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	<title type="text">Sam Byford | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2025-04-02T15:33:03+00:00</updated>

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		<entry>
			
			<author>
				<name>Sam Byford</name>
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			<title type="html"><![CDATA[Sony&#8217;s new Bravia lineup includes its &#8216;King of TV&#8217; successor]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/news/641755/sony-bravia-8-ii-qd-oled-announced-king-of-tv-successor" />
			<id>https://www.theverge.com/?p=641755</id>
			<updated>2025-04-02T11:33:03-04:00</updated>
			<published>2025-04-02T12:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="News" /><category scheme="https://www.theverge.com" term="Sony" /><category scheme="https://www.theverge.com" term="Tech" /><category scheme="https://www.theverge.com" term="TVs" />
							<summary type="html"><![CDATA[Sony has a replacement for its current flagship QD-OLED TV, the extremely well-received A95L. That’s the model that was crowned “King of TV” at last year’s Value Electronics TV Shootout, which Verge editor-in-chief Nilay Patel served on the judging panel for. The new model is called the Bravia 8 II. Sony claims that it has [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/04/insitu_8II_65_anonymousbar_wm_oil-Large.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-text-align-none">Sony has a replacement for its current flagship QD-OLED TV, the extremely well-received A95L. That’s the model that was <a href="https://www.theverge.com/2024/8/16/24221338/best-tv-2024-sony-a95l-value-electronics-shootout">crowned “King of TV” at last year’s Value Electronics TV Shootout</a>, which <em>Verge</em> editor-in-chief Nilay Patel served on the judging panel for.</p>

<p class="has-text-align-none">The new model is called the Bravia 8 II. Sony claims that it has 125 percent the peak brightness of the A95L and 150 percent of last year’s Bravia 8, which will remain on sale as an OLED-but-not-QD option. It has a similar design to the A95L, and Sony even says it’ll be cheaper — though pricing information won’t be shared until later in spring.&nbsp;</p>

<p class="has-text-align-none">The guiding mission of the Bravia lineup, according to Sony, is to deliver the most authentic cinema experience possible in the living room. Yosuke Nakano, from the company’s product planning department, claims the Bravia 8 II has the “most faithful reproduction of the professional monitor look of any TV in the industry.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/04/BRAVIA8II_ROOM1_2_Final.jpg?quality=90&#038;strip=all&#038;crop=0,0.0097637180238195,100,99.980472563952" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;The Bravia 8 II&lt;/em&gt;. | Image: Sony" data-portal-copyright="Image: Sony" />
<p class="has-text-align-none">To that end, at a recent demonstration session at its Tokyo headquarters, Sony put the Bravia 8 II up against the A95L, Samsung’s S95D, and LG’s G4, along with even more formidable competition: Sony’s own BVM-HX3110 reference monitor, which you’d normally find on movie sets and studios for the most accurate HDR color grading possible.&nbsp;</p>

<p class="has-text-align-none">If you haven’t seen one of these in person before, I kind of recommend not seeking one out, because it will ruin all other screens for you. It costs nearly $40,000 and has 4,000 nits peak brightness. It looks absolutely out of control, and I would dearly love to have one on my desk.</p>

<p class="has-text-align-none">That’s what Sony is shooting for with the Bravia 8 II. Does it get there? Well, no. The BVM-HX3110’s higher brightness gives HDR footage an almost surreal look thanks to its finer control over contrast. But in each TV’s filmmaker mode, which is supposed to deliver the most accurate color possible, Sony got much closer than Samsung or LG. As the owner of a couple of LG OLEDs myself, I was actually a little surprised at how washed out and green-tinted the G4 tended to look in comparison.&nbsp;</p>

<p class="has-text-align-none">Now, Sony won’t have chosen demo footage that might trip up its own displays, and it’s also at an obvious advantage when it comes to emulating the color reproduction of the BVM-HX3110. But Sony really is the market leader for reference monitors by some distance, so that still feels like a fair and relevant target. I would not be shocked if the Bravia 8 II turns out to be another winner by “King of TV” metrics.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/04/IMG_20250227_111829.jpg?quality=90&#038;strip=all&#038;crop=0,5.5555555555556,100,88.888888888889" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;The Bravia 5.&lt;/em&gt; | Photo: Sam Byford for The Verge" data-portal-copyright="Photo: Sam Byford for The Verge" />
<p class="has-text-align-none">Sony is also updating several other products in its home theater range. The Bravia 5 rounds out Sony’s lineup by bringing Mini LED backlighting to the midrange — it’s replacing the X90L, which uses full-array local dimming rather than Mini LED, and consequently Sony says the Bravia 5 has up to six times more dimming zones. This line comes in sizes from 55 to 98 inches, the upper end of which is larger than any OLED Sony sells.&nbsp;</p>

<p class="has-text-align-none">Sony showed off the Bravia 5 against the X90L as well as Samsung’s QN85D “QLED” set. Also part of this demonstration was the BVM-HX310 reference monitor, which is similar to the BVM-HX3110 but “only” reaches 1,000 nits peak brightness.&nbsp;</p>

<p class="has-text-align-none">The Bravia 5’s control over backlighting and blooming was clearly better than its predecessor, and it looked to be a more robust solution than Samsung’s as well. Sony also made a point of demonstrating its AI noise reduction feature, which is the kind of thing I’d normally run away from but have to admit was quite impressive — it did a good job of cleaning up old footage from <em>Friends</em> and <em>Home Alone</em> in real time.&nbsp;</p>

<p class="has-text-align-none">Unsurprisingly, the Bravia 5 couldn’t come close to the BVM-HX310, since Mini LED still suffers in comparison to OLED when it comes to blooming and viewing angles. It also won’t match the Bravia 7, which is staying in the lineup and offers 100 percent the brightness and 25 percent more dimming zones. But at least in this demonstration, the Bravia 5 made the most convincing attempt to reproduce colors and contrast as well as you could reasonably expect from a mid-range Mini LED TV.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/04/IMG_20250227_114837.jpg?quality=90&#038;strip=all&#038;crop=0,5.5555555555556,100,88.888888888889" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;The Bravia 2 II.&lt;/em&gt; | Photo: Sam Byford for The Verge" data-portal-copyright="Photo: Sam Byford for The Verge" />
<p class="has-text-align-none">Sony is also introducing a new entry-level TV for the US, somewhat confusingly called the Bravia 2 II; the original Bravia 2 wasn’t actually sold in the US before. This is a fairly standard LED TV that comes in sizes from 43 to 77 inches, but you’ll get similar image processing and software integration to the rest of Sony’s Bravia range.</p>

<p class="has-text-align-none">If you’re more of a projector person, Sony is adding the new Bravia Projector 7 to its range, joining the higher-end 8 and 9 models. The Projector 7 is pretty close to them spec-wise, reaching 2,200 nits in brightness and supporting 4K 120Hz. One difference is that the 7 has a “standard” lens, not the “advanced crisp-focused” optics seen in the 8 and 9.&nbsp;</p>

<p class="has-text-align-none">The Bravia Projector 7 is replacing the well-reviewed VPL-XW5000ES, which is a $6,000 projector, so even though this is an entry-level product it’s an entry to a very expensive category. Still, it did look impressive in a demo against its closest competition from JVC, so I’d expect this to be a strong option for people considering a home theater setup.&nbsp;</p>

<p class="has-text-align-none">Finally, Sony is introducing some new audio options to integrate with its Bravia TVs. The Bravia Theater Bar 6 is a 3.1.2 soundbar with upward-firing speakers, the Bravia Theater System 6 is a 5.1 setup-in-a-box with a less capable soundbar, and the Bravia Theater Rear 8 is a pair of wireless rear speakers. All of these products can be paired to Bravia TVs and controlled with the Bravia Connect mobile app.</p>

<p class="has-text-align-none">As mentioned, Sony doesn’t yet have pricing details for any of its new Bravia products — that’ll come sometime this spring.</p>
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			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[Sony’s new RGB backlight tech absolutely smokes regular Mini LED TVs]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/news/628977/sony-rgb-led-backlight-announced-color-mini-led-tvs" />
			<id>https://www.theverge.com/?p=628977</id>
			<updated>2025-03-13T12:28:51-04:00</updated>
			<published>2025-03-13T12:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="News" /><category scheme="https://www.theverge.com" term="Sony" /><category scheme="https://www.theverge.com" term="Tech" /><category scheme="https://www.theverge.com" term="TVs" />
							<summary type="html"><![CDATA[Today Sony is announcing the development of a new type of TV display that uses individual RGB LEDs for its backlighting. While Sony currently sells high-end Mini LED TVs alongside OLED models, this new system could combine many of the best qualities of both, and I recently got to see it in action at the [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/03/Panel-Structure-Difference_RGB_Still.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-text-align-none">Today Sony is announcing the development of a new type of TV display that uses individual RGB LEDs for its backlighting. While Sony currently sells high-end Mini LED TVs alongside OLED models, this new system could combine many of the best qualities of both, and I recently got to see it in action at the company’s Tokyo headquarters.</p>

<p class="has-text-align-none">I’m not yet convinced that this tech, which for now Sony has given the somewhat unwieldy name of “General RGB LED Backlight Technology,” will be the best panel solution for everyone. But TVs are always going to come with tradeoffs, and this approach does represent a meaningfully different solution to what’s currently on the market. It looks like it’ll be a huge upgrade on existing Mini LED sets.</p>

<p class="has-text-align-none">Mini LED TVs work by deploying an array of tiny blue LEDs behind the panel. These LEDs are larger than the actual pixels on the display, but they’re small enough that the TV can brighten or darken multiple areas of the screen with a high degree of precision. OLED TVs, meanwhile, are capable of even better contrast because they light up and switch off each pixel individually, but they generally can’t get as large or as bright as Mini LED displays.</p>

<p class="has-text-align-none">With Sony’s new RGB LED method, each Mini LED backlight zone is made up of a red, green, and blue LED. The core advantage here is that Sony is able to achieve finer control over color without compromising on brightness, achieving a level of 4000 cd/m² — on par with the company’s professional reference monitors and resulting in a higher “color volume” than any commercial TV it’s released to date. The increased gradation control can also help deliver much wider viewing angles than Mini LED TVs, and Sony says the panels can be built at larger sizes than existing OLED sets.</p>

