing together family vacations or first birthday parties. We would like to see some better options for dealing with audio (cross fades and proper iMovie style volume curves would be great), but we're sure people will come up with some very interesting work despite the limitations of the app.


You can immediately export and upload your content to a variety of sources, including YouTube, Vimeo, CNN's iReport, and Facebook. And yes, you can do it in HD. In our experience, the process worked flawlessly.

The version of iMovie we tested -- like GarageBand -- was slightly buggy and prone to full on crashes while we were editing, and we did have to backtrack and recreate some of our edits after one of the crashes. It wasn't tragic (no actual content was lost), but we're hoping Apple takes a long look at the bug reports which are sure to pour in. Despite that issue, however, you simply can't beat the utility of this app at what is an astounding price point.

AirPlay / HDMI adapter / Smart Cover

AirPlay has now been expanded to work with more applications, which means developers can plug into the API to get video (and more) out to TV screens anywhere an Apple TV is located. That's nice, but until people start taking advantage of it, there aren't a ton of places you can use it right now. You can, however, stream all H.264 video from websites, and you can now access photos and video you've shot on your device that live in your camera roll.

If you're really serious about getting video out to your TV, you'll want to pick up Apple's new HDMI dongle ($39), which allows you to plug directly into your HDTV (and has a spot for your dock connector as well). It's a pretty odd product, considering that you've got to have your HDMI cable stretched across your living room. Unless of course, you're just dropping your iPad off by the TV to watch some content, and never pausing or skipping anything. That said, the adapter worked flawlessly, and when we had HD video running on the iPad 2, it sent that content to the TV with no trouble whatsoever.

The other accessories of note are Apple's Smart Covers. These ingenious little flaps are basically screen protectors with a set of smart magnets along the side -- instead of wrapping around your iPad or hanging onto the device with unsightly hooks or straps, Apple has devised a method for attaching the cover with well placed magnets. It's hard to explain how the covers work, but the effect is surprising when you first see it; the magnets just seem to know where to go. It is a neat trick, and the covers (which come in polyurethane for $39 and leather varieties at $69) do an excellent job of keeping your screen protected. The covers also can put your device to sleep and wake it up as you close or open the flaps -- and it can be folded over on itself to be used as a stand in a variety of positions. The accessories also have a microfiber lining, which supposedly helps keep your screen clean. But of course, there's more to the iPad than just a screen, and our test device actually got a nasty scratch on the back because there was nothing there to protect it. We love the convenience of the Smart Cover and the way it looks, but if you're seriously concerned about the entire iPad (and not just the display), you might want to check out other options.

Wrap-up

It might frustrate the competition to hear this, but it needs to be said: the iPad 2 isn't just the best tablet on the market, it feels like the only tablet on the market. As much as we'd like to say that something like the Xoom has threatened Apple's presence in this space, it's difficult (if not impossible) to do that. Is the iPad 2 a perfect product? Absolutely not. The cameras are severely lacking, the screen -- while extremely high quality -- is touting last year's spec, and its operating system still has significant annoyances, like the aggravating pop-up notifications. At a price point of $499, and lots of options after that (like more storage and models that work on both Verizon's and AT&T's 3G networks), there's little to argue about in the way of price, and in terms of usability, apps like GarageBand prove that we haven't even scratched the surface of what the iPad can do.

For owners of the previous generation, we don't think Apple's put a fire under you to upgrade. Unless you absolutely need cameras on your tablet, you've still got a solid piece of gear that reaps plenty of the benefits of the latest OS and apps. For those of you who haven't yet made the leap, feel free to take a deep breath and dive in -- the iPad 2 is as good as it gets right now. And it's really quite good.
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Sony Ericsson Xperia Play review and Spesification

The PlayStation Phone. We've had quite the intimate history with this gamepad-equipped slider, learning of its secretive existence way back in August and then handling a prototype unit in January, so you'll forgive us for feeling sentimental and still entertaining our pet name for it. The Sony Ericsson marketing gurus renamed it the Xperia Play when it finally went official at MWC this year, but the PlayStation connection remains as strong as ever. Aside from the D-pad, iconic game keys, and two touchpads, this device comes with a little app named PlayStation Pocket, which will be serving up dollops of classic PlayStation One gaming to all those with a taste for it. Yes, the Sony influence is strong with this one, and the Android Market will be joining the fun with Xperia Play-optimized titles from third-party developers. So all we really need to know now is whether the Android smartphone underpinning this smash-bang fusion of old and new school entertainment happens to be any good. Shall we get Started?