<p class="has-text-align-none">So, how does it look in person? Unfortunately Sony didn’t allow its prototypes to be photographed, but I’ll do my best to describe them.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/03/Pure-Color-RGB-LED.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Sony’s depiction of its RGB backlight tech, where each backlight zone has a red, green, and blue LED. | Image: Sony" data-portal-copyright="Image: Sony" />
<p class="has-text-align-none">The first unit was designed to show off the backlight array itself. Behind the set was a wild combination of exposed silicon and cable spaghetti. Only half of the screen was covered by an actual LCD panel; the rest of the image was purely handled by the backlighting. Imagine watching a movie where the right half of the picture was run through a 16-bit pixel art filter, and you’re pretty much there, except this screen had much better color reproduction than a Super Nintendo.&nbsp;</p>

<p class="has-text-align-none">This isn’t much use in practice, of course, but it does show exactly how precise Sony is able to get with the lighting. One scene showed a bus driving down a street on a sunny day, and it was possible to discern several distinct shades of red in its paint from the backlight alone. Sony says this translates to wider and more accurate color reproduction.</p>

<p class="has-text-align-none">To demonstrate actual video content, Sony set up a full-screen version of the RGB backlight prototype flanked by two of its best TVs you can buy: last year’s extravagant Mini LED-powered <a href="https://www.theverge.com/2024/4/17/24132829/sony-2024-bravia-9-8-7-3-mini-led-oled-tv">Bravia 9</a>, and the QD-OLED A95L that <a href="https://www.theverge.com/2024/8/16/24221338/best-tv-2024-sony-a95l-value-electronics-shootout">won the prestigious “King of TV” award</a> at the most recent Value Electronics TV Shootout, where <em>Verge</em> editor-in-chief Nilay Patel served on the judging panel.</p>

<p class="has-text-align-none">Conscious of the unflattering comparison, a Sony engineer conducting the demo repeatedly went out of his way to make the point that the Bravia 9 on the left really was a very good TV. Despite this, the RGB LED prototype clearly smoked it.&nbsp;</p>

<p class="has-text-align-none">A scene from <em>Frozen</em> where blue crystals flew through the air looked almost monochrome in comparison, with the prototype revealing deep shades of purple that simply weren’t there on the Bravia. It was clear how the backlighting worked in tandem with the color grading to deliver a more vivid picture. Viewing angles were hugely improved, with near-non-existent color shift. Another sequence with bright red lights against a dark background exhibited the tell-tale blueish Mini LED blooming on the Bravia, whereas the RGB LED prototype lit up those areas solely in red.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/03/Pure-Color-Wavelength-Spectrum-Graph.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Sony’s extremely unlabeled chart suggests its new RGB tech will provide much richer reds in particular. | Image: Sony" data-portal-copyright="Image: Sony" />
<p class="has-text-align-none">That’s not to say the blooming wasn’t there. If you covered up only the red portion of the screen with a piece of paper, you’d still see hazy redness around it, unlike on an OLED panel. But watching the footage normally, the effect wasn’t all that different. While OLED screens don’t strictly leak color data into adjacent pixels, the effect of retinal straylight in your eyes means you do still perceive haziness around bright points. RGB LED’s ability to limit its blooming to scene-accurate colors makes for a major improvement on Mini LED in this regard, even if it’s still going to lose out to OLED when it comes to displaying starfields.</p>

<p class="has-text-align-none">RGB LED backlighting isn’t a wholly new idea, even from Sony. The company launched a ridiculously expensive Qualia TV with an RGB backlight in 2004, and more recently showed off a “<a href="https://www.theverge.com/2012/1/9/2695552/sony-crystal-led-display-prototype-pictures-and-impressions">Crystal LED</a>” prototype TV at CES 2012. Competitors are also on the case; Hisense showed off a “<a href="https://www.theverge.com/2025/1/6/24337147/hisense-microled-trichroma-tv-features-specs">TriChroma RGB Backlight</a>” Mini LED TV at CES this year, while <a href="https://www.flatpanelshd.com/news.php?subaction=showfull&amp;id=1737614679#:~:text=RGB%20miniLED%20backlights&amp;text=Meanwhile%2C%20TCL%2C%20the%20consumer%20brand,and%20over%2010000%20dimming%20zones.">TCL</a> and <a href="https://www.flatpanelshd.com/news.php?subaction=showfull&amp;id=1736390247">Samsung</a> had prototypes with their own spin on the idea.</p>

<p class="has-text-align-none">“These developments were within our expectations,” says Daisuke Nezu, head of Sony’s home audio and video division. Sony remains confident that its experience in backlight technology and image signal processing gives it an edge over anything on the horizon.</p>

<p class="has-text-align-none">“We believe that we can ensure not only good image quality, but also reliability and stability,” Sony representative Mara Redican tells The Verge, emphasizing the company’s expertise in signal processing. “The knowledge and experience gained over the years cannot be easily replicated.”</p>

<p class="has-text-align-none">If Sony is right about this, its strongest competition could be coming from inside the house; the advantages were much less clear next to its own “King of TV.” The RGB LED prototype could definitely hang with the A95L, and quite literally outshone it in terms of brightness. But I would say the difference in color reproduction and viewing angles were a wash at best. I generally preferred the picture from the OLED in the most challenging comparisons, and I think a lot of OLED TV owners would probably agree.</p>

<p class="has-text-align-none">But that’s fine by Sony, which isn’t giving any indication that it’s planning to exit the OLED TV market any time soon — no wonder, given the glowing reception to the A95L. I might be happy with my own OLED TVs right now, but the tech plainly isn’t right for every customer, whether they’re concerned about brightness, size, or longevity. If you’ve been waiting to put a 100-inch-plus panel in a large room with a lot of natural light, this could be your answer.</p>

<p class="has-text-align-none">We’ll have to see how this all shakes out once RGB LED panels come to actual consumer TVs, of course. But Sony’s take on the concept does look to be a big step up over what we’ve come to expect from Mini LED, at least, and it could well be the best alternative to OLED if and when it’s commercialized.</p>
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			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[The VWFNDR Keirin is an expansive new concept for the future of cameras]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/24138309/vwfndr-keirin-panoramic-concept-camera" />
			<id>https://www.theverge.com/24138309/vwfndr-keirin-panoramic-concept-camera</id>
			<updated>2024-04-23T13:30:00-04:00</updated>
			<published>2024-04-23T13:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Cameras" /><category scheme="https://www.theverge.com" term="Design" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[This past weekend, a local startup held an exhibition not too far from where I live in Tokyo to show off its idea for an entirely new take on camera hardware. That&#8217;s not the sort of thing that happens every weekend, even in Tokyo, so I biked on over to take a look. VWFNDR is [&#8230;]]]></summary>
			
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<img alt="" data-caption="The The VWFNDR Keirin camera concept." data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25414021/IMG_20240421_152302_2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	The The VWFNDR Keirin camera concept.	</figcaption>
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<p>This past weekend, a local startup held an exhibition not too far from where I live in Tokyo to show off its idea for an entirely new take on camera hardware. That&rsquo;s not the sort of thing that happens every weekend, even in Tokyo, so I biked on over to take a look.</p>

<p>VWFNDR is a project started by UX designer &Aacute;lvaro Arregui Falc&oacute;n of&nbsp;<a href="https://www.nuevo.tokyo/">Nuevo.Tokyo</a>&nbsp;and independent industrial designer&nbsp;<a href="https://mireia.studio/">Mireia Gordi i Vila</a>. The team later brought on London-based engineer&nbsp;<a href="https://twitter.com/nuevo_tokyo/status/1740369604336337372">Lucas Seidenfaden</a>, who developed the first working prototype for their concept.</p>

<p>That concept is called Keirin.</p>

<p>Named after the Japanese cycling discipline that takes place on a similarly oval track, the Keirin is a camera focused on panorama photography. Its standout visual feature is a curved OLED touchscreen that wraps around the back panel and houses almost all of the camera&rsquo;s controls.</p>
<figure class="wp-block-gallery has-nested-images columns-1 wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex"><img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25414029/IMG_20240421_153446_2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo: Sam Byford / Multicore" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25414030/IMG_20240421_153605_2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo: Sam Byford / Multicore" />
</figure>
<p>That&rsquo;s the idea, at least. The OLED prototype on show was nonfunctional and not available to touch; it&rsquo;s there to give a better idea of the eventual industrial design. Even in that state, you could see visual glitches right on the far edge of the panel.</p>

<p>But sitting a few meters away on the neighboring table, you could pick up and use a working prototype of the Keirin, complete with a disassembled version that revealed the hardware inside.</p>

<p>Seidenfaden walked me through the hardware engineering of the prototype, as well as its UI. (<a href="https://vwfndr.substack.com/">VWFNDR has a Substack</a>&nbsp;of its own; Seidenfaden wrote a&nbsp;<a href="https://vwfndr.substack.com/p/vwfndr-010">post</a>&nbsp;that goes into how he engineered the prototype in more detail than I can include here.)</p>

<p>As he explains, this prototype is really just a proof of concept to show that the Keirin&rsquo;s industrial design and UI can work in practice. It uses off-the-shelf parts, including a Raspberry Pi board and the Pi Camera module, so image quality is not the priority.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25414028/IMG_20240421_153121_2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo: Sam Byford / Multicore" />
<p>The prototype does, however, have a very wide rear-mounted screen that, although it isn&rsquo;t curved, works well to show off the Keirin&rsquo;s unique UI. The main idea here is that you can use the full screen as a panoramic viewfinder and swipe in from the right to bring in all the regular manual exposure controls; this is also how you adjust the aspect ratio of the photo.</p>

<p>For example, if you want to take a DSLR-style 3:2 image, you can swipe left until you&rsquo;re left with the correct aspect ratio on the left half of the screen. If you then want to take a 6:2 XPan-style panorama shot, you can swipe right to hide the UI and use the display&rsquo;s full width for framing. (The Keirin can save the full capture regardless of which aspect ratio you decide to shoot in.) There&rsquo;s also a circular physical control dial embedded on the camera&rsquo;s right side.</p>

<p>It&rsquo;s a clever, intuitive idea. As someone who loves dedicated camera hardware but has largely switched to phones for photography, recreational or otherwise &mdash; all of the photos in this article were taken on the&nbsp;<a href="https://www.multicore.blog/p/xiaomi-14-ultra-photography-kit-review">Xiaomi 14 Ultra</a>&nbsp;&mdash; I don&rsquo;t mind the lack of physical controls as much as I might have years ago. While touchscreen-first cameras like the Leica T have often felt compromised, the Keirin&rsquo;s UI plays to the strengths of the hardware design and the camera&rsquo;s intended primary use case.</p>

<p>The Keirin is designed around a 60-megapixel full-frame sensor with a 35mm lens. The plan is for the camera to include SSD storage and mobile connectivity so that photos can automatically be saved and backed up to the cloud. VWFNDR has also designed a proprietary magnetic expansion bay &mdash; called XPNSNBAY &mdash; that uses pogo pins to allow for peripherals like a panoramic optical viewfinder. Another clever accessory is REMOFLSH, a wireless flash unit that directly communicates with the camera&rsquo;s built-in trigger.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25414031/IMG_20240421_151349_2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo: Sam Byford / Multicore" />
<p>The Keirin might never become a commercial product, and if it does, it&rsquo;ll be a niche one. (What stills camera isn&rsquo;t these days?) But it&rsquo;s been conceived, engineered, and prototyped with such passion and skill for such a small team that it&rsquo;s impossible not to want to will it into existence.</p>

<p>Oppo, which partners with Hasselblad on its camera technology, offers an XPan-branded mode on its recent high-end phones like the&nbsp;<a href="https://www.multicore.blog/p/oppo-find-x7-ultra-review-hidden">Find X7 Ultra</a>. I actually really enjoy it; it makes use of the fact that phones these days have ultrawide displays to deliver a fun new way to shoot panoramas.</p>

<p>But just as my Leica-branded Xiaomi isn&rsquo;t going to change any Leica rangefinder owners&rsquo; minds, something like the Keirin is plainly on another level. It&rsquo;s the kind of thoughtful, focused device that, if I had it sitting on my camera shelf right now, would beg to be taken out and used the same way Hasselblad&rsquo;s XPan film cameras did back in the day.</p>
<hr class="wp-block-separator" />
<p><em>This story first appeared in </em><a href="https://www.multicore.blog/p/the-vwfndr-keirin-is-an-expansive">Multicore</a><em>, a technology publication about hardware and design</em>.</p>
<hr class="wp-block-separator" />
<p><em>Photography by Sam Byford.</em></p>
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			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[Akihabara still shows off Japan’s love for physical media]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/24055863/akihabara-japan-retro-video-games-physical-media" />
			<id>https://www.theverge.com/24055863/akihabara-japan-retro-video-games-physical-media</id>
			<updated>2024-02-28T10:30:00-05:00</updated>
			<published>2024-02-28T10:30:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Internet Culture" /><category scheme="https://www.theverge.com" term="PC Gaming" />
							<summary type="html"><![CDATA[If you&#8217;re a video game collector, you&#8217;ve either dreamed of visiting Akihabara or have already made your way there. Truth be told, Tokyo&#8217;s electric mecca isn&#8217;t quite what it once was; it used to be the best place in the world to seek out rare releases, but that was before the internet trivialized buying used [&#8230;]]]></summary>
			
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<p>If you&rsquo;re a video game collector, you&rsquo;ve either dreamed of visiting Akihabara or have already made your way there. Truth be told, Tokyo&rsquo;s electric mecca isn&rsquo;t quite what it once was; it used to be the best place in the world to seek out rare releases, but that was before the internet trivialized buying used games. Akiba (as it&rsquo;s commonly known) has shifted with trends over time, and it doesn&rsquo;t usually offer the same value or exclusivity that it once did. You&rsquo;re far less likely to successfully dig in the crates for your personal holy grail, much less find it for a reasonable price.</p>

<p>But if you take a step back, Akiba&rsquo;s place in the world feels more valuable than ever. As brick-and-mortar game stores in the West are now mostly associated with meme stocks and Funko Pops, Akiba holds firm as a sizable district in the planet&rsquo;s largest megalopolis where you can reliably go shopping for video games both old and new.</p>

<p>In 2012, I <a href="https://www.theverge.com/2012/11/15/3628376/japan-digital-content-ecosystem-hulu-country-future">wrote</a> on <em>The Verge</em> about how Japan was out of step with the rest of the world when it came to media consumption. Back then, I was describing a country that still had few options for digital media, other than the widespread use of DVRs to record broadcast TV. Music and video streaming had yet to make a serious mark; CD and DVD rental chain Tsutaya remained ubiquitous.&nbsp;All of that has changed. Spotify and Netflix are as prevalent as anywhere else, while Tsutaya has closed more than 500 stores in the past five years, according to business magazine <em>Toyo Keizai</em>.</p>

<p>Video games, though, are a different story.</p>

<p>&ldquo;When compared with other markets, it seems Japan still absolutely loves physical games,&rdquo; says Kantan Games&rsquo; Serkan Toto, a veteran watcher of the Japanese industry, who points to the most recent survey from Japan&rsquo;s Computer Entertainment Supplier&rsquo;s Association (CESA). CESA found that physical games accounted for about 70 percent of total sales in Japan in 2022, including 65 percent of PlayStation 5 games and 77 percent of Switch releases. By comparison, Sony says that 70 percent of full PS4 and PS5 game sales in 2022 were digital across the world.</p>
<figure class="wp-block-gallery has-nested-images columns-1 wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex"><img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244391/246981_PHYS_Akihabara_SByford_0015.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244394/246981_PHYS_Akihabara_SByford_0018.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244393/246981_PHYS_Akihabara_SByford_0017.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
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<p>It&rsquo;s not just Akihabara, of course. Physical video game stores are all over the place in Japan, from big chains like Book Off to small family-run shops. People in Osaka will talk your ear off over how much better their own local Den-Den Town district is than Akiba for retro games these days. (As a former Osaka resident, I&rsquo;m inclined to agree.)</p>

<p>&ldquo;People still are used to going to stores here in Japan and buying physical items,&rdquo; says John Ricciardi, who runs Tokyo game localization company 8-4 and now SuperDeluxe, a new physical game publisher for the Japanese market. SuperDeluxe is a joint venture between 8-4 and Limited Run Games, which is known for selling special-edition physical games in the West.&nbsp;</p>

<p>One reason to start SuperDeluxe as a separate publisher was the viability of the retail market in Japan. &ldquo;We knew right off the bat that we were going to have to involve retail in order to be able to make that stick,&rdquo; Ricciardi says. &ldquo;Every game we do is available at retail as well as from our site from day one.&rdquo;</p>

<p>So far, SuperDeluxe has put out physical versions of classics like <em>Radiant Silvergun</em>, deep cuts like <em>Gimmick!, and </em>recent indie hits like <em>Unpacking</em>. The catalog ranges from elaborate special editions to more standard releases, though those also benefit from greater attention to detail; there&rsquo;ll always be a full printed manual, for example. &ldquo;We want people to have the opposite experience [of regular physical releases], like you open it and [go], &lsquo;Oh my God there&rsquo;s a manual in there, people don&rsquo;t do that anymore,&rsquo;&rdquo; says Ricciardi.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It’s just easier to get to these things in Japan.”</p></blockquote></figure>
<p>Retail sales data from Japanese gaming magazine <em>Famitsu</em> shows that the disc drive-equipped PlayStation 5 has outsold the cheaper digital-only model by more than 6-to-1 in Japan. Both PS5 models were supply constrained for a while after launch, but <em>Famitsu</em>&rsquo;s most recent weekly data shows a nearly 3-to-1 ratio in favor of the disc drive version. That&rsquo;s even after Sony refreshed the PS5 design so that a disc drive could be added after purchase.</p>

<p>The Nintendo Switch, of course, is the dominant platform in Japan, and every version of the console comes with a physical card slot. Nintendo doesn&rsquo;t provide regional breakdowns for digital and physical sales data, but in its most recent earnings report, it said that digital accounted for about 51 percent of sales overall, well behind CESA&rsquo;s figure of 77 percent for Japan in 2022.&nbsp;</p>

<p>The digital-only Xbox Series S has slightly outsold the Series X, meanwhile, but the Xbox platform is so niche in Japan that the physical gaming market is almost nonexistent.</p>

<p>&ldquo;I think that&rsquo;s tracking in Japan, too, but at a much slower level,&rdquo; Ricciardi says of the global trend toward digital. &ldquo;Physical is still strong here, and there&rsquo;s still value in having your game out in physical day one, even if you&rsquo;re doing an indie game. Because people generally just do go buy stuff.&rdquo;</p>
<figure class="wp-block-gallery has-nested-images columns-1 wp-block-gallery-3 is-layout-flex wp-block-gallery-is-layout-flex"><img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244380/246981_PHYS_Akihabara_SByford_0004.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244388/246981_PHYS_Akihabara_SByford_0012.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244398/246981_PHYS_Akihabara_SByford_0022.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
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<p>Unless you&rsquo;re shopping for Xbox titles, physical games are still easy to buy in Japanese cities. Even if you&rsquo;re in a rural location, you can generally expect speedy release-day shipping thanks to Japan&rsquo;s relatively small size and high population density. (Amazon and other retailers do make caveats for remote regions such as Okinawa and certain other isolated islands.)</p>

<p>&ldquo;I&rsquo;m not a prophet or anything, but I believe that physical media will have more longevity here for the same reason that I think magazines do, which is that anyone can step out of their house and walk five feet [to buy one],&rdquo; says Ricciardi. &ldquo;It&rsquo;s just easier to get to these things in Japan.&rdquo;</p>

<p>But even if you live in easy reach of a game store, there&rsquo;s still nothing quite like Akihabara. Its sheer scale elevates it above any similar electronics district in the world, with everything from big-box retailers in multistory towers to tiny independent component sellers huddling under train tracks.&nbsp;</p>

<p>It&rsquo;s changed over the years, to be sure. Iconic stores like Super Potato have had their shelves stripped of sought-after stock, while beloved mainstays like Game Hollywood and Tokiwa Musen have gone altogether. The early 2000s appearance of maid cafes was shortly followed by the arrival of formerly dominant J-pop idol group AKB48, a handful of members of which would perform daily at a theatre on Akihabara&rsquo;s main strip starting in 2005. The district&rsquo;s identity became less focused on video games at a time when the Japanese industry was facing challenges.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“You’d have a checklist of like 10 different places you wanted to go to in a day. You spent the whole day there.”</p></blockquote></figure>
<p>Akihabara existed as an electronics market before video games were even a thing, though, and the district is simply continuing to change with the times. A couple of years ago, the AKB48 theatre sign was replaced with adverts for the Chinese game <em>Genshin Impact</em>, which would have been unthinkable a few years prior. <em>Genshin</em> marketing is still all over Akihabara, as is promotion for <em>Apex Legends</em>, which has taken off in Japan like no other Western first-person shooter before it.</p>