Hardware


The gamepad


There's likely little point in us trying to discuss any of the Xperia Play's external hardware before addressing its literal and figurative centerpiece, the slide-out gamepad. A DualShock attached to your smartphone it is not, but you already knew that. The real question is how close it comes to replicating the console experience rather than how well it competes with it. Judged on such terms, the Play acquits itself very well. The digital directional keys are firm with a satisfying amount of travel and the same goes for the face buttons. Squeezed in between them, Sony Ericsson also throws in a pair of analog pads, which react to your input in much the same fashion as the capacitive touchscreen does -- with the big difference being that while you use the pads you're not obscuring any of the action on screen. Each pad has a handy indented dot at its center, helping to orient your thumb without the need to look down.

An Android Menu button on the bottom left is accompanied by Select and Start keys on the right (at least one of these three buttons feels perfunctory as they serve overlapping functions) and there are two shoulder buttons on the outside, where you would usually find the L1 and R1 controls on the proper console gamepad. Some among our staff have taken to calling them flippers, because they're closer to flaps or paddles in their operation than fully fledged buttons. In actual gameplay, we found them a little too sensitive, which caused us to activate them unintentionally a few times and fail almost completely when prompted by one game to press them simultaneously. We succeeded once out of every six or seven tries, such was the capriciousness of their design.

The sliding mechanism responsible for serving up the gaming controls is pretty much flawless. It's spring-loaded, meaning you only need to slide it halfway up or down to achieve the required opening or closing action and it does the rest by itself. Movement is smooth and consistent, and one-handed operation is no problem either. What impressed us most about it, though, was its sturdiness. There's no tilt to the handset, the screen just slides straight up, and that's the way it stays -- perfectly parallel, no matter the violence of our attempts to find any structural flaws. It's clear to see that Sony Ericsson spent a lot of time refining this slider and we're happy to say it lives up to a very high standard of durability -- an absolute necessity when making a button masher's device such as this.

Moving to the top half of the slider, we find a volume rocker, nestled craftily in between the aforementioned shoulder buttons, a power key, and the usual four Android buttons, arranged in yet another innovative formation. For whatever reason, Sony Ericsson opted to swap the Home and Menu buttons' positions up front, leaving our prototype unit looking desperately out of date and us wondering why it had to be done at all. While we've no complaints to proffer about the power and volume keys, we must express our deep discontentment with the Android set. They're quite spongy, meaning they can absorb a lot of pressure before registering a click, which tends to lead to an inconsistent and frustrating user experience. Even more troublesome is the difficulty to differentiate between them by touch alone, forcing you to look down, which is then amplified by the fact they're not backlit. So yeah, the Xperia Play will give you a whole new reason to be afraid of the dark.

Construction

Squeaks and creaks were sadly too readily apparent with the Play, mostly owing to the poor quality of plastics used in its construction. It's a rigid device and, as already pointed out, there's little questioning its internal structure, but there's no getting around the fact that SE didn't blow the budget on procuring the most high-end of shell materials. The rear cover feels brittle, in spite of its flexibility, and the overall glossy aesthetic lends itself to picking up scuffs and scratches easily. The metallic accents aren't to our tastes, either, mostly because they're not made out of actual metal. And if you're not going to at least insert a little bit of premium material or functional utility in your design, why complicate it? Build quality is, therefore, a mixed bag. We get the feeling that after a while the Xperia Play will end up looking rather like The Terminator -- losing its soft and and pathetic outer shell, but revealing some hardcore engineering within. Maybe that'll be a good look for it.