<p>The recent rise of PC gaming in Japan is another trend that&rsquo;s changed the makeup of the district. High-end hardware boutiques would entice customers with VR demos, although that&rsquo;s died off a little of late. You can find custom mechanical keyboard studios, and on a recent visit, I saw a new store entirely dedicated to PC handhelds. These businesses couldn&rsquo;t have existed before, but today, they reinforce Akihabara&rsquo;s gaming culture despite not selling physical games.</p>

<p>&ldquo;When we would come back then, we would bring an extra suitcase just to go shopping,&rdquo; says Ricciardi, who first came to Japan in 1997 while working for <em>Electronic Gaming Monthly</em>. &ldquo;And it wasn&rsquo;t for the sake of reselling stuff, it was just because, oh my God, I could finally get my hands on all this stuff I read about in magazines as a kid. It was affordable and it was everywhere because there were shops all over Akihabara. You&rsquo;d have a checklist of like 10 different places you wanted to go to in a day. You spent the whole day there.&rdquo;</p>

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		<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244415/246981_PHYS_Akihbara_SByford_0043.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244409/246981_PHYS_Akihabara_SByford_0035.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
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<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244403/246981_PHYS_Akihabara_SByford_0028.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244397/246981_PHYS_Akihabara_SByford_0021.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
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<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244410/246981_PHYS_Akihabara_SByford_0037.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
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<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244386/246981_PHYS_Akihabara_SByford_0010.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244384/246981_PHYS_Akihabara_SByford_0008.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/25244396/246981_PHYS_Akihabara_SByford_0020.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="Photo by Sam Byford for The Verge" />
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<p>Those days are gone. There are still great stores for retro games in Akihabara &mdash; Beep is a perennial favorite &mdash; but it&rsquo;s normally no longer the best place to buy games. Mercari, a massively popular Japanese startup that developed a sort of mobile-first eBay, is now the first port of call for buying or selling retro games for almost everyone I know.</p>

<p>As for more recent used games, Akihabara is still a solid place to get a deal. &ldquo;It is very, very simple to sell off used games in Japan,&rdquo; points out Toto. &ldquo;Not only online like everywhere else in the world but also just by walking into one of the many, many<strong> </strong>secondhand<strong> </strong>stores that we have in this country.&rdquo; It might not be as romantic as finding a long-out-of-print Sega Saturn game, but hey &mdash; you can still save a few thousand yen on a copy of <em>Final Fantasy XVI</em>.</p>

<p>Regardless of what you&rsquo;re looking to buy, Akihabara stands as a testament to the endurance of physical media in Japan. You have giant, towering stores like Bic Camera and Sofmap, each dedicating floor space to physical software that any given GameStop could only dream of. And they stand surrounded by streets and alleyways devoted to various aspects of gaming culture.</p>

<p class="has-end-mark">&ldquo;I believe the shift to digital will continue even in Japan over the next [few] years, albeit at a smaller pace when compared with other countries,&rdquo; Toto says. I agree that it ultimately seems inevitable. But winds tend to blow at a slower speed in Japan even when you know which direction they&rsquo;re going. Right now, if you value the preservation of physical games, there&rsquo;s still perhaps no better place in the world than Akihabara.</p>

<p><em>Photography by Sam Byford for The Verge</em></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[Japan’s indie game scene is growing up]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/23806085/bitsummit-indie-gaming-festival-2023" />
			<id>https://www.theverge.com/23806085/bitsummit-indie-gaming-festival-2023</id>
			<updated>2023-07-25T11:00:00-04:00</updated>
			<published>2023-07-25T11:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Ten years ago, a group of game developers in Kyoto started up an indie festival with the aim of promoting and uniting the country&#8217;s fragmented independent scene. One hundred seventy people officially showed up to the inaugural BitSummit in 2013, and organizers said they&#8217;d aim for at least 200 people next time around.&#160; I went [&#8230;]]]></summary>
			
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<p>Ten years ago, a group of game developers in Kyoto started up an indie festival with the aim of promoting and uniting the country&rsquo;s fragmented independent scene. One hundred seventy people officially showed up to the inaugural BitSummit in 2013, and organizers said they&rsquo;d aim for at least 200 people next time around.&nbsp;</p>

<p><a href="https://www.theverge.com/2014/3/20/5522320/final-fight-can-japans-gaming-industry-be-saved">I went along to the second BitSummit the following year</a>, and it turned out that more than 5,000 others had the same idea. It was an appropriately ramshackle affair, with little to the staging beyond rows of tables in a gaping Kyoto convention center. The majority of exhibitors had traveled from abroad. <a href="https://www.theverge.com/2019/4/19/18484887/chipzel-game-boy-music-chiptune-interview"><em>Super Hexagon</em> composer Chipzel</a> put on a great live performance. The vibes were good, and it felt like something real might be starting, but the Japanese indie scene was clearly still in an embryonic form.</p>

<p>Back in 2014, though, the prevailing tone of discussion was that the entire Japanese games industry was in a bad place. After dominating in the PlayStation 2 era, domestic studios struggled to adapt to the challenges and costs of developing for HD consoles like the PS3, which sold fewer than half as many units as its predecessor locally. Even Nintendo looked to be in big trouble after the Wii U flopped immediately on launch. Several publishers turned their attention to handheld and mobile gaming.&nbsp;</p>

<p>Since then, <a href="https://www.theverge.com/2017/6/30/15894404/japan-video-game-comeback-zelda-resident-evil-e3-2017">the Japanese industry has executed a remarkable turnaround</a>. The PS4 and the Switch were both huge successes. Previously niche franchises like <em>Yakuza</em> and <em>Persona</em> have become household names, while Capcom is on <a href="https://www.theverge.com/2018/1/25/16931366/monster-hunter-world-review-ps4-xbox-one-release-date">an impressive run</a> <a href="https://www.theverge.com/2019/3/6/18252281/devil-may-cry-5-review-ps4-xbox-pc">of revitalizing</a> <a href="https://www.theverge.com/23642938/resident-evil-4-remake-review-xbox-ps5-steam">its own properties</a>. Three of The Game Awards&rsquo; last six Game of the Year winners were Japanese, and few would bet against <a href="https://www.theverge.com/23718926/zelda-tears-of-the-kingdom-review-nintendo-switch"><em>Tears of the Kingdom</em></a> raising that average this year.</p>

<p>The question I had going into last weekend&rsquo;s BitSummit, then, was how Japan&rsquo;s indie scene is doing in the face of all this blockbuster success. Japanese games are as popular as they&rsquo;ve ever been. So when will Japanese indies step up on the global stage?</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/24806943/PXL_20230715_062217673.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A photo from the Bitsummit video game convention in Kyoto." title="A photo from the Bitsummit video game convention in Kyoto." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Sam Byford" />
<p>&ldquo;The publishers have been really happy, the developers have been really happy, and in that sense the show has been a big success,&rdquo; BitSummit co-founder John Davis told me as the show opened to the public on its second day. &ldquo;We&rsquo;ve had a lot of people where this is their first BitSummit, and I think we&rsquo;ve made a great impression on them and shown why this show is different from Tokyo Game Show, or even other shows in the West.&rdquo;&nbsp;&nbsp;</p>

<p>BitSummit announced that more than 23,700 visitors came to the show this year, its highest-ever attendance figure. &ldquo;I feel like this year is the first time since 2019 that it&rsquo;s back to being the BitSummit we all know and love,&rdquo; Davis says, referencing the varying degrees to which the events of the past three years were limited by pandemic restrictions.&nbsp;</p>

<p>Almost everyone I spoke to over the weekend expressed a similar sentiment. This year&rsquo;s BitSummit was a really well-put-together event, with a strong mix of big-player publishers and solo exhibitors. It certainly helped that it was the first time since 2019 that overseas developers and media could easily visit Japan, but the focus on domestic talent was stronger than ever.</p>
<div class="youtube-embed"><iframe title="RATATAN English Teaser Trailer!" src="https://www.youtube.com/embed/EeGrlDnNchU?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p>One early highlight was the reveal of <em>Ratatan</em>, a spiritual successor to Sony&rsquo;s PSP rhythm-action hit <em>Patapon</em>. Original designer Hiroyuki Kotani tells me that he was inspired by his time at Sony&rsquo;s &ldquo;Game Yaroze!&rdquo; project, which auditioned new ideas for PlayStation games in the &rsquo;90s. That tied into the Net Yaroze development kit, allowing hobbyist developers to create their own PS1 games on an exclusive black version of the console.&nbsp;</p>

<p>&ldquo;Even within Sony, I&rsquo;d only ever make the kind of game that I&rsquo;d want to make,&rdquo; Kotani says. &ldquo;But after I left, I still really wanted to work on games like <em>Patapon</em>, centered around my philosophy, so that&rsquo;s the only kind of development that I&rsquo;ve been involved in.&rdquo; Kotani is working on <em>Ratatan</em> with <em>Patapon</em> composer Kenmei Adachi and producer Kazuto Sakajiri; the art comes from illustrator Nelnal.</p>

<p><em>Patapon</em> was released through Sony&rsquo;s Japan Studio, which put out some of the most creative first-party output across several PlayStation generations, including hits like <em>PaRappa the Rapper</em> and <em>LocoRoco</em>. Sony made the controversial decision in 2021 to <a href="https://www.theverge.com/2021/2/25/22302302/sony-playstation-japan-studio-winding-down-team-asobi">shutter the studio</a> and pivot it around <a href="https://www.theverge.com/21549072/astros-playroom-ps5-review-dualsense-controller"><em>Astro Bot</em> developer Team Asobi</a>; any products from that plan are yet to be announced. However, several developers at BitSummit told me under the condition of anonymity that Sony was more actively seeking to strike deals for Japanese indie games than ever before. There was a widespread sense that Sony is attempting to fill a gap in its publishing lineup.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I just wanted to have fun and try to make it until the end”</p></blockquote></figure>
<p>&ldquo;When I talk to platform people here, they pull me aside and say, &lsquo;Hey, what&rsquo;s this game?&rsquo;&rdquo; says Davis, without referring to specific titles or companies. &ldquo;Publishers are the same way &mdash; they come here to find interesting games.&rdquo;&nbsp;</p>