A final note is merited about the Play's dimensions. At 16mm (0.63 inches) in thickness and 175g (6.2 ounces) in weight, this may easily be the chubbiest flagship Android device you're going to see coming out this year. That said, provided you're not too bothered by its heft (and you shouldn't be), it's actually shaped to sit very neatly in the hand. Its curved rear is reminiscent of the Palm Pre, though to the Play's credit it also manages to lie perfectly flat when rested on horizontal surfaces. When opened up into action mode, the whole device again feels nicely thought out and we doubt there'll be a hand size that won't be suited by its shape.

Internals

Allow your curiosity to drag you past the Play's rear cover and you'll be rewarded with a happy surprise -- both the SIM and MicroSD card slots are accessible without removing the battery. Not many phones make it that convenient and another rarely seen asset the Play can tout is a set of stereo speakers. They're not just two mono outputs, there's actually a tiny little sound stage created by them working in tandem. The quality of the audio they pump out isn't going to threaten a set of dedicated speakers, but it's certainly a lot more tolerable than the general mediocrity we're used to from smartphones. Considering the device's entertainment-centric reason for existence, we believe this to be a big strong point in its favor.

In terms of the hardware that makes the wheels go round, the Xperia Play relies on a 1GHz Qualcomm MSM8255 Snapdragon chip, which comes with an Adreno 205 GPU. Neither is a slouch, but it's obvious that more could, and perhaps should, have been included in this bargain. Looking around at the spring / summertime smartphone landscape, a potential Play buyer will be confronted by Motorola's Atrix and Droid Bionic, LG's Optimus 2X and Optimus 3D, Samsung's Galaxy S II, and HTC's EVO 3D -- all of whom tout dual-core SOCs and generous apportionments of RAM. Oh yes, about the RAM. There's only 400MB 512MB of it on the Xperia Play (Update: We double-checked with Sony Ericsson and found that the Play comes with 512MB of RAM, 400MB of which is available for applications to use) . It may seem overly demanding to expect every new smartphone to match up to those benchmark destroyers, but we must remember the Xperia Play is about gaming and games will make use of every last ounce of performance you can give them. As it stands, it's a healthy and sprightly device today, but do be aware of the gathering storm clouds above its future. It's simply not powerful enough for us to give you any assurances about its long-term viability.

We found battery life a little lacking. There's a robust 1500mAh cell inside this handset, but we could only stretch it to about 22 hours under our light use test. It was a day's worth of sporadic use, where checking up on things like Gmail, Twitter and Facebook updates was the phone's most regular exercise. For a comparison, the similarly outfitted -- MSM8255 with Adreno 205 -- Incredible S from HTC managed to squeak past the 50-hour mark in spite of having a battery with 50mAh less juice. Again, both were subjected to light workloads that are unlikely to be representative of everyone's daily routine, but the delta in endurance between the two phones was striking. Not to put too fine a point on it, but something tells us all those software bells and whistles on the Play (hello, Timescape!) are working against Sony Ericsson here. On the bright side, throwing some actual gaming action its way didn't obliterate the battery quite as badly as we feared it might. Our overall impression (from admittedly limited testing) is that this will clearly not be an endurance smartphone because of its software overhead, but Sony Ericsson's promises of five and a half hours of continuous gameplay seem well within reach.

Display

Another thing that's taxing the Play's battery unduly is its screen. The default brightness setting for it is at the very maximum and once you use it for a while, you realize why. It's very dim. We're not talking about it being mediocre or some way short of the best, it's so lacking in brightness that it's borderline dysfunctional. Taking the phone out for an afternoon outside, we couldn't play Crash Bandicoot even on the bus, never mind out in the direct glare of the sun. It's not an unqualified disaster, as viewing angles are pretty wide, the 854 x 480 resolution is decent, and under the right circumstances you can obtain some pleasantly vibrant images from it, but it's still one the worst screens we've seen on a review phone -- hell, review hardware of any kind. This was most apparent to us outdoors when we used it side by side with Sony Ericsson's own Xperia Arc, the latter handset giving us better contrast, saturation, and of course, brightness. Both phones lack an auto-brightness option in their settings, which is a weird omission on Sony Ericsson's part, even if in the case of the Play it'd just be kept at max anyway.