<p>It&rsquo;s true that for all the Japanese indie scene&rsquo;s progress, it&rsquo;s yet to have a big impact around the world. I could cite mobile megahits like Ojiro Fumoto&rsquo;s <a href="https://www.theverge.com/2015/10/15/9538815/downwell-hp-lovecraft-game-iphone-steam"><em>Downwell</em></a>, revivalist successes like former <em>Castlevania</em> producer Koji Igarashi&rsquo;s <a href="https://www.theverge.com/2019/6/28/19102612/bloodstained-ritual-of-the-night-review-switch-ps4-xbox-pc-castlevania"><em>Bloodstained</em></a>, and viral breakouts like Masafumi Onuki&rsquo;s <a href="https://www.theverge.com/21346394/fight-crab-review-fighting-game-steam-nintendo-switch"><em>Fight Crab</em></a> as solid representatives. It also can&rsquo;t go unmentioned that perhaps the most seminal indie game of all time, Daisuke Amaya&rsquo;s <em>Cave Story</em>, came from Japan. But Japanese indies still don&rsquo;t regularly enter the zeitgeist in the same way that games like <a href="https://www.theverge.com/23169390/neon-white-review-steam-nintendo-switch"><em>Neon White</em></a>, <em>Citizen Sleeper</em>, or <a href="https://www.theverge.com/2022/2/19/22941145/vampire-survivors-early-access-steam-pc-mac-luca-galante"><em>Vampire Survivors</em></a> &mdash; just to name three from last year &mdash; often do in the West.</p>

<p>One of the first Japanese indie hits was Q-Games&rsquo; <em>PixelJunk Eden</em>, which was released in 2008 for the PlayStation 3; the new PS5 version of <a href="https://www.theverge.com/22165042/pixeljunk-eden-2-review-nintendo-switch"><em>Eden 2</em></a> was shown off at this year&rsquo;s BitSummit. <em>PixelJunk Eden</em> was a minimalist, trippy platformer built around subdued tech house beats and organic visuals from Baiyon, a Kyoto-based artist and musician who loved games but had no prior experience in the industry.&nbsp;</p>

<p>&ldquo;I wanted to find some local artists who could come up with something visually unlike any other kind of game and that&rsquo;s when I met Baiyon,&rdquo; says Dylan Cuthbert, who founded Q-Games after a lengthy career in Japan involving stints at Sony and Nintendo. &ldquo;I didn&rsquo;t know what&rsquo;s indie, what&rsquo;s AAA, what&rsquo;s in-between &mdash; nothing,&rdquo; Baiyon tells me. &ldquo;But I trusted myself and Dylan to see if we could make something cool. And it was fun for me, so I just wanted to have fun and try to make it until the end.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/24806951/PXL_20230715_065417877.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A photo from the Bitsummit video game convention in Kyoto." title="A photo from the Bitsummit video game convention in Kyoto." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Sam Byford" />
<p>The conventional expectation for a path to employment in Japan remains much the same as it ever was: you study hard in high school to get into university and find a graduate job at a company that you will likely remain at for the rest of your career. &ldquo;Nintendo will do an interview and then they&rsquo;ll employ that person for the rest of their life,&rdquo; says Cuthbert. &ldquo;If you get through that interview, Nintendo is agreeing to invest about two million quid into your life. So it really changes your perspective because you&rsquo;ll never get fired from Nintendo unless you do something really stupid.&rdquo;</p>

<p>Of course, you can go anywhere in Japan and find creative people like Baiyon &mdash; talented musicians, photographers, and painters who figure out how to make an independent living through their art. But until recently, the path to indie game development has been harder for a lot of people here to imagine for themselves, not least because of technical challenges.</p>

<p>&ldquo;If I&rsquo;m going to make a game and can&rsquo;t find anyone like Dylan in Kyoto, should I try to interview at a big company like Nintendo?&rdquo; Baiyon asks. &ldquo;It might be kind of fun just for a few weeks,&rdquo; he adds, hinting that it might not be a whole lot of fun for him beyond that. However, one thing I kept hearing from him and other developers at BitSummit is how tools like Unity and Unreal Engine have made a huge difference in recent years for aspiring indie developers &mdash; especially because of improved Japanese language support. I&rsquo;ve often heard that midsize studios like <em>No More Heroes</em> developer Grasshopper Manufacture used to actively recruit foreign developers in large part to help with the lack of Japanese documentation for their basic technology, which is much less of an issue today.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“This year, we had a lot of good Japanese entries — really unique games.”</p></blockquote></figure>
<p>This was reflected in much stronger show floor representation from Japanese developers than in BitSummit&rsquo;s earlier years. &ldquo;It was tough in the past because there are so many high quality indies from the West, right?&rdquo; says Davis, who is conscious of striking the right balance. &ldquo;And those indies that can come here probably are either famous enough or can have a publisher pay for them. You could see an experience gap between them [and Japanese developers], but that&rsquo;s shrinking. This year, we had a lot of good Japanese entries &mdash; really unique games.&rdquo;</p>

<p>He&rsquo;s not wrong. Look at <a href="https://store.steampowered.com/app/2387430/SKY_THE_SCRAPER/"><em>Sky the Scraper</em></a>, a terrifying 2D action game where you swing from window to window in order to clean a tower. Or <a href="https://store.steampowered.com/app/2474220/Death_the_Guitar/"><em>Death the Guitar</em></a>, a tight, hyper-violent platformer where a musical instrument exacts revenge for the murder of its owner. Or <a href="https://store.steampowered.com/app/2088020/UNRESTRICTED/"><em>Unrestricted</em></a>, a sleek superhero-style action RPG built in Unreal Engine. Or <a href="https://store.steampowered.com/app/2428420/Umbraclaw/"><em>Umbraclaw</em></a>, a stylish tale of a dead cat making its way back home from the underworld. Or <em>Algolemeth</em>, a monochrome first-person dungeon crawler with a unique automated battle system that reminded me a little of <em>Final Fantasy XII</em>.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/24806959/PXL_20230714_041029512.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="A photo from the Bitsummit video game convention in Kyoto." title="A photo from the Bitsummit video game convention in Kyoto." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Sam Byford" />
<p>Another visible impact at this year&rsquo;s BitSummit was the widespread presence of <a href="https://www.theverge.com/23513517/steam-deck-long-term-test-valve">the Steam Deck</a>. There was a large official booth for Valve&rsquo;s PC gaming handheld, and it was also near-ubiquitous elsewhere as a standard demo device. The Deck makes sense as a convenient way to show off games, of course, but it could have particular resonance in the Japanese market.</p>

<p>Demand in Japan has outpaced expectations, according to Yukie Adachi of Komodo, which handles official Steam Deck sales in Asia. Adachi told me that the handheld was riding a wave of generally increased interest in PC gaming in Japan. This is happening despite certain headwinds here, like a significantly delayed release leading to a higher price due to the yen&rsquo;s subsequent collapse against the US dollar.</p>

<p>A vibrant PC gaming market is crucial to indie developers, who often rely on early access programs or releases that can exist outside of stores run by major platform operators. Japan&rsquo;s PC gaming scene, however, has historically been very niche, with consoles and particularly handheld systems dominating sales in recent decades. The Steam Deck isn&rsquo;t exactly mass market, but as a portable device with console-style software, it&rsquo;s potentially the most accessible gaming PC ever to go on sale in Japan.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“Can you get on Game Pass? Can you get on the front page of Steam? Those kind of things are so hard for indies — not just Japanese.”</p></blockquote></figure>
<p>I thought this year&rsquo;s BitSummit was by far the most successful to date at presenting a strong case for the state of Japanese indie games. The local representation on the show floor was stronger than ever. Official attendance set a new record, and the show felt a lot more diverse than typical game shows in Japan. The event itself was professionally staged, and there are plans to expand to a whole other floor of the convention center next year. I have no doubt there&rsquo;d be enough exhibitors to justify it.</p>

<p>That said, there&rsquo;s still a lot of work to do before Japanese indie developers can reach the international renown of their corporate compatriots. For all the creativity on show, it does feel like there&rsquo;s less of an established pathway to find an audience than you might hope for from one of the world&rsquo;s biggest gaming markets.</p>

<p>&ldquo;I don&rsquo;t think there&rsquo;s a lot of difference in ideas or gameplay quality,&rdquo; says Davis. &ldquo;It&rsquo;s more about what kind of support you can have. What kind of marketing can you have? You know, can you get on [Xbox] Game Pass? Can you get on the front page of Steam? Those kind of things are so hard for indies &mdash; not just Japanese.&rdquo;</p>

<p>That&rsquo;s worth keeping in mind. The sheer volume of high-profile Western indie hits each year obscures the far larger number of games that fail to find an audience. In many ways, Japanese developers have an even harder road to success &mdash; fewer publishers, fewer resources, and fewer potential customers. And very little on show at BitSummit seems to have been developed with a view to global domination.</p>

<p>But Japanese games are more popular than ever, and there&rsquo;s clearly a well of talent here just waiting to be tapped. I&rsquo;m reminded of <em>Demon&rsquo;s Souls</em>, an unheralded action RPG that turned out to be one of the most influential games of the century and catapulted FromSoftware to international renown. No one would have predicted that trajectory &mdash; Sony famously passed on the publishing rights &mdash; but the game found its audience nonetheless.&nbsp;</p>

<p>I would say it&rsquo;s more likely than not that there are countless Japanese indie developers working on games right now with the same sort of breakout potential. Maybe that work is happening in their spare time away from their day job. Maybe they could use a hand with the right connection to an artist, programmer, or publisher. Maybe they just want to bounce ideas off someone.&nbsp;</p>

<p>That&rsquo;s what BitSummit is for. It&rsquo;s already become an essential event in the Japanese gaming calendar &mdash; and I think it&rsquo;s only a matter of time before its participants start to make more noise around the world.</p>

<p class="has-end-mark"><em>Photography by Sam Byford for The Verge </em></p>
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					</entry>
			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[Vivo’s new flagship has a bigger, better in-display fingerprint sensor]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2022/5/18/23070106/vivo-x80-pro-announced-specs-features-camera-fingerprint-sensor" />
			<id>https://www.theverge.com/2022/5/18/23070106/vivo-x80-pro-announced-specs-features-camera-fingerprint-sensor</id>
			<updated>2022-05-18T03:00:00-04:00</updated>
			<published>2022-05-18T03:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Android" /><category scheme="https://www.theverge.com" term="Google" /><category scheme="https://www.theverge.com" term="Hands-on" /><category scheme="https://www.theverge.com" term="Mobile" /><category scheme="https://www.theverge.com" term="News" /><category scheme="https://www.theverge.com" term="Reviews" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Vivo has announced its latest flagship phone, the X80 Pro, and its most prominent new hardware feature is a larger in-display fingerprint sensor. The active area is far bigger than the small sensors found on most Android phones these days, meaning it&#8217;s easier to unlock the phone without looking at the screen to align your [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23460133/IMG_2875.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>Vivo has announced its latest flagship phone, the X80 Pro, and its most prominent new hardware feature is a larger in-display fingerprint sensor. The active area is far bigger than the small sensors found on most Android phones these days, meaning it&rsquo;s easier to unlock the phone without looking at the screen to align your thumb.</p>

<p>The scanner has several advantages beyond just being physically larger. You can register each fingertip with a single press on the screen, instead of having to lift and press it several times as with conventional phones. It works very quickly, even if your hands or the screen is wet. The larger surface area also means you can set the phone up to require two simultaneous fingerprints for an extra layer of authentication.</p>

<p>The &ldquo;3D Ultrasonic Large Fingerprint Sensor&rdquo; technology actually comes from Qualcomm, which calls it &ldquo;3D Sonic Max&rdquo; and has <a href="https://www.qualcomm.com/news/onq/2022/02/07/first-snapdragon-8-gen-1-smartphone-qualcomm-3d-sonic-max-vivo-iqoo-9-pro-sells">touted</a> its inclusion in a recent phone from Vivo&rsquo;s gaming-focused sub-brand iQOO. The X80 Pro represents the most mainstream deployment of this technology so far.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23460135/IMG_2879.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>As a company, Vivo has done more than any other to popularize in-display fingerprint sensors, having introduced the <a href="https://www.theverge.com/circuitbreaker/2018/6/11/17448214/vivo-x21-ud-in-display-fingerprint-sensor-review">world&rsquo;s first implementation on a shipping phone</a> in 2018. Vivo has demonstrated larger scanning surface areas in <a href="https://www.theverge.com/circuitbreaker/2018/2/25/17051692/vivo-apex-concept-phone-half-screen-fingerprint-scanner-selfie-camera-mwc-2018">&ldquo;Apex&rdquo; concept phones</a>, including a <a href="https://www.theverge.com/circuitbreaker/2019/1/24/18195191/vivo-apex-2019-announced-specs-features">&ldquo;full-display&rdquo; version in its 2019 model</a>, but the X80 Pro is one of the first commercial devices to actually ship with a module that&rsquo;s larger than the tip of your thumb.</p>

<p>Vivo is also increasingly known for its camera prowess these days, and it&rsquo;s a big focus with the X80 Pro. The Zeiss-branded camera hardware (complete with trademark T* coating on the lenses) is similar to what we saw with last year&rsquo;s X70 Pro Plus, though Vivo hasn&rsquo;t announced a Plus version of the X80 Pro yet. There&rsquo;s a 50-megapixel main sensor, a 48-megapixel ultrawide, a 12-megapixel 2x telephoto, and an 8-megapixel 5x periscope telephoto, all housed in a gigantic camera bump. One difference is that the 2x lens now uses Vivo&rsquo;s gimbal-style optical stabilization.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23460134/IMG_2878.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>Vivo is also making use of a new custom imaging chip called the V1 Plus. Like Oppo&rsquo;s MariSilicon X chip introduced earlier this year, the V1 Plus&rsquo; hardware is designed to handle image processing in difficult situations like night-time video capture. Another processing-intensive use case on the X80 Pro is a &ldquo;cinematic video bokeh&rdquo; mode designed to emulate the oval bokeh seen in scenes with shallow depth of field shot on Zeiss anamorphic lenses. Vivo says the chip also allows for reduced power consumption.</p>

<p>The X80 Pro&rsquo;s other specs are typical of a 2022 flagship Android phone. There&rsquo;s a Snapdragon 8 Gen 1 processor, 12GB of RAM, and 256GB of storage. The screen is a 6.78-inch 1440p curved OLED panel with a refresh rate of 120Hz. The battery is 4,700mAh and chargers at up to 80W with a cable or 50W wirelessly through Vivo&rsquo;s proprietary FlashCharge system.</p>

<p>We don&rsquo;t have pricing or regional release information for the X80 Pro yet. It&rsquo;s likely to hit Vivo&rsquo;s typical markets of India, Europe, and east Asia.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[Nintendo squeaks past Switch sales target but forecasts further slide]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2022/5/10/23064853/nintendo-earnings-q4-2021-switch-sales-forecast-2022" />
			<id>https://www.theverge.com/2022/5/10/23064853/nintendo-earnings-q4-2021-switch-sales-forecast-2022</id>
			<updated>2022-05-10T03:16:05-04:00</updated>
			<published>2022-05-10T03:16:05-04:00</published>
			<category scheme="https://www.theverge.com" term="Business" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="News" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Nintendo shipped 4.11 million Switch consoles in its January-March quarter, bringing its total to 23.06 million for the financial year, just enough to meet its revised forecast of 23 million. The company had originally predicted 25.5 million units for the year, then 24 million, before reaching its final forecast three months ago. The figure represents [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Illustrations by Alex Castro / The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/16309933/acastro_190530_1777_switch_0001.0.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>Nintendo shipped 4.11 million Switch consoles in its January-March quarter, bringing its total to 23.06 million for the financial year, just enough to meet its revised forecast of 23 million. The company had originally predicted 25.5 million units for the year, then 24 million, before reaching its final forecast three months ago. The figure represents a 20 percent decline on the previous year&rsquo;s figure of 28.83 million consoles shipped, with Nintendo citing shortages of semiconductors and other components.</p>

<p>Nintendo has now shipped 107.65 million Switch consoles in total since its launch in March 2017. It&rsquo;s the company&rsquo;s most successful home console, having <a href="https://www.theverge.com/2022/2/3/22915715/nintendo-earnings-q3-2021-switch-sales-forecast">recently overtaken the Wii</a>, though if you consider it a handheld system it still has some way to go to catch up to the Nintendo DS&rsquo; figure of 154.02 million units or the Game Boy&rsquo;s 118.69 million.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>Switch sales may well have peaked</p></blockquote></figure>
<p>As for software, <em>Pok&eacute;mon Legends: Arceus</em> made a strong debut last quarter, with 12.64 million units shipped to date. For comparison, the previous quarter&rsquo;s <em>Pok&eacute;mon</em>&nbsp;remakes&nbsp;<em>Brilliant Diamond</em>&nbsp;and&nbsp;<em>Shining Pearl</em>&nbsp;debuted with 13.97 million units and have now shipped 14.65 million in total, so <em>Arceus</em> is essentially performing in line with traditional <em>Pok&eacute;mon</em> games.</p>

<p>Nintendo&rsquo;s forecast for its current fiscal year, which began on April 1st, is to ship 21 million Switch consoles, suggesting sales for the system may well have peaked. The company&rsquo;s revenue and operating profit are also expected to decline by 5.6 percent and 15.6 percent respectively.</p>

<p>The first-party release schedule for the year includes upcoming Switch games like <em>Splatoon 3</em>, <em>Xenoblade Chronicles 3</em>, and <em>Pok&eacute;mon Scarlet</em> and <em>Violet</em>. The much-anticipated sequel to <em>The Legend of Zelda: Breath of the Wild</em> is set for a spring 2023 release date, which may or may not fall in the current financial year ending March 31st.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[Ayn Odin review: a Nintendo Switch with Android]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/23026461/ayn-odin-review-android-gaming-handheld" />
			<id>https://www.theverge.com/23026461/ayn-odin-review-android-gaming-handheld</id>
			<updated>2022-04-16T08:00:00-04:00</updated>
			<published>2022-04-16T08:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Android" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Google" /><category scheme="https://www.theverge.com" term="Reviews" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[There have been several attempts to create Android-based game consoles, but none have really gone to plan. The Ouya, for example, was a high-profile Kickstarter success and a disastrous commercial flop. Nvidia&#8217;s streaming-focused Shield, meanwhile, evolved into a great streaming box but didn&#8217;t do much to make Android a better gaming platform. It turns out [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23391688/IMG_2471.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>There have been several attempts to create Android-based game consoles, but none have really gone to plan. The <a href="https://www.theverge.com/2013/4/4/4180242/ouya-review">Ouya</a>, for example, was a high-profile Kickstarter success and a disastrous commercial <a href="https://www.theverge.com/2019/12/20/21029499/decade-fails-flops-tech-science-culture-apple-google-data-kickstarter-2010-2019">flop</a>. Nvidia&rsquo;s streaming-focused <a href="https://www.theverge.com/2013/7/31/4573596/nvidia-shield-review">Shield</a>, meanwhile, evolved into a great streaming box but didn&rsquo;t do much to make Android a better gaming platform. It turns out Google&rsquo;s OS isn&rsquo;t a panacea for building your own ecosystem.</p>

<p>Recently, though, the open nature of Android and the accessibility of manufacturing have let countless smaller Chinese companies produce their own spin on the idea. You don&rsquo;t have to have sweeping ambitions to build a platform ecosystem if all you want to do is sell to a small crowd of retro game enthusiasts. Companies like Retroid and Anbernic are churning out cheap, low-powered Android handhelds in a variety of shapes and sizes, usually with emulation in mind.</p>

<p>The $200&ndash;$300 (depending on configuration) <a href="https://www.indiegogo.com/projects/odin-the-ultimate-gaming-handheld#/">Ayn Odin</a> is a new Android handheld that builds on that approach. It&rsquo;s made by a small company in Shenzhen without any aspirations to create a brand new gaming platform, instead entrusting you to run whatever game you want on the device from the start. But it&rsquo;s powerful enough to play more types of games than any of its Android competitors, while its design and control layout give it much more flexibility.</p>

<p>The Odin&rsquo;s design inspiration is pretty obvious: it&rsquo;s basically a <a href="https://www.theverge.com/2019/9/19/20873717/nintendo-switch-lite-review-price-specs-features-games-launch-date">Nintendo Switch Lite</a> running Android. As someone who used a Switch Lite for a couple of years, though, I actually think Ayn&rsquo;s hardware is better. The 5.98-inch 1080p LCD is bigger and sharper. The grips are more comfortable and house useful customizable rear buttons. The D-pad appears to be identical to the PlayStation Vita&rsquo;s, which is a very good thing. The sticks are a little lower-profile than the Switch&rsquo;s, but they&rsquo;re comfortable and easy to use.&nbsp;</p>

<p>Overall, build quality is impressive for this kind of device. The unit I&rsquo;ve been testing comes in a Super Nintendo-style grey and purple colorway, which is a great look. There&rsquo;s blue LED lighting on the sides of the device and underneath the analog sticks, which I don&rsquo;t mind but am glad can be turned off. Up top, there&rsquo;s a flap similar to the one that hides Switch game cards, except here it covers a microSD card slot and a Micro HDMI port. The only real complaint I have about this hardware is the goofy Odin logo underneath the D-pad.&nbsp;</p>