Camera


Speaking of omissions, has anyone at SE HQ heard about the little trend of making 720p video recording a de facto standard feature in high-end Android smartphones? Because, well, the Xperia Play doesn't have it. We know full well that the hardware's capable of it -- a 5 megapixel imager sits round the back, so more than enough pixels can be pulled together to saturate a 1280 x 720 frame, and the 1GHz Snapdragon under the hood pretty much snorts with indignation at the routine task of processing such workloads at 30fps. What gives, we don't know, but the video you do get, recorded at a maximum of 800 x 480, isn't all that great anyhow. The recordings produced during our testing tended to be very soft, with noise suppression algorithms seemingly working overtime to ensure the smudgy appearance. That issue was compounded by poor microphone performance, which muffled and straight up distorted some of the sounds it picked up during recording.

Things look much brighter on the still imaging front, however, where we churned out some highly satisfactory results without requiring an excess of effort. Options on Sony Ericsson's custom software are a little limited, but you can adjust exposure, white balance, and focusing mode, which should still be sufficient for most users. Especially praiseworthy among those controls is the Macro mode on the Play, which allowed us to get seriously up close and personal with some of our subjects. On the downside, the Play's camera struggles to focus in low light and noise is no less an issue here than on most other smartphone sensors. One fanciful idea we had, in the absence of a dedicated physical shutter button, was that Sony Ericsson could have used the right shoulder key to double up as one. It's in just about the perfect location for the task and we can't see anything preventing SE (or some enterprising hackers, perchance?) from hooking it up to the picture-taking software. Overall, it's a decent to good camera with some disappointing video recording tacked on.

Software


PlayStation Pocket

As with the hardware section, we'll get straight to the PlayStation meat of the Xperia Play software matter. Two apps will be of foremost interest here: the not at all confusingly named Xperia Play, which serves as a showcase for Android Market games compatible with the Play's controls, and the PlayStation Pocket, which houses the hallowed PS One games that this new smartphone is so primed to enjoy. For the moment at least, we should probably narrow that down to the singular game, since the Play ships with just the one preloaded classic title, Crash Bandicoot, and the rest of the PS One library is still en route. That puts the Play's launch, coming up on April 1st across Europe, into a rather precarious position. It's supposed to be the bringer of great new entertainments to the thumb-equipped masses and yet we're staring at just one original piece of content upon its release. Bruce Lee, FIFA 10, Star Battalion HD, and The Sims 3 do come preloaded to soften the blow, but they're not exclusive to the Play, and in the particular case of The Sims, don't even benefit very much from the physical controls. Still, they're there and the means to accessing them is actually pretty swish. Opening up the slider kicks you straight into the Xperia Play app, where the games you already have on the device are split out from the list of purchasable compatible titles, meaning you're never more than a slide and a tap away from leaping into action.

Loading times for the games aboard the Play were quite tolerable indeed -- nothing was instant, but only the most impatient of gamer would find them a nuisance. In-game performance also gave us no cause for complaint, with smooth frame rates throughout. The basics look to have been well taken care of. One drawback we should highlight, however, is the fact that most, if not all, PS One games were coded for displays with a 4:3 ratio. That means either zooming or stretching the game in order to fill the widescreen panel on the Xperia Play. Both options are available to you in the settings, but Crash was already looking pretty aliased without us zooming in for a closer inspection. Not an ideal situation, but that's where we find ourselves. At least until Sony decides it's a good idea to drop its vast catalog of PSP games atop this device, then we'll have no such worries.

The gamepad is not abandoned completely once you stray outside the gaming arena, as you're able to navigate through lists with the D-pad and select and cancel things with the X and O keys. It's a somewhat inconsistent affair, as this integration doesn't permeate everything on the Play, but we found it useful in the browser and messaging apps.