<p>There are a few different versions of the Odin. I&rsquo;ve been testing the $287 Odin Pro, which has a Qualcomm Snapdragon 845 processor, 8GB of RAM, and 128GB of storage. The $239 non-Pro Odin has the same Snapdragon 845 but half the RAM and storage. The $198 Odin Lite also has 64GB of storage and 4GB of RAM but swaps the Snapdragon out for a newer MediaTek Dimensity D900. All models are available to order through Indiegogo, though the Lite has only just started shipping to backers.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23391692/IMG_2472.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;The Odin has blue LED lighting under the sticks and on the sides.&lt;/em&gt;" data-portal-copyright="" />
<p>The Snapdragon 845 is what flagship Android phones used in 2018, so you&rsquo;re getting the raw performance of a Samsung Galaxy Note 9 or a Google Pixel 3. The difference, though, is that the Odin has active cooling, so it&rsquo;s able to run the processor at its highest speed for longer periods of time, unlike thin smartphones, which don&rsquo;t have fans and need to throttle their performance to stay cool. The Odin&rsquo;s fan is almost inaudible on its normal setting, very quiet in performance mode, and about on par with a Nintendo Switch at its loudest in high performance mode. It&rsquo;s a lot less noticeable than handheld PCs like the <a href="https://www.theverge.com/22960536/steam-deck-faq-valve-one-month-later">Steam Deck</a> and the <a href="https://www.theverge.com/22972334/aya-neo-next-review-vs-steam-deck-windows">Aya Neo Next</a>.</p>

<p>A chip found in Android phones from three or four years ago may not sound impressive, but it&rsquo;s far more powerful than what you&rsquo;d get with most other Android handhelds, which often use low-powered MediaTek or Rockchip SoCs. Those devices are intended to play games from 2D consoles or, at a stretch, early 3D systems like the original PlayStation and Nintendo 64. The Odin, though, is able to emulate more advanced consoles like the Dreamcast, PSP, and GameCube. Between its bigger 16:9 screen and built-in controls, it&rsquo;s a more convenient and console-like experience than using a newer Android phone with an external controller, even if you sacrifice a little performance.</p>

<p>Emulation is inherently hit and miss, and your results will vary depending on how you tweak settings and which emulators you choose. Overall, though, I found the Odin to do a great job with the three aforementioned systems. Generally, you can at least expect GameCube games to run at their original resolution and frame rate, sometimes with an occasional hitch. Not everything worked &mdash; I couldn&rsquo;t get the GameCube version of <em>NBA Street V3</em> to load past the intro sequence, for example, despite <em>V2</em> (which is better anyway) running fine. PSP games were a revelation, on the other hand, with most of them able to be run at far higher resolution and with better performance than the original hardware.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23391693/IMG_2474.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;There are two buttons on the back of the grips.&lt;/em&gt;" data-portal-copyright="" />
<p>Even on more powerful PCs, PS2 emulation is trickier due to Sony&rsquo;s proprietary &ldquo;Emotion Engine&rdquo; CPU with its custom instruction set. The Odin can run some PS2 games, but I wouldn&rsquo;t buy it expecting to get a seamless, glitch-free experience with a majority of the system&rsquo;s library. GameCube versions of games, where they exist, will almost always be a better option if you&rsquo;re looking to play something from that console generation.</p>

<p>The Steam Deck is an obvious comparison, and while I don&rsquo;t have one in hand to test side by side, it&rsquo;ll clearly perform much better for emulation than the Odin. <a href="https://www.google.com/url?q=https://www.youtube.com/watch?v%3DfMxVO_eUgEY&amp;sa=D&amp;source=docs&amp;ust=1650047573272318&amp;usg=AOvVaw3f2Hzvqhnow0-CYZ5TSkh1">Here&rsquo;s a video</a> showing that you can even get good results with PS3 games on the Deck, which can be notoriously challenging. On the other hand, the Steam Deck is much bigger and more expensive than the Odin (not to mention harder to buy), so it might be overkill for emulation if you&rsquo;re mostly interested in older games.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>Lots of ways to fill a gaming library</p></blockquote></figure>
<p>The Odin is a really great device for streaming games, as long as you&rsquo;re in Wi-Fi range. It has all the controls you need, and its big 16:9 display is the perfect size and sharpness. I played a ton of Xbox Game Pass titles and found the Odin to be a much better experience than any phone, even one with a controller attached. Streaming games isn&rsquo;t for everyone yet, but if it works with your connectivity and play style, it&rsquo;s a good way to expand the capabilities of the Odin. (One unfortunate note: while Sony&rsquo;s PS4 and PS5 Remote Play app runs fine on the Odin if you pair a DualShock or DualSense controller, I couldn&rsquo;t get it to work with the built-in controls.)</p>

<p>Native Android games also work well, and you can download anything from the included Google Play Store. The Snapdragon 845 might not be the latest chip, but there aren&rsquo;t many Android games that can&rsquo;t get decent performance on it. <em>Genshin Impact</em> is the usual stress test, and I got a solid 30fps at default settings. Games with controller support automatically treat the Odin as if you have a pad hooked up over Bluetooth, and Ayn&rsquo;s software layer also lets you easily map touchscreen commands to the Odin&rsquo;s physical controls in games like <em>Genshin</em> and <em>Call of Duty Mobile</em>.</p>

<p>The one major game I couldn&rsquo;t get to run was <em>Fortnite</em>, which first returned an error message telling me to disable a developer mode I hadn&rsquo;t turned on, then booted me from any match I attempted to enter because of &ldquo;internet lag, your IP or machine, VPN usage, for cheating, or being on an untrusted platform.&rdquo; None of those issues should have applied, needless to say, except apparently the last one.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23391694/IMG_2475.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;Up top, there’s a power button, a volume rocker, an exhaust for the fan, and a flap that covers a microSD card slot and a Micro HDMI port.&lt;/em&gt;" data-portal-copyright="" />
<p>The Odin&rsquo;s software is essentially stock Android 10 &mdash; the Lite model has Android 11 &mdash;&nbsp; with Google services included, as well as an optional launcher. I found this launcher useful for system-level features like adjusting fan speed and the LED lights, but it requires you to add all your games manually in order to launch them, which I didn&rsquo;t really find to be worth the effort over just using regular Android for basic operations. Google&rsquo;s OS isn&rsquo;t perfectly optimized for 6-inch landscape displays, but at least it&rsquo;s familiar and works the way you&rsquo;d expect.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>No native Netflix but other options</p></blockquote></figure>
<p>While Netflix doesn&rsquo;t show up in the Play Store, other streaming apps like Prime Video do, though you might have to turn the Odin on its side to use the phone-style UI before your video starts. If you&rsquo;re really adventurous, you can install the Arm-based version of Windows on the Odin through an open-source project specifically for the Snapdragon 845; I did not try this and don&rsquo;t think it would be a good idea for most people, but hey, the option is there.</p>

<p>As with any handheld gaming device, battery life depends on what you&rsquo;re doing with it, but I found the Odin&rsquo;s to be generally very good. The Pro version has a 6,000mAh battery, which is bigger than any phone that doesn&rsquo;t make a giant battery its main selling point, while the regular Odin and Odin Lite&rsquo;s are a still-pretty-big 5,000mAh. I didn&rsquo;t do dedicated rundown tests, but I haven&rsquo;t found myself ever needing to rush to a charger in my time with it &mdash; it&rsquo;s not like the Steam Deck, where you&rsquo;re lucky to get a couple of hours from newer games. The Odin and Odin Pro support Qualcomm&rsquo;s Quick Charge up to 4.0+, while Ayn claims the Lite has unspecified &ldquo;fast charging.&rdquo;</p>

<p>Another charging-related feature I wasn&rsquo;t able to test was the Odin&rsquo;s &ldquo;Super Dock,&rdquo; a charging stand with a ton of ports. There are four USB-A 3.0 ports, an HDMI out, USB-C, Ethernet, and unusually, two Nintendo 64 controller ports and two more for GameCube controllers. I can&rsquo;t speak to how well the dock works, but it&rsquo;d certainly be a unique way to play <em>Super Smash Bros.</em></p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23391690/IMG_2473.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;I love the Vita-esque D-pad, but it’s a shame about the logo.&lt;/em&gt;" data-portal-copyright="" />
<p>It&rsquo;s hard to fault the Ayn Odin for what it sets out to do. Android might not be the perfect ready-made gaming platform, but it&rsquo;s allowed Ayn to build great hardware, step back, and give the user the responsibility of figuring out what to run on it. For a certain kind of person, this will make them very happy.</p>

<p>Streaming, traditional Android gaming, and emulation are all relatively niche use cases, of course, when compared to something like a Nintendo Switch Lite. That&rsquo;s a $199 machine designed solely to play Nintendo Switch games, and if that&rsquo;s what you&rsquo;re after, it obviously does a much better job.&nbsp;The Odin won&rsquo;t be for everyone.</p>

<p class="has-end-mark">But there&rsquo;s something to be said for putting the flexibility of Android into a well-made, capable portable console and letting you do what you want with it. While Ayn doesn&rsquo;t have its own games store to lean on, the Odin&rsquo;s appeal is that it does for Android what the Steam Deck does for PC gaming &mdash; it brings the platform to a convenient form factor and says &ldquo;hey, go check out what this thing can do.&rdquo;</p>
<div class="wp-block-vox-media-highlight vox-media-highlight alignnone"><h1 class="wp-block-heading" id="kIBj2R">Agree to Continue: Ayn Odin</h1>


<p><em>Every smart device now requires you to agree to a series of terms and conditions before you can use it &mdash; contracts that no one actually reads. It&rsquo;s impossible for us to read and analyze every single one of these agreements. But we started counting exactly how many times you have to hit &ldquo;agree&rdquo; to use devices when we review them since these are agreements most people don&rsquo;t read and definitely can&rsquo;t negotiate.</em></p>



<p>As a device running essentially stock Android with Google Play, you&rsquo;ll need to agree to some of Google&rsquo;s terms to use those built-in apps and services. That includes:</p>


<ul class="wp-block-list"><li>Google’s terms of service</li><li>Google’s privacy policy</li><li>Google Play terms of service</li></ul>


<p>However, using the Odin without a Google account could theoretically be a lot more practical than it would be with a phone, at least if you only wanted to use it as an emulation device and sideload everything like most other Android gaming handhelds. In that sense, there aren&rsquo;t any mandatory terms to agree to.</p>
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					</entry>
			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<title type="html"><![CDATA[The Duovox Mate Pro is a tiny camera that truly sees in the dark]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2022/4/13/23023276/duovox-mate-pro-night-vision-camera-hands-on-kickstarter" />
			<id>https://www.theverge.com/2022/4/13/23023276/duovox-mate-pro-night-vision-camera-hands-on-kickstarter</id>
			<updated>2022-04-13T04:36:01-04:00</updated>
			<published>2022-04-13T04:36:01-04:00</published>
			<category scheme="https://www.theverge.com" term="Cameras" /><category scheme="https://www.theverge.com" term="Creators" /><category scheme="https://www.theverge.com" term="Hands-on" /><category scheme="https://www.theverge.com" term="Reviews" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[If you have a relatively recent phone, you probably have a dedicated night mode in your camera app. These features have transformed the possibilities for night-time photography, blending multiple images together to create a single bright exposure. But there are limitations to this approach &#8212; you have to stay still, for example, and it doesn&#8217;t [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23386447/IMG_2461.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
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<p>If you have a relatively recent phone, you probably have a dedicated night mode in your camera app. These features have transformed the possibilities for night-time photography, blending multiple images together to create a single bright exposure. But there are limitations to this approach &mdash; you have to stay still, for example, and it doesn&rsquo;t work with video.</p>

<p>The makers of a new camera called the Duovox Mate Pro, which <a href="https://www.kickstarter.com/projects/duovox/duovox-mate-pro?ref=cnlfog&amp;utm_source=pr&amp;utm_medium=TheVerge&amp;utm_campaign=Duovox">just launched on Kickstarter</a>, are betting that there&rsquo;s still a place for dedicated low-light hardware. The Mate Pro is a compact camera with a Sony STARVIS 2 CMOS sensor that Duovox claims is a thousand times more sensitive than the sensor in an iPhone 13 Pro and has 148 percent more dynamic range than a Sony A7S III.</p>

<p>Sony&rsquo;s STARVIS image sensors are primarily designed for security cameras. They use backside illumination and have the ability to capture infrared light as well as visible light, which lets them produce a viewable image in the most extreme of lighting conditions.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23386448/IMG_2464.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>The Mate Pro&rsquo;s design is utilitarian but cute in its own way. The proportions kind of remind me of <a href="https://www.theverge.com/2011/10/31/2527244/pentax-q-hands-on">Pentax&rsquo;s Q</a> line of mirrorless cameras from a decade ago &mdash; there&rsquo;s a tiny lens that looks huge on an even tinier body, which is only four inches wide. The back panel of the camera is solely occupied by a 3-inch touchscreen, which is used to control almost everything; the top plate just has a power button, a shutter button, and four-way directional buttons.</p>

<p>The high light sensitivity is clearly apparent when walking around with the Mate Pro. I live in Tokyo, where it&rsquo;s difficult to find yourself in a truly pitch-black situation, but the darkest alleyways in my neighborhood looked like daylight on the Mate Pro&rsquo;s screen, with colors rendered clearly. It&rsquo;s an interesting alternative to a flashlight &mdash; you can see the whole scene in front of you instead of shining a light in a certain direction. (There is also an actual flashlight mounted on the front of the camera, too.)</p>

<p>Just don&rsquo;t expect the image quality to hold up for still photography. The sensor is only 2K resolution, and the odds are really stacked against the Mate Pro when you compare it to a smartphone night mode that makes use of complex algorithms and a modern image signal processor. Duovox says it&rsquo;s using advanced noise reduction, but the results are still very noisy. Here&rsquo;s an example next to the Oppo Find X5 Pro, which I would rate as having one of the best night modes available today:</p>

<div class="c-image-compare alignnone wp-block-vox-media-image-compare">
	<div class="c-image-compare__images">
		<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23386442/2022_0210_043613_001.JPG?quality=90&#038;strip=all&#038;crop=7.625,0,84.75,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23386443/IMG20220413002348.jpg?quality=90&#038;strip=all&#038;crop=0,5.5555555555556,100,88.888888888889" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />	</div>
	<div class="c-image-compare__caption">
		A dark alleyway captured on the Duovox Mate Pro (left) and the Oppo Find X5 Pro (right). The Duovox image is brighter but much tighter and noisier.	</div>
</div>

<p>Poor image quality aside, the Mate Pro&rsquo;s lens isn&rsquo;t really ideal for general photography, either. The focal length is tight but the minimum focusing distance is long, meaning it&rsquo;s not useful for taking photos of close objects. For snapshots and quick video clips, though, it does the job.</p>

<p>It&rsquo;s better to think of the Duovox Mate Pro as a portable security camera than an artistic tool. You can capture footage of just about anything with this device, and it&rsquo;s small enough to mount almost anywhere and leave to run for as long as the battery (internal or USB-C-powered external) holds out. There&rsquo;s also a built-in Wi-Fi hotspot so you can stream the camera&rsquo;s feed to Duovox&rsquo;s smartphone app.</p>

<p>I could see the Mate Pro as a useful travel accessory, too. I often do stay in parts of Japan with very little light &mdash; unfortunately not during the time I&rsquo;ve had with the Mate Pro &mdash; and it would be helpful when hiking, driving, or looking for wildlife.</p>

<p>The Mate Pro is available on Kickstarter from $599, but Duovox says the standard retail price will be $1,200, which feels like a stretch. Depending on your use case, though, $599 will either be a lot of money to pay for a bad photo camera or a pretty good deal for legitimate night vision in your pocket. It&rsquo;s expected to ship in October this year.</p>
<div class="wp-block-vox-media-highlight vox-media-highlight alignnone"><h3 class="wp-block-heading" id="">&nbsp;</h3>


<p><strong>A note on crowdfunding:</strong></p>



<p>Crowdfunding is a chaotic field by nature. Companies looking for funding tend to make big promises. According to a <a href="https://www.kickstarter.com/fulfillment">study run by Kickstarter</a>, roughly 1 in 10 &ldquo;successful&rdquo; products that reach their funding goals fail to actually deliver rewards. Of the ones that deliver, delays, missed deadlines, or overpromised ideas mean that there&rsquo;s often disappointment in store for those products that do get done.</p>



<p>The best defense is to use your best judgment. Ask yourself: does the product look legitimate? Is the company making outlandish claims? Is there a working prototype? Does the company mention existing plans to manufacture and ship finished products? Has it completed a Kickstarter before? And remember, you&rsquo;re not necessarily buying a product when you back it on a crowdfunding site.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Sam Byford</name>
			</author>
			
			<author>
				<name>Jon Porter</name>
			</author>
			
			<title type="html"><![CDATA[Vivo announces its first folding phone]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2022/4/11/23019954/vivo-x-fold-folding-phone-price-specs" />
			<id>https://www.theverge.com/2022/4/11/23019954/vivo-x-fold-folding-phone-price-specs</id>
			<updated>2022-04-11T10:17:31-04:00</updated>
			<published>2022-04-11T10:17:31-04:00</published>
			<category scheme="https://www.theverge.com" term="Android" /><category scheme="https://www.theverge.com" term="Google" /><category scheme="https://www.theverge.com" term="Mobile" /><category scheme="https://www.theverge.com" term="News" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Vivo has announced the X Fold, its first folding phone. The X Fold takes a similar approach to Samsung&#8217;s Galaxy Z Fold series and its competitors, with a large 8.03-inch folding screen on the inside for tablet-style use and a more conventional phone-sized screen &#8212; in this case, 6.53 inches &#8212; on the outside. Like [&#8230;]]]></summary>
			
							<content type="html">
											<![CDATA[

						
<figure>

<img alt="" data-caption="The Vivo X Fold. | Image: Vivo" data-portal-copyright="Image: Vivo" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23381566/Screen_Shot_2022_04_11_at_12.41.09_PM.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	The Vivo X Fold. | Image: Vivo	</figcaption>
</figure>
<p>Vivo has announced the X Fold, its first folding phone. The X Fold takes a similar approach to Samsung&rsquo;s Galaxy Z Fold series and its competitors, with a large 8.03-inch folding screen on the inside for tablet-style use and a more conventional phone-sized screen &mdash; in this case, 6.53 inches &mdash; on the outside.</p>

<p>Like Samsung, Vivo&rsquo;s folding display uses a layer of Ultra Thin Glass (UTG) <a href="https://www.theverge.com/2020/2/19/21142728/samsung-foldable-glass-galaxy-z-flip-explained-schott-corning">produced by Schott</a>, which should help with durability. <a href="https://www.gsmarena.com/vivo_x_fold_arrives_with_snapdragon_8_gen_1_flagship_cameras-news-53909.php"><em>GSMArena</em> reports</a> that its hinge allows the phone to fold flat or to be propped open at angles between 60 and 120 degrees. According <a href="https://www.androidauthority.com/vivo-x-fold-3151346/">to <em>Android Authority</em></a>, Vivo advertises that the phone&rsquo;s screen should survive 300,000 folds, which appears to be a big increase over the <a href="https://www.theverge.com/22619139/samsung-galaxy-z-fold-3-flip-screen-durability-waterproof-aluminum">200,000 folds Samsung claimed</a> for its most recent generation of foldables.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23381743/gsmarena_004.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;The Vivo X Fold has four rear cameras.&lt;/em&gt; | Image: Vivo" data-portal-copyright="Image: Vivo" />
<p>Beyond its folding capabilities, the Vivo X Fold sports recognizably flagship specs. It&rsquo;s powered by Qualcomm&rsquo;s flagship Snapdragon 8 Gen 1 processor and has a 4,600mAh battery that can be charged at 50W wirelessly or at 66W using a cable. Both its screens support up to a 120Hz refresh rate and have ultrasonic fingerprint scanners built into them.</p>

<p>There are four cameras on its rear: a 50-megapixel main camera, a 48-megapixel ultrawide, a 12-megapixel 2x telephoto, and an 8-megapixel 5x periscope, according to <em>Android Authority</em>. Both inner and outer screens come with hole-punch selfie cameras with a resolution of 16-megapixels.</p>

<p>Vivo is part of the BBK supply chain empire, sharing ownership with Oppo, OnePlus, and Realme. Oppo released its first folding phone last year, the <a href="https://www.theverge.com/2021/12/15/22837149/oppo-find-n-hands-on-announcement-specs-price">Find N</a>, which was an impressive device with slightly smaller screens than the Vivo X Fold. Both of these devices are exclusive to China for now.</p>

<p>The Vivo X Fold&rsquo;s price will start at &yen;8,999 (around $1,413) for its 12GB RAM, 256GB storage model. There&rsquo;s also a 512GB storage variant that&rsquo;ll retail for &yen;9,999 (around $1,570).</p>
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