Android à la Sony Ericsson

The OS underlying SE's new hero device is of course Android. Version 2.3.2 (aka Gingerbread) is shipping out on retail devices, marking this as one of the first non-Google handsets to come preloaded with Mountain View's latest and greatest. That means much-improved text manipulation thanks to the addition of new selection anchors, a general sprucing up of visuals, and a set of extra APIs with a gaming bent. Wonder why Sony Ericsson wanted to run its gaming device atop this platform, eh? Nonetheless, the company's UI designers haven't been sitting around exercising their thumbs and there's a vast amount of aesthetic tweaking done on top of Android. Almost all of it is for the better, in our opinion, as the whole UI benefits from a look of sophistication and maturity that Android has generally lacked. The phone interface is spacious and welcoming, while the contacts and messaging interfaces are extremely attractive, sensibly laid out, and utterly delicious to scroll through. Talk about optimization! The contacts section can also be navigated more rapidly just by initials and, if you have Twitter accounts associated with your buds' numbers, it shows you a snippet of their latest update, very handy. Moreover, entering individual contacts' pages shows their profile pictures nicely blended with the background, reinforcing the overarching theme of refined design. Thankfully, Sony Ericsson's alterations all look to be skin-deep, giving us some cause to believe the company's pledge that it'll be quick in responding to new Android rollouts from the Google mothership. Time will only tell.

There are some downsides to the skinning efforts on the Play, however, as might be expected. One is the aforementioned issue of the battery seemingly running down quicker than it ought to, which you can always offset by making your own adjustments, but obviously that's no great consolation for those hoping the device would just work like it should straight out of the box. Another thing we noticed was that Timescape, albeit a mere removable widget now instead of the overwhelming leviathan it was on the Xperia X10, was still susceptible to slow performance and even the occasional freeze-up. It remains an extremely graphically demanding tool, what with all its overlays and three-dimensional animations, so that's no surprise, but we still enjoy our user experience more without it than with it. It wasn't entirely alone in showing slowdowns, we experienced a few, very minor, hangups and delays while using the Play, but couldn't find any repeatable bugs to report. It feels a mostly solid build, though it's a little disappointing that the aforementioned smoothness of operation in the customized messaging and contacts apps doesn't carry over to the rest of the UX.

Browser performance is mostly decent, but we've definitely seen faster, whether you're talking other Android devices, Windows Phone 7 or iOS. Pinch-to-zoom and scrolling commands are executed, but in a slightly labored fashion. Aliasing is also apparent when zooming out from pages, not unlike what we saw on the Incredible S recently. Finally, SE's onscreen portrait keyboard is a little too cramped for our liking, with the letters being tall but not altogether wide enough to make for comfortable typing. Sony Ericsson might have done well to just stick with the default Gingerbread provision here.

Wrap-up


We've reached out to Sony Ericsson asking for a roadmap of when we can expect the PlayStation Suite and more PlayStation One titles to roll up on the Xperia Play bandwagon and make it worth joining. As it stands today, on the day of review and the precipice of its launch, the Play is looking out on a pretty barren gaming landscape. The Android titles up for grabs are not exclusive to the device and don't necessarily benefit all that greatly from its unique control scheme, whereas the catalog of classic PlayStation content stops after just one entry.

So with almost no differentiating software of its own, the Play is really relying on the strength of its gamepad to round up willing participants in its gaming revolution. We concur that that's indeed the phone's main strength, with good ergonomics and an extremely durable sliding mechanism. Nonetheless, the poor quality of the screen and good, but not great, hardware spec force us to be reluctant about recommending it as a sage purchase at present. Perhaps it picks up a loyal following, from both developers and fans alike, and within a few short weeks, we're all looking at a device with a rich ecosystem of compelling tailor-made content and a ton of reasons to own it. But as for today? We'd rather spend our cash elsewhere in the Android cosmos and hold out hope for the PlayStation Phone 2.0.
